Well folks, it’s that time of the month once again! Profound Decisions is a LARP company here in the UK and a couple of weeks before every event they tell us all about the terrible things that have been happening in the world so we can roleplay like we live there.
The Winds of War are the first up, so we can find out if our characters have been attacked or if they have been the ones attacking other people. It’s all go.
Harvest of Infamy
The Asaveans thought that they would be able to attack Meade in the Marches without any problems, they sent three battle ships and a host of smaller boats to steal anything they could take and burn what they couldn’t. Many Grendel travelled with them, expecting the same kind of profitable mayhem that they achieved in Siroc.
Unfortunately for them, the Marchers had prior warnings and were waiting for them. Local merchants and fisherfolk, alderfolk and market workers, soldiers from the Drake Army, and military units from Anvil adventurers defended the Market Town.
One of the invading ships is unable to escape, the Leaping Bull’s oars tangle in nets placed by sneaky merrows, while the captain is forced to scuttle their ship to prevent it from being captured. The ship, Venger’s Blade, has to fight to escape with a burning sail, while the Wind Tamer flees at the first sign of trouble. Apparently there was warning of the Marchers being aware of the attack, but it was not taken seriously by any of the captains except for the Wind Tamer, who is also said to have had a vision in a dream.
Nearly a hundred Marcher soldiers fell in battle to protect Meade and none of the military units who supported the Drakes received shares of the Imperial Guerdon.
Glass and Flame
The armies of the Empire leave Madruga, they have goals to meet in other territories.
Eight armies muster in Cerevado as the skies darken and Spring magic infused rain starts to fall. All three Freeborn armies, the Burning Falcon, the Fire of the South, and the Red Wind Corsairs. From Wintermark come the experienced Fist of the Mountains and the cunning Narwhal’s Spear. From the Eastern Empire march the Eastern Sky, the Valiant Pegasus, and the Wolves of War. There are also numerous military units captained by adventurers from Anvil, plus thousands of magical beings from the Summer Realm. As the Scorrero starts to rise, as the Spring magic worked in Anvil in the Summer Solstice begins to infuse the river waters, the armies leave Cerevado. The Empire marches to Feroz.
Governor Rahab is dead now, fallen before Imperial heroes in the recent battle on the Siroc Plains. News of his death has already reached Oran, with suspicious speed. A new governor has seized the rains of power, assuming control of Rahab’s Palace, with surprisingly little disruption. But they do not have much of a chance to try and fight off the overwhelming strength of the Empire.
The White Granite walls encircling Oran are not quite finished, almost as if the late Rahab had run out of money, in the end this doesn’t matter overly much.
The gates of Oran fall within the first hour. From there the fighting floods into the streets of Oran. To their credit, the Grendel warriors do their best to slow and contain the Empire. They seek to delay the Empire long enough to allow the merchants and civilians to escape via the ships that cluster at the docks. The narrowing of the battleground does a little to counter the Empire’s overwhelming advantage of numbers, and their numbers are supplemented by a few hundred Asavean mercenaries eager for the fight, but it is not enough.
The siege barely lasts until Sunset. The Palace of Rahab is pounded to rubble by siege engines, the soldiers who had taken refuge there flattened along with the white-granite walls. When the palace falls, the fire goes out of the Grendel. Those who have not fled by sea break through the cordon and escape south toward Fontargenta.
A fire starts in the port, it is unclear who was at fault here, but it chases the Grendel out of the city and onto the water. Unfortunately, there are pirates waiting for them, and they slaughter two thirds of those who tried to make their escape this way.
All slaves in the city are freed, both human and orc. But there are further complications, Asavean priests surrender to the Freeborn Generals and ask to be repatriated back to Asavea. Since they seem to have helped many Freeborn escape the Grendel, it cannot be simply refused. The Freeborn Generals will have to decide what to do with them.
The imperial armies continue to push the fleeing Grendel. They free what slaves they find as they go, offering a place in the Empire to those who are from further afield, and welcoming back those who had been captured. The Grendel try to make it to the border with the Iron Confederacy, but are caught half a day before they can make it across. An army of the Iron Confederacy watches as they are killed, but make no obvious moves to aid them.
The Empire slows when they come to Mora’s Rock. The fortification has been strengthened, and now it is a 2nd level fortification. The general who holds it is experienced, and a siege would take an extremely long time and would be expensive. There is also apparently a powerful coven within the fort, and they have access to plenty of mana crystals. Diplomacy might be the better option here.
Feroz is freed, but it is badly scarred by the acts of the late Governor Rahab, who sought to squeeze out all of the wealth he could while he held it. The territory can now be assigned by the Senate to one of the Imperial nations. If it is assigned to the Freeborn, it will be enough to stop their armies from shrinking.
The territory is currently under the effect of ruinous rains – a curse that directly opposes Regrow the Land’s Heart. Like how Rivers of Life and Rivers Run Red work, Regrow the Land’s Heart can remove the ruinous rains but will need to be performed a second time to have any effect. Otherwise, the curse will cause the destruction and scars created by war to worsen in the coming months.
Cazar Straits has the same island quality as Free Landing meaning it cannot be attacked by Imperial armies that are not transported by a navy. There is no sign of a great maelstrom there at this time however, suggesting that conquering the islands might be easier, but it is difficult to say with certainty what kind of forces the Children of Wrecks might be able to call on in the coming months.
Only military units who supported the Wolves of War in Feroz 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.
Player Participation and Roleplay Effects
The Burning Falcon not only fought with true conviction, but was also accompanied by heralds of Janon who whipped many of the fighters – both mortal and eternal – into blazing bonfires of wrath. If your military unit supported the army, you may choose to have fought alongside the Summer champion Kore and their cohort of swift-footed cat-centaurs. This allows you to embrace a roleplaying effect: your passions burn brightly in your breast, and you find it difficult to remain silent when you hear of someone being wronged. It is difficult not to take immediate, direct action when you think someone is suffering injustice. This effect is particularly pronounced if you have the changeling lineage. As long as you experience the roleplaying effect, you gain an additional bonus hero point, even if you don’t possess the hero skill (your maximum number of hero points is increased by one), and if you are exposed to a roleplaying effect that creates fear or doubt (such as the Druj miasma) you can respond by becoming incandescently angry instead.
The Fire of the South likewise threw themselves body-and-spirit into the liberation of Feroz, engaging in a committed overwhelming assault. If your military unit supported the Fire of the South, you may choose to have fought alongside resplendently stag-horned Murmastis and their furious spear-dancers. This allows you to embrace a roleplaying effect: you feel driven to display your prowess and pride to others, especially those who doubt you. It is easy and joyous to engage in battle, to sing, and to dance. As long as you experience the roleplaying effect, you have a temporary hero point which is always the first one to be spent. Once during the summit when you are exposed to a roleplaying effect that creates fear or doubt (such as the Druj miasma) you can respond by becoming incandescently angry instead.
The Wild Wind Rises
And now, onto the next territory in trouble, this time the Mournwold.
There is quite a collection of armies present at the beginning of the season. The Tusks, the Bloodcloaks, the Greenshields, the Quiet Step, numerous heralds from the magical realms, and about 2000 soldiers from various military units following the orders of their Anvil-going leaders. The garrisons at Farstrider’s Watch and Landskeeper’s Bulwark also send aid. Perhaps twenty-two thousand fighters, and six thousand heralds.
Last season there were two Jotun armies in the Mourn, now there are eleven. Alongside this great mass of Jotun march ten thousand warriors of the Summer Realm. All told, more than sixty thousand warriors pour east into the Greensward. The Imperial forces are given no option but to retreat, to fall back to Farstrider’s Watch with the Jotun close on their heels.
But the walls of Farstrider’s Watch cannot hold forever. Four days it lasts, before the armies are forced to retreat again as the gates fall, as the walls crumble before the overwhelming assault of the Jotun. Back past the Singing Caves, back to the Ore Hills and if it wasn’t for the stubborness of the Tusks perhaps they would have been pushed as far as Tassato.
The last battle before the Autumn Equinox takes place in the Chalkdowns. The Empire rallies at Lindenford farm, right in the heart of the farmlands. They face the Jotun charge and for a glorious hour it seems they might stop the Jotun here but one by one they are forced to abandon their posts. The last to quit the field are the Tusks, retreating east toward Freemoor and the sanctuary of Landskeeper’s Bulwark.
As the season dies, the Jotun complete their conquest of the Chalkdowns, and the Mournwold falls to the barbarians. The Jotun have absolutely overwhelmed the courageous Imperial armies, but they have by no means had it all their own way. If not for the dogged tenacity of the four armies ranged against them, if not for their many allies and friends, the immense Jotun host might well have conquered the entire Mournwold in a single season. As it is, Freemoor, Alderly, and Green March remain free – at least for the moment.
Southmoor, Greensward, Ore Hills, and Chalkdowns are now in Jotun hands; the territory is no longer Imperial. Anyone with a personal resource there will have a 50% cut to their production to illustrate the difficulties of living under Jotun rule and having to get to Anvil.
The Mournwold is no longer an Imperial territory and so is no longer represented by a Senator. If the Mourn were liberated, it would be again available to be assigned by the Imperial Senate and a new Senator elected.
Work on the Black Canal was completed shortly before the Jotun took the Chalkdowns (the length stretching from Sarcombe through the Ore Hills was already complete) stopped; it cannot be completed while the Jotun control the Mournwold. With half the canal in Jotun hands, the great work currently provides no benefit in the Mournwold and reduced benefits in Mitwold. This reduced production will persist as long as either Chalkdowns and Southmoor are not in Imperial hands.
The Reeve of the Happiston Mana Exchange and Keeper of the Happiston Fields have lost access to their ministry and sinecure respectively. The titles remain active, but their production is lost until the Chalkdowns are reclaimed from the Jotun.
The Empire has lost control of the Singing Caves, but the final shipment of mithril will be delivered at the Autumn Equinox. After that, the bounty of the caves will go to the Jotun until the mine is liberated. Once this happens, the Imperial Senate will be free to allocate it Imperial or National.
The Friar of Honour’s Rest has been given special dispensation by the Jotun King, allowing them to continue to visit the shrine and the priests who reside there may continue to minister to the ghosts of the Greensward without interference. They have, however, lost access to both their liao and their money income – until the Greensward is liberated it does not function as a place of pilgrimage.There are interesting stories coming from the Mourn about this, apparently Stephen of Sarcombe was about to put the monks and friars of Honour’s Rest to the sword, but he was stopped by the Jotun generals. King Arasson even has to step in and declare Honours Rest and the work going on there to put the ghosts to sleep under his protection. Some of Eisa Winterborn’s soldiers are left to guard the shrine and allow the workers to come and go as they wish.
Player Participation: Tusks
Any Marcher character whose military unit was assigned to support the Tusks this downtime may choose to gain a special, personal benefit. If they receive an Anointing of Pride, Loyalty, or Hatred before time out on Friday during the Autumn Equinox, then they gain an extra benefit. In addition to the normal benefits they will gain an additional rank of endurance.
The effect is not magical – it does not register on either detect magic or insight. It is likely a result of the powerful hearth magic of the recent oath sworn by the general of the Tusks and their commitment to Mournwold.
This benefit lasts only as long as you continue to be committed to freeing the Mournwold and defeating the Jotun; if your will to do so falters the bonus rank of endurance is lost and cannot be regained. It is also permanently lost if your anointing is removed or changed to one other than Pride, Loyalty, or Hatred. In any event the benefit will fade along with the anointing, by the start of the Winter Solstice.
Battle Opportunity: Sixty Years On
There is a battle opportunity to join the miners in the Orehills who are fighting back against the Jotun. It is not obvious what day this is available.
Blood and Mire
Now to Therunin, where the Druj are attacking the Navaar and the Great Forest Orcs.
During the Summer Solstice there was a battle as the heroes of the Empire attempted to stop the Druj from carrying a cauldron of cursed and venomous poison to spoil the land at Hope’s Rest. They were not able to destroy it, but were able to upturn it, spilling the potion into the ground of the Tarn Valley.
The Druj move through Therunin in a careful and stealthy way, using traps and enchantments to catch and kill their enemies.
Six Imperial armies from across the Empire, with the Black Thorns as their vanguard. The Golden Sun and the Gryphon’s Pride come south from the Barrens; the Northern Eagle and the Iron Helms close on their heels come down from Ossium; and the Towerjacks making good time as they push up through Altis into Peakedge Song. Thirty thousand soldiers, give or take. Twelve thousand warriors lead by the heroes of the Empire, warbands predominantly of the Navarr, rally to the banners of the Black Thorns, ready to drive the Druj from Therunin whatever the cost. Another thousand are scattered between the other armies, answering the call to fight for the Empire. Out of the Barrens, a thousand Great Forest Orcs, the Spears of the Pines, come to aid their neighbours, the Black Thorns. There are also three champions of the Summer Realm and 6000 heralds. Lady Moriamis, Ser Gaspare, and Mistress Malachie bring boons for the adventurers who travel with them, check the participation section to find out what they are.
The fighting goes back and forth between the two sides, neither seeming to hold a greater advantage over the other. But eventually the Druj are forced out of the Lower Tarn Valley. East Ashes has been wrapped in Night magic by the Druj, to create horrifying quagmires that trap the unwary. It takes longer to push the Druj out here. All told, nearly two thousand Imperial soldiers die in East Ashes alone, more than three times as many brave souls as fell to clear the invaders from the Tarn Valley. There are many ghosts there now, from both sides of the battlefield.
A powerful coven of Druj ghulai including several commanders of the magical army – have gathered at the Feverwater Docks, and are preparing for some terrible working. They may just be planning to unleash Spring horrors on the territory, but there are rumours that they seek to do much worse. To awaken the Vallorn and unleash it on the territory so that what they cannot hold is destroyed.
Conclusion
The Druj have been driven out of the Lower Tarn Valley, and the Empire is nine-tenths of the way towards forcing them out of East Ashes. Their control of Eastring and the Feverwater Docks is currently uncontested.
The region of Lower Tarn Valley has gained the poisoned quality as a consequence of the Sephals Cauldron being spilled there. This will have unpleasant consequences for the armies currently engaged in East Ashes should they need to retreat through that region.
The region of East Ashes has gained the haunted quality. The unquiet dead of both Navarr and the Druj walk beneath the trees, and haunt the marshes here. Those steadings where the Druj committed their most terrible crimes against the Navarr people are particularly haunted. While the priests of the nation will do their best to deal with the worst of the hauntings, the nature of the wild marshes means it will be extremely difficult to find and deal with all the spirits abroad here.
Through the use of their Engineer quality, the Towerjacks have established temporary fortifications in Peakedge Song with a strength of 1000. The fort will slowly decay; by the start of the Winter Solstice its strength will have dropped to 500, and by the start of the Spring Equinox 386YE it will no longer be useful.
Player Participation: Black Thorns, Golden Sun, or Northern Eagle
Three Imperial armies were supported by Knights of Glory, and a character whose military unit was assigned to support the Black Thorns, Golden Sun, or Northern Eagle may choose to have been inspired by fighting alongside the warriors of Mistress Malachie, Lady Moriamis, or Ser Gaspare.
Any such character can choose to embrace a roleplaying effect: You feel an urge to ensure that those who have wronged you, or harmed those you love, receive neither mercy nor forgiveness. It is easy to take action against such people, and hard to stop short of ending their lives. As long as you experience this roleplaying effect you can also respond to any other roleplaying effect that would make you afraid, or fill you with doubt, by becoming angry instead.
In addition, each of Eleonaris’ lieutenants offers a different boon to those who fought with them.
If your military unit fought with the Golden Sun and you possess the stay with me skill or get it together skill, the inspiration of Lady Moriamis allows you to use one of those two skills once during the Autumn Equinox without needing to expend a hero point to do so.
If your military unit supported the Golden Sun and you possess the relentless skill or unstoppable skill, then the inspiration of Ser Gaspare allows you to use one of those two skills once during the Autumn Equinox without needing to expend a hero point to do so.
Finally, if your military unit supported the Black Thorns, then the inspiration of Mistress Malachie means that once during the Autumn Equinox when you regain hits thanks to any kind of healing effect, you are also purified of any venom or weakness affecting you, provided you spend a few moments of appropriate roleplaying bringing to mind the majesty and terrible splendour of Eleonaris’ war-witches.
These effects last until you overcome the roleplaying effect for some reason, or until the end of the Autumn Equinox, whichever comes first.
Battle Opportunity
There is a battle opportunity to face the Druj in Therunin and stop whatever they are planning at the Feverwater Docks. The day that this is available has not been made clear yet.
And folks, that seems to be it for now, lots of scary news from across the Empire! The Winds of Fortune have started coming out now too, but I’ll save those for a separate post in case one or the other is more someone’s jam and they don’t want to get distracted.
I am really looking forward to the next game; I can’t believe that it is the last one of the year already! Hopefully the good weather continues from E3, I didn’t make it to that one so it would be terribly unfair of the weather gods to stick me with a lot of crappy weather. Touches wood nervously.
Anyway, hope you’re ready to have fun!
Stay safe out there!
K
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