Empire is a LARP game run by Profound Decisions in the UK. Before events, they post updates to help players understand what is going on in the world. This is a summary of the Winds of War, aka the posts “Last Rays of the Sun,” “Another Verse,” “Only Forward,” “Standards,” “Below the Thunders,” and “Ashes”.
The Winds of War are coming thick and fast now they are here, so let’s see what is on the forecast for the people of the Empire at the Summer Solstice.
Last Rays of the Sun
This Wind of War is about the last dregs of the armies of the Cold Sun. The Cold Sun is an eternal that has sworn to destroy the Empire first before moving on to the rest of life itself. It pushed several armies into the Empire last year and they have been running around turning towns and villages to glass, burning people alive from the inside out, and destroying art and culture. Most of the armies have been destroyed, the only ones left are the Empty Hands in Miaren, and the Silence Arc in Hahnmark.
The Empty Hands have settled in Miaren, specifically the area known as Rhonwen’s Fall, which has been a refuge and sanctuary for the Navaar for centuries, or at least it was. The Cold Sun have killed everyone left there and even gone so far as to scour some of the ancient carvings from the stone. The scions of the Cold Sun do not understand kindness or mercy and so that is how they are treated in return when the Navaar army sweeps through the defences of Rhonwen’s Falls and takes it back.
The last to fall is the Grand Archon, who says something that the attackers do not record, an appropriate final blow against the creatures who wanted to wipe out creativity and thinking life.
The Navaar lose more than a hundred fighters, some of whom calcify in their final moments. The petrifying aura that was transforming many of the trees in the region has been stopped, and there are now only a few warbands at large in Miaren.
In Hahnmark things are a little different. The Silence Arc has been building something at the Tower of the Eagle, and as the Imperial armies draw close, it appears to be nearly finished. As the Imperial armies fight their way through the defending scions, the light coming from the Tower grows brighter and brighter. Bright enough to be seen as far south as Tassato and as far east as Laroc. Then there is a terrible roar as the last remnants of the Tower of the Eagle are dragged deep into the light and burned in the same moment.
A giant gate, 20 feet wide and tall, has been built out of crystal and mithril. The centre of it is a light too bright to look at. With a shout from the Silence Arc’s Grand Archon a dozen Cold Sun scions break the rules of magic to cross the wards of the Conclave and enter the Empire directly from the Day Realm.
But the Imperial Armies struck just in time, the Grand Archon falls under an onslaught of arrows and the magic shatters and explodes. Any scions still standing are torn apart by the magical backlash. It also hits the Imperials, killing many, but leaving more burned, scarred, stunned, blinded or deafened by the blast. The gate remains, and burns any who wander close enough to it, and a few warbands have gotten away, but this is the end of the Cold Sun incursion. Though if the Conclave ever drops the Enmity against them then this would be a perfect way for them to get back into the Empire. There is also the fact that this does not tally with all the supplies of mithril the Cold Sun have stolen since they came to the Empire. Are there more of these gateways just waiting for a chance to open and release more scions upon the Empire?
Player Participation
Anyone with a military unit who took part in either of these battles has until the 19th of July to email the plot team with your Character ID and request a lingering traumatic wound.
In addition, if your military unit travelled with the Summer Storm you may have come in contact with heralds of Janon and will have the optional roleplaying effect: “The memory of friends and family who have fallen in battle intrudes on your thought, and you feel driven to ensure they are never forgotten. It is easy to be angered by anyone who seems to be diminishing the grief you feel, and easy to lash out physically at such individuals or institutions.” If you choose to embrace this roleplaying effect, and have the Hero skill, then at any time during the Summer Solstice you can gain a single temporary hero point, provided you engage in appropriate roleplaying showing how you channel your sorrow into a burst of rage or fury. You cannot use this ability if you are weakened or dying. Once expended the hero point is gone, and it fades naturally by the end of the Summer Solstice.
Conjunctions
There are three conjunctions or skirmishes through the Sentinel Gate this event with a connection to the Cold Sun. All are Combat Highly Likely encounters and the times are still to be decided.
Fading Words (Hahnmark) – A force of scions are threatening Wood Heath, the thane of Dunhearth Hall is responsible for stopping them
A Message Sent (Redoubt) – A force of scions are advancing on the Tower of Light and Shadow, the Penumbral Watcher is responsible for stopping them
Pale Shadows (Miekarova) – A force of scions are advancing on the Icy Crag of the Eternal Sun, the Master of Ice and Darkness is responsible for stopping them.
Another Verse
This Wind of War is about the ongoing war against the Jotun in Kahraman, mostly featuring the Lasambrian Orcs as barbarian foes.
In Kahraman, Isaella’s Dance has been joined by the Fist of the Mountains, the Tusks, the Valiant Pegasus, and The Red Wind Corsairs. Each of the four Imperial armies is accompanied by a cohort of the Knights of Glory. Supernatural warriors drawn from the Summer Realm, from the fields of Eleonaris herself. In the mountains of Serra Damata, a tower of black ice is raised by Imperial magicians, called from the realm of Eleonaris’ rival, Cathan Canae.
Against them are the armies of the Lasambrian Jotun – the Hierro, the Corazón, and the Escuta – and their Skjaldirborn allies. The thousand-strong warband of Yantan Thetrason still supports the Hierro. And they too have boons from the Summer Realm.
The barbarian armies continue to attack the Imperial in several clashes across the grasslands, including a battle near Rojota. The Empire manages to push the barbarians back, but suffers 500 casualties.
And then the Jotun reinforcements arrive.
Two fresh armies, Bear Who Swims and Roaring Thunder. Oh and they have support from the Summer Realm, too.
But it is not enough, the combined might of the Imperial Armies pushes the Jotun back and Kahraman is retaken by the Imperials. But with the loss of 3,500 soldiers the price is steep. The fortified road project will be able to start again, and should be completed by Autumn if no more land is lost to the Jotun in Kahraman.
Only military units who supported the Valiant Pegasus in Kahraman received shares of the Imperial Guerdon. A standard miitary unit received five shares, with additional ranks from upgrades or enchantment providing an additional share each.
The Cliffs have lost 5 wains of white granite, the Mine has lost 4 wains of mithril, and the Red Depths has lost 3 wains to the Corazón raiders.
Only Forward
This Wind of War is about the Jotun’s attack on Bregasland. Two armies, the Fist of Ulven and the Southern Bear, crossed from Liathaven into Bregasland, finding their feet on the only truly solid piece of ground in the territory, Graven March.
They came cautiously at first, apparently expecting it to be defended with magic, but there is none to be found and little in the way of non-magical defence either. Just a few levies from the locals and a few Strongreed soldiers having an illicit weekend away from the barracks. Graven March falls quickly and is soon their centre of operations.
There aren’t many Yegarra present, and there appears to be a clear decision to separate this new invasion from Mathilda Fisher’s attempt to conquer the land in the name of her ancestors. This is just a straight-up invasion, with no attempts at masking it with a Bregasland rebellion.
The people of Bregas receive the same choice as most from the Jotun, to become a Thrall and put down your weapons, or die. Except for any visitors or settlers who are too obviously Navaar. The Jotun don’t trust them, calling them Imperial Druj, and execute any they find.
The Keeper of the Dour Fens has again lost access to their mana sinecure and cannot take advantage of the weeping menhirs until the Jotun are driven out of the region.
Conjunction
Choices (Mitwold) – A Jotun warband have been raiding in Mitwold, the leader is called Urse Longarm. The Bailiff of the Grand Market is responsible for slaying Urse Longarm. This is a combat highly likely encounter.
Battle Opportunity
The Jotun have stopped at Graven March and appear to be attempting to raise defences there. There is an opportunity for Imperial Heroes to travel through the Sentinel Gate and tear down what they have made and send them back. The options for which day this battle option is for has yet to be decided.
Standards
This Wind of War is about the attack by the Jotun on the Mournwold.
Because yes, they’re attacking there too!
The Lion of the North, the Tower of the North and warbands under the control of the previous ruler of the mourn, Jarl Haakon, march into Mournwold. Making use of the various caches of weapons and materials that they hid there a year ago. Stephen of Sarcombe is also here and seems to have been joined by some of Mathilda Fisher’s followers now that she is dead.
The western half of Southmoor quickly falls to the Jotun. Here, people, whether human or orc, are given the Choice to become thralls or fight for the Jotun. This angers some of the Marcher Orcs who appreciate the equality they gained with joining the nation, and some of them pick up weapons to fight against the Jotun. Many of them fall, but a few of them manage to escape East.
There are rumours about the warband of Stephen of Sarcombe, that they are not giving everyone the Choice and that they are facing backlash about it from Jarl Haakon and even the Queen herself. She has apparently made Stephen choose between making a vow to give the Choice or returning to Liathaven.
The Jotun push through the Mourn until they reach Sarcombe. The army is some 10,000 strong while the defenders are merely 6,000, made up of locals and some people from Highguard visiting as part of the Peerless Kinship. The gates are soon broken down and the fighting spills into the streets of Sarcombe, before the defenders are pushed out and towards the Ore Hills.
The standards of the Jarl Haakon and the Queen of Kalsea are raised over the Old Oak Inn.
The Jotun have conquered three-fifths of Southmoor, including the market town of Sarcombe. This means that following the Summer Solstice the Master of Sarcombe Metal Market will be unable to use their ministry. Likewise, the Bailiff of the Downs has been forced to abandon their offices, meaning that in the coming season they will be unable to claim their regular income. The Town Clerk of Sarcombe will not be able to draw on their market fees until the Empire reclaims the market-town.
With enemies in the Mourn, the people anticipate the imminent return of the Tusks to protect the territory, following the oath sworn by their general last season. If the army is not in the Mournwold by the start of the Autumn Equinox, leading a counter-attack or defending the people, the newly-established trust between the folk of the Mourn and the army will be broken.
Below the Thunders
This Wind of War is about the continued war against the Grendel and the Asavaeans in Madruga, with added magical effects from Siakha.
Storm clouds roll in almost as soon as the Spring Equinox has passed. The storms have been conjured using Spring Magic in the name of Siakha, who has reinforced them as boons to those who would seek to encourage chaos and bloody battle.
The Burning Falcon are one of the Imperial armies present in the territory, they have been enchanted with the Clarity of the Master Strategist ritual like the others in the territory, but it starts to break down due to the combined effects of the Spring curses laid on the territory and the Night heralds who join them on the campaign. By the time the Summer Solstice dawns, the flames of Night and the tempest of Spring will have formed a crucible from which the Burning Falcon will emerge transformed.
In comparison the Fire of the South are matched with heralds from the Winter Realm, knights of the Bound King, Tharim. A cadre of the Fire of the South begin to show the marks of Winter on their bodies and, more concerningly perhaps, in their hearts.
The Grendel work together to fight back against the Empire, their land and sea forces combined is about 40,000 versus the Imperial 35,000.
There are also many mercenaries from Asavaea, including a surprising number of assassins and scouts who pretend to be Imperial but strike with poison. They are often priests of the Asavaean gods of Vengeance and Ambition, Tlangg and Sanit.
Governor Rahab has been seen here, odd given he mostly stays inside his fortified palace in Feroz, is there something drawing him here? Something more than the chance to fight back against the people who have embarrassed him so often, at least.
However, the battles are forced to pause as the storms grow even worse. Lightning strikes, rivers burst their banks, pirates and sea monsters attack the coast, everything and the kitchen sink seem to be getting thrown at Madruga.
Many lives are lost, but the most tragic loss is when the Seminary of Zemress is torn apart by the waves and dragged under. However, when the sea comes for the Kraken’s Bane, Zemress’s legendary ship, the ship and the true Liao aura placed upon it survive the battering from the sea. Most other places up and down the coast are not so lucky; however, the tempest floods the House of Guerra, and it dashes against the Zemress Naval Academy, flooding the lower level and inflicting serious damage.
The Empire has made inroads into Siroc Plains, despite the devastating weather. They are two-fifths of the way toward claiming the region, and thus the territory.
The region of Free Landing can no longer be reached by armies, unless those armies are carried by a navy. This is due to the fane of Siakha, and the monsters unleashed during the Spring Equinox by the followers of the eternal.
Only military units who supported the Wolves of War in Madruga received shares of the Imperial Guerdon. A standard military unit received five shares, with additional ranks from upgrades or enchantment providing an additional share each.
The stream that runs past the Crimson Drummers in Torres has flooded, but here the damage is less severe as the shrine is well inland. The Crimson Sutannir will not receive any liao or money following the Summer Solstice – they will be needed to support the rebuilding effort.
The Marracossa Sendito still has access to their ministry. The Marracossan settlement at Trajadoz has suffered damage from the storms but the artisans there indicate that they intend to honour their contractual obligations even as they are forced to rebuild. They also wish to offer an additional Raptis Hook, and an additional Ichos’ Fork for at least the next year albeit at a slightly higher price, so that they can pay for repairs.
Both the Imperial and Grendel armies have taken a share of 750 casualties from the combined, empowered storm curses. Likewise, the Grendel navies have shared 750 casualties.
Player Participation
If your military unit was assigned to support the Burning Falcon this downtime, you may have been inspired by the heralds of Janon fighting alongside – and aiding in the transformation of – the army. If you wish, you may experience a roleplaying effect: You are filled with passionate intensity, and find it difficult to keep your emotions under control. You find it very difficult to resist the urge to step up and confront people or situations that make you angry, especially if those situations involve challenges to your personal beliefs or philosophies.. If you choose to embrace this roleplaying effect, and have the hero skill, then for the duration of the Summer Solstice you have an additional hero point. If you are a Freeborn character with the kohan archetype, you gain two additional hero points for the duration of the summit instead. These bonus hero points remain until the end of the Summer Solstice, or until you use a source of spiritual strength to overcome the powerful roleplaying effect. Once lost they cannot be regained.
By contrast, if your military unit was assigned to support the Fire of the South you may choose to have fought alongside the knights of Tharim. In this case, you also experience a roleplaying effect albeit one with a darker theme: You are reminded of everyone who has ever wronged you, let you down, or belittled you. Confronting them in person, or working to undermine or punish them by subtle means, feels immensely satisfying. As long as you continue to experience the roleplaying effect, however, you gain an additional rank of endurance. This bonus persists until the end of the next battle, skirmish, or quest you take part of, or until the end of the Summer Solstice, whichever comes first. In addition, if you are an unlineaged human, you may choose to develop the draughir lineage as a result of prolonged time spent in the company of the knights of Tharim eating and drinking and fighting with them. To do this, you should email plot@profounddecisions.co.uk before the 19th of July, with your CID, and request your character be updated. Note that the change is permanent, and you will need to adopt at least one of the physical trappings of the draughir going forward.
One final point, the orders given by the General of the Eastern Sky described “popping through a portal” but that’s not how it works, so the game team took it as flowery language instead of a strict instruction.
Battle Opportunity
There is a battle opportunity to face Governor Rahab on the Siroc Planes and make them atone for their crimes! This opportunity does not have a set day for when it will happen, further details will presumably be forthcoming closer to the event.
Mareave
There was not enough for a Wind of War about Mareave, but we did get this little snippet from the main Winds of War page;
“Across the Bay of Catazar, by contrast, there are no storms. No hurricanes, no terrible rains. In dry Mareave, the sun beats down mercilessly from the cerulean blue sky. There is no tempest here… and neither is there any fighting. The Senate has reached a compromise with the city dwelling orcs of Beoraidh. Rather than fight four Imperial armies, rather than risk destruction at the hands of the Citadel Guard, the Golden Axe, the Seventh Wave, and the Winter Sun, the Brine Turtles have retreated south taking many of their sept along with them. The Imperial Orcs control of the territory is now, largely, uncontested.”
Ashes
This Wind of War is about the Druj and what they are up to in a variety of territories on the Eastern side of the Empire.
The Barrens
In the Barrens, most of the Black Wind Sept are travelling to meet with their soldiers near the Mallum. The Gryphon’s Pride and the Golden Sun watch as the orcs travel slowly, but without political incident, from their homes to the uncertain future of life in the Mallum under the oppressive control and aura of the Druj. Most of their leaders and elders were killed last season by the Iron Helms, so the going is slow and they will have to figure out a new hierarchy once they find refuge.
After that things are still and peaceful in the Barrens. Then news and refugees come from the South.
The Druj are attacking Therunin.
Therunin
A massive host of the Druj cross into Therunin from the Sarangrave. Seven entire armies of Mallum orcs, pour out of the Nesustak Forest into Eastring. Hidden Snake and Poison Crane. Hunting Scorpion and Jagged Claws. Flame Beetle and Red Lizard. And bringing up the rear, the corrupt magicians and sorcerers of the Tainted Basilisk. A conservative estimate suggests at least thirty-five thousand warriors, perhaps as many as fifty.
The steadings here are well defended, but they cannot hold back such a force. The Thimble, a vast weirwood forest, falls to the oncoming Druj. The Navaar are killed, the Corpse Glades defiled, and the Great Forest Orcs branded and sent deep into the lands of the Druj to work as slaves.
Then the Druj move through East Ashes towards the Docks at Feverwater. Some of the Druj are killed by the monsters that inhabit the area, but there are too many. When the Druj reach the Docks the defenders hold out for four days, before succumbing.
A hundred or so refugees make it across the border into Zenith, but no more and after that there is a silence filled with fear as people wonder if the Druj will continue to press and come for Lustri too.
Then the Druj send their armies after the Holt of the Oak, a fortification built to celebrate the ties between the Navaar and the Great Forest Orcs. They hold them off for a time, but eventually it falls beneath the fires and swords of the Druj. Around 2000 Navaar and Great Forest Orcs die there, trying to hold the Druj back for as long as possible to give the refugees running for their lives more time.
And then as the refugees run and more and more steadings and stridings are caught and killed, an enchantment falls across the territory. Rivers Run With Live is one that makes the people under it healthier, but it is also known to encourage the Vallorn, and indeed the Vallorn of Therunin starts to stir.
Sarangrave
A few survivors flee from the spy network in the Sarangrave, but many more are either killed or captured within the territory. With the network destroyed it will make its last report at E3.
Game Information
The Druj have conquered Eastring and East Ashes, and are two fifths of the way toward conquering the Lower Tarn Valley. As a consequence, with Navarr only controlling Peakedge Song, Upper Tarn Valley and Lower Tarn Valley, they have lost control of the territory. The Druj have not, however, taken control of the territory; they only control two of the seven regions. The vallorn controls Sweetglade and Greenheart. The territory is thus considered contested – although the Senator for Therunin loses their seat in the Senate regardless. It is no longer possible to target Therunin from Anvil using the Imperial regio. The supply of Navarr has not been affected by the loss of Eastring and East Ashes.
The Holt of the Oak has been destroyed. The Thimble and the Feverwater Docks have been captured but are (currently) believed to be intact. The Sarangrave spy network has been destroyed by the Druj; it will provide its final report at the Summer Solstice.
The Druj have laid Rivers of Life over Therunin. The curse brings healing, but it also brings a burst of vitality and fertility that risks rousing the attention of the vallorn in Sweetglades and Greenheart. Removing the curse requires the casting of Rivers Run Red – and doing so would be a serious crime as the ritual is interdicted by the Imperial Conclave.
The Dredgemaster of Feverwater has lost access to both their ministry and their income of ingots. Likewise, the Thimble will not provide weirwood after the Summer Solstice unless it is recovered. The associated titles still exist, and still have responsibilities to protect and deal with threats to the commissions they oversee.
The lone military unit supporting the Holt of the Oak did not receive a share of the Imperial Guerdon.
Player Participation : Therunin and Mallum
If your military unit undertook the Explore the Sarangrave adventure, or supported the Sarangrave spy network, you are encouraged to create stories of desperate fighting against the Arrow Viper and last-minute escapes back into Imperial territory. You will receive the normal production for the adventure as appropriate, but the Explore the Sarangrave adventure is no longer available, as the Docks at Feverwater and Mudlark’s Haven are both in the hands of the Druj. Any Navarr character whose personal resource is in Therunin is welcome to create their own story of resistance against the Druj, within the parameters above.
Any character whose military unit took the Explore the Sarangrave adventure, garrisoned the Holt of the Oak, or supported the spy network in the territory can email plot@profounddecisions.co.uk before the 19th of July with their CID to request a lingering traumatic wound in their character pack at the event representing damage sustained escaping the Mallum. The Custodian of the Thimble and the Dredgemaster of Feverwater can also choose to email plot@profounddecisions.co.uk if they wish to receive a lingering wound in their character pack.
Battle Opportunity
There is an opportunity for Imperial heroes to face the Druj in the Lower Tarn Valley, to prevent them murdering large numbers of Navarr and Great Forest Orcs… as well as a chance to perhaps put a stop to whatever else they are up to in northern Therunin. It has not yet been made clear which of the days this battle will be available.
And that is it for the Winds of War! Things have gone pretty terribly for the Empire since the last season, but not to worry, I’m sure there is still plenty of room for things to get worse!
Hopefully the Winds of Fortune will start coming out soon so we can hear what’s going on outside of the battles.
If you enjoyed this summary please like, or subscribe to the website to get all the posts sent to your email. If you really like the way I write then maybe check out my novel or one of my short stories, one of them has a dragon in it! Look for the Book Shelf tag at the top of this page.
Stay safe out there,
K
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