Hello folks, LARP season is back!
Empire is a Live Action Role Play game run by the company, Profound Decisions. Before every game (there are four a year) they post updates to their website to let the players know what is happening in the universe.
The first updates of the year are the Winds of War, aka updates on the military campaigns happening across the eponymous empire. So let’s dive straight in!
On Southern Sands
We start in Redoubt, where there is an ongoing war with the Grendel and the cultists of the shark and storm Eternal, Siakha.
The Towerjacks of the League, the Varushkan Northern Eagle, and the Urizeni Citadel Guard set to preparing for the expected attacks. Scouts cover the land, while the Towerjacks in particular work to further fotify the port city of Elos.
A massive armada of Grendel arrives from the South, their ships protected from the magical storms along the coast with Autumn magic. Attacks come up and down the coastline, including at the Lighthouse of Nikephros. Rather than allow their home to be taken by the Grendel the defenders collapse their spire onto the attacking ships. Many of the defenders die, but at least as many of the attackers go with them. After this the Grendel are more wary of apparently defenceless spires.
Elos is attacked in multiple waves of Grendel, the fortifications from the Towerjacks were not completed but were enough to help steer the attackers into places where they could be slain. The defenders manage to keep the Grendel from taking over until reinforcements arrive, at which point the Grendel start to retreat.
However, before all of the Grendel have left another force attacks. The Children of Wrecks, bloodlust-mad cultists of the Eternal Siakha attack, determined to cause destruction and death rather than to conquer. As such they kill more defenders, but in turn, more of them are killed. Many of the Grendel who are still on the beaches around Elos make the decision to either surrender to the Empire, or ally for a short while to attack the Children of Wrecks, even some of the retreating ships turn back to have a go.
Shockingly, there were Marcher soldiers amongst the cultists. They removed their liveries, but their nationalities were still clear. This is particularly upsetting for those who had thought the problems between the two nations had been solved.
Building Plans
By the end of the season the Towerjacks were able to finish building their defences across the region of Naris, and following the Winter Solstice the region will have a 1,000 point fortification. That strength drops to 500 after the Spring Equinox, and has faded completely by the end of the Summer Solstice 387YE.
The ongoing project to build the Sky Roads has not had it’s planned itinery delayed, it will finish on time.
Enchantments and Curses
The territory has been under the effect of both Foam and Spittle of the Furious Sea and Rivers of Life. Every fleet in Redoubt has had its production reduced by two ranks. The weather has been tempestuous in the extreme, anyone who has spent time there should come up with some stories to reflect that. Any ministeries on the coast that deal with international trade have had their productivity reduced and will not be able to use their top level trade opportunities.
The magic has had some odd and chaotic effects on the plant life in the region too. Every farm in Redoubt will provide 18 fewer rings this season, but produce two doses of true vervain instead. Every herb garden provides 2 fewer doses of true vervain, and instead provides 18 rings of valuable or edible plants. Every forest provides 2 fewer measures than normal, but instead provides a single pawn of vital honey.
Player Participation
Any players who sent their Military Units or Fleets along with the Children of Wrecks participated in the killing of Imperial citizens, and so anyone who is caught will face the repercussions of doing so. They will have received rewards in line with their miltary strength.
The Lighhouse at Nikephros has been destroyed, any players who have their home based there are welcome to roleplay that they were involved with the fight, but anyone else must get the permission of those players before also doing so. Player characters are assumed to be amongst those who surived, but if you want you can start the next game terminal.
Battle Opportunity – Salt Burned
The Children of Wrecks appear to be attacking the town of Visten in Optarion. The heroes of the Empire have an opportunity to defend it. Details are still to come on what day this will be.
Over Western Hills
And then we move over to the West, where the war conitnues between the Empire and the Jotun.
Ten Jotun armies plus numerous heralds of the Summer Realm are attacking Mournwold and Bregasland. The Jotun are determined to take it back, no matter the cost.
But the Imperials are not wiling to give up to them, both human and orc work to slow and scupper the plans of the Jotun. In the midst of this the Tusks army furhter cements itself as being THE Mournwold army and in turn inspires even more rebellion from the people of the Mourn.
The fight is slow and around the region of Freemoor, in particilar, the Jotun seem impossible to defeat. So much so that King Gudmundr, Jarl of Jarls, leader of the southern Jotun sends word that he is willing to give the soldeirs of the Empire a day’s grace to collect their dying and dead, before retreating. This message is sent with all respect under a flag of peace, the Imperials ask for a day to discuss it and that too is given.
But all is not lost, more and more Imperial armies pour into the Mourn. From the Marches and the Imperial Orcs, the Highborn and the Freeborn, Dawn and the League, even Wintermark sends soldiers. And the Jotun start lose ground.
The fight starts to coalesce around Sarcombe, where the Jotun have been reinforcing the market town. And then the people of Sarcombe take the fight to those who would enthrall them once more. They throw opent the gates to the town, some fight, some heal, others aid in a hundred different ways. Some bang pots and pans to inflict the Marcher punishment of Rough Music on the Jotun.
The Jotun are pushed out and away from Sarcombe.
The success at Sarcombe inspires the local Marchers to fight, many wear oak leaves to remember the grand oak at Sarcombe.
The Jotun are dirven back, all but the followers of Jarl Haakon, who has retreated to the fortification at Farstrider’s Watch. Rumours say that Haakon refuses to leave the lands he once ruled. Challkdowns, Ore Hills, and Greensward remain under Jotun control, as does Farstrider’s Watch. But the Mourn is once more under the control of the Empire. At least 6000 Imperials died, and probably more on the Jotun side.
It will be up to the Senate to assign the Mourn to a nation of the Empire. The expectation will be that it goes to the Marches, but this is not always what happens (see Spiral).
Player Participation
Mournwold Players – Any character whose personal resource is in the Mournwold is encouraged to create a story about the rebellious actions taken there.
Those who fought alongside Knights of Glory – This season there were many Summer Heralds fighting on both sides of the war, if your military unit fought alongside one of the armies that did so you can roleplay that you have been affected by them. “You are filled with absolute confidence; nothing is beyond you if you put your mind to it. Now is the time to act, to pursue goals you have been neglecting. Anyone who questions your prowess must be taught a quick lesson about the foolishness of doubting you.” The effect may be even stronger if you are a changeling, and can choose to experience an additional roleplaying effect: “You feel a yearning to see the Summer realm in all its glory, and the mortal realm seems dull and lifeless in comparison. The company of people who are not changelings or Summer heralds seems tedious and mundane, their concerns petty and limited. Such characters may also use their experience of fighting alongside the knights of glory to permanently increase the strength of their lineage.” Anyone who expereinces either or both of these role playing effects will also receive a Hero Point that they can use over the weekend.
Tusks and Reeds – Any Marcher character whose military unit was assigned to support the Tusks or the Strong Reeds 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 Winter Solstice, then in addition to the normal benefits they will gain one additional rank of endurance.
Battle Opportunity – Not One More Inch
Jarl Haakon is holding fast at the fortification of Farstrider’s Watch, it would take a long siege to root him out, but the Eternal Zakalwe has sent a message saying that there may be an alternative. There are no details on which day this battle opportunity would occur.
By Northern Shores
And now we move north to the Barrens, where things have been rather dramatic.
Last season, the General of the Gryphon’s Pride gave orders to their army to pull out of Therunin and instead go to the Barrens. And then once there, to attack the Rahvin held mithril mine, the Fangs, and take it from the orcs who live there. Scandalous enough that they should leave their allies in the midst of a push against Druj and Vallorn, but there is one additional element that made it newsworthy.
The Rahvin are Foreigners.
They are considered under the Empire’s protection.
Sending an army after them is, therefore, highly illegal!!!
But generals have the power to do whatever they want with their armies, so off the Gryphon’s Pride went, along with a small number of military units, most of which were sent by Dawnish Captains. Plus one each from Wintermark and the Marches. The captains of these military units will also have to face the consequences the next time they come to Anvil, they may come out of it a head shorter.
So that’s about 6000 soldiers crossing the Barrens intent on cutting the Rahvin out of the Fangs, understandably, the news got around. The Rahvin themselves were not particularly surprised, they had been expecting some kind of betrayal since the beginning. But what probably did surprise them were the hundreds of soldiers that also came from the Empire in order to protect them.
97 Military Units in total took the Rahvin’s side against an Imperial Army. They came from every nation of the Empire. The Rahvin were understandably dubious of their intentions, but the combined efforts of the Highborn and the Imperial Orcs were enough to convince them that some of the Empire had their best interests at heart. Or at least weren’t in favour of their illegal murder.
Those who could not fight were smuggled out by some of the military units, but many stayed behind, wanting to fight for their homes.
The fighting is bloody on both sides as Imperials die against and alongside the Rahvin.
Eventually, the Grphon’s Pride banners are raised over the mine, but it is without killing the majority of the Sept as they have retreated. They will live to fight another day. Probably, to try and take back the mithril mine as soon as they can.
The Rahvin have most of their belongings, including their supplies for winter and their armour and weapons. And, for once, they have a little faith in the Empire. Not much. But some. They will return in the Spring and try to take the mine back. They are more than willing to die in the attempt and, if there is an Imperial Army defending it, they will be.
The Gryphon’s Pride lost 750 soldiers in the attack, but the Mine is now available for the Senate to assign if they wish. They might not wish to, it’s a seriously awkward situation, after all. And it would not be illegal to defend the mine against attack if they choose to defend it when the Rahvin come next.
Player Participation
Those who supported the Gryphon’s Pride have committed a crime, as has the General of the Army. They may seek clemency and there are tips on the page on the best way to go about this.
Those who helped protect the Rahvin have not committed a crime.
Every unit involved in the fighting will have killed some soldiers on the other side of the battle.
Anyone who sent a military unit to either side of this fight may email the plot team at Profound Decisions to gain a lingering wound from the battle.
Additionally, you may email the plot team with a summary of your motivations for joining the fight, and you will receive a spontaneous aura. Let the team know if you want it on a weapon or a piece of jewellery.
For the Gryphon’s Pride they will create auras for those motivated by:
- The desire to protect the rightful claim of the people of Dawn
- A belief that the Rahvin are enemies who must be destroyed before they can harm the Empire
- The belief that violent actions are sometimes needed for the greater good.
For those who supported the Rahvin they will create auras for those motivated by:
- The need to enable the Rahvin to pursue their own future
- A belief that the Empire’s laws must be upheld even when it is painful to do so
- Anger at the betrayal of the Gryphon’s Pride
- The belief that sometimes violent actions are needed for the greater good.
The aura will last for a year or until it is removed with the appropriate liao ceremony.
This was a SPICY one, so remember the rules about playing nicely online, folks! And keep as much of that energy for the field as you can!
Under Eastern Skies
Well, if the last Wind of War was the spicy one, here is the pain!
Therunin doesn’t seem like a very comfortable place to live at the best of times, what with the war between the Empire and the Druj, plus the Vallorn being an ongoing apocalypse in the corner. Now it seems to be worse.
This season the Empire had the Black Thorns, the Iron Helms, and the Golden Sun are joined by Isaella’s Dance and many of their Great Forest Orc allies in the territory. Meanwhile, there were 10 Druj armies. The Deadly Blade and the Hidden Widow, Arrow Viper and Flame Beetle, and Hidden Snake, Poison Crane and Red Lizard and White Lion, The Hunting Scorpion and the Black Wind.
The fighting is bloody, brutal and frequently poisonous. It’s death donut time but with more than a dozen armies involved.
The Imperial Armies need to escape, a sacrifice is needed.
Isaella’s Dance takes vanguard, pushing through the Druj armies and dying in their thousands. By the time the Empire has pulled itself free of the trap 2000 Black Thorns, 1000 of both the Golden Suns and the Iron Helms, and the entirety of Isaella’s Dance are dead.
What is left of the Imperial forces keep pushing North towards the Barrens. But the Black Wind army has formed on the border, preventing them from crossing over into the safety of Imperial lands. The Black Wind offer an alternative to the battle, the warriors of the Black Thorns and the Golden Sun will be taken as slaves by the Druj. The Iron Helms will not face such “mercy” instead, they will be tortured in revenge for the killing of the Black Wind elders. This offer is not accepted, the messenger dies with an arrow in their throat.
The battle starts soon after.
This time it is the Varushkan army that takes the brunt of the attacks and the losses. But things don’t go quite how their enemies probably expect. The Iron Helms are enchanted with a wintry enchantment that gifts them thousands of additional warriors in the form of dead bodies piloted by Winter Spirits. And so, every time a Varushkan soldier drops to the ground a new warrior rises, this time impossible to stop short of decapitation or total destruction. And there are rumours of worse things in the forest that night, creatures that blend myths and nightmares in a hundred different ways.
This is enough to get the Empire’s remaining armies across the border into the Bleaks. But the Iron Helms do not join them.
In total there are 12000 lost this season in Therunin. The Iron Helms and Isaella’s Dance take the majority, but far from the only casualties. Every army has lost a massive amount of soldiers. In addition, the Summer Heralds that travelled with the Golden Sun have been lost, while the wintry dead who followed the Iron Helms are still in Therunin (for now), and the Great Forest Orc warriors who went with Isaella’s Dance are decimated.
The Druj have recaptured Eastring, and still control East Ashes. With the vallorn in control of Greenheart and Sweetglades, and the Navarr still in possession of Peakedge Song and the Upper and Lower Tarn Valley, no faction has majority control so the territory remains uncontrolled.
The temporary defences built by the Towerjacks before the Autumn Equinox are still in place, but their effectiveness is reduced. They act as a 500 strength fortification until the start of the Spring Equinox when they will have decayed to the point they no longer provide a bonus during the military campaign.
Player Participation
All the Generals of the armies who fought in Therunin and anyone who sent a military unit with one of the armies will get a lingering wound in their player pack at time in. If for some reason your character would not have been with their military unit, then you can just hand the slip of paper back in. You may also choose to begin the next event terminal if you wish to use this as a way to retire your character.
Many spontaneous auras manifested on items held by survivors or taken from the bodies of the lost. Anyone who sent a military unit along with one of the armies in Therunin may email Profound Decisions and ask for one of these spontaneous auras. Pick one of the following motivations, and state whether it manifested on a weapon, shield or piece of jewellery,
- A willingness to lay down one’s life when fighting beside ones comrades
- A commitment to do whatever it takes to protect the innocent from the Druj
- The desire to end the threat of the orcs of the Mallum once and for all
- A drive to stay alive no matter the odds
Battle Opportunity
There is a battle opportunity in Therunin following this season’s fighting. The details will come out at a point closer to the event.
But that is it, for now at least. It feels like we’re a long way from the first event of the year, but I’m sure a month and a half will go quickly!
Stay safe out there!
K
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