<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.concordlarp.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Leo</id>
	<title>Esterrapedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.concordlarp.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Leo"/>
	<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php/Special:Contributions/Leo"/>
	<updated>2026-11-03T06:48:22Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.42.3</generator>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Medics_Gambeson&amp;diff=4767</id>
		<title>Medics Gambeson</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Medics_Gambeson&amp;diff=4767"/>
		<updated>2026-10-21T02:49:32Z</updated>

		<summary type="html">&lt;p&gt;Leo: another new artisan craft page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Journeyman [[Artisan Crafts|Artisan Craft]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Description&#039;&#039;&#039; ===&lt;br /&gt;
Sewn from simple cloth, and stuffed with any wadding that can be found, this garment doesn&#039;t offer the finest protection - it won&#039;t save a warrior from a spear in the gut , at least not directly - but its utility more than makes up for it.&lt;br /&gt;
&lt;br /&gt;
Often adorned with pockets, pouches, a simple good luck charm or other small details, a Medic’s Gambeson provides enough tools to stabilise those who fall on the battlefield, at least until they can receive proper medical care.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rules&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Form&#039;&#039;&#039;: Armour: Light&lt;br /&gt;
* &#039;&#039;&#039;Rarity&#039;&#039;&#039;: Journeyman&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: You may offer first aid to characters who are bleeding out. While doing so the character&#039;s bleedout time is paused. This requires two hands, your full attention, appropriate roleplay and being stationary.&lt;br /&gt;
* &#039;&#039;&#039;Materials&#039;&#039;&#039;: None&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Marauder%27s_Warcoat&amp;diff=4766</id>
		<title>Marauder&#039;s Warcoat</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Marauder%27s_Warcoat&amp;diff=4766"/>
		<updated>2026-10-21T02:47:07Z</updated>

		<summary type="html">&lt;p&gt;Leo: guess what, another new page for a craft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Journeyman [[Artisan Crafts|Artisan Craft]]&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Thought to be a tool of the Trade Principality originally, a ‘Warcoat’ provides a level of flexibility on the frontline that can quickly turn the tide of battle. A sword lost to a firm strike, a stave split by a mighty hammer blow, makes little matter if you can swap to something else quickly on hand and break some fingers. &lt;br /&gt;
&lt;br /&gt;
Usually fashioned from interlocking leather plates, interwoven with cloth, rope or scraps of sail, this enchanted coat grants its wearer just enough power to deliver a strike in just the right place.&lt;br /&gt;
&lt;br /&gt;
=== Rules ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Form&#039;&#039;&#039;: Armour: Medium&lt;br /&gt;
* &#039;&#039;&#039;Rarity&#039;&#039;&#039;: Journeyman&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;:While wearing this armour you may spend one energy to call Fracture with Polearms, Greatweapons or One Handed Weapons.&lt;br /&gt;
* &#039;&#039;&#039;Materials&#039;&#039;&#039;: None&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Linebreakers_Staff&amp;diff=4765</id>
		<title>Linebreakers Staff</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Linebreakers_Staff&amp;diff=4765"/>
		<updated>2026-10-21T02:46:18Z</updated>

		<summary type="html">&lt;p&gt;Leo: New page for artisan craft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Journeyman [[Artisan Crafts|Artisan Craft]]&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Janissaries in Andash are well versed in an appreciation of coin. They know when it is heavy enough that it is worth it to take that extra risk, or to take on just one more job. They also know when it is worth it to cut your losses, or when a shortcut is acceptable instead. Its just got to be worth the cost. &lt;br /&gt;
&lt;br /&gt;
Studying for years at the School of Gifts for some is a simple example of bad mathematics - why spend years with your nose buried in books and scrolls, years of training to move matter with your mind, when you can pay an artisan a handful of keys for a staff that does basically the same thing? Sure the crystal mana doesn&#039;t taste that great if you are not magically gifted, but for many, that is a cost worth paying.&lt;br /&gt;
&lt;br /&gt;
=== Rules ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Form&#039;&#039;&#039;: Weapon: Polearm&lt;br /&gt;
* &#039;&#039;&#039;Rarity&#039;&#039;&#039;: Journeyman&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;:You may cast the knockback spell as if you knew it.&lt;br /&gt;
* &#039;&#039;&#039;Materials&#039;&#039;&#039;: None&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Greatweapon_of_the_Old_Ways&amp;diff=4764</id>
		<title>Greatweapon of the Old Ways</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Greatweapon_of_the_Old_Ways&amp;diff=4764"/>
		<updated>2026-10-21T02:45:11Z</updated>

		<summary type="html">&lt;p&gt;Leo: another new artisan craft page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Journeyman [[Artisan Crafts|Artisan Craft]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Description&#039;&#039;&#039; ===&lt;br /&gt;
It would be considered Heresy for Concordian Heroes to imply that Old Gods of the Valley should be revered and worshipped, but the power of the Concordian Church does not yet extend to influencing the appreciation of a good sword.&lt;br /&gt;
&lt;br /&gt;
Originally a craft thought lost to time, great weapons empowered with this form find themselves oddly balanced, the hilt being too light and too heavy, but with a small flick of the wrist, being able to project power through sword and steel that defies the logic of swordsmiths and armourers alike. It feels pretty good to hold as well.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rules&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Form&#039;&#039;&#039;: Weapon: Great Weapon&lt;br /&gt;
* &#039;&#039;&#039;Rarity&#039;&#039;&#039;: Journeyman&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: This weapon may &#039;&#039;&#039;not&#039;&#039;&#039; be used to deliver the Knockback effect. Instead, while wielding the weapon in two hands you may strike a shield and call ‘Magic Damage 3’. Expend one energy. As this strike can only affect a shield, please inform the target if you miss.&lt;br /&gt;
* &#039;&#039;&#039;Materials&#039;&#039;&#039;: None&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Guards_Watcher&amp;diff=4763</id>
		<title>Guards Watcher</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Guards_Watcher&amp;diff=4763"/>
		<updated>2026-10-21T02:43:51Z</updated>

		<summary type="html">&lt;p&gt;Leo: New page for artisan craft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Journeyman [[Artisan Crafts|Artisan Craft]]&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Description&#039;&#039;&#039; ===&lt;br /&gt;
Originally intended as a test of mettle, a tool to help prove yourself ready to wield a weapon alongside your brethren, and a small reminder to young fighters who were too confident in their own ability, a Guards Watcher has a simple premise - keep your opponents guessing, and then catch them off guard.&lt;br /&gt;
&lt;br /&gt;
Designed to deliver an additional blow to an unsuspecting foe, these oversized beatsticks have now become common as much amongst the streets of the Docklands and the back alleys of Arbington as they are amongst the military forces of the Concord. A simple tool. But an effective one.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Rules&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Form&#039;&#039;&#039;: Weapon: Polearm&lt;br /&gt;
* &#039;&#039;&#039;Rarity&#039;&#039;&#039;: Journeyman&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: You may spend one energy to call Knockback or Shackle with this weapon.&lt;br /&gt;
* &#039;&#039;&#039;Materials&#039;&#039;&#039;: None&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Death_Icon&amp;diff=4762</id>
		<title>Death Icon</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Death_Icon&amp;diff=4762"/>
		<updated>2026-10-21T02:42:27Z</updated>

		<summary type="html">&lt;p&gt;Leo: New page for artisan craft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Journeyman [[Artisan Crafts|Artisan Craft]]&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
Death Icons are believed to come from a line of Bordevarian Knightly Orders who commissioned them in some of the first major battles against the Onyx Aristocracy. Crafted by candlelight with quiet prayer given to Lumos, these banners were made to be a sign of hope in times when it was difficult to see any at all. &lt;br /&gt;
&lt;br /&gt;
Given to pathfinders who risked everything to find a way behind enemy lines, to grizzled battlemages with nothing left to lose except each other, and to knights whose squires were almost ready to bend the knee one last time. Better to bring some people home for a proper burial than leave their mortal forms in the hands of the enemy.&lt;br /&gt;
&lt;br /&gt;
=== Rules ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Form&#039;&#039;&#039;: Concordia:Banner&lt;br /&gt;
* &#039;&#039;&#039;Rarity&#039;&#039;&#039;: Journeyman&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: Allows band members to recall each other when they are in bleedout but causes the terminal effect. This allows corpses to be retrieved if hope is lost.&lt;br /&gt;
* &#039;&#039;&#039;Materials&#039;&#039;&#039;: None&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Acolyte%27s_Assistant&amp;diff=4761</id>
		<title>Acolyte&#039;s Assistant</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Acolyte%27s_Assistant&amp;diff=4761"/>
		<updated>2026-10-21T02:40:49Z</updated>

		<summary type="html">&lt;p&gt;Leo: New page for artisan craft&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Journeyman [[Artisan Crafts|Artisan Craft]]&lt;br /&gt;
&lt;br /&gt;
=== Description ===&lt;br /&gt;
An item born of urgency, necessity and a burning desire for a renewed life, it is said the humble Acolyte’s Assistant can have its origins traced back to a Lerona Mere on the cusp of revolution. A simple dagger that didn&#039;t need a second glance, a cleaver inconspicuously placed front and centre in a butcher shop, or a stiletto stowed quickly in folds of a priestly robe, this craft provided citizens the chance to save a neighbour or a friend in times of need, and put a swift end to others that were neither. &lt;br /&gt;
&lt;br /&gt;
Once forged with blood, sweat and fire, the Acolyte’s Assistant today is a true test of skill for weaponsmiths from Legend City and across the Concord. Apprentice smiths can now pass their apprenticeship with top marks if their mentor cannot tell which knife is emboldened with this power, and which is not. Many will be granted a simple handle, a cloth wrapping on the hilt, or a leather sheath, no more and no less.&lt;br /&gt;
&lt;br /&gt;
=== Rules ===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Form&#039;&#039;&#039;: Weapon: Short Weapon&lt;br /&gt;
* &#039;&#039;&#039;Rarity&#039;&#039;&#039;: Journeyman&lt;br /&gt;
* &#039;&#039;&#039;Effect&#039;&#039;&#039;: You may cast the heal spell as if you knew it.&lt;br /&gt;
* &#039;&#039;&#039;Materials&#039;&#039;&#039;: None&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Spring_226_Interlude&amp;diff=4647</id>
		<title>Spring 226 Interlude</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Spring_226_Interlude&amp;diff=4647"/>
		<updated>2026-10-04T09:27:02Z</updated>

		<summary type="html">&lt;p&gt;Leo: add enterprise link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Welcome to the Interlude page for the Spring 226 Summit! This Wiki Page aims to assist in providing clarity for Downtime and other events that have resulted from Player action at the most recent Summit. On this page you can find the Downtime Submission link, public Special Actions, Council decisions and far more! &lt;br /&gt;
&lt;br /&gt;
Everything you can find here in the Interlude page will also hopefully assist in providing some further reasoning to actions between Summits. For the most part, The Winds of the World themselves will answer a lot of these questions, but &#039;&#039;&#039;all information found here can be considered to be known in character&#039;&#039;&#039;! This will help for folks running Sanctioned Events, or at Game Hen Events, by providing at least a baseline understanding of what will be happening in the early stages of the Season between Summits. &lt;br /&gt;
&lt;br /&gt;
In regards to Downtime itself, please note that as always &#039;&#039;&#039;not everyone needs to submit a Downtime&#039;&#039;&#039;! If you are not an Artisan, planning on taking any Special Actions (either public or known to you), and you just want to produce as standard for your Investment, then don’t feel like you have to submit. However, if getting involved in shenanigans is for you, then have a read below to work out if there is anything you can get involved in that is publicly available! &lt;br /&gt;
&lt;br /&gt;
There will always be Special Actions that are private, or locked to particular Investments, Archetypes, Realms and more. &#039;&#039;&#039;If it is not mentioned in this Interlude Page, and you do not know what it is, we ask that you do not select it!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Deadline for Downtime Submissions is 5pm Monday the 19th of October, 2026&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://docs.google.com/forms/d/e/1FAIpQLSc4IX0rpzapJeAwZYv4XeyCf9oaHz5xaC_Fyh6YqmkBtGuJRw/viewform Downtime Form Link Here!]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/forms/d/e/1FAIpQLSfkNhVSJc1aN-tGQPhuyRrLnF67aBjgTURN4zN3_F3N2Ygc8g/viewform Enterprise Form Link Here, for Band Leaders!]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please note that the Deadline for Enterprise Downtime Submissions is the same as for regular Downtime.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Councils and Choices ==&lt;br /&gt;
As always, the various Councils of The Concord have been busy making decisions, declarations and more. In particular, the choices of The Senate, The Church and The Warchamber are all worth knowing to both the people of Southern Esterra and the heroes of The Concord. While it may take some time for The Civil Service to publish these documents, they can be found here;&lt;br /&gt;
&lt;br /&gt;
* Senate Motions&lt;br /&gt;
* Church Motions &lt;br /&gt;
* [[Military Orders - Spring 226|Military Orders]]&lt;br /&gt;
&lt;br /&gt;
Before 225, Military Orders were not made public in the same way as Senate and Church Motions until the release of The Winds of the World. The Team is hoping that by making these actions public from the get go, it can provide clarity for both Downtime and roleplay between Events. &lt;br /&gt;
&lt;br /&gt;
== Investments and Downtime ==&lt;br /&gt;
The below section will cover the specific details that are important for particular Investments. A lot of this information is clearly listed in the Downtime Form itself, or in the Investments page, but by also adding it below it can give a bit more flavour for those who may not have had an idea of what they wanted to do! &lt;br /&gt;
&lt;br /&gt;
In addition, if there are any Special Actions relating to an Investment that are public knowledge, they will be listed here too alongside a brief description! If you don’t see your Investment listed, it just means that there are no additional notes that may be relevant to you for Downtime and the Interlude, beyond the narrative of last Season’s Winds and the Winds yet to come. &lt;br /&gt;
&lt;br /&gt;
=== Military Investments ===&lt;br /&gt;
The list of actions a Military Investment can take are varied, but detailed here in the [[Investments|Investments Page]]! &lt;br /&gt;
&lt;br /&gt;
In particular, Supporting an Army or Fortification, Scouting the Frontline, and Paid Work are the most common of the Standard Actions. At a baseline, Military Investments are assumed to be taking the Paid Work action, which will net a random assortment of resources, items or income!&lt;br /&gt;
&lt;br /&gt;
Players wanting to Support an Army or Fortification are encouraged to read the Military Orders page so as to have a better idea of what is going on in the wider campaign at the end of Summit. The page details the orders given by Generals and Champions, and can greatly influence what Force you might want to Support! &lt;br /&gt;
&lt;br /&gt;
Players wanting to send their Military to Scout the Frontline will find that they are only able to select Territories adjacent to Concordian held land. This focuses the intent of this action and provides much more substantial and meaningful results. There is no current list for applicable Territories and benefits or consequences for choosing them, however it can be expected that each Territory will be heavily impacted by Military Orders, Winds and the greater narrative at play in that area. All Territories that can be chosen for Scouting are listed in the Downtime Form for ease! &lt;br /&gt;
&lt;br /&gt;
==== Public Special Actions - Military ====&lt;br /&gt;
&lt;br /&gt;
==== Guard Convoys ====&lt;br /&gt;
This Special Action represents Military Investments providing aid for the other Concordian Heroes travelling in and out of Villacres in the coming Season. Villacres may not have an enemy Army present, but it is no less a dangerous place full of Zekartaal and other threats. If this option is taken, Characters will find that their Military Investment produces a random amount of income between 1-3 Locks, and that the other Public Special Actions are less likely to face danger as they are supported by military-minded heroic allies.  &lt;br /&gt;
&lt;br /&gt;
However if this Action is taken notably more than either of the others, then the presence of The Concord (military or otherwise) in Villacres may attract greater attention from its enemies, or cause unwanted friction with its locals. &lt;br /&gt;
&lt;br /&gt;
=== Naval Investments ===&lt;br /&gt;
The list of actions a Naval Investment can take are just as varied as a Military, but often far more outgoing. Detailed information can be found here in the [[Investments|Investments Page]]! &lt;br /&gt;
&lt;br /&gt;
In particular, Supporting a Fleet, Trade with Foreign Ports, and Paid Work are the most common of the Standard Actions. At a baseline, Naval Investments are assumed to be taking the Paid Work action, which will net a random assortment of resources, items or income!&lt;br /&gt;
&lt;br /&gt;
Players wanting to Support a Fleet are encouraged to read the Military Orders page so as to have a better idea of what is going on in the wider campaign at the end of Summit. The page details the orders given by Generals and Champions, and can greatly influence what Force you might want to Support! &lt;br /&gt;
&lt;br /&gt;
Players wanting to send their Naval Investment to Trade with Foreign Ports will find a list of known Ports to trade with in the Downtime Form! Some of these Ports can be found across the Wiki, with relevant trade expectations listed within the appropriate sections, however others are not. The Team is working on putting together a more succinct list for the purposes of Trade, but in the meantime Players should expect Military Orders, Winds and the greater narrative to heavily impact the result! &lt;br /&gt;
&lt;br /&gt;
==== Open Foreign Ports ====&lt;br /&gt;
The following Foreign Ports are open to Concordian ships this season. Some are dangerous journeys and if your ship does not meet the minimum requirements for travelling there, then you risk (but are not ensured of) danger. If your ship is more than 2 tiers below what is required, it risks being destroyed entirely and your character significantly hampered or even killed. The nature of these journeys mean that ships travelling together does not necessarily improve their chances, as such tiers cannot be combined.&lt;br /&gt;
&lt;br /&gt;
The Concordian Senate is currently funding any trade with Ports within a Nation that The Concord has an Embassy to. As of this coming Season, those Nations are The Dendarr Nations and The Fealties of Drummond. &lt;br /&gt;
&lt;br /&gt;
===== Dendarr Nations - Kameiros =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
The Easternmost city of the Dendarri, Kameiros is friendly to Concordian ships and captains can expect to trade in  Beastbone, Suns Iron, Hartswood, and rumours from this land of Heroes. The Golden Fleet had been operating in this region, but has since left. The Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== Fealties of Drummond - Crownsport =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
The largest port on the West of Drummond, Crownsport is ruled by House Rayleigh and is known to be the gateway to Drummond for travellers from the east. Receptive to Concordian captains, you can expect to trade in Forgesteel, Suns Iron, Hartswood, and sometimes rare Drummondite arms and armour. The Golden Fleet had been operating in this region, but has since left. The Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== Fealties of Drummond - Bleakstarbe =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
A far smaller port on the Cape of Karlais, south of Crownsport, Bleakstarbe is a stormwracked harbour set between dark cliffs. Ruled by the rising House Silas of Duchy Forsword, it is poorer than Crownsport but Captains are far more likely to gain a meeting with ‘The Barbed Wolf’, Duke Jeryn Silas. Captains should expect trade in Hartswood, Beastbone, Blacksap, and sometimes rare Drummondite arms and armour. The Golden Fleet had been operating in this region, but has since left. The Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== Fealties of Drummond - Manacle Harbour =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
Northernmost port of the Fealties, Manacle Harbour rests in the turbulent seas of ‘The Arc’, an archipelago of large isles ruled as part of Duchy Artallian by House Rottmour. The growing maritime influence of the Duchy draws attention, but it remains to be seen if there is money to be made. Captains should expect to trade in Essencite, Bloodglass, Shimmering Scales and sometimes rare Drummondite arms and armour. The Golden Fleet had been operating in this region, but has since left. The Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== Free Tabbadar - Odrigan =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
Far to the west across the Great Trade Sea, to the farthest reaches of Invicta Minor rests free Odrigan. A revolutionary city founded by the Tabbadari under Concordian support. Travelling to Odrigan is a journey in charity rather than business. Captains should expect to gain little aside from stories and meagre supplies of Hartswood and Herbs. There has been no news from these fighting friends to the West in recent months, and their current circumstance is unknown. &lt;br /&gt;
&lt;br /&gt;
===== The Idrian Cabal - Rakham’s Cove =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
Hidden among the iceflows far to the South, Rakham’s Cove is a trading harbour for little more than sealflesh, whale blubber, and a madman’s stories. However, if you’re lucky, you might meet some of the strange apprentices of the Idrian Cabal, those minor wizards sent on the unknowable journeys of their distant, spire-dwelling masters. Captains should expect trade in Crystal Mana, Artisan Crafts, and Beastbone.&lt;br /&gt;
&lt;br /&gt;
===== The Kingdom of the Bailes - Ushal Vakkan =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
A tiny port inset along the harsh, rocky coastline of the Cape of Bailes, certainly not for the faint of heart. This is made far worse by the historic hostility of the Bailite peoples to The Concord, and their bloody reputation. Ship captains should beware. Successful trade has the likelihood of including Hartswood, Beastbone, Bloodglass, Herbs, and in especially rare cases, Thunder Oak. As of recent rumour and declaration, Concordian ships are encouraged by The Senate to trade with Ushal Vakkan, so long as they are not Valleyfolk.&lt;br /&gt;
&lt;br /&gt;
==== Public Special Actions - Naval ====&lt;br /&gt;
&lt;br /&gt;
==== Raid Ottandios ====&lt;br /&gt;
Ottandios Bulsker’s personal ship, ‘Havek’s Whore’ has been seen numerous times in and around the Outer Isle’s East and the Cape of the Bailes. Someone unknown has put forward a bounty on Ottandios Bulsker and his fleet, valued at twenty Concordian vaults, paid out to all those who take part in his death. Given the fact that part of his fleet is still intact, that Bulsker is a member of a neutral nation to The Concord, and that his fleet is at least partially docked at a second neutral nation, this proposition is complex. However, Naval investments may undertake the ‘Raid Ottandios’ special action this downtime in an attempt to claim this bounty. At least 2000 strength is required, but more is certainly advised. This is an illegal action prior to any Senate involvement. No Senate involvement was declared at the Summit.&lt;br /&gt;
&lt;br /&gt;
=== Other Public Special actions ===&lt;br /&gt;
&lt;br /&gt;
==== Support Your Belief - Iron Valley Characters Only ====&lt;br /&gt;
As the final conflict between the Greatstone Carvers and the Bloodglass Inheritors draws near, no action has been taken by either side to ensure a final decision for the future of the Iron Valley. All Iron Valley Investments that do not take a Special Action and remain in the Iron Valley will be able to show support for the Greatstone Carvers or the Bloodglass Inheritors. This is reflected through an initial choice in the Downtime Form, with further information available in the section itself. &lt;br /&gt;
&lt;br /&gt;
All Iron Valley Characters are encouraged to select their chosen Belief, even if they do not qualify for active support. &lt;br /&gt;
&lt;br /&gt;
==== De Re School of Ember’s Future - Lerona Mere Characters and Enterprises Only ====&lt;br /&gt;
The School of Embers has always had a tenuous relationship with crime. Whether due to its founding members, the presence of Mountebanks and their like, its location in The Docklands or some other reason, it is not uncommon to associate the School with criminal activity of some kind. There are those who work from the shadows and wish to support such infamy, and those who believe in the weight of the law who wish to give the School of Embers a new identity. Now, a public call has been made to see where the heroes of Lerona Mere sit on this particular fence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Infamous Identity&#039;&#039;&#039;&#039;&#039; &#039;&#039;- For those who believe that The School of Embers should embrace its unspoken identity, encouraging it to become a safe-haven for those with less than legal intentions. This action would see heroes arranging for cellars to be turned into smuggling dens, for hidden routes in and out of the School to be created, and for students and faculty alike to be convinced or bribed as appropriate. While this action does not innately require illegal activity to be undertaken, those pursuing this should expect trials and similar consequences should the action fail or come under notable scrutiny.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Or&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Missives for Magistrates&#039;&#039;&#039;&#039;&#039; &#039;&#039;- For those who wish to ensure The School of Embers is as far from criminally involved as it could be. This action would see heroes encouraging students and faculty to report any suspicious behaviour, to have quarters prepared for live-in Magistrates, and to help create and distribute anti-crime propaganda in and around the School.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Characters may only choose one of the above as a Special Action. Any Enterprise taking either of the above Special Actions will count as if it were 5 individual Heroes, to represent the weight of an organised group compared to solitary action. This does not prevent Heroes of that Enterprise also picking one of the Special Actions. Heroes and Enterprises pursuing either action should expect additional opportunities, or consequences, should their chosen action notably succeed or notably fail. &lt;br /&gt;
&lt;br /&gt;
==== Attend the Lectures of Ser Vincent Karwall the Flame - Bordevarian Mages Only ====&lt;br /&gt;
Ser Vincent Karwall the Flame has respected the Duchess of Everguarde’s wishes and ceased his experiments in ‘The Dale of the Pale Man’. However, word has spread throughout the Kingdom of Bordevar, and eager mages have been seeking out Ser Vincent in Carningsfield to learn what he knows about Endemani magic. Bordevarian characters with the Magus Skill will have the opportunity to take a Special Downtime Action ‘Attend the Lectures of Ser Vincent Karwall the Flame’ to attend these informal classes on Endemani magic. &lt;br /&gt;
&lt;br /&gt;
==== Trade with the Hawk - Business Investments Only ====&lt;br /&gt;
This Special Action represents Business Investments freely travelling into Villacres to meet and trade with The Clan of the Hawk. While risky, as what is desired to be traded for and what could be given in return is unclear as of now, Characters that take this option will find their Investment producing a random measure of between 10-20 Wilderness Resources. Characters taking this action will also learn more about the economic state of The Clan of the Hawk. &lt;br /&gt;
&lt;br /&gt;
However if this Action is taken notably more than either of the others, then Concordian Economic interest in Villacres may explode in a careless way, and money-makers of all kinds from all over The Concord will try to find their wealth in this new Region. &lt;br /&gt;
&lt;br /&gt;
==== Care for Concordian Souls - Congregations Only ====&lt;br /&gt;
This Special Action represents Congregation Investments travelling alongside other Concordians, attempting to quietly protect them from Blasphemy and Heresy. Characters that take this option will find that their Congregation produces no resources nor additional votes, but will learn a great deal more about the religion of The Clan of the Hawk. &lt;br /&gt;
&lt;br /&gt;
However, if this Action is taken notably more than either of the others, then the risk of Concordian zealots breaking the terms of the Agreement and spreading dissent, both in The Concord and in Villacres, increases dramatically.   &lt;br /&gt;
&lt;br /&gt;
==== Mark of the Salir - Iron Valley Congregations Only ====&lt;br /&gt;
Iron Valley characters with Congregations may take the special action ‘Mark of the Salir’, which would involve them travelling to Deorling’s Citadel to remove the adornments of the Spheres common in more mainstream churches, and replacing them with adornments more befitting Iron Valley tradition. This is in response to the waning attention given to Deorling’s with its lack of consecration, as well as in reply to the growing attention given to the wording of The Salir in The Valley. It is unclear what consequences or rewards this action will bring. &lt;br /&gt;
&lt;br /&gt;
See Also:&lt;br /&gt;
&lt;br /&gt;
* [[Historic Interludes]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Spring_226_Interlude&amp;diff=4642</id>
		<title>Spring 226 Interlude</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Spring_226_Interlude&amp;diff=4642"/>
		<updated>2026-10-04T08:47:38Z</updated>

		<summary type="html">&lt;p&gt;Leo: add downtime link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Welcome to the Interlude page for the Spring 226 Summit! This Wiki Page aims to assist in providing clarity for Downtime and other events that have resulted from Player action at the most recent Summit. On this page you can find the Downtime Submission link, public Special Actions, Council decisions and far more! &lt;br /&gt;
&lt;br /&gt;
Everything you can find here in the Interlude page will also hopefully assist in providing some further reasoning to actions between Summits. For the most part, The Winds of the World themselves will answer a lot of these questions, but &#039;&#039;&#039;all information found here can be considered to be known in character&#039;&#039;&#039;! This will help for folks running Sanctioned Events, or at Game Hen Events, by providing at least a baseline understanding of what will be happening in the early stages of the Season between Summits. &lt;br /&gt;
&lt;br /&gt;
In regards to Downtime itself, please note that as always &#039;&#039;&#039;not everyone needs to submit a Downtime&#039;&#039;&#039;! If you are not an Artisan, planning on taking any Special Actions (either public or known to you), and you just want to produce as standard for your Investment, then don’t feel like you have to submit. However, if getting involved in shenanigans is for you, then have a read below to work out if there is anything you can get involved in that is publicly available! &lt;br /&gt;
&lt;br /&gt;
There will always be Special Actions that are private, or locked to particular Investments, Archetypes, Realms and more. &#039;&#039;&#039;If it is not mentioned in this Interlude Page, and you do not know what it is, we ask that you do not select it!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Deadline for Downtime Submissions is 5pm Monday the 19th of October, 2026&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://docs.google.com/forms/d/e/1FAIpQLSc4IX0rpzapJeAwZYv4XeyCf9oaHz5xaC_Fyh6YqmkBtGuJRw/viewform Downtime Form Link Here!]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Deadline for Enterprise Downtime Submissions will be updated once the Form is confirmed and posted.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Councils and Choices ==&lt;br /&gt;
As always, the various Councils of The Concord have been busy making decisions, declarations and more. In particular, the choices of The Senate, The Church and The Warchamber are all worth knowing to both the people of Southern Esterra and the heroes of The Concord. While it may take some time for The Civil Service to publish these documents, they can be found here;&lt;br /&gt;
&lt;br /&gt;
* Senate Motions&lt;br /&gt;
* Church Motions &lt;br /&gt;
* Military Orders&lt;br /&gt;
&lt;br /&gt;
Before 225, Military Orders were not made public in the same way as Senate and Church Motions until the release of The Winds of the World. The Team is hoping that by making these actions public from the get go, it can provide clarity for both Downtime and roleplay between Events. &lt;br /&gt;
&lt;br /&gt;
== Investments and Downtime ==&lt;br /&gt;
The below section will cover the specific details that are important for particular Investments. A lot of this information is clearly listed in the Downtime Form itself, or in the Investments page, but by also adding it below it can give a bit more flavour for those who may not have had an idea of what they wanted to do! &lt;br /&gt;
&lt;br /&gt;
In addition, if there are any Special Actions relating to an Investment that are public knowledge, they will be listed here too alongside a brief description! If you don’t see your Investment listed, it just means that there are no additional notes that may be relevant to you for Downtime and the Interlude, beyond the narrative of last Season’s Winds and the Winds yet to come. &lt;br /&gt;
&lt;br /&gt;
=== Military Investments ===&lt;br /&gt;
The list of actions a Military Investment can take are varied, but detailed here in the [[Investments|Investments Page]]! &lt;br /&gt;
&lt;br /&gt;
In particular, Supporting an Army or Fortification, Scouting the Frontline, and Paid Work are the most common of the Standard Actions. At a baseline, Military Investments are assumed to be taking the Paid Work action, which will net a random assortment of resources, items or income!&lt;br /&gt;
&lt;br /&gt;
Players wanting to Support an Army or Fortification are encouraged to read the Military Orders page so as to have a better idea of what is going on in the wider campaign at the end of Summit. The page details the orders given by Generals and Champions, and can greatly influence what Force you might want to Support! &lt;br /&gt;
&lt;br /&gt;
Players wanting to send their Military to Scout the Frontline will find that they are only able to select Territories adjacent to Concordian held land. This focuses the intent of this action and provides much more substantial and meaningful results. There is no current list for applicable Territories and benefits or consequences for choosing them, however it can be expected that each Territory will be heavily impacted by Military Orders, Winds and the greater narrative at play in that area. All Territories that can be chosen for Scouting are listed in the Downtime Form for ease! &lt;br /&gt;
&lt;br /&gt;
==== Public Special Actions - Military ====&lt;br /&gt;
&lt;br /&gt;
==== Guard Convoys ====&lt;br /&gt;
This Special Action represents Military Investments providing aid for the other Concordian Heroes travelling in and out of Villacres in the coming Season. Villacres may not have an enemy Army present, but it is no less a dangerous place full of Zekartaal and other threats. If this option is taken, Characters will find that their Military Investment produces a random amount of income between 1-3 Locks, and that the other Public Special Actions are less likely to face danger as they are supported by military-minded heroic allies.  &lt;br /&gt;
&lt;br /&gt;
However if this Action is taken notably more than either of the others, then the presence of The Concord (military or otherwise) in Villacres may attract greater attention from its enemies, or cause unwanted friction with its locals. &lt;br /&gt;
&lt;br /&gt;
=== Naval Investments ===&lt;br /&gt;
The list of actions a Naval Investment can take are just as varied as a Military, but often far more outgoing. Detailed information can be found here in the [[Investments|Investments Page]]! &lt;br /&gt;
&lt;br /&gt;
In particular, Supporting a Fleet, Trade with Foreign Ports, and Paid Work are the most common of the Standard Actions. At a baseline, Naval Investments are assumed to be taking the Paid Work action, which will net a random assortment of resources, items or income!&lt;br /&gt;
&lt;br /&gt;
Players wanting to Support a Fleet are encouraged to read the Military Orders page so as to have a better idea of what is going on in the wider campaign at the end of Summit. The page details the orders given by Generals and Champions, and can greatly influence what Force you might want to Support! &lt;br /&gt;
&lt;br /&gt;
Players wanting to send their Naval Investment to Trade with Foreign Ports will find a list of known Ports to trade with in the Downtime Form! Some of these Ports can be found across the Wiki, with relevant trade expectations listed within the appropriate sections, however others are not. The Team is working on putting together a more succinct list for the purposes of Trade, but in the meantime Players should expect Military Orders, Winds and the greater narrative to heavily impact the result! &lt;br /&gt;
&lt;br /&gt;
==== Open Foreign Ports ====&lt;br /&gt;
The following Foreign Ports are open to Concordian ships this season. Some are dangerous journeys and if your ship does not meet the minimum requirements for travelling there, then you risk (but are not ensured of) danger. If your ship is more than 2 tiers below what is required, it risks being destroyed entirely and your character significantly hampered or even killed. The nature of these journeys mean that ships travelling together does not necessarily improve their chances, as such tiers cannot be combined.&lt;br /&gt;
&lt;br /&gt;
The Concordian Senate is currently funding any trade with Ports within a Nation that The Concord has an Embassy to. As of this coming Season, those Nations are The Dendarr Nations and The Fealties of Drummond. &lt;br /&gt;
&lt;br /&gt;
===== Dendarr Nations - Kameiros =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
The Easternmost city of the Dendarri, Kameiros is friendly to Concordian ships and captains can expect to trade in  Beastbone, Suns Iron, Hartswood, and rumours from this land of Heroes. The Golden Fleet had been operating in this region, but has since left. The Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== Fealties of Drummond - Crownsport =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
The largest port on the West of Drummond, Crownsport is ruled by House Rayleigh and is known to be the gateway to Drummond for travellers from the east. Receptive to Concordian captains, you can expect to trade in Forgesteel, Suns Iron, Hartswood, and sometimes rare Drummondite arms and armour. The Golden Fleet had been operating in this region, but has since left. The Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== Fealties of Drummond - Bleakstarbe =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
A far smaller port on the Cape of Karlais, south of Crownsport, Bleakstarbe is a stormwracked harbour set between dark cliffs. Ruled by the rising House Silas of Duchy Forsword, it is poorer than Crownsport but Captains are far more likely to gain a meeting with ‘The Barbed Wolf’, Duke Jeryn Silas. Captains should expect trade in Hartswood, Beastbone, Blacksap, and sometimes rare Drummondite arms and armour. The Golden Fleet had been operating in this region, but has since left. The Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== Fealties of Drummond - Manacle Harbour =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
Northernmost port of the Fealties, Manacle Harbour rests in the turbulent seas of ‘The Arc’, an archipelago of large isles ruled as part of Duchy Artallian by House Rottmour. The growing maritime influence of the Duchy draws attention, but it remains to be seen if there is money to be made. Captains should expect to trade in Essencite, Bloodglass, Shimmering Scales and sometimes rare Drummondite arms and armour. The Golden Fleet had been operating in this region, but has since left. The Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== Free Tabbadar - Odrigan =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
Far to the west across the Great Trade Sea, to the farthest reaches of Invicta Minor rests free Odrigan. A revolutionary city founded by the Tabbadari under Concordian support. Travelling to Odrigan is a journey in charity rather than business. Captains should expect to gain little aside from stories and meagre supplies of Hartswood and Herbs. There has been no news from these fighting friends to the West in recent months, and their current circumstance is unknown. &lt;br /&gt;
&lt;br /&gt;
===== The Idrian Cabal - Rakham’s Cove =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
Hidden among the iceflows far to the South, Rakham’s Cove is a trading harbour for little more than sealflesh, whale blubber, and a madman’s stories. However, if you’re lucky, you might meet some of the strange apprentices of the Idrian Cabal, those minor wizards sent on the unknowable journeys of their distant, spire-dwelling masters. Captains should expect trade in Crystal Mana, Artisan Crafts, and Beastbone.&lt;br /&gt;
&lt;br /&gt;
===== The Kingdom of the Bailes - Ushal Vakkan =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
A tiny port inset along the harsh, rocky coastline of the Cape of Bailes, certainly not for the faint of heart. This is made far worse by the historic hostility of the Bailite peoples to The Concord, and their bloody reputation. Ship captains should beware. Successful trade has the likelihood of including Hartswood, Beastbone, Bloodglass, Herbs, and in especially rare cases, Thunder Oak. As of recent rumour and declaration, Concordian ships are encouraged by The Senate to trade with Ushal Vakkan, so long as they are not Valleyfolk.&lt;br /&gt;
&lt;br /&gt;
==== Public Special Actions - Naval ====&lt;br /&gt;
&lt;br /&gt;
==== Raid Ottandios ====&lt;br /&gt;
Ottandios Bulsker’s personal ship, ‘Havek’s Whore’ has been seen numerous times in and around the Outer Isle’s East and the Cape of the Bailes. Someone unknown has put forward a bounty on Ottandios Bulsker and his fleet, valued at twenty Concordian vaults, paid out to all those who take part in his death. Given the fact that part of his fleet is still intact, that Bulsker is a member of a neutral nation to The Concord, and that his fleet is at least partially docked at a second neutral nation, this proposition is complex. However, Naval investments may undertake the ‘Raid Ottandios’ special action this downtime in an attempt to claim this bounty. At least 2000 strength is required, but more is certainly advised. This is an illegal action prior to any Senate involvement. No Senate involvement was declared at the Summit.&lt;br /&gt;
&lt;br /&gt;
=== Other Public Special actions ===&lt;br /&gt;
&lt;br /&gt;
==== Support Your Belief - Iron Valley Characters Only ====&lt;br /&gt;
As the final conflict between the Greatstone Carvers and the Bloodglass Inheritors draws near, no action has been taken by either side to ensure a final decision for the future of the Iron Valley. All Iron Valley Investments that do not take a Special Action and remain in the Iron Valley will be able to show support for the Greatstone Carvers or the Bloodglass Inheritors. This is reflected through an initial choice in the Downtime Form, with further information available in the section itself. &lt;br /&gt;
&lt;br /&gt;
All Iron Valley Characters are encouraged to select their chosen Belief, even if they do not qualify for active support. &lt;br /&gt;
&lt;br /&gt;
==== De Re School of Ember’s Future - Lerona Mere Characters and Enterprises Only ====&lt;br /&gt;
The School of Embers has always had a tenuous relationship with crime. Whether due to its founding members, the presence of Mountebanks and their like, its location in The Docklands or some other reason, it is not uncommon to associate the School with criminal activity of some kind. There are those who work from the shadows and wish to support such infamy, and those who believe in the weight of the law who wish to give the School of Embers a new identity. Now, a public call has been made to see where the heroes of Lerona Mere sit on this particular fence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Infamous Identity&#039;&#039;&#039;&#039;&#039; &#039;&#039;- For those who believe that The School of Embers should embrace its unspoken identity, encouraging it to become a safe-haven for those with less than legal intentions. This action would see heroes arranging for cellars to be turned into smuggling dens, for hidden routes in and out of the School to be created, and for students and faculty alike to be convinced or bribed as appropriate. While this action does not innately require illegal activity to be undertaken, those pursuing this should expect trials and similar consequences should the action fail or come under notable scrutiny.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Or&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;Missives for Magistrates&#039;&#039;&#039;&#039;&#039; &#039;&#039;- For those who wish to ensure The School of Embers is as far from criminally involved as it could be. This action would see heroes encouraging students and faculty to report any suspicious behaviour, to have quarters prepared for live-in Magistrates, and to help create and distribute anti-crime propaganda in and around the School.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Characters may only choose one of the above as a Special Action. Any Enterprise taking either of the above Special Actions will count as if it were 5 individual Heroes, to represent the weight of an organised group compared to solitary action. This does not prevent Heroes of that Enterprise also picking one of the Special Actions. Heroes and Enterprises pursuing either action should expect additional opportunities, or consequences, should their chosen action notably succeed or notably fail. &lt;br /&gt;
&lt;br /&gt;
==== Attend the Lectures of Ser Vincent Karwall the Flame - Bordevarian Mages Only ====&lt;br /&gt;
Ser Vincent Karwall the Flame has respected the Duchess of Everguarde’s wishes and ceased his experiments in ‘The Dale of the Pale Man’. However, word has spread throughout the Kingdom of Bordevar, and eager mages have been seeking out Ser Vincent in Carningsfield to learn what he knows about Endemani magic. Bordevarian characters with the Magus Skill will have the opportunity to take a Special Downtime Action ‘Attend the Lectures of Ser Vincent Karwall the Flame’ to attend these informal classes on Endemani magic. &lt;br /&gt;
&lt;br /&gt;
==== Trade with the Hawk - Business Investments Only ====&lt;br /&gt;
This Special Action represents Business Investments freely travelling into Villacres to meet and trade with The Clan of the Hawk. While risky, as what is desired to be traded for and what could be given in return is unclear as of now, Characters that take this option will find their Investment producing a random measure of between 10-20 Wilderness Resources. Characters taking this action will also learn more about the economic state of The Clan of the Hawk. &lt;br /&gt;
&lt;br /&gt;
However if this Action is taken notably more than either of the others, then Concordian Economic interest in Villacres may explode in a careless way, and money-makers of all kinds from all over The Concord will try to find their wealth in this new Region. &lt;br /&gt;
&lt;br /&gt;
==== Care for Concordian Souls - Congregations Only ====&lt;br /&gt;
This Special Action represents Congregation Investments travelling alongside other Concordians, attempting to quietly protect them from Blasphemy and Heresy. Characters that take this option will find that their Congregation produces no resources nor additional votes, but will learn a great deal more about the religion of The Clan of the Hawk. &lt;br /&gt;
&lt;br /&gt;
However, if this Action is taken notably more than either of the others, then the risk of Concordian zealots breaking the terms of the Agreement and spreading dissent, both in The Concord and in Villacres, increases dramatically.   &lt;br /&gt;
&lt;br /&gt;
==== Mark of the Salir - Iron Valley Congregations Only ====&lt;br /&gt;
Iron Valley characters with Congregations may take the special action ‘Mark of the Salir’, which would involve them travelling to Deorling’s Citadel to remove the adornments of the Spheres common in more mainstream churches, and replacing them with adornments more befitting Iron Valley tradition. This is in response to the waning attention given to Deorling’s with its lack of consecration, as well as in reply to the growing attention given to the wording of The Salir in The Valley. It is unclear what consequences or rewards this action will bring. &lt;br /&gt;
&lt;br /&gt;
See Also:&lt;br /&gt;
&lt;br /&gt;
* [[Historic Interludes]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=MediaWiki:Sidebar&amp;diff=4641</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=MediaWiki:Sidebar&amp;diff=4641"/>
		<updated>2026-10-04T08:46:43Z</updated>

		<summary type="html">&lt;p&gt;Leo: update of interlude page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* Quick Links&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** helppage|help-mediawiki&lt;br /&gt;
** Special:AllPages|All Pages&lt;br /&gt;
* Getting Started&lt;br /&gt;
* Concord LARP&lt;br /&gt;
** What_Is_Concord? | What is Concord LARP?&lt;br /&gt;
** What_to_Expect_at_a_Concordian_Summit | Weekend Summits&lt;br /&gt;
** Frequently_Asked_Questions | FAQ&lt;br /&gt;
** Character_Creation | How to Create a Character&lt;br /&gt;
** The_Concord_Team | Meet the Concord Team&lt;br /&gt;
* Rules&lt;br /&gt;
** Player_Brief | Mandatory Player Briefing&lt;br /&gt;
** All_Skills | Character Skills and Abilities&lt;br /&gt;
** Rules_Overview | Rules Overview&lt;br /&gt;
** Archery_Clearance_Document | Archery Clearance&lt;br /&gt;
** Gamenomics_Guide | Buying and Selling at LARP&lt;br /&gt;
* In-Between Games&lt;br /&gt;
** Sanctioned_Events | Sanctioned Events&lt;br /&gt;
** Character_Downtime | Character Downtime&lt;br /&gt;
** Spring_226_Interlude | Spring 226 Interlude Page&lt;br /&gt;
* The World of Esterra&lt;br /&gt;
** Concord_Lore | Concord Overview&lt;br /&gt;
** Map_of_Esterra | Maps of Esterra&lt;br /&gt;
** History_of_The_Concord | History of Concord&lt;br /&gt;
** Technology | Technology at Concord&lt;br /&gt;
** Threats_to_Esterra | Threats to Esterra&lt;br /&gt;
* The Realms&lt;br /&gt;
** The_Iron_Valley | The Iron Valley&lt;br /&gt;
** Lerona_Mere | Lerona Mere&lt;br /&gt;
** Greenweald_Baronies | The Greenweald Baronies&lt;br /&gt;
** Andash | Andash&lt;br /&gt;
** Kingdom_of_Bordevar | The Kingdom of Bordevar&lt;br /&gt;
* Winds of The World&lt;br /&gt;
** Winds_of_the_World | Winds of the World Homepage&lt;br /&gt;
* Church and the Divine Spheres&lt;br /&gt;
** Concordian_Church_of_the_Divine_Spheres | The Concordian Church&lt;br /&gt;
** History_of_the_Church_of_the_Divine_Spheres | History Of The Church&lt;br /&gt;
** Tenets_of_the_Concordian_Church | Tenets Of The Concordian Church&lt;br /&gt;
** Strictures_of_the_Church | Strictures Of The Concordian Church&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=When_is_the_Next_Summit!%3F!&amp;diff=4169</id>
		<title>When is the Next Summit!?!</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=When_is_the_Next_Summit!%3F!&amp;diff=4169"/>
		<updated>2026-07-06T04:56:06Z</updated>

		<summary type="html">&lt;p&gt;Leo: update of dates as well...&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:7U5A1559.jpg|thumb|553x553px|The town of Passage hosts a Concordian Summit twice a year]]&lt;br /&gt;
&#039;&#039;&#039;Next Summit is Concord G12: Spring 226&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Event dates are &#039;&#039;&#039;Saturday&#039;&#039;&#039; 26th September 2026 3:00 PM - Monday 28 September 2026 4:00 PM. &lt;br /&gt;
&lt;br /&gt;
Players may arrive from 12pm onward on Friday the 25th of September, but must be offsite by Tuesday the 29th of September Midday. &lt;br /&gt;
&lt;br /&gt;
Tickets can be purchased from [https://www.trybooking.com/events/landing/1596355 Trybooking] &lt;br /&gt;
&lt;br /&gt;
Please check out the [[Event Information]] page!&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=When_is_the_Next_Summit!%3F!&amp;diff=4168</id>
		<title>When is the Next Summit!?!</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=When_is_the_Next_Summit!%3F!&amp;diff=4168"/>
		<updated>2026-07-06T04:54:59Z</updated>

		<summary type="html">&lt;p&gt;Leo: update of ticket link for g12&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:7U5A1559.jpg|thumb|553x553px|The town of Passage hosts a Concordian Summit twice a year]]&lt;br /&gt;
&#039;&#039;&#039;Next Summit is Concord G11: Autumn 226&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Event dates are &#039;&#039;&#039;Saturday&#039;&#039;&#039; the 25th April 2026, 12:00pm – &#039;&#039;&#039;Monday&#039;&#039;&#039; the 27th April 2026 ~3pm (ANZAC Long Weekend). &lt;br /&gt;
&lt;br /&gt;
Players may arrive from 12pm onward on Friday the 24th of April, but must be offsite by Tuesday the 28th of April Midday. &lt;br /&gt;
&lt;br /&gt;
Tickets can be purchased from [https://www.trybooking.com/events/landing/1596355 Trybooking] &lt;br /&gt;
&lt;br /&gt;
Please check out the [[Event Information]] page!&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Main_Page&amp;diff=4167</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Main_Page&amp;diff=4167"/>
		<updated>2026-07-06T04:54:41Z</updated>

		<summary type="html">&lt;p&gt;Leo: update of ticket link for g12&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Concord_Banner.png|center|781x781px|thumb]]&lt;br /&gt;
&lt;br /&gt;
Concord is a Fantasy Live-Action Role Playing Game (LARP) run in Perth, Western Australia.&lt;br /&gt;
&lt;br /&gt;
Players of Concord are Heroes of the five realms, and join together to form an empire of necessity that is struggling to survive in a hostile fantasy realm. Concord is a game of politics, heroism, combat, subterfuge, economics and religion in a low-fantasy original world called Esterra. It is a game focused around creating a living world that values responsiveness to player actions and story with weight.&lt;br /&gt;
&lt;br /&gt;
Please use the search bar or [[Special:Search|Search Page]] if you are looking for specific information, checkout the &#039;&#039;&#039;Sidebar&#039;&#039;&#039; or check out one of the links below to get started.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[What Is Concord?]]&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[When is the Next Summit!?!]] and [https://www.trybooking.com/events/landing/1596355 Buying a Ticket] (External Website)&lt;br /&gt;
* [[Autumn 226 Interlude|Autumn 226 Interlude and Downtime Submission!]]&lt;br /&gt;
&lt;br /&gt;
== The World of Concord ==&lt;br /&gt;
&lt;br /&gt;
* [[Concord Lore]]&lt;br /&gt;
* [[History of The Concord]]&lt;br /&gt;
* [[Technology|Technology at Concord]]&lt;br /&gt;
* [[The Divine Spheres]]&lt;br /&gt;
* [[Map of Esterra]] &lt;br /&gt;
&lt;br /&gt;
== The Rules System ==&lt;br /&gt;
* [[Rules Overview]]&lt;br /&gt;
* [[Player Brief]] (Mandatory)&lt;br /&gt;
* [[Archery Clearance Document]]&lt;br /&gt;
* [[All Skills]]&lt;br /&gt;
&lt;br /&gt;
== The Game ==&lt;br /&gt;
&lt;br /&gt;
* [[What to Expect at a Concordian Summit]]&lt;br /&gt;
* [[Gamenomics Guide]]&lt;br /&gt;
* [[Winds of the World]]&lt;br /&gt;
&lt;br /&gt;
== Feedback ==&lt;br /&gt;
If you feel like something is missing, please let us know! Suggestions for content and usability are always welcome. Please reach out to concordwebteam@gmail.com if you have any suggestions or improvements, or get in touch via Facebook.&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=The_Wheels_of_Industry,_The_Stones_of_Truth&amp;diff=4136</id>
		<title>The Wheels of Industry, The Stones of Truth</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=The_Wheels_of_Industry,_The_Stones_of_Truth&amp;diff=4136"/>
		<updated>2026-06-03T10:39:35Z</updated>

		<summary type="html">&lt;p&gt;Leo: NABLU&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Civil Service is a vast and wide reaching organisation that does its level best to keep the various disparate parts of the Concordian bureaucracy functioning. Based out of One Concordian Plaza, Crux Patricus, Legend City, workers of the Civil Service can be found in every major city of The Concord while also travelling far and wide to ensure that the Concord’s business is handled as best as is possible.&lt;br /&gt;
&lt;br /&gt;
The Civil Service report details such mundanities as the construction of important infrastructure, the deployment of troops, changes to Concordian titles, the wealth of the Treasury and the state of international trade.&lt;br /&gt;
&lt;br /&gt;
== Quartermasters Report ==&lt;br /&gt;
Winter, while debilitating in some parts of The Concord, cannot stop progress. &lt;br /&gt;
&lt;br /&gt;
In Starscar Duchy, Eastern Weiland, a vast stretch of previously abandoned farmlands known as ‘The Feral Fields’ have been cleared, reconstituted, and prepared to grow herbs for use in the Passage Field Hospital that supports Concordian heroes. Because of this, the Head Surgeon of the Passage Field Hospital will gain a small income of herbs which can be retrieved, like all incomes, from the Exchange.&lt;br /&gt;
&lt;br /&gt;
Unfortunately there are some things that can stop progress, notably the divine Plague of Idleness that descended upon The Tribelands. Forged by The Magistrate, the divine curse robbed the people of The Tribelands of the drive and physical endurance to complete tasks. As such, the construction work on New Kodiri has been delayed by a season.&lt;br /&gt;
&lt;br /&gt;
Elsewhere in The Concord there is still much work being done. The Sea Hall in Bolsterlee, Ala Briller and Maracavo’s Wing in Legend City, and the Schloss Mortis in Resinderholz all push towards completion. People are beginning to predestine 226 as ‘The Year of Monuments’ considering the weight of construction that is being completed.&lt;br /&gt;
&lt;br /&gt;
Both the 1st Banner of Bordevar (in Heartsgrave) and the Valleys Own (in Highward) have spent the past season at rest, allowing reinforcements to arrive and be integrated into these powerful forces. Both forces have regained 2000 strength. Accurate troop numbers for each force will be available to those commanders in the War Chamber.&lt;br /&gt;
&lt;br /&gt;
The Concordian War Chamber would also like to detail the following roll of honour, noting those mercenary units that supported Concordian armies, fleets, and fortresses this past season:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Desert Whisperers&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Fawz Cobra Al-Al’afaei&lt;br /&gt;
|-&lt;br /&gt;
|Daud El’Priado Del’Anarch Al’Sabre&lt;br /&gt;
|-&lt;br /&gt;
|Eshaan Al’Mai&lt;br /&gt;
|-&lt;br /&gt;
|Ali Al’Safir&lt;br /&gt;
|-&lt;br /&gt;
|Bevedes Al’Bevan&lt;br /&gt;
|-&lt;br /&gt;
|Jezabev Al’Bevan&lt;br /&gt;
|-&lt;br /&gt;
|Napoleon Le Livre&lt;br /&gt;
|-&lt;br /&gt;
|Sir Escanor Lionhart &lt;br /&gt;
|-&lt;br /&gt;
|Tav&lt;br /&gt;
|-&lt;br /&gt;
|Anastis Gelt, Shield of Obregon&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Iron Brawlers&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Griff Baker&lt;br /&gt;
|-&lt;br /&gt;
|Robert Roderick&lt;br /&gt;
|-&lt;br /&gt;
|Lord Darcy Oakenwynters&lt;br /&gt;
|-&lt;br /&gt;
|William Roderick&lt;br /&gt;
|-&lt;br /&gt;
|Benjamin Roderick&lt;br /&gt;
|-&lt;br /&gt;
|Dane Forge Cooper&lt;br /&gt;
|-&lt;br /&gt;
|Nicholas Cutter&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Legion of the Blackheart Bear&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Lorgar Aurelian&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Civil Service Report ==&lt;br /&gt;
The Civil Service reports that, following consultation with a variety of individuals, the following titles have had their terms extended to 2 years:&lt;br /&gt;
&lt;br /&gt;
* [[Admiral]]&lt;br /&gt;
* [[Archmage]]&lt;br /&gt;
* [[Captain of the Watch]]&lt;br /&gt;
* [[General]]&lt;br /&gt;
* [[Headmaster]]&lt;br /&gt;
* [[Head Surgeon|Head Surgeon of the Passage Field Hospital]]&lt;br /&gt;
* [[High Priest of Anarch|High Priest]]&lt;br /&gt;
* [[Minister of Foreign Affairs]]&lt;br /&gt;
* [[Senator]]&lt;br /&gt;
* [[Voice of The Church|Voice of the Church]]&lt;br /&gt;
&lt;br /&gt;
Individuals who currently serve in these titles will complete their current terms before the extension occurs.&lt;br /&gt;
&lt;br /&gt;
The following titles have had their election season modified:&lt;br /&gt;
&lt;br /&gt;
* [[Spymaster]] (Was: Autumn, is now: Spring)&lt;br /&gt;
&lt;br /&gt;
The current Spymaster will be given the option to serve an extended term or relinquish the title at this Summit.&lt;br /&gt;
&lt;br /&gt;
The Symposiarch wishes to report that the senate will no longer allow any number of motions to be tabled. Each senator may only table one motion per Summit.&lt;br /&gt;
&lt;br /&gt;
== Treasury Report ==&lt;br /&gt;
The Concordian Treasury reports the following:&lt;br /&gt;
&lt;br /&gt;
The Concordian Treasury at the beginning of the Summer Summit is expected to be valued at Twenty-one Vaults, Six Locks, Eight Keys. This is after the calculation of costs, income and assured expenses such as payments to The Shardcircle and Academy.&lt;br /&gt;
&lt;br /&gt;
Current expenditure to support Concordian efforts is valued at sixty-one vaults and twelve locks.&lt;br /&gt;
&lt;br /&gt;
Current income from Concordian taxation is valued at sixty-one vaults.&lt;br /&gt;
&lt;br /&gt;
The Concord has failed to maintain strong trade ties with both The Dendarri Nations and The Fealties of Drummond this past season, impacting tax income and the standing of diplomats within those nations. However the strong presence of naval trade with the Golden Fleet ensures that The Concord maintains on strong, friendly terms with the Stormqueen and her fleets of Corsairs.&lt;br /&gt;
&lt;br /&gt;
The current Senate Treasurer is Jarl Erik Frostsong&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Cast_Down,_But_Not_Cast_Out_-_The_Battle_from_The_Steinvaults&amp;diff=4135</id>
		<title>Cast Down, But Not Cast Out - The Battle from The Steinvaults</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Cast_Down,_But_Not_Cast_Out_-_The_Battle_from_The_Steinvaults&amp;diff=4135"/>
		<updated>2026-06-03T10:37:43Z</updated>

		<summary type="html">&lt;p&gt;Leo: update of, would you believe it, another broken link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The wild places of The Concord are home to all manner of folks; from bandits and exiles hiding in the Bailite Woods of [[Bolsterlee]], to hidden things in the catacombs of [[Lerona Mere (The Region)|Lerona Mere]] and even stranger ‘peoples’ living in the darkest corners of [[Resinderholz]]. As of late, one of the most human and recognisable groups has grown into a considerable problem; The Boar’s Head Clan.&lt;br /&gt;
&lt;br /&gt;
Residing the hidden valleys of the Steinvault Mountains, these warrior mountaineers have begun to move against The Concord, with skirmishes breaking out across [[Weiland]] and [[Windholme]]. While the history of The Concord’s interactions with these people is a complex one, the future is hardly written in stone. But will likely be written in blood.&lt;br /&gt;
&lt;br /&gt;
== Fortesses of Ice and Iron ==&lt;br /&gt;
For years The Concord has been attempting to address the strange group of wildfolk that reside in the deep valleys of the Steinvault Mountains. Calling themselves ‘The Boars Head Clan’, these self-confessed ‘Dragonslayers’ offered to guide The Concord through the Steinvaults, connect Windholme and Weiland with direct trade that brought wealth to both Realms and The Boar’s Head, who charged a hefty toll.&lt;br /&gt;
&lt;br /&gt;
It was this toll that broke down relations. Neither [[Kingdom of Bordevar|Bordevar]] nor The Valley had the ability nor the want to pay the precious minerals and Crystal Mana to the brusque warriors from the mountains. Offers of coin, or invitation to feasts, or platitudes of trade deals fell on deaf ears. The Boar’s Head knew what they were here for and if The Concord would not trade for it then circumstances would have to change.&lt;br /&gt;
[[File:7U5A0288.jpg|thumb|396x396px|Words may no longer be enough to deal with this growing crisis.]]&lt;br /&gt;
Attempts by [[The Iron Valley]] to discover the secret paths of The Boar’s Head through their own subterfuge largely failed, again through lack of investment. But they did identify that The Boar’s Head was not a small isolated settlement of a few hundred, but a web of mountain-valley-holds with a population in the thousands, and many of them warriors under-arms. With contact thoroughly closed off by insult, snow and lack of investment, a storm began to brew.&lt;br /&gt;
&lt;br /&gt;
It began with [[Summiter|Summiters]] in the Steinvaults going missing, but the conflict truly came to a head in Winter 223, when Boar’s Head Clanfolk clashed with Bordevarian commonfolk in the Wolfsden Woods south of Arbington. It appears that the Boar’s Head were logging the deepest parts of the woods for supplies to be hauled up into their mountain abodes. Contrary to the Iron Valley’s attempts at open handed diplomacy, the nobles of Bordevar acted harshly to repulse this intrusion onto their lands. Mercenaries were hired using funds gifted from The Senate and the Boar’s Head Clan were put to the sword or routed back into the foothills of the Steinvaults.&lt;br /&gt;
&lt;br /&gt;
Following the capture of a Boars Head warleader by Bordevarian forces, The Iron Valley made one last attempt at peace, while Bordevar prepared for war. King’s Rangers watched the mountains from the north with bows in hand, while in the south a message was left; Stand with us, or stand against us.&lt;br /&gt;
&lt;br /&gt;
It appears the Boars Head have made their choice.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
There is vanishingly little known about the Boars Head Clan and plenty of it is hearsay shared by the Clansfolk themselves. They call themselves dragonslayers and are said to worship the Old Gods of the Iron Valley in their oldest form. Whatever that may be. As the Concord readies itself for conflict against The Boars Head it is likely that the Concord will learn more about them very directly.  &lt;br /&gt;
&lt;br /&gt;
Characters who are from Heinsgraf in Windholme may have stories of seeing or briefly interacting with Boars Head guides during the short period of trade in 223. These people were clad in heavy furs, always armed and spoke in short sharp sentences. They looked upon the Valleyfolk with harsh eyes and avoided symbols of the Spheres.&lt;br /&gt;
&lt;br /&gt;
Characters from Southern Bordevar (particularly with investments based in the Wolfden Woods) can tell stories of spotting strange figures in the forest at a distance, or being questioned by Kings Rangers in pursuit of these trespassing loggers.&lt;br /&gt;
&lt;br /&gt;
Characters interested in pursuing more information about the Boars Head Clan are recommended to seek out Iron Valleyfolk who interacted with the captured Warleader ‘Grin’ last summit, attempt historic research through the High Historian, speak to titleholders or attempt to access Skirmishes listed elsewhere in this entry. However, it is likely that the time for in person deliberations have passed.&lt;br /&gt;
&lt;br /&gt;
== I have heard the words of Obhan Dahk – The Danger in Windholme ==&lt;br /&gt;
In the Valley, the offer had always been simple. They had offered the Boar’s Head a place among them. The Concordian heroes struggled to bring the minerals to trade with the Boars Head and hoped to foster closer ties with the group, when diplomacy with this strange Valley-cousin struggled to the top of the High Reeves current concerns. But each time the Boars Head refused and if anything, grew colder on each offering.&lt;br /&gt;
&lt;br /&gt;
The last offer was left in the close valleys of the Steinvaults by skilled [[Summiter|Summiters]], the same Summiters who had pierced the Steinvaults on the behest of some of the Valley’s most influential heroes. A banner and a message that fell on deaf ears. High in these passes, the Boars Head sharpened their blades a readied themselves for what to come.&lt;br /&gt;
&lt;br /&gt;
Since the weather has turned the danger has made itself apparent as small bands of mountainfolk warriors have descended. Striking at outlying boroughs near Rumwold and Heinsgraf, they hack and loot, burning whatever they cannot carry. Borough militia’s do their best to repel the attacks but are often too slow or too dispersed to be of much use. &lt;br /&gt;
&lt;br /&gt;
The attacks look to continue over the Winter as the ice paths into the Steinvaults freeze up, allowing only the skilled Boars Head raiders to come and go as they please, with Concordian forces impotent to attack in return. Worryingly, the forces of the Boars Head will be able to strike out at the Rumwold Vastness, an essential piece of Concordian strategic infrastructure and a great place of wealth for the Valley.&lt;br /&gt;
&lt;br /&gt;
It appears that the Winter will be a time to draw together and survive. But woe be to the Boar’s Head when summer returns to the Valley, they will find a folk who have to mercy for those who strike at their heart.&lt;br /&gt;
&lt;br /&gt;
=== Game information ===&lt;br /&gt;
There will be decisions and information relating to the Boars Head Clan in Windholme for the [[Senator]] of Windholme, the High Reeves Council, The [[Champion]] of the Valley and the [[Deed Holder|deed holder]] of the Rumwold Vastness.&lt;br /&gt;
&lt;br /&gt;
There will be an opportunity for the Valley to face the Boars Head clan in battle this Summit during a skirmish. The parties responsible for organising this skirmish will be the Deedholder of the Rumwold Vastness and the Champion of the Valley. More information will be available at the Summit.&lt;br /&gt;
&lt;br /&gt;
Some investments in Rumwold and Heinsgraf will find that they have been damaged in this past season.&lt;br /&gt;
&lt;br /&gt;
Iron Valley military investments may take the Special Action – Watch the Mountains this coming downside. Doing so will help reduce damage that the Boars Head Clan may be able to do to infrastructure in Windholme. The Champion of the Valley will have additional information about this call to arms.&lt;br /&gt;
&lt;br /&gt;
== The Pack’s Strength Prevails – The Danger in Weiland ==&lt;br /&gt;
The conflict against the Boars Head in Weiland has always had a different tone. The protective knights and nobles of Bordevar had no sense of kinship with these strange mountainfolk and the commonfolk had fierce anger towards any who would threaten their homeland. Ever since the Boars Head Clan closed off trade arrangements, Bordevar moved to protect itself. It is very likely that this strong stance undercut any Iron Valleyfolk goals of peaceful interaction, but the mountainfolk were never particularly once for gentle diplomacy in the first place.&lt;br /&gt;
[[File:7U5A0566.jpg|left|thumb|430x430px|Bordevarian strength, honed against the undead may find much more lively foes in the months to come.]]&lt;br /&gt;
The swift military stance has allowed Bordevar to establish watchpoints, manned by soldiers and Kings Rangers throughout the Wolfden Woods even with the larger conflict going on in the East against the Onyx Aristocracy. As the first wary strikes of Boars Head raiders descend from the mountains to claim much needed timber and livestock, they find ready defenders eager the push them back. Quickly these skirmishes have turned bloody, with a running conflict beginning to smoulder in the South of Weiland. Rangers raiding Boars Head camps, skewering warriors in chainmail and giving their labourers a simple choice: “Return to the mountains, or return to the earth.”&lt;br /&gt;
&lt;br /&gt;
In return the Boars Head strike out in harsher manner.  Larger bands and stranger forces move against Bordevar as the prideful mountainfolk will take what they need. Soon enough whole bands of warriors are fighting battles under the howling eeriness of the wolves that call this place home. With two peoples consumed by warskill and pride, it is exceedingly unlikely that this growing war will come to peace without destruction.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
There will be decisions and information relating to the Boars Head Clan in Weiland for the [[Senator]] of Weiland, the Ducal Council, the [[Bordevarian Sheriff|Sheriff]] of Arbington, the [[Bordevarian Duke|Duke]] of Heartsgrave, the [[Champion]] of the King and the [[Royal Ranger]].&lt;br /&gt;
&lt;br /&gt;
The discrepancy between the Bordevarian and Iron Valley responses to the Boars Head Clan has allowed the Kingless Kingdom to ready itself quite handily for a growing conflict with the mountainfolk from the south, but has certainly done damage to Iron Valley attempts at peace. Given the public nature of these attempts, this knowledge would be easy to find for anyone who would attempt to learn.&lt;br /&gt;
&lt;br /&gt;
There will be an opportunity for Bordevar to face the Boars Head Clan in battle this Summit during a skirmish. The party responsible for this skirmish will be the Royal Ranger. More information will be available at The Summit.&lt;br /&gt;
&lt;br /&gt;
=== [[Winds of the World - Winter 224]] ===&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=What%27s_Yours_is_Mine&amp;diff=4134</id>
		<title>What&#039;s Yours is Mine</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=What%27s_Yours_is_Mine&amp;diff=4134"/>
		<updated>2026-06-03T10:31:45Z</updated>

		<summary type="html">&lt;p&gt;Leo: another broken link update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:7U5A0007.jpg|thumb|531x531px|Service to The Concord comes in many forms.]]&lt;br /&gt;
The Concord is a young organisation and for many, the fact that it has not collapsed from bureaucratic failings or logistical nightmares is a minor miracle. The Civil Service that acts as the grinding gears across the five Realms would point to a constant drive to improve and a willingness to change (within reason) as the pliability that allows The Concord to continue. &lt;br /&gt;
&lt;br /&gt;
Over the Summer a number of changes have been proposed, trialled and debated in the halls of power, with a handful even being adopted. Information on titles and changes to old ones, as well as the full list of available titles this Summit can be found within.&lt;br /&gt;
&lt;br /&gt;
== Hand in Hand ==&lt;br /&gt;
Since the founding of The Concord, the fledgling Foreign Service has done its best to ensure an image of strength and purpose to the varied nations of Southern Esterra and beyond. A difficult task that has been made easier over time through the investment of the Senate into additional embassies, spy networks and titles. &lt;br /&gt;
&lt;br /&gt;
But the Foreign Service frequently clashed with one of the greatest powers in Southern Esterra; The Concordian Church of the Divine Spheres. The last three years are littered with the missteps of ambassadors, the clumsy swipes of the Church and endangerment of both The Concord’s reputation and the immortal souls of its citizens. &lt;br /&gt;
&lt;br /&gt;
With the growing presence of heretics within The Concord and the continued contact with heathen foreign nations, the words of the first Concordian Voice of the Church, Jacques De Zisseau ring true; “To expose the workers of the Foreign Service to this heretical beliefs is to endanger their souls, regardless of the content or nature of these beliefs.” The Foreign Service has seen fit to reach out to the Church to rectify the situation.&lt;br /&gt;
&lt;br /&gt;
The solution is the Concordian Consular, a titled position that bridges The Church and the Foreign Service. Acting as the religious guide to the Foreign Service and the foreign advisor to The Church. The hope is that the Consular not only ensures that both groups work in unison, but also that The Concordian faith can be better shared with the wider world.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
The Following title has been created and will be available for election this Summit:&lt;br /&gt;
&lt;br /&gt;
[[Concordian Consular]]&lt;br /&gt;
&lt;br /&gt;
== Tour of Duty ==&lt;br /&gt;
The role of [[Champion]] is one enshrined in the function of the War Chamber. When the Concord was founded, there were significant fears that those nations without standing armies would not be represented in the conquests of this would-be empire. As The Concord has matured, the role has become the voice of the Realm on matters military, ranging from defence, logistics and beyond. &lt;br /&gt;
&lt;br /&gt;
However the role was hamstrung by its transient nature. Attempts by Realms to retain institutional knowledge of the War Chambers function were lost in a single season turnover. New Champions were thrown to the lions of the War Chamber, their ambitions either consumed by the barrage of knowledge required to navigate the war map, or absorbed into the schemes or more established generals and admirals. &lt;br /&gt;
&lt;br /&gt;
In a similar manner, the strange hybrid that is the Field Marshall has also fallen under scrutiny. Both a title and not, as temporary as the mayfly, but festooned with more responsibility than many. Concordian fortunes balanced on a razor&#039;s edge of unaccountability and a title unable to defend itself.&lt;br /&gt;
&lt;br /&gt;
The Civil Service is not idle in observing these phenomena, and moves to correct it.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
The Champion title has had its term extended to two Summits. All [[Champion|Champions]] are up for election at this Summit and will serve the full term provided they do not die, step down or have the title stripped from them.&lt;br /&gt;
&lt;br /&gt;
The intent behind this change is to provide Champions more time to make an impact in the War Chamber, to provide appropriate gravitas to the role and to change power dynamics within the War Chamber.&lt;br /&gt;
&lt;br /&gt;
Field Marshall has been made a full title and received a complete rewrite, gaining new powers and responsibilities. It can be found [[Field Marshal|here.]]&lt;br /&gt;
&lt;br /&gt;
== Agent of The Crown ==&lt;br /&gt;
The Kings Rangers of Bordevar are a force of fighters, spies and agents who serve The Crown, striking out far against its enemies and pursuing its local foes. With the gradual decline of the prominence of ‘The Crown’ while it rests in the hands of The Wise Council, the Rangers lost their central command. The Wise Council did not feel that it was within their capabilities to name a new ‘Royal Ranger’ and so the organisation floundered. Many turned to a life of mercenary work, others retired, some sold their skill to the noble houses of the Realm while many more simply perished against the Onyx Aristocracy.&lt;br /&gt;
&lt;br /&gt;
In 223, the Ducal Council of Weiland faced this issue and considered their options. Final agreement was reached and the decision was supported by The Wise Council. The Crown has reinstated the title of Royal Ranger from the year 224 onwards. As news of this filters out through the Realm old bow-arms look over at their Gryphon Bracers with pride. There will be a new generation of rangers with purpose and drive. They will once again serve their realm and ensure that the Royal Gryphon once again flies proud over all of Bordevar. And their enemies will learn to watch their backs and clear their tracks.&lt;br /&gt;
&lt;br /&gt;
In a move less dramatic and less public, The Wise Council has formalised the process of Kings Rangers offering their services to Noble Houses. Kings Rangers are permitted to join a Noble House as yeofolk and wear that Houses livery as standard. However, Kings Ranger will require written dispensation from the Royal Ranger that they are aware of their twin loyalties (to The Crown and their House) and the Kings Ranger is expected to still offer support to the Royal Ranger where required.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
Following player decisions, a new Bordevarian title has been created: The [[Royal Ranger]].&lt;br /&gt;
&lt;br /&gt;
While the Royal Ranger exists as the head of the archetype ‘Kings Ranger’ they do not command it, rather acting as a mentor and facilitator for the archetype. It is expected that the Royal Ranger will need support from other Kings Rangers to pursue their goals and the goals of The Crown, but they cannot legally compel other Kings Rangers to act.&lt;br /&gt;
&lt;br /&gt;
Kings Rangers joining Noble Houses as Yeofolk has also been clarified, allowing characters of this archetype to pursue a role within noble houses. &lt;br /&gt;
&lt;br /&gt;
== Civil Service Report ==&lt;br /&gt;
Titles available for election this Summit, their candidates and their election are as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Title&lt;br /&gt;
|Eligible Candidates&lt;br /&gt;
|Election Time&lt;br /&gt;
|Election Method&lt;br /&gt;
|-&lt;br /&gt;
|[[Admiral|Admiral of Liberty’s Fist]]&lt;br /&gt;
|Any Lerona Mere who has not held a title in a year.&lt;br /&gt;
|Lerona Mere People&#039;s Assembly, Day 1&lt;br /&gt;
|Popular Vote&lt;br /&gt;
|-&lt;br /&gt;
|[[Admiral|Admiral of The People’s Gift]]&lt;br /&gt;
|Any Lerona Mere who has not held a title in a year.&lt;br /&gt;
|Lerona Mere People&#039;s Assembly, Day 1&lt;br /&gt;
|Popular Vote&lt;br /&gt;
|-&lt;br /&gt;
|[[Ambassador|Ambassador to the Dendarr Nations]]&lt;br /&gt;
|Any Concordian Citizen&lt;br /&gt;
|1st Senate Session&lt;br /&gt;
|Senate Majority&lt;br /&gt;
|-&lt;br /&gt;
|[[Ambassador|Ambassador to the Trade Principality of Aprivano]]&lt;br /&gt;
|Any Concordian Citizen&lt;br /&gt;
|1st Senate Session&lt;br /&gt;
|Senate Majority&lt;br /&gt;
|-&lt;br /&gt;
|[[Archmage|Archmage of the Shardcircle]]&lt;br /&gt;
|Any present Concodian Citizen&lt;br /&gt;
|1st Gathering of the Shardcircle&lt;br /&gt;
|Popular Vote&lt;br /&gt;
|-&lt;br /&gt;
|[[Senator|Baron of Resinderholz]]&lt;br /&gt;
|Any Greenwealder&lt;br /&gt;
|Greenweald Realmic Gathering&lt;br /&gt;
|The Dark Vote&lt;br /&gt;
|-&lt;br /&gt;
|[[Law in Concord|Captain of the Passage Watch]]&lt;br /&gt;
|Any Concordian Citizen&lt;br /&gt;
|1st Senate Session&lt;br /&gt;
|Senate Majority (approved by Magistrates)&lt;br /&gt;
|-&lt;br /&gt;
|[[Champion|Champion of the Baronies]]&lt;br /&gt;
|Any Greenwealder&lt;br /&gt;
|Greenweald Realmic Gathering, Day 1&lt;br /&gt;
|Baronial decree&lt;br /&gt;
|-&lt;br /&gt;
|[[Champion|Champion of the King]]&lt;br /&gt;
|Any Bordevarian&lt;br /&gt;
|Bordevarian Realmic Gathering, Day 1&lt;br /&gt;
|Tourney of Steel&lt;br /&gt;
|-&lt;br /&gt;
|[[Champion|Champion of the Revolution]]&lt;br /&gt;
|Any Lerona Mere&lt;br /&gt;
|Lerona Mere People&#039;s Assembly, Day 1&lt;br /&gt;
|Free Captain’s Council&lt;br /&gt;
|-&lt;br /&gt;
|[[Champion|Champion of the Tribes]]&lt;br /&gt;
|Any Andashi&lt;br /&gt;
|Andashi Realmic Gathering, Day 1&lt;br /&gt;
|Vote by Military or Business owners&lt;br /&gt;
|-&lt;br /&gt;
|[[Champion|Champion of the Valley]]&lt;br /&gt;
|Any Valleyfolk&lt;br /&gt;
|Iron Valley Realmic Council, Day 1&lt;br /&gt;
|Sokn Duel(s)&lt;br /&gt;
|-&lt;br /&gt;
|[[Concordian Consular]]&lt;br /&gt;
|Any Concordian Priest&lt;br /&gt;
|Voting and nomination open until the 1st Church Council (Day 2)&lt;br /&gt;
|Any priest Church Voting&lt;br /&gt;
|-&lt;br /&gt;
|[[Groundskeeper of Rickon&#039;s Tier|Groundskeeper of Rickon’s Tier]]&lt;br /&gt;
|Any Bordevarian Commoner or Greenwealder&lt;br /&gt;
|The Brawl of Rickon’s Tier, Day 2 3pm&lt;br /&gt;
|The Brawl of Rickon’s Tier&lt;br /&gt;
|-&lt;br /&gt;
|[[Head Surgeon|Head Surgeon of the Passage Field Hospital]]&lt;br /&gt;
|Any Concordian Citizen&lt;br /&gt;
|1st Senate Session&lt;br /&gt;
|Senate Majority&lt;br /&gt;
|-&lt;br /&gt;
|[[High Historian]]&lt;br /&gt;
|Any Concordian Citizen&lt;br /&gt;
|1st Senate Session&lt;br /&gt;
|Senate Majority&lt;br /&gt;
|-&lt;br /&gt;
|[[High Priest of Arcadian]]&lt;br /&gt;
|Any Priest of Arcadian&lt;br /&gt;
|Voting and nomination open until the 1st Church Council (Day 2)&lt;br /&gt;
|Priests of Arcadian Church Voting&lt;br /&gt;
|-&lt;br /&gt;
|[[High Priest of Cervitas]]&lt;br /&gt;
|Any Priest of Cervitas&lt;br /&gt;
|Voting and nomination open until the 1st Church Council (Day 2)&lt;br /&gt;
|Priests of Cervitas Church Voting&lt;br /&gt;
|-&lt;br /&gt;
|[[High Priest of Stallia]]&lt;br /&gt;
|Any Priest of Stallia&lt;br /&gt;
|Voting and nomination open until the 1st Church Council (Day 2)&lt;br /&gt;
|Priests of Stallia Church Voting&lt;br /&gt;
|-&lt;br /&gt;
|[[Lake Ladure Quarry|Lake Ladure Quarry Deed]]&lt;br /&gt;
|Any Concordian Citizen&lt;br /&gt;
|The 1st Public Auction (Day 1)&lt;br /&gt;
|Exchange Public Auction&lt;br /&gt;
|-&lt;br /&gt;
|[[Minister of Foreign Affairs]]&lt;br /&gt;
|Any Concordian Citizen&lt;br /&gt;
|1st Senate Session&lt;br /&gt;
|Senate Majority&lt;br /&gt;
|-&lt;br /&gt;
|[[Royal Ranger]]&lt;br /&gt;
|Any Kings Ranger&lt;br /&gt;
|Bordevarian Realmic Gathering, Day 1&lt;br /&gt;
|Popular Vote / Limited Electors&lt;br /&gt;
|-&lt;br /&gt;
|[[Senator|Senator of Bolsterlee]]&lt;br /&gt;
|Any Valleyfolk&lt;br /&gt;
|Iron Valley Realmic Council, Day 1&lt;br /&gt;
|Bolsterlee Reeves Council&lt;br /&gt;
|-&lt;br /&gt;
|[[Senator|Senator of Lerona Mere]]&lt;br /&gt;
|Any Lerona Mere&lt;br /&gt;
|Lerona Mere People’s Assembly, Day 1&lt;br /&gt;
|Popular Vote&lt;br /&gt;
|-&lt;br /&gt;
|[[Senator|Senator of Mukarrem]]&lt;br /&gt;
|Any Andashi&lt;br /&gt;
|Andashi Realmic Gathering, Day 1&lt;br /&gt;
|The Tithing Vote&lt;br /&gt;
|-&lt;br /&gt;
|[[Senator|Senator of The Tribelands]]&lt;br /&gt;
|Any Andashi&lt;br /&gt;
|Andashi Realmic Gathering, Day 1&lt;br /&gt;
|The Tithing Vote&lt;br /&gt;
|-&lt;br /&gt;
|[[Senator|Senator of Weiland]]&lt;br /&gt;
|Any Bordevarian&lt;br /&gt;
|Bordevarian Realmic Gathering, Day 1&lt;br /&gt;
|The Wise Ones&lt;br /&gt;
|-&lt;br /&gt;
|[[Spymaster|Spymaster of the Tyrants Curse]]&lt;br /&gt;
|Any Concordian Citizen&lt;br /&gt;
|1st Senate Session&lt;br /&gt;
|Hidden Senate Majority&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== [[Winds of the World - Winter 224]] ====&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Senate_Motions_-_Winter_224&amp;diff=4133</id>
		<title>Senate Motions - Winter 224</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Senate_Motions_-_Winter_224&amp;diff=4133"/>
		<updated>2026-06-03T10:30:13Z</updated>

		<summary type="html">&lt;p&gt;Leo: and another one&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
== Elections ==&lt;br /&gt;
[[Ambassador|Ambassador to the Dendarri Nations]] - Eodwulf&lt;br /&gt;
&lt;br /&gt;
[[Ambassador|Ambassador to the Trade Principality of Aprivano]] - Ash Al’Andash&lt;br /&gt;
&lt;br /&gt;
[[Captain of the Watch]] - Siegmar Regnault&lt;br /&gt;
&lt;br /&gt;
[[Concordian Consular]] - Arzo Del’Lumos&lt;br /&gt;
&lt;br /&gt;
[[Head Surgeon|Head Surgeon of the Passage Field Hospital]] - Ragnar&lt;br /&gt;
&lt;br /&gt;
[[Minister of Foreign Affairs]] - Omira Al’Jadis&lt;br /&gt;
&lt;br /&gt;
[[Spymaster]] - Elected&lt;br /&gt;
&lt;br /&gt;
[[Senate Treasurer]] - Lord Lanval of House Segremore&lt;br /&gt;
&lt;br /&gt;
[[High Historian]] - Wenche Vanatoure&lt;br /&gt;
&lt;br /&gt;
= Concordian Business =&lt;br /&gt;
&lt;br /&gt;
== Judicial Query - Secession ==&lt;br /&gt;
Should the Concordian judicial system create circumstances were secession of individuals and territory is legal?&lt;br /&gt;
&lt;br /&gt;
Motion failed.&lt;br /&gt;
&lt;br /&gt;
== Acceptance of Funds ==&lt;br /&gt;
Captain Usrah Ondrevont, representative of Ophelia Diablos, the Stormqueen, offers the Concord an amount of funds. These funds were taken in raids across the Explorers Sea.&lt;br /&gt;
&lt;br /&gt;
Funds accepted were valued at 2 Vaults, 12 Locks.&lt;br /&gt;
&lt;br /&gt;
Motion pased.&lt;br /&gt;
&lt;br /&gt;
= Senator Motions =&lt;br /&gt;
&lt;br /&gt;
== Remove the Citizenship of the Boars Head Clan ==&lt;br /&gt;
Motioned By: Senator of Windholme&lt;br /&gt;
&lt;br /&gt;
Declare the Boars Head Clan to no longer be citizens of The Concord, if they ever were, they would now be considered foreigners.&lt;br /&gt;
&lt;br /&gt;
Motion Passed.&lt;br /&gt;
&lt;br /&gt;
== Appraisal of a Jarlhome in Bolsterlee ==&lt;br /&gt;
Motioned By: Senator of Bolsterlee&lt;br /&gt;
&lt;br /&gt;
Appraise the costs and construction circumstances for a Jarlholme in Bolsterlee.&lt;br /&gt;
&lt;br /&gt;
Motion tabled. Motion Passed.&lt;br /&gt;
&lt;br /&gt;
== Grand Inquest into Triaminite Murderers ==&lt;br /&gt;
Motioned By: Senator of Lerona Mere&lt;br /&gt;
&lt;br /&gt;
At a cost of 1 Vault, orgnaise for Magistrates and baliffs to seek out the Lerona Mere citizens who attacked and killed a visiting Dendarri Triaminite in Lerona Mere.&lt;br /&gt;
&lt;br /&gt;
Motion tabled. Motion Passed.&lt;br /&gt;
&lt;br /&gt;
== Creation of a Captain of the Throneguard ==&lt;br /&gt;
Motioned by: Senator of Mukarrem&lt;br /&gt;
&lt;br /&gt;
Creation of the ‘Captain of the Throneguard’ title, who’s duty will be to protect the throne and facilitate their duties. &lt;br /&gt;
&lt;br /&gt;
Motion withdrawn.&lt;br /&gt;
&lt;br /&gt;
== Appraise a Crow Doktor University in Resinderholz ==&lt;br /&gt;
Motioned by: Baroness of Resinderholz&lt;br /&gt;
&lt;br /&gt;
Appraise the cost and construction circumstances for a Crow Doktor University in Resinderholz.&lt;br /&gt;
&lt;br /&gt;
Motion tabled. Motion Passed.&lt;br /&gt;
&lt;br /&gt;
== Declaration of Reclaimation ==&lt;br /&gt;
Motioned by: Senator of Weiland&lt;br /&gt;
&lt;br /&gt;
The Senate declares that the Concord will reclaim Royal Bordevar within four years.&lt;br /&gt;
&lt;br /&gt;
Motion Passed.&lt;br /&gt;
&lt;br /&gt;
== Ensure the Dendarri Embassy ==&lt;br /&gt;
Motioned by: Senator of Windholme&lt;br /&gt;
&lt;br /&gt;
Permanently ensure that the Old Weiland Town Hall will act as the Dendarri Embassy, reducing its upkeep but removing its ability to be changed at a later date.&lt;br /&gt;
&lt;br /&gt;
Motion Passed.&lt;br /&gt;
&lt;br /&gt;
== Transfer the Tyrants Curse ==&lt;br /&gt;
Motioned by: Senator of Bolsterlee&lt;br /&gt;
&lt;br /&gt;
Transfer the Tyrants Curse spy network from the Onyx Aristocracy to the Trade Principality of Aprivano at a cost of 20 Locks.&lt;br /&gt;
&lt;br /&gt;
Motion tabled. Motion Passed.&lt;br /&gt;
&lt;br /&gt;
== Grand Inquest in the location of Daal ==&lt;br /&gt;
Motioned by : Senator of Lerona mere&lt;br /&gt;
&lt;br /&gt;
Organise magistrates and baliffs to pursue the location of ‘Daal of the Grain and Grail’, the man responsible for the attacks on the Relazione, The Eisen Orchard, Athermer’s Folly and the Andashi School of Gifts.&lt;br /&gt;
&lt;br /&gt;
Motion Passed.&lt;br /&gt;
&lt;br /&gt;
== Treaty of the Al’Mai ==&lt;br /&gt;
Motioned by: The Senator of The Tribelands&lt;br /&gt;
&lt;br /&gt;
Accept the Treaty of the Al’Mai.&lt;br /&gt;
&lt;br /&gt;
Motion tabled. Motion Passed.&lt;br /&gt;
&lt;br /&gt;
== Transfer the Embassy of the Trade Principality of Aprivano ==&lt;br /&gt;
Motioned by: Senator of Mukarrem&lt;br /&gt;
&lt;br /&gt;
Transfer the Embassy in the Relazione from the Trade Principality of Aprivano to the Golden Fleet.&lt;br /&gt;
&lt;br /&gt;
Motion tabled. Motion Failed.&lt;br /&gt;
&lt;br /&gt;
== Right of Address for the Scribe of the Church ==&lt;br /&gt;
Motioned by: The Baroness of Resinderholz &lt;br /&gt;
&lt;br /&gt;
Grant the Right of Address, the Scribe of the Church.&lt;br /&gt;
&lt;br /&gt;
Motion Passed.&lt;br /&gt;
&lt;br /&gt;
== Return the Funds ==&lt;br /&gt;
Motioned by: Senator of Weiland&lt;br /&gt;
&lt;br /&gt;
Return any funds received from Usrah Ondrevont, on behalf of the Stormqueen that were found to have originated from Kameiros in the Dendarri Nations, to the Dendarri Nations.&lt;br /&gt;
&lt;br /&gt;
Motion Passed.&lt;br /&gt;
&lt;br /&gt;
== Forbid the Rotted Valley ==&lt;br /&gt;
Motioned by: Senator of Windholme&lt;br /&gt;
&lt;br /&gt;
The valley north of Bolsterlee within the Steinvault Mountains will forbidden to access to all by Iron Valley Priests and Farseers.&lt;br /&gt;
&lt;br /&gt;
Motion Passed.&lt;br /&gt;
&lt;br /&gt;
== Appraise Defences for Athermer’s Folly ==&lt;br /&gt;
Motioned by: Senator of Bolsterlee&lt;br /&gt;
&lt;br /&gt;
Appraise the costs and construction circumstances for fortifying Athermer’s Folly.&lt;br /&gt;
&lt;br /&gt;
Motion Failed.&lt;br /&gt;
&lt;br /&gt;
== Remove Funding of the Shardcircle ==&lt;br /&gt;
Motioned by: Senator of Lerona Mere&lt;br /&gt;
&lt;br /&gt;
Remove the 10 Lock funding of the Shardcircle.&lt;br /&gt;
&lt;br /&gt;
Motion Failed.&lt;br /&gt;
&lt;br /&gt;
== Publish the Chrisma of the Argonas ==&lt;br /&gt;
Motioned by: Senator of The Tribelands&lt;br /&gt;
&lt;br /&gt;
The document ‘Chrisma of the Argonas’, written by Envoy Count William Talbot of House Whitefeather, will be added the senate records as a ‘Secret’ documents, accessible by Senators on request.&lt;br /&gt;
&lt;br /&gt;
Motion Passed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Change the High Historian Term Length==&lt;br /&gt;
Motioned by: Baroness of Resinderholz&lt;br /&gt;
&lt;br /&gt;
The High Historian will become a 1 year term, following the term of its current title holder.&lt;br /&gt;
&lt;br /&gt;
Motion Passed.&lt;br /&gt;
&lt;br /&gt;
==Appraisal for Repairing the Great Maw==&lt;br /&gt;
Motioned by: Senator of Weiland&lt;br /&gt;
&lt;br /&gt;
Appraise the costs and construction circumstances to repair the ‘Great Maw’ in Weiland.&lt;br /&gt;
&lt;br /&gt;
Motion Failed.&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=There_are_No_Kings_Here_-_The_Battle_in_Bolsterlee&amp;diff=4132</id>
		<title>There are No Kings Here - The Battle in Bolsterlee</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=There_are_No_Kings_Here_-_The_Battle_in_Bolsterlee&amp;diff=4132"/>
		<updated>2026-06-03T10:29:39Z</updated>

		<summary type="html">&lt;p&gt;Leo: bam and the red link is gone&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A chaotic melee of ship and sword unfolded in Bolsterlee over the past season, so much, so normal. But the exact circumstances around the battle are anything but typical. As the Liberty’s Fist attempted to hold the line at the Bolsterlee and Woodswater Rivers once again, they found a foe more interested in fleeing and wailing than pitched battles. Scrambles by both sides to pull the other into conflict were clumsily effective. When all is said and done, the Lerona Mere fleet has emerged victorious over a mess of a campaign, through no real fault of their own.&lt;br /&gt;
&lt;br /&gt;
But what emerges from the fallout is of far greater concern. The Illsevir have fled Baile Fealtoiri, scrambling aboard ships as best they can and bound for the Cape of the Bailes. In their place, a Balite army under the command of Prince Iren Morgan marches up from the south in a flurry, bringing a new banner to an old home.&lt;br /&gt;
&lt;br /&gt;
== What if They Called a War, and Nobody Came? - The Battle on the Rivers ==&lt;br /&gt;
While the rest of The Concord moved east to Weiland, fighting an inland war the likes of which shook the foundation of The Concord, the sailors and marines of Liberty’s Fist were the next in a long tradition of Concordian forces moving to Bolsterlee. The season had waned and The Marlin’s latest set of attacks had all the wild abandon of previous seasons. The Illsevir in the east more and more have replaced the stoic and silent eminence of the hive mind with maddened screaming, frantic violence and snarling fury. But the numbers attempting to cross the Woodswater and Bolsterlee Rivers and encircle Athermer&#039;s Folly are even less than years prior, allowing encampments of Marines to hold the line and strike out at the aquatic monstrosities from the decks of skiffs and other rivergoing craft. &lt;br /&gt;
[[File:309636604 2504929576315676 6271923296911146394 n.jpg|left|thumb|542x542px|This was not Admiral Le&#039;Mer&#039;s first encounter with the Illsevir.]]&lt;br /&gt;
The cause of the Illsevir’s distracted assault became abundantly apparent soon enough. A dark grey Illsevir fleet snaking up the coast of the Bailes and dropping anchor off the coast of Baile Fealtoiri. Scouting ships from the main bulk of Liberty’s Fist observed a chaotic mess of Illsevir forces boarding these ships while other groups marched off into the horizon, and even more slipped beneath the waves. Fearful of being boarded, The Lerona Mere ships kept their distance, but it was clear for all to see that the single-minded cohesion of The Illsevir in Bolsterlee had shattered. &lt;br /&gt;
&lt;br /&gt;
The forces that did assault The Concord were dishevelled and manic. The marines of Liberty’s Fist held strong and even managed to spend much of the Summer camped on the Eastern banks of the rivers that divide Bolsterlee and Baile Fealtoiri, fighting the Illsevir on enemy territory, cutlass and boarding axes in hand. Throughout the summer the marines spend their nights drinking wines and ales ferried down from Jaalstead and Lerona Mere while during the day they clash with rampant Illsevir who rampage around the field like angry toddlers. Surely the enemy is dangerous, capable of slaying a sailor who is too carefree, but for any with at least half a mind for safety, it is a grand campaign of rest and relaxation behind a siege engine, or cutting new kill notches into their hilts.&lt;br /&gt;
&lt;br /&gt;
Illsevir bands can be found all over the lands east and of the Bolsterlee River, scrambling through the hills and woods in groups rarely more than a dozen strong. These feral Illsevir are a problem for the variety of Buroughs in the region, but hardly something that requires the presence of an army. Rather, it is the perfect opportunity for buroughs to test their metal and blood their young militias against a foe dangerous, but disorented.&lt;br /&gt;
&lt;br /&gt;
What is for sure, is that the time of the Illsevir in the Western Low Valley is over. But questions abound as to why and what will replace it.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
There will be decisions and information regarding the battles in Bolsterlee for the Admiral of the Libertys Fist and the Senator of Bolsterlee.&lt;br /&gt;
&lt;br /&gt;
Liberty’s Fist has fought the forces of The Marlin in a strange campaign. The normally single minded Illsevir are instead divided, like a drunkard of many minds they wander the countryside, armed but confused. This strange circumstance means that The Marlin’s forces inflict half as much damage as they expected to, but does facilitate the Illsevir taking other options (see Eastbound and Drowned). The Marlins forces also suffer additional casualties inflicted not by The Concord, but by this strange form of desertion. &lt;br /&gt;
&lt;br /&gt;
The Liberty’s Fist fought well, if borderline leisurely, under the command of their Admiral, Charles Le Mer. While no Concordian forces aided the large Lerona Mere fleet, characters from Bolsterlee may have taken part in the campaign can tell tales of strange combat against a foe that is wild and murderous one moment and then seemingly despondent and fleeting the next, of nights around campfires with raucous Lerona Mere sailors and a time at war that is about as pleasant as it gets.&lt;br /&gt;
&lt;br /&gt;
== Eastbound and Drowned ==&lt;br /&gt;
But what was That Illsevir fleet doing off the coast of the Bolsterlee / Baille border?&lt;br /&gt;
&lt;br /&gt;
Neither Liberty’s Fist or this new fleet (dubbed ‘Cetus’ by the sailors of the Lerona Mere fleet, inspired by a seaweed laden greatship that acts as the fleets flag vessel and its massive equine figurehead) were particularly interested in a battle at sea. After an Illsevir Destroyer, those jagged half submerged spearships, sunk a Lerona Mere sloop Torchrunner both fleets left eachother alone but observed.&lt;br /&gt;
&lt;br /&gt;
What they witnessed was a fractured evacuation. Those Illsevir that still moved with purpose and silent vigour boarded the vast warbarges of Cetus and stood silent. Such was the strangled effort that sailors swear on the Sphere that they saw hundreds of Illsevir simply walk into the sea, missing their ramps or skiffs in their mindless march. After all was said and done it is likely that somewhere between three and four thousand Illsevir boarded the new fleet, which began to depart as swiftly as it had appeared. The remaining troops either slain by Concordian forces, lost in the wild woods or waves of the borderbailes or scrambling for an attempt to embark further down the coast.&lt;br /&gt;
&lt;br /&gt;
Scouting ships from Liberty’s fist attempt to follow Cetus as far as is possible. Between their keen eyes and rumour from ships attempting to pass the Cape of the Bailes, rumour has placed the Cetus and its wounded cargo just over the boarder to the East into the Explorers Sea. The fleet is currently ancored some distance off Anderslee, but more knowledge beyond that is difficult to obtain. &lt;br /&gt;
&lt;br /&gt;
There are those among the Admiralty in Lerona Mere (an affectionate name for the restrained drinking evenings that become vicous drunken debates over phantom naval deployments enjoyed by Free Captains), that now would be a fine time to strike at Cetus, with two Lerona Mere fleets surely great damage could be done against the Illsevir. But as many urge caution, likely a vast bulk of booty would be lost far from home and besides, this should be heralded as a victory, not an excuse for more, costly, war.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
The Marlin, thanks to the strange circumstances of its attack this season, is able to act early. The force has boarded a fleet and sailed to The Explorers Sea off the eastern coast of Esterra. There is no longer an organised Illsevir force in Baile Fealtoiri. After years of fruitless attacks against The Concord, it seems that The Marlin was finally driven mad by Concordian stubbornness and skill at arms. Bravo.&lt;br /&gt;
&lt;br /&gt;
As stated above, ‘Feral Illsevir’ can still be found across the region. These forces are varied in size and countenance. While still impossible to communicate with, players are invited to use these bands as hostile forces in their tales of adventure in the region or in sanctioned events set in Bolsterlee and the Borderbailes.&lt;br /&gt;
&lt;br /&gt;
As for what the future holds for the Illsevir in the East, only time will tell. But in the interim there is celebration in Bolsterlee! Business, Mines and Herb Garden Investments in Bolsteree will find that they have produced as if they were one tier higher this past season as businesses to a booming trade, herb gardens find supplies previously earmarked for the war effort back to their own hands and mines find their labourers free to return to work.&lt;br /&gt;
&lt;br /&gt;
== Monsters are More Effective than Princes ==&lt;br /&gt;
While Concordian planners look on at an empty region, ready for the retaking, their hopes of simple reconquest have been swiftly dashed. Not a fortnight since the Illsevir departed from Baile Fealtoiri has reports come from ships making their way up the Eastern Coast of The Bay of new forces moving up from the south. &lt;br /&gt;
[[File:IrenMorgan.jpg|thumb|580x580px|High-Prince Iren Morgan has wandered at the edges of The Concord for his entire life. Looking in with the weight of sovereign grief of ages past.]]&lt;br /&gt;
A considerable army of warriors has been sighted moving North from Baile Lochra into Baile Fealtoiri flying two banners. The first is the crowned white oak on forest green of the Morgan Kingship and the other showing a red hand bleeding black on a gray backing, the personal banner of the High Prince, Iren Morgan.&lt;br /&gt;
&lt;br /&gt;
Since the collapse of The Twin Blade Confederacy, The Concord has had no contact with either the man styling himself King Alabaster Morgan, High King of the Bailes, Holsk of Vandarvon and King of Lochra, or his son. What rumours escaped the foreign service during this time told tale of a morose and brooding father bearing deep ancestral scars against the Valley. They also held rumour of a blood-thirsty son who meant to take the world at speartip, a raider, commander and killer of ill repute.&lt;br /&gt;
&lt;br /&gt;
While the Bailite army is not the most formidable foe The Concord has ever faced, their tactics are as unknown as their past. Concordian warmakers who are hoping for a simple southern expansion will find their dreams shackled by the High Price Iren Morgan, also known as ‘Iren Falsehand’. &lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
There will be decisions and information about the Bailites in Baile Fealtoiri for the High Reeves Council, The Senator of Bolsterlee and The Concordian Consular.&lt;br /&gt;
&lt;br /&gt;
A Bailite army has taken first steps into Baile Fealtoiri. If a Concordian army were to also enter Baile Fealtoiri they would have the choice between engaging the Bailites or attempting to consolidate their control without conflict. For more information about Concordian options in Bail Fealtoiri see ‘[[Great Empires are Not Maintained by Timidity - Future Conquests|Great Empires Are Not Maintained By Timidity]]’.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Winds of the World - Winter 224]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Autumn_226_Interlude&amp;diff=4099</id>
		<title>Autumn 226 Interlude</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Autumn_226_Interlude&amp;diff=4099"/>
		<updated>2026-05-02T08:30:24Z</updated>

		<summary type="html">&lt;p&gt;Leo: updated enterprise link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Welcome to the Interlude page for the Autumn 226 Summit! This Wiki Page aims to assist in providing clarity for Downtime and other events that have resulted from Player action at the most recent Summit. On this page you can find the Downtime Submission link, public Special Actions, Council decisions and far more! &lt;br /&gt;
&lt;br /&gt;
Everything you can find here in the Interlude page will also hopefully assist in providing some further reasoning to actions between Summits. For the most part, The Winds of the World themselves will answer a lot of these questions, but &#039;&#039;&#039;all information found here can be considered to be known in character&#039;&#039;&#039;! This will help for folks running Sanctioned Events, or at Game Hen Events, by providing at least a baseline understanding of what will be happening in the early stages of the Season between Summits. &lt;br /&gt;
&lt;br /&gt;
In regards to Downtime itself, please note that as always &#039;&#039;&#039;not everyone needs to submit a Downtime&#039;&#039;&#039;! If you are not an Artisan, planning on taking any Special Actions (either public or known to you), and you just want to produce as standard for your Investment, then don’t feel like you have to submit. However, if getting involved in shenanigans is for you, then have a read below to work out if there is anything you can get involved in that is publicly available! &lt;br /&gt;
&lt;br /&gt;
There will always be Special Actions that are private, or locked to particular Investments, Archetypes, Realms and more. &#039;&#039;&#039;If it is not mentioned in this Interlude Page, and you do not know what it is, we ask that you do not select it!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Deadline for ALL Downtime Submissions is Saturday 16th of May 2026&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://docs.google.com/forms/d/e/1FAIpQLScdCm_f1kX_pf3-f0D8nr7JdpJqKJQU8gd52R9n2z2MTNpwcg/viewform Downtime Form Link Here!]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/forms/d/e/1FAIpQLScDH8P6qkrOXCkOH07Y-Ti0a1NnnA5tD3060tBue9eO8zVybw/viewform &#039;&#039;&#039;Enterprise Downtime Form Link Here!&#039;&#039;&#039;] &lt;br /&gt;
&lt;br /&gt;
== Councils and Choices ==&lt;br /&gt;
As always, the various Councils of The Concord have been busy making decisions, declarations and more. In particular, the choices of The Senate, The Church and The Warchamber are all worth knowing to both the people of Southern Esterra and the heroes of The Concord. While it may take some time for The Civil Service to publish these documents, they can be found here;&lt;br /&gt;
&lt;br /&gt;
* Senate Motions&lt;br /&gt;
* Church Motions &lt;br /&gt;
* [[Military Orders - Autumn 226|Military Orders]]&lt;br /&gt;
&lt;br /&gt;
Before 225, Military Orders were not made public in the same way as Senate and Church Motions until the release of The Winds of the World. The Team is hoping that by making these actions public from the get go, it can provide clarity for both Downtime and roleplay between Events. &lt;br /&gt;
&lt;br /&gt;
== Investments and Downtime ==&lt;br /&gt;
The below section will cover the specific details that are important for particular Investments. A lot of this information is clearly listed in the Downtime Form itself, or in the Investments page, but by also adding it below it can give a bit more flavour for those who may not have had an idea of what they wanted to do! &lt;br /&gt;
&lt;br /&gt;
In addition, if there are any Special Actions relating to an Investment that are public knowledge, they will be listed here too alongside a brief description! If you don’t see your Investment listed, it just means that there are no additional notes that may be relevant to you for Downtime and the Interlude, beyond the narrative of last Season’s Winds and the Winds yet to come. &lt;br /&gt;
&lt;br /&gt;
=== Military Investments ===&lt;br /&gt;
The list of actions a Military Investment can take are varied, but detailed here in the [[Investments|Investments Page]]! &lt;br /&gt;
&lt;br /&gt;
In particular, Supporting an Army or Fortification, Scouting the Frontline, and Paid Work are the most common of the Standard Actions. At a baseline, Military Investments are assumed to be taking the Paid Work action, which will net a random assortment of resources, items or income!&lt;br /&gt;
&lt;br /&gt;
Players wanting to Support an Army or Fortification are encouraged to read the Military Orders page so as to have a better idea of what is going on in the wider campaign at the end of Summit. The page details the orders given by Generals and Champions, and can greatly influence what Force you might want to Support! &lt;br /&gt;
&lt;br /&gt;
Players wanting to send their Military to Scout the Frontline will find that they are only able to select Territories adjacent to Concordian held land. This focuses the intent of this action and provides much more substantial and meaningful results. There is no current list for applicable Territories and benefits or consequences for choosing them, however it can be expected that each Territory will be heavily impacted by Military Orders, Winds and the greater narrative at play in that area. All Territories that can be chosen for Scouting are listed in the Downtime Form for ease! &lt;br /&gt;
&lt;br /&gt;
==== Public Special Actions - Military ====&lt;br /&gt;
==== Ducal Decree - Fight Further Into Draemoor (Any Realm) ==== &lt;br /&gt;
Thanks to the actions of Duke Wynters of Starscar, The Vaulderin Armoury still remains open to all Heroes of The Concord as a staging ground to push further into Draemoor. Champion of the King, Ser Landry Tremane, has informed those that may wish to attend that the fighting is expected to be harsh and dangerous, and that damaged Investments and Traumatic Wounds are possible for any who attend. Any Military Investment of any Realm may take this action, representing spending their time working alongside The Barrow Hounds to take aggressive and defensive actions against The Onyx Aristocracy within Draemoor. &lt;br /&gt;
&lt;br /&gt;
=== Naval Investments ===&lt;br /&gt;
The list of actions a Naval Investment can take are just as varied as a Military, but often far more outgoing. Detailed information can be found here in the [[Investments|Investments Page]]! &lt;br /&gt;
&lt;br /&gt;
In particular, Supporting a Fleet, Trade with Foreign Ports, and Paid Work are the most common of the Standard Actions. At a baseline, Naval Investments are assumed to be taking the Paid Work action, which will net a random assortment of resources, items or income!&lt;br /&gt;
&lt;br /&gt;
Players wanting to Support a Fleet are encouraged to read the Military Orders page so as to have a better idea of what is going on in the wider campaign at the end of Summit. The page details the orders given by Generals and Champions, and can greatly influence what Force you might want to Support! &lt;br /&gt;
&lt;br /&gt;
Players wanting to send their Naval Investment to Trade with Foreign Ports will find a list of known Ports to trade with in the Downtime Form! Some of these Ports can be found across the Wiki, with relevant trade expectations listed within the appropriate sections, however others are not. The Team is working on putting together a more succinct list for the purposes of Trade, but in the meantime Players should expect Military Orders, Winds and the greater narrative to heavily impact the result! &lt;br /&gt;
&lt;br /&gt;
==== Open Foreign Ports ====&lt;br /&gt;
The following Foreign Ports are open to Concordian ships this season. Some are dangerous journeys and if your ship does not meet the minimum requirements for travelling there, then you risk (but are not ensured of) danger. If your ship is more than 3 tiers below what is required, it risks being destroyed entirely and your character significantly hampered or even killed. The nature of these journeys mean that ships travelling together does not necessarily improve their chances, as such tiers cannot be combined.&lt;br /&gt;
&lt;br /&gt;
===== Dendarr Nations - Kameiros =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
The Easternmost city of the Dendarri, Kameiros is friendly to Concordian ships and captains can expect to trade in  Beastbone, Suns Iron, Hartswood, and rumours from this land of Heroes. The Golden Fleet is known to be operating in this region. In addition, the Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== The Golden Fleet - Banathea =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
The pirate-port of Banathea sits empty of its vast fleet as it is busy raiding the Great Trade Sea and Explorers Sea. The Treaty of the Corsairs, between the Concord and the Golden Fleet has ended. Captains can expect to trade for Herbs, Artisan Crafts, and Potions, albeit in small numbers.&lt;br /&gt;
&lt;br /&gt;
===== Fealties of Drummond - Crownsport =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
The largest port on the West of Drummond, Crownsport is ruled by House Rayleigh and is known to be the gateway to Drummond for travellers from the east. Receptive to Concordian captains, you can expect to trade in Forgesteel, Suns Iron, Hartswood, and sometimes rare Drummondite arms and armour. The Golden Fleet is known to be operating in this region. In addition, the Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== Fealties of Drummond - Bleakstarbe =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
A far smaller port on the Cape of Karlais, south of Crownsport, Bleakstarbe is a stormwracked harbour set between dark cliffs. Ruled be the rising House Silas of Duchy Forsword, it is poorer than Crownsport but Captains are far more likely to gain a meeting with ‘The Barbed Wolf’, Duke Jeryn Silas. Captains should expect trade in Hartswood, Beastbone, Blacksap, and sometimes rare Drummondite arms and armour. The Golden Fleet is known to be operating in this region.  In addition, the Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== Fealties of Drummond - Manacle Harbour =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
Northernmost port of the Fealties, Manacle Harbour rests in the turbulent seas of ‘The Arc’, an archipelago of large isles ruled as part of Duchy Artallian by House Rottmour. The growing maritime influence of the Duchy draws attention, but it remains to be seen if there is money to be made. Captains should expect to trade in Essencite, Bloodglass, Shimmering Scales and sometimes rare Drummondite arms and armour. The Golden Fleet is known to be operating in this region. In addition, the Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== Free Tabbadar - Odrigan =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
Far to the west across the Great Trade Sea, to the farthest reaches of Invicta Minor rests free Odrigan. A revolutionary city founded by the Tabbadari under Concordian support. Travelling to Odrigan is a journey in charity rather than business. Captains should expect to gain little aside from stories and meagre supplies of Hartswood and Herbs.&lt;br /&gt;
&lt;br /&gt;
===== The Idrian Cabal - Rakham’s Cove =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
Hidden among the iceflows far to the South, Rakham’s Cove is a trading harbour for little more than sealflesh, whale blubber, and a madman’s stories. However, if you’re lucky, you might meet some of the strange apprentices of the Idrian Cabal, those minor wizards sent on the unknowable journeys of their distant, spire-dwelling masters. Captains should expect trade in Crystal Mana, Artisan Crafts, and Beastbone.&lt;br /&gt;
&lt;br /&gt;
===== The Kingdom of the Bailes - Ushal Vakkan =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
A tiny port inset along the harsh, rocky coastline of the Cape of Bailes, certainly not for the faint of heart. This is made far worse by the historic hostility of the Bailite peoples to The Concord, and their bloody reputation. Ship captains should beware. Successful trade has the likelihood of including Hartswood, Beastbone, Bloodglass, Herbs, and in especially rare cases, Thunder Oak.&lt;br /&gt;
&lt;br /&gt;
==== Public Special Actions - Naval ====&lt;br /&gt;
==== Plunder Hukar ====&lt;br /&gt;
As per the Winds Entry ‘White Flags Aloft Before War begins’, an opportunity to plunder the far shores of Hukar has become available to The Concord, and as of Autumn 226 it still remains available to those that would wish to do so. The action will involve sailing to the coastal Kaludas and attempting entry to steal whatever riches and information they can find. This action is expected to have moderate danger and an unclear reward. &lt;br /&gt;
&lt;br /&gt;
==== Explore The Icereach ====&lt;br /&gt;
As per the Winds Entry ‘And a Future for Somewhere Else’, an opportunity to set sail amongst the dangers of The Icereach Sea has become available to The Concord thanks to a warm Summer Season. The journey itself would be dangerous, with many unknowable threats, mysteries and secrets to uncover, and the reward would be unclear at best. Nonetheless, the opportunity remains, and those seeking the thrill of exploration may be interested in such an action. &lt;br /&gt;
&lt;br /&gt;
=== Other Public Special actions ===&lt;br /&gt;
==== Gather Starmetal - Mancante Terra, The Tribelands and Mukarrem ====&lt;br /&gt;
As per the Winds Entry ‘In the Shadow of Distant Stars’, an opportunity to gather the remnants of fallen stars has been made available in The Concord’s West. Starmetal, as it has come to be called, is an unusual and unknown material shrouded in mystery. Investments from Mancante Terra, The Tribelands and Mukarrem may take this action, representing spending their Season searching for pieces of fallen sky. &lt;br /&gt;
&lt;br /&gt;
==== Conviction to Assist Obregon in Matters of Water and Faith ====&lt;br /&gt;
Yet again, The Council of Six utilises one of its precious few Endeavours to declare a Conviction. This is not a Special Action, but a Standard Action of Congregations. The details of the Conviction are briefly listed below, but more information can be found on the Church Motions Page;&lt;br /&gt;
&lt;br /&gt;
While Obregon suffers in drought and distress, The Council of Six does not ignore them. The Council declares a Conviction for Priests of The Concord to Assist the people of Obregon, their duties shared between the carrying and distribution of water from The Oasis to the City proper, and also the ministering of Faith to those feeling distraught by their circumstance. Priests are to be present for Obregon and its people, to shine a light of compassion upon a hurting city, and to assist in this crisis to ensure that at least one more soul is given the chance to prove themselves before The Spheres. &lt;br /&gt;
&lt;br /&gt;
See Also:&lt;br /&gt;
&lt;br /&gt;
* [[Historic Interludes]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=MediaWiki:Sidebar&amp;diff=4098</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=MediaWiki:Sidebar&amp;diff=4098"/>
		<updated>2026-05-02T08:15:38Z</updated>

		<summary type="html">&lt;p&gt;Leo: updating with new interlude&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* Quick Links&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** helppage|help-mediawiki&lt;br /&gt;
** Special:AllPages|All Pages&lt;br /&gt;
* Getting Started&lt;br /&gt;
* Concord LARP&lt;br /&gt;
** What_Is_Concord? | What is Concord LARP?&lt;br /&gt;
** What_to_Expect_at_a_Concordian_Summit | Weekend Summits&lt;br /&gt;
** Frequently_Asked_Questions | FAQ&lt;br /&gt;
** Character_Creation | How to Create a Character&lt;br /&gt;
** The_Concord_Team | Meet the Concord Team&lt;br /&gt;
* Rules&lt;br /&gt;
** Player_Brief | Mandatory Player Briefing&lt;br /&gt;
** All_Skills | Character Skills and Abilities&lt;br /&gt;
** Rules_Overview | Rules Overview&lt;br /&gt;
** Archery_Clearance_Document | Archery Clearance&lt;br /&gt;
** Gamenomics_Guide | Buying and Selling at LARP&lt;br /&gt;
* In-Between Games&lt;br /&gt;
** Sanctioned_Events | Sanctioned Events&lt;br /&gt;
** Character_Downtime | Character Downtime&lt;br /&gt;
** Autumn_226_Interlude | Autumn 226 Interlude Page&lt;br /&gt;
* The World of Esterra&lt;br /&gt;
** Concord_Lore | Concord Overview&lt;br /&gt;
** Map_of_Esterra | Maps of Esterra&lt;br /&gt;
** History_of_The_Concord | History of Concord&lt;br /&gt;
** Technology | Technology at Concord&lt;br /&gt;
** Threats_to_Esterra | Threats to Esterra&lt;br /&gt;
* The Realms&lt;br /&gt;
** The_Iron_Valley | The Iron Valley&lt;br /&gt;
** Lerona_Mere | Lerona Mere&lt;br /&gt;
** Greenweald_Baronies | The Greenweald Baronies&lt;br /&gt;
** Andash | Andash&lt;br /&gt;
** Kingdom_of_Bordevar | The Kingdom of Bordevar&lt;br /&gt;
* Winds of The World&lt;br /&gt;
** Winds_of_the_World | Winds of the World Homepage&lt;br /&gt;
* Church and the Divine Spheres&lt;br /&gt;
** Concordian_Church_of_the_Divine_Spheres | The Concordian Church&lt;br /&gt;
** History_of_the_Church_of_the_Divine_Spheres | History Of The Church&lt;br /&gt;
** Tenets_of_the_Concordian_Church | Tenets Of The Concordian Church&lt;br /&gt;
** Strictures_of_the_Church | Strictures Of The Concordian Church&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Autumn_226_Interlude&amp;diff=4097</id>
		<title>Autumn 226 Interlude</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Autumn_226_Interlude&amp;diff=4097"/>
		<updated>2026-05-02T08:11:48Z</updated>

		<summary type="html">&lt;p&gt;Leo: adding form link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Welcome to the Interlude page for the Autumn 226 Summit! This Wiki Page aims to assist in providing clarity for Downtime and other events that have resulted from Player action at the most recent Summit. On this page you can find the Downtime Submission link, public Special Actions, Council decisions and far more! &lt;br /&gt;
&lt;br /&gt;
Everything you can find here in the Interlude page will also hopefully assist in providing some further reasoning to actions between Summits. For the most part, The Winds of the World themselves will answer a lot of these questions, but &#039;&#039;&#039;all information found here can be considered to be known in character&#039;&#039;&#039;! This will help for folks running Sanctioned Events, or at Game Hen Events, by providing at least a baseline understanding of what will be happening in the early stages of the Season between Summits. &lt;br /&gt;
&lt;br /&gt;
In regards to Downtime itself, please note that as always &#039;&#039;&#039;not everyone needs to submit a Downtime&#039;&#039;&#039;! If you are not an Artisan, planning on taking any Special Actions (either public or known to you), and you just want to produce as standard for your Investment, then don’t feel like you have to submit. However, if getting involved in shenanigans is for you, then have a read below to work out if there is anything you can get involved in that is publicly available! &lt;br /&gt;
&lt;br /&gt;
There will always be Special Actions that are private, or locked to particular Investments, Archetypes, Realms and more. &#039;&#039;&#039;If it is not mentioned in this Interlude Page, and you do not know what it is, we ask that you do not select it!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Deadline for Downtime Submissions is Saturday 16th of May 2026&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://docs.google.com/forms/d/e/1FAIpQLScdCm_f1kX_pf3-f0D8nr7JdpJqKJQU8gd52R9n2z2MTNpwcg/viewform Downtime Form Link Here!]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Deadline for Enterprise Downtime Submissions will be updated once the Form is confirmed and posted.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== Councils and Choices ==&lt;br /&gt;
As always, the various Councils of The Concord have been busy making decisions, declarations and more. In particular, the choices of The Senate, The Church and The Warchamber are all worth knowing to both the people of Southern Esterra and the heroes of The Concord. While it may take some time for The Civil Service to publish these documents, they can be found here;&lt;br /&gt;
&lt;br /&gt;
* Senate Motions&lt;br /&gt;
* Church Motions &lt;br /&gt;
* [[Military Orders - Autumn 226|Military Orders]]&lt;br /&gt;
&lt;br /&gt;
Before 225, Military Orders were not made public in the same way as Senate and Church Motions until the release of The Winds of the World. The Team is hoping that by making these actions public from the get go, it can provide clarity for both Downtime and roleplay between Events. &lt;br /&gt;
&lt;br /&gt;
== Investments and Downtime ==&lt;br /&gt;
The below section will cover the specific details that are important for particular Investments. A lot of this information is clearly listed in the Downtime Form itself, or in the Investments page, but by also adding it below it can give a bit more flavour for those who may not have had an idea of what they wanted to do! &lt;br /&gt;
&lt;br /&gt;
In addition, if there are any Special Actions relating to an Investment that are public knowledge, they will be listed here too alongside a brief description! If you don’t see your Investment listed, it just means that there are no additional notes that may be relevant to you for Downtime and the Interlude, beyond the narrative of last Season’s Winds and the Winds yet to come. &lt;br /&gt;
&lt;br /&gt;
=== Military Investments ===&lt;br /&gt;
The list of actions a Military Investment can take are varied, but detailed here in the [[Investments|Investments Page]]! &lt;br /&gt;
&lt;br /&gt;
In particular, Supporting an Army or Fortification, Scouting the Frontline, and Paid Work are the most common of the Standard Actions. At a baseline, Military Investments are assumed to be taking the Paid Work action, which will net a random assortment of resources, items or income!&lt;br /&gt;
&lt;br /&gt;
Players wanting to Support an Army or Fortification are encouraged to read the Military Orders page so as to have a better idea of what is going on in the wider campaign at the end of Summit. The page details the orders given by Generals and Champions, and can greatly influence what Force you might want to Support! &lt;br /&gt;
&lt;br /&gt;
Players wanting to send their Military to Scout the Frontline will find that they are only able to select Territories adjacent to Concordian held land. This focuses the intent of this action and provides much more substantial and meaningful results. There is no current list for applicable Territories and benefits or consequences for choosing them, however it can be expected that each Territory will be heavily impacted by Military Orders, Winds and the greater narrative at play in that area. All Territories that can be chosen for Scouting are listed in the Downtime Form for ease! &lt;br /&gt;
&lt;br /&gt;
==== Public Special Actions - Military ====&lt;br /&gt;
==== Ducal Decree - Fight Further Into Draemoor (Any Realm) ==== &lt;br /&gt;
Thanks to the actions of Duke Wynters of Starscar, The Vaulderin Armoury still remains open to all Heroes of The Concord as a staging ground to push further into Draemoor. Champion of the King, Ser Landry Tremane, has informed those that may wish to attend that the fighting is expected to be harsh and dangerous, and that damaged Investments and Traumatic Wounds are possible for any who attend. Any Military Investment of any Realm may take this action, representing spending their time working alongside The Barrow Hounds to take aggressive and defensive actions against The Onyx Aristocracy within Draemoor. &lt;br /&gt;
&lt;br /&gt;
=== Naval Investments ===&lt;br /&gt;
The list of actions a Naval Investment can take are just as varied as a Military, but often far more outgoing. Detailed information can be found here in the [[Investments|Investments Page]]! &lt;br /&gt;
&lt;br /&gt;
In particular, Supporting a Fleet, Trade with Foreign Ports, and Paid Work are the most common of the Standard Actions. At a baseline, Naval Investments are assumed to be taking the Paid Work action, which will net a random assortment of resources, items or income!&lt;br /&gt;
&lt;br /&gt;
Players wanting to Support a Fleet are encouraged to read the Military Orders page so as to have a better idea of what is going on in the wider campaign at the end of Summit. The page details the orders given by Generals and Champions, and can greatly influence what Force you might want to Support! &lt;br /&gt;
&lt;br /&gt;
Players wanting to send their Naval Investment to Trade with Foreign Ports will find a list of known Ports to trade with in the Downtime Form! Some of these Ports can be found across the Wiki, with relevant trade expectations listed within the appropriate sections, however others are not. The Team is working on putting together a more succinct list for the purposes of Trade, but in the meantime Players should expect Military Orders, Winds and the greater narrative to heavily impact the result! &lt;br /&gt;
&lt;br /&gt;
==== Open Foreign Ports ====&lt;br /&gt;
The following Foreign Ports are open to Concordian ships this season. Some are dangerous journeys and if your ship does not meet the minimum requirements for travelling there, then you risk (but are not ensured of) danger. If your ship is more than 3 tiers below what is required, it risks being destroyed entirely and your character significantly hampered or even killed. The nature of these journeys mean that ships travelling together does not necessarily improve their chances, as such tiers cannot be combined.&lt;br /&gt;
&lt;br /&gt;
===== Dendarr Nations - Kameiros =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
The Easternmost city of the Dendarri, Kameiros is friendly to Concordian ships and captains can expect to trade in  Beastbone, Suns Iron, Hartswood, and rumours from this land of Heroes. The Golden Fleet is known to be operating in this region. In addition, the Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== The Golden Fleet - Banathea =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
The pirate-port of Banathea sits empty of its vast fleet as it is busy raiding the Great Trade Sea and Explorers Sea. The Treaty of the Corsairs, between the Concord and the Golden Fleet has ended. Captains can expect to trade for Herbs, Artisan Crafts, and Potions, albeit in small numbers.&lt;br /&gt;
&lt;br /&gt;
===== Fealties of Drummond - Crownsport =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
The largest port on the West of Drummond, Crownsport is ruled by House Rayleigh and is known to be the gateway to Drummond for travellers from the east. Receptive to Concordian captains, you can expect to trade in Forgesteel, Suns Iron, Hartswood, and sometimes rare Drummondite arms and armour. The Golden Fleet is known to be operating in this region. In addition, the Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== Fealties of Drummond - Bleakstarbe =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
A far smaller port on the Cape of Karlais, south of Crownsport, Bleakstarbe is a stormwracked harbour set between dark cliffs. Ruled be the rising House Silas of Duchy Forsword, it is poorer than Crownsport but Captains are far more likely to gain a meeting with ‘The Barbed Wolf’, Duke Jeryn Silas. Captains should expect trade in Hartswood, Beastbone, Blacksap, and sometimes rare Drummondite arms and armour. The Golden Fleet is known to be operating in this region.  In addition, the Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== Fealties of Drummond - Manacle Harbour =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
Northernmost port of the Fealties, Manacle Harbour rests in the turbulent seas of ‘The Arc’, an archipelago of large isles ruled as part of Duchy Artallian by House Rottmour. The growing maritime influence of the Duchy draws attention, but it remains to be seen if there is money to be made. Captains should expect to trade in Essencite, Bloodglass, Shimmering Scales and sometimes rare Drummondite arms and armour. The Golden Fleet is known to be operating in this region. In addition, the Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== Free Tabbadar - Odrigan =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
Far to the west across the Great Trade Sea, to the farthest reaches of Invicta Minor rests free Odrigan. A revolutionary city founded by the Tabbadari under Concordian support. Travelling to Odrigan is a journey in charity rather than business. Captains should expect to gain little aside from stories and meagre supplies of Hartswood and Herbs.&lt;br /&gt;
&lt;br /&gt;
===== The Idrian Cabal - Rakham’s Cove =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
Hidden among the iceflows far to the South, Rakham’s Cove is a trading harbour for little more than sealflesh, whale blubber, and a madman’s stories. However, if you’re lucky, you might meet some of the strange apprentices of the Idrian Cabal, those minor wizards sent on the unknowable journeys of their distant, spire-dwelling masters. Captains should expect trade in Crystal Mana, Artisan Crafts, and Beastbone.&lt;br /&gt;
&lt;br /&gt;
===== The Kingdom of the Bailes - Ushal Vakkan =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
A tiny port inset along the harsh, rocky coastline of the Cape of Bailes, certainly not for the faint of heart. This is made far worse by the historic hostility of the Bailite peoples to The Concord, and their bloody reputation. Ship captains should beware. Successful trade has the likelihood of including Hartswood, Beastbone, Bloodglass, Herbs, and in especially rare cases, Thunder Oak.&lt;br /&gt;
&lt;br /&gt;
==== Public Special Actions - Naval ====&lt;br /&gt;
==== Plunder Hukar ====&lt;br /&gt;
As per the Winds Entry ‘White Flags Aloft Before War begins’, an opportunity to plunder the far shores of Hukar has become available to The Concord, and as of Autumn 226 it still remains available to those that would wish to do so. The action will involve sailing to the coastal Kaludas and attempting entry to steal whatever riches and information they can find. This action is expected to have moderate danger and an unclear reward. &lt;br /&gt;
&lt;br /&gt;
==== Explore The Icereach ====&lt;br /&gt;
As per the Winds Entry ‘And a Future for Somewhere Else’, an opportunity to set sail amongst the dangers of The Icereach Sea has become available to The Concord thanks to a warm Summer Season. The journey itself would be dangerous, with many unknowable threats, mysteries and secrets to uncover, and the reward would be unclear at best. Nonetheless, the opportunity remains, and those seeking the thrill of exploration may be interested in such an action. &lt;br /&gt;
&lt;br /&gt;
=== Other Public Special actions ===&lt;br /&gt;
==== Gather Starmetal - Mancante Terra, The Tribelands and Mukarrem ====&lt;br /&gt;
As per the Winds Entry ‘In the Shadow of Distant Stars’, an opportunity to gather the remnants of fallen stars has been made available in The Concord’s West. Starmetal, as it has come to be called, is an unusual and unknown material shrouded in mystery. Investments from Mancante Terra, The Tribelands and Mukarrem may take this action, representing spending their Season searching for pieces of fallen sky. &lt;br /&gt;
&lt;br /&gt;
==== Conviction to Assist Obregon in Matters of Water and Faith ====&lt;br /&gt;
Yet again, The Council of Six utilises one of its precious few Endeavours to declare a Conviction. This is not a Special Action, but a Standard Action of Congregations. The details of the Conviction are briefly listed below, but more information can be found on the Church Motions Page;&lt;br /&gt;
&lt;br /&gt;
While Obregon suffers in drought and distress, The Council of Six does not ignore them. The Council declares a Conviction for Priests of The Concord to Assist the people of Obregon, their duties shared between the carrying and distribution of water from The Oasis to the City proper, and also the ministering of Faith to those feeling distraught by their circumstance. Priests are to be present for Obregon and its people, to shine a light of compassion upon a hurting city, and to assist in this crisis to ensure that at least one more soul is given the chance to prove themselves before The Spheres. &lt;br /&gt;
&lt;br /&gt;
See Also:&lt;br /&gt;
&lt;br /&gt;
* [[Historic Interludes]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Monument_Mythos_-_Civil_Service_Report&amp;diff=4047</id>
		<title>Monument Mythos - Civil Service Report</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Monument_Mythos_-_Civil_Service_Report&amp;diff=4047"/>
		<updated>2026-04-21T22:31:46Z</updated>

		<summary type="html">&lt;p&gt;Leo: /* Game Information */  - making table sortable for my own benefit&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;For some, it is a mystery how the Civil Service managed to conduct its standard operations while also producing the legalistic abomination that is the State of Emergency. But bureaucracy waits for no-one and matters of treasury and state must always be completed.&lt;br /&gt;
&lt;br /&gt;
The Civil Service report details such mundanities as the construction of important infrastructure, the deployment of troops, changes to Concordian titles, the wealth of the Treasury and the state of international trade.&lt;br /&gt;
[[File:557813917 24785906101099750 3096912997234472239 n.jpg|center|thumb|655x655px|Civil Servants are a varied bunch.]]&lt;br /&gt;
&lt;br /&gt;
== Quartermasters Report ==&lt;br /&gt;
News from across The Concord is centralised and processed by the Civil Services in offices dotted across every major region. While the Concord is not a swiftly acting beast, it is at least a well informed one.&lt;br /&gt;
&lt;br /&gt;
The [[Consignments of the Church|Order of the Sacred Journey’s]] monastery is under construction within The Hunters Wood in south western Resinderholz. The construction is not far from the road passes from Lerona Mere to Andash, and promises to bring additional interest and faith to the area. &lt;br /&gt;
&lt;br /&gt;
The aqueduct known as [[Propositions of Possibilities|Corazón El Acueducto]] that will join Obregon to the oasis in its west also remains under construction. A considerable investment, and requiring even more considerable time, its construction goes well, and is expected to be complete by Autumn 227.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the War Chamber no longer has the ability to maintain Concordian forces, due to all the forces being maintained by The Concord being realmic in nature for such a long period of time. All forces must remain in the control of a realm, however this Realm may still be chosen or changed by The Senate. &lt;br /&gt;
&lt;br /&gt;
However, in positive news the War Chamber can confirm that sufficient food resources, population, and logistics are available to maintain an additional force, be it a fleet or army, provided The Concord maintains control of its current number of regions.&lt;br /&gt;
&lt;br /&gt;
The Concordian War Chamber would also like to detail the following roll of honour, noting those mercenary units that supported Concordian armies, fleets, and fortresses this past season:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Desert Whisperers&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Lysander&lt;br /&gt;
|-&lt;br /&gt;
|Ser Edward Gold&lt;br /&gt;
|-&lt;br /&gt;
|B. Roderick&lt;br /&gt;
|-&lt;br /&gt;
|B. Roderick&lt;br /&gt;
|-&lt;br /&gt;
|B. Roderick&lt;br /&gt;
|-&lt;br /&gt;
|Laurence Coin&lt;br /&gt;
|-&lt;br /&gt;
|Dane Forge Cooper&lt;br /&gt;
|-&lt;br /&gt;
|Nicholas Cutter&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Liberties Fist&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Rasheed El’Tanebar&lt;br /&gt;
|}&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;People’s Gift&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Azime Rais&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Title Report ==&lt;br /&gt;
The autumn summit is sometimes affectionately known as ‘The Election Summit’, and with more than forty titles available for election, it is hardly wrong. But there are many small changes to be found in this season&#039;s crop of power.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
Following senate motions last Summit, the title of [[Warmaster]] has been created.&lt;br /&gt;
&lt;br /&gt;
The following titles are available for election this Summit.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
|Title Available for Election&lt;br /&gt;
|Open to&lt;br /&gt;
|Election Time / Place&lt;br /&gt;
|-&lt;br /&gt;
|[[Abbot of Mivara]]&lt;br /&gt;
|Lerona Mere Citizens&lt;br /&gt;
|1st Council of Six Session / Senate&lt;br /&gt;
|-&lt;br /&gt;
|[[Admiral|Admiral of the People’s Gift]]&lt;br /&gt;
|Lerona Mere Citizens&lt;br /&gt;
|Game in / Lerona Mere Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Admiral|Admiral of Liberty’s Fist]]&lt;br /&gt;
|Lerona Mere Citizens&lt;br /&gt;
|Game in / Lerona Mere Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Ambassador|Ambassador to The Dendarr Nations]]&lt;br /&gt;
|Concordian Citizens&lt;br /&gt;
|1st Senate Session / Senate&lt;br /&gt;
|-&lt;br /&gt;
|[[Ambassador|Ambassador to the Fealties of Drummond]]&lt;br /&gt;
|Concordian Citizens&lt;br /&gt;
|1st Senate Session / Senate&lt;br /&gt;
|-&lt;br /&gt;
|[[Archmage]]&lt;br /&gt;
|Shardcircle Attendees&lt;br /&gt;
|1st Shardcircle Session / Shardcircle&lt;br /&gt;
|-&lt;br /&gt;
|[[The Avant Guardian|Avant Guardian]]&lt;br /&gt;
|Liberartistes&lt;br /&gt;
|Game In / Lerona Mere Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Senator|Baroness of Resinderholz]]&lt;br /&gt;
|Greenweald Citizens&lt;br /&gt;
|Game in / Greenweald Baronies Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Champion|Champion of the Baronies]]&lt;br /&gt;
|Greenweald Citizens&lt;br /&gt;
|Game in / Greenweald Baronies Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Champion|Champion of the King]]&lt;br /&gt;
|Bordevarian Citizens&lt;br /&gt;
|Game in / Kingdom of Bordevar Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Champion|Champion of the Revolution]]&lt;br /&gt;
|Lerona Mere Citizens&lt;br /&gt;
|Game in / Lerona Mere Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Champion|Champion of the Tribes]]&lt;br /&gt;
|Andashi Citizens&lt;br /&gt;
|Game in / Andash Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Champion|Champion of the Valley]]&lt;br /&gt;
|Iron Valley CItizens&lt;br /&gt;
|Game in / Iron Valley Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Concordian Consular]]&lt;br /&gt;
|Concordian Priests&lt;br /&gt;
|1st Council of Six Session / Senate&lt;br /&gt;
|-&lt;br /&gt;
|[[Deed Holder|Deed Holder of the Lake Ladure Quarry]]&lt;br /&gt;
|Bordevarian Citizens&lt;br /&gt;
|Game in / Kingdom of Bordevar Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Deed Holder|Deed Holder of Magli’s Gift]]&lt;br /&gt;
|Concordian Citizens&lt;br /&gt;
|Auction, Night 2 / The Exchange&lt;br /&gt;
|-&lt;br /&gt;
|[[Bordevarian Duke|Duke of Everguarde]]&lt;br /&gt;
|Bordevarian Nobles from Everguarde&lt;br /&gt;
|Game in / Kingdom of Bordevar Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Field Marshal]]&lt;br /&gt;
|Concordian Citizens&lt;br /&gt;
|War Chamber, Night 1 / War Chamber&lt;br /&gt;
|-&lt;br /&gt;
|[[Field Marshal]]&lt;br /&gt;
|Concordian Citizens&lt;br /&gt;
|War Chamber, Night 2 / War Chamber&lt;br /&gt;
|-&lt;br /&gt;
|[[Grand Jarl]]&lt;br /&gt;
|Jarls with a Tier 2 or Higher Naval Investment&lt;br /&gt;
|Game In / Iron Valley Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Groundskeeper of Rickon&#039;s Tier|Groundskeeper of Rickons Tier]]&lt;br /&gt;
|Bordevarian Commoners and Greenweald Citizens&lt;br /&gt;
|Sign Up Sheet / Bordevar and Greenweald Camps&lt;br /&gt;
|-&lt;br /&gt;
|[[Head Surgeon|Head Surgeon of the Passage Field Hospital]]&lt;br /&gt;
|Concordian Citizens&lt;br /&gt;
|1st Senate Session / Senate&lt;br /&gt;
|-&lt;br /&gt;
|[[Headmaster|Headmaster of the De Re School of Embers]]&lt;br /&gt;
|Shardcircle Attendees&lt;br /&gt;
|1st Shardcircle Session / Shardcircle&lt;br /&gt;
|-&lt;br /&gt;
|[[Heterodox]]&lt;br /&gt;
|Concordian Citizens&lt;br /&gt;
|Any Point / High Priest of Anarch&lt;br /&gt;
|-&lt;br /&gt;
|[[High Priest of Arcadian]]&lt;br /&gt;
|Concordian Priests of Arcadian&lt;br /&gt;
|Voting closes end of Night 1 / Church Motions Board&lt;br /&gt;
|-&lt;br /&gt;
|[[High Priest of Cervitas]]&lt;br /&gt;
|Concordian Priests of Cervitas&lt;br /&gt;
|Voting closes end of Night 1 / Church Motions Board&lt;br /&gt;
|-&lt;br /&gt;
|[[High Priest of Panoply]]&lt;br /&gt;
|Concordian Priests of Panoply&lt;br /&gt;
|Voting closes end of Night 1 / Church Motions Board&lt;br /&gt;
|-&lt;br /&gt;
|[[High Priest of Stallia]]&lt;br /&gt;
|Concordian Priests of Stallia&lt;br /&gt;
|Voting closes end of night 1 / Church Motions Boards&lt;br /&gt;
|-&lt;br /&gt;
|[[Keeper of Coin]]&lt;br /&gt;
|Andashi Citizens&lt;br /&gt;
|Game In / Andash Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Krahenmeister|Krahenmeister of Schloss Mortis]]&lt;br /&gt;
|Crow Doktors of Resinderholz&lt;br /&gt;
|Game In / Greenweald Baronies Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Minister of Foreign Affairs]]&lt;br /&gt;
|Concordian Citizens&lt;br /&gt;
|1st Senate Session / Senate&lt;br /&gt;
|-&lt;br /&gt;
|[[Museographer]]&lt;br /&gt;
|Lerona Mere Citizens&lt;br /&gt;
|Game In / Lerona Mere Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Reeve of the Reeveless]]&lt;br /&gt;
|Iron Valley Citizens&lt;br /&gt;
|Game in / Iron Valley Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Royal Ranger]]&lt;br /&gt;
|Any Kings Ranger&lt;br /&gt;
|Game In / Kingdom of Bordevar Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Senator|Senator of Bolsterlee]]&lt;br /&gt;
|Iron Valley Citizens&lt;br /&gt;
|Game In / Iron Valley Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Senator|Senator of Lerona Mere]]&lt;br /&gt;
|Lerona Mere Citizens&lt;br /&gt;
|Game In / Lerona Mere Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Senator|Senator of Mancante Terra]]&lt;br /&gt;
|Lerona Mere Citizens&lt;br /&gt;
|Game In / Lerona Mere Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Senator|Senator of Mukarrem]]&lt;br /&gt;
|Andashi Citizens&lt;br /&gt;
|Game In / Andash Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Senator|Senator of The Tribelands]]&lt;br /&gt;
|Andashi Citizens&lt;br /&gt;
|Game In / Andash Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Senator|Senator of Weiland]]&lt;br /&gt;
|Bordevarian Citizens&lt;br /&gt;
|Game in / Kingdom of Bordevar Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Senator|Senator of Windholme]]&lt;br /&gt;
|Iron Valley Citizens&lt;br /&gt;
|Game In / Iron Valley Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Bordevarian Sheriff|Sheriff of Carningsfield]]&lt;br /&gt;
|Bordevarian Commoners from Everguarde&lt;br /&gt;
|Game in / Kingdom of Bordevar Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Warden of the Pass]]&lt;br /&gt;
|Bordevarian and Iron Valley Citizens&lt;br /&gt;
|1st Senate Session / Senate&lt;br /&gt;
|-&lt;br /&gt;
|[[Warmaster]]&lt;br /&gt;
|Concordian Citizens&lt;br /&gt;
|1st Senate Session / Senate&lt;br /&gt;
|}&lt;br /&gt;
The following titles have been removed this Summit, current title holders will serve out their terms, at which point it will not be re-elected.&lt;br /&gt;
&lt;br /&gt;
* [[Senate Treasurer]]&lt;br /&gt;
* [[Voice of The Church|Voice of the Church]]&lt;br /&gt;
* [[Warmage]]&lt;br /&gt;
* [[Warpriest]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
===== &#039;&#039;&#039;Game Design - Removed Titles&#039;&#039;&#039; =====&lt;br /&gt;
Over time, not all titles end up performing the role that was intended for them. And while they may find purpose, it is not always fun, or enjoyable for the players in them, or always good for the game.&lt;br /&gt;
Senate Treasurer was a title born of need that resulted in an unattractive position that spent more time assisting the civil service and allowing senators not to understand the economic circumstances of The Concord.  We tried over the last year to give it more life, but the result was only life support, not an overhaul. The hope is to see Senators and their teams work closer on fulfilling this role, and the Civil Service managing the books ourselves, rather than making one put-upon player do it.&lt;br /&gt;
The Voice of the Church was created to fulfill a bureaucratic issue with the Veto and to give the Church a voice in the Senate. However, the growth of the Council of Six, and the expansion of High Priests lead to this role being overshadowed by the High Priest of Cervitas. As such, it made sense to roll a lot of this title in the High Priest of Cervitas.&lt;br /&gt;
Warmage and Warpriest were relics of a time when the War Chamber was a sealed council, offering additional routes into the sealed space, and providing specialised expertise on their area of focus. In practice they became an often-forgotten role that had no special power, which was made invalid when the Chamber was opened. Simply being present was not enough&lt;br /&gt;
|}&lt;br /&gt;
The following titles have had changes this summit:&lt;br /&gt;
&lt;br /&gt;
* [[High Priest of Cervitas]]&lt;br /&gt;
&lt;br /&gt;
The High Priest of Cervitas has gained ‘The Voices Veto’ and ‘The Voice of Wisdom’ powers. Both of these powers will be granted to the High Priest of Cervitas in Spring or when the Voice of the Church leaves their title, whichever occurs first.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Voices Veto&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During the final senate session of a Summit, the High Priest of Cervitas will be able to utilise the Council of Six’s veto, assuming it has not been expended during the summit. If this occurs, the High Priest shall be automatically inquisitioned the following Summit by the High Priest of Anarch, and the Council of Six must vote to uphold the veto at its next available meeting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Voice of Wisdom&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The High Priest of Cervitas shall be provided a seat to the left of the Throne. The High Priest of Cervitas will be permitted to speak in the Senate as if they were a Senator. At any point a Senator may raise their hand and ask the Symposiarch to censure the High Priest once per session, at which point the High Priest may no longer speak on this motion. The High Priest does not gain a senate vote.&lt;br /&gt;
&lt;br /&gt;
* [[Bordevarian Duke]]&lt;br /&gt;
&lt;br /&gt;
Bordevarian Dukes have lost the &#039;&#039;Boon and Bane&#039;&#039; power.[[File:561722015 10162219353908129 2224654368498684792 n.jpg|center|thumb|550x550px|With great power, comes great wealth, comes great power, comes great wealth.]]&lt;br /&gt;
&lt;br /&gt;
== Treasury Report ==&lt;br /&gt;
The Concordian Treasury reports the following:&lt;br /&gt;
&lt;br /&gt;
The Concordian Treasury at the beginning of the Autumn Summit is expected to be valued at Forty Vaults, Three Locks, Three Keys. This is after the calculation of costs, income and assured expenses such as payments to The Shardcircle and The Academy, and for payments the senate has assured, such as to Concordian Captains travelling to friendly ports.&lt;br /&gt;
&lt;br /&gt;
Current expenditure to support Concordian efforts is valued at Fifty-One Vaults, Sixteen Locks.&lt;br /&gt;
&lt;br /&gt;
Current income from Concordian taxation is valued at Eighty-Three Vaults, Twenty-Seven Locks, Five Keys.&lt;br /&gt;
&lt;br /&gt;
The Treasury Report will be available from the Civil Service from 6pm on the first day of the Summit. It is a secret document, following the standard rules around such a document. &lt;br /&gt;
&lt;br /&gt;
=== Further Reading ===&lt;br /&gt;
&lt;br /&gt;
* [[Winds of the World - Autumn 226]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=MediaWiki:Sidebar&amp;diff=3709</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=MediaWiki:Sidebar&amp;diff=3709"/>
		<updated>2025-11-02T07:45:55Z</updated>

		<summary type="html">&lt;p&gt;Leo: added threats link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* Quick Links&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** helppage|help-mediawiki&lt;br /&gt;
** Special:AllPages|All Pages&lt;br /&gt;
* Getting Started&lt;br /&gt;
* Concord LARP&lt;br /&gt;
** What_Is_Concord? | What is Concord LARP?&lt;br /&gt;
** What_to_Expect_at_a_Concordian_Summit | Weekend Summits&lt;br /&gt;
** Frequently_Asked_Questions | FAQ&lt;br /&gt;
** Character_Creation | How to Create a Character&lt;br /&gt;
** The_Concord_Team | Meet the Concord Team&lt;br /&gt;
* Rules&lt;br /&gt;
** Player_Brief | Mandatory Player Briefing&lt;br /&gt;
** All_Skills | Character Skills and Abilities&lt;br /&gt;
** Rules_Overview | Rules Overview&lt;br /&gt;
** Archery_Clearance_Document | Archery Clearance&lt;br /&gt;
** Gamenomics_Guide | Buying and Selling at LARP&lt;br /&gt;
* In-Between Games&lt;br /&gt;
** Sanctioned_Events | Sanctioned Events&lt;br /&gt;
** Character_Downtime | Character Downtime&lt;br /&gt;
** Spring_225_Interlude | Spring 225 Interlude Page&lt;br /&gt;
* The World of Esterra&lt;br /&gt;
** Concord_Lore | Concord Overview&lt;br /&gt;
** Map_of_Esterra | Maps of Esterra&lt;br /&gt;
** History_of_The_Concord | History of Concord&lt;br /&gt;
** Technology | Technology at Concord&lt;br /&gt;
** Threats_to_Esterra | Threats to Esterra&lt;br /&gt;
* The Realms&lt;br /&gt;
** The_Iron_Valley | The Iron Valley&lt;br /&gt;
** Lerona_Mere | Lerona Mere&lt;br /&gt;
** Greenweald_Baronies | The Greenweald Baronies&lt;br /&gt;
** Andash | Andash&lt;br /&gt;
** Kingdom_of_Bordevar | The Kingdom of Bordevar&lt;br /&gt;
* Winds of The World&lt;br /&gt;
** Winds_of_the_World | Winds of the World Homepage&lt;br /&gt;
* Church and the Divine Spheres&lt;br /&gt;
** Concordian_Church_of_the_Divine_Spheres | The Concordian Church&lt;br /&gt;
** History_of_the_Church_of_the_Divine_Spheres | History Of The Church&lt;br /&gt;
** Tenets_of_the_Concordian_Church | Tenets Of The Concordian Church&lt;br /&gt;
** Strictures_of_the_Church | Strictures Of The Concordian Church&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=When_is_the_Next_Summit!%3F!&amp;diff=3701</id>
		<title>When is the Next Summit!?!</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=When_is_the_Next_Summit!%3F!&amp;diff=3701"/>
		<updated>2025-11-01T11:52:00Z</updated>

		<summary type="html">&lt;p&gt;Leo: added link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:7U5A1559.jpg|thumb|553x553px|The town of Passage hosts a Concordian Summit twice a year]]&lt;br /&gt;
&#039;&#039;&#039;Next Summit is Concord G11: Autumn 226&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Event dates are &#039;&#039;&#039;Saturday&#039;&#039;&#039; the 25th April 2026, 12:00pm – &#039;&#039;&#039;Monday&#039;&#039;&#039; the 27th April 2026 ~3pm (ANZAC Long Weekend). &lt;br /&gt;
&lt;br /&gt;
Players may arrive from 12pm onward on Friday the 24th of April, but must be offsite by Tuesday the 28th of April Midday. &lt;br /&gt;
&lt;br /&gt;
Tickets can be purchased from [https://www.trybooking.com/events/landing/1496284 Trybooking] &lt;br /&gt;
&lt;br /&gt;
Please check out the [[Event Information]] page!&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Main_Page&amp;diff=3700</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Main_Page&amp;diff=3700"/>
		<updated>2025-11-01T11:51:12Z</updated>

		<summary type="html">&lt;p&gt;Leo: updated ticket link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Concord_Banner.png|center|781x781px|thumb]]&lt;br /&gt;
&lt;br /&gt;
Concord is a Fantasy Live-Action Role Playing Game (LARP) run in Perth, Western Australia.&lt;br /&gt;
&lt;br /&gt;
Players of Concord are Heroes of the five realms, and join together to form an empire of necessity that is struggling to survive in a hostile fantasy realm. Concord is a game of politics, heroism, combat, subterfuge, economics and religion in a low-fantasy original world called Esterra. It is a game focused around creating a living world that values responsiveness to player actions and story with weight.&lt;br /&gt;
&lt;br /&gt;
Please use the search bar or [[Special:Search|Search Page]] if you are looking for specific information, checkout the &#039;&#039;&#039;Sidebar&#039;&#039;&#039; or check out one of the links below to get started.&lt;br /&gt;
&lt;br /&gt;
== Getting Started ==&lt;br /&gt;
* [[What Is Concord?]]&lt;br /&gt;
* [[Character Creation]]&lt;br /&gt;
* [[When is the Next Summit!?!]] and [https://www.trybooking.com/events/landing/1496284 Buying a Ticket] (External Website)&lt;br /&gt;
* [[Spring 225 Interlude|Spring 225 Interlude and Downtime Submission!]]&lt;br /&gt;
&lt;br /&gt;
== The World of Concord ==&lt;br /&gt;
&lt;br /&gt;
* [[Concord Lore]]&lt;br /&gt;
* [[History of The Concord]]&lt;br /&gt;
* [[Technology|Technology at Concord]]&lt;br /&gt;
* [[The Divine Spheres]]&lt;br /&gt;
* [[Map of Esterra]] &lt;br /&gt;
&lt;br /&gt;
== The Rules System ==&lt;br /&gt;
* [[Rules Overview]]&lt;br /&gt;
* [[Player Brief]] (Mandatory)&lt;br /&gt;
* [[Archery Clearance Document]]&lt;br /&gt;
* [[All Skills]]&lt;br /&gt;
&lt;br /&gt;
== The Game ==&lt;br /&gt;
&lt;br /&gt;
* [[What to Expect at a Concordian Summit]]&lt;br /&gt;
* [[Gamenomics Guide]]&lt;br /&gt;
* [[Winds of the World]]&lt;br /&gt;
&lt;br /&gt;
== Feedback ==&lt;br /&gt;
If you feel like something is missing, please let us know! Suggestions for content and usability are always welcome. Please reach out to concordwebteam@gmail.com if you have any suggestions or improvements, or get in touch via Facebook.&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Concord_Lore&amp;diff=3697</id>
		<title>Concord Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Concord_Lore&amp;diff=3697"/>
		<updated>2025-10-21T13:08:52Z</updated>

		<summary type="html">&lt;p&gt;Leo: war chamber no longer closed!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The full history of The Concord is not a long tale given that The Five Realms only agreed to come and work together a few seasons a go. More important are the circumstances and events that lead to its founding in the year 220.&lt;br /&gt;
&lt;br /&gt;
== The Realms Apart ==&lt;br /&gt;
The realms of the Concord occupy a large part of middle Esterra, a landmass of vibrant and varied places. Massive diversity in terrain, danger, and wealth have doomed to failure any attempts throughout history to control the vast continent. Many nations have arisen and fallen to internal strife, conquest or the predations of the more insidious powers of the world. Some few great Empires have threatened to achieve unity, but all have collapsed back into small warring states.&lt;br /&gt;
&lt;br /&gt;
The five founding realms of The Concord were such polities. Despite sharing the faith of the [[The Divine Spheres|Church of the Divine Spheres]] their differences prevented any unity beyond limited migration and trade and as such each realm experienced its dangers without support from each other. The raiders of the Twinblade Confederacy and the wild invaders of Zekartaal were constant threats across the region for decades. Struggling alone against them forced the Realms into loose alliances but each still stood proudly independent, calling on aid only when needed and granting it in turn sometimes hesitantly. The new rising dangers of the Onyx Aristocracy and the Illsevir lead to loss after loss as the Realms found themselves unable to face so many aggressive dangers at once and each begging always for support without being able to countenance weakening their own defences. On the brink of complete destruction they were forced to consider any option for survival. A proposal was made. A proposal to strengthen their alliances. To unify.&lt;br /&gt;
&lt;br /&gt;
More details on threats to The Concord can be found under [[The Peoples Beyond]]&lt;br /&gt;
&lt;br /&gt;
== The Concord is Signed ==&lt;br /&gt;
See also [[The Concordian Constitution]]&lt;br /&gt;
&lt;br /&gt;
The [[Andash|Andashi]] and the folk of the [[Greenweald Baronies]] realised it first, though they argue about which side proposed their union. They had always traded easily between each other, and considered the other a friend. They had no competing interests, with the old empire having never touched the Greenweald, and the Baronies little interest in dampening the ambitions of Andash. When the Zekartaal, frustrated in their attempts to crush the Baronies, pushed out into the plains to claim ancient Imperial ruins the Andashi suffered some terrible losses. Tribal leaders reached out to the Barons for aid, and the Barons were eager to help against their ancient foe. A leaders from both sides gathered at the edge of the forest under the shade of a great tree and they signed the Pact of the Last Pine. Together they were able to halt the advance of the Tribes and force a stalemate at the border. Even together they could not prevent the spread of corruption and frequent raids across the borders of the alliance.&lt;br /&gt;
&lt;br /&gt;
The Pact of Lost Pine reached out to the [[The Iron Valley|Iron Valley]], hoping to get Valleyfolk mercenaries to fight the Zekartaal for coin or other riches. Willing to offer support in theory the Iron Valley had been struggling with their own losses. The rising Illsevir had swiftly taken Alfwens Wall and Hjorvarths Rampart, forcing the Valleyfolk out of lands their ancestors had claimed for over a century. They sent their envoys in response to the Pact’s invitation and heard their pleas for aid in dismay. In a moment of well known humility, the envoy from the Valley admitted their own weakness and stated; “By the Spheres, our only hope is to forge a greater whole from these broken parts.”&lt;br /&gt;
&lt;br /&gt;
Throwing their lot together but still not yet becoming one the three nations struggled against their enemies, but even their combined forces failed to prevent the losses continuing. In desperation they sent envoys to all nations wide across plain, mountain and forest begging any who need aid to come to meet together where the Iron Valley opens out on the Greenweald.&lt;br /&gt;
&lt;br /&gt;
== The First Summit. ==&lt;br /&gt;
[[File:Passage map.png|thumb|408x408px]]&lt;br /&gt;
Over the following year four more summits would follow. What was originally intended to be a regional web of alliances and trade support grew deeper as the situation became increasingly dire. Zekartaal took Villacres from the Andashi. The blockade of the bay forced [[Lerona Mere]] into irrelevance, and then revolution and sudden isolation and fear of reprisal from their scorned rulers. Baelags Holdfast fell to the Illsevir, leaving Windholme open to raids. Finally the first knightly delegation of [[Kingdom of Bordevar|Bordevar]] arrived, lowering their banners, admitting weakness and shame. After years of aloof distance they begged entry to the forming alliance seeking redemption. It was the Greenweald concept of Erfoderlich that gave the path forward. A moment of great peril, of great danger and risk to all. Everyone must be willing to sacrifice not just wealth and safety, but sovereignty so that all can survive. All struggled to accept the loss of independence, especially the citizens of Lerona Mere, but years of failure and a single season of great risk, left little choice. All agreed. Five would become one. The Concord.&lt;br /&gt;
&lt;br /&gt;
The year that followed saw the formation of a central government formed of hundreds of volunteers from across the Realms and committed to the success of the alliance. These worthies took to giving up parochial identities, naming themselves Concordians. The only way that an endeavour such as this would succeed was if this information could be brought together, to make the hard choices and to try push back a dark fate. As summer turns to winter in the year 221, worthies of Realms are called to attend the first true Summit. A gathering at which the fragile processes of the new nation will be tested. The fate of their peoples resting upon those who travel to represent them. Or perhaps the weight of responsibility will crush the hopeful experiment with mistake after mistake. Or perhaps in the crucible of that fear champions will rise to the challenge and lay the foundation of a powerful nation to shelter all who follow the Spheres from their enemies..&lt;br /&gt;
&lt;br /&gt;
Now is the time for the last desperate experiment to save the Realms.&lt;br /&gt;
&lt;br /&gt;
Now is the time for The Concord.&lt;br /&gt;
&lt;br /&gt;
== The Concord&#039;s Function ==&lt;br /&gt;
The process of drawing together these disparate realms over the previous year was one predominantly consumed by bureaucracy, economic concerns and the questions of sovereignty. What has emerged from that may not be the most ideal, or effective solution, but it is one that was found to be the most agreeable to the most people.&lt;br /&gt;
&lt;br /&gt;
=== Rulership ===&lt;br /&gt;
The greatest loss for many of the Realms in joining the Concord was releasing ultimate sovereignty to The Concords new governing councils. Under the agreement of The Concord, there can be no Realmic leaders with a higher status than the regional senators that represent those regions at The Concord, excluding the Concordian Throne, an individual who can be elected should the Senate decree they are required.&lt;br /&gt;
&lt;br /&gt;
There are Five Councils of The Concord, they are as follows;&lt;br /&gt;
&lt;br /&gt;
== [[The Senate]] ==&lt;br /&gt;
The Senate stands as The Concords highest governmental council and its primary legislative body. It is the power of the Senate to pass laws, decree expenditures of the treasury, control foreign policy and make the highest decisions of The Concord. The Senate is made up of Senators who each represent a region held by The Concord and are elected by the cultures of their Realm. They generally serve for a year.&lt;br /&gt;
&lt;br /&gt;
== [[The War Chamber]] ==&lt;br /&gt;
The War Chamber exists to operate and control the wars that The Concord might force or be forced into, upon its foes. It commands armies and fleets, splits up the spoils of war, assesses Confluxes and ordains field commanders. The War Chamber is made up of Admirals, Generals, Champions and their staff. The War Chamber also works closely with the Shardcircle to control and use the Waystones to their best effect. A group of War Chamber scouts known as Concordian Pathfinders travel far and wide to ensure that Waystone portals don’t get people killed.&lt;br /&gt;
&lt;br /&gt;
== [[Concordian Church of the Divine Spheres|The Church of Divine Spheres]] ==&lt;br /&gt;
The Church is the religious heart of The Concord. It responds to the moral concerns of the people, while also ensuring that the other elements of The Concords political structure remain upright through its extensive political powers. The Church is made up of all the priests and religious workers that attend a summit. The Church is also an international organisation, being beholden to the headquarters of the church in distant Artebazzan.&lt;br /&gt;
&lt;br /&gt;
== [[The Shardcircle]] ==&lt;br /&gt;
The Shardcircle is an organisation of arcane spellcasters who act as The Concords magical advisors. They research new magical techniques, provide arcane support and control a powerful portal known as The Precipice, which allows for the travel of power extra-planar beings. The Shardcircle meets in a hall somewhere outside the Mortal Sphere, where they can study in peace. Any citizen who can reach the Shardcircle here is considered a member.&lt;br /&gt;
&lt;br /&gt;
== [[The Exchange]] ==&lt;br /&gt;
The Exchange stands separate from the other Councils to limit their power. It controls powerful resources and operates a vast web of mercantile agreements. It also operates as the largest&lt;br /&gt;
&lt;br /&gt;
market in the land, purchasing, storing and selling unique resources and goods for trade. The Exchange’s Acquisitions Department travels as far and wide as Pathfinders, retrieving goods to be sold at the Summit’s Public Auctions.&lt;br /&gt;
&lt;br /&gt;
== Resident Citizens ==&lt;br /&gt;
Concordians are those citizens that have put aside their citizenship with the Realms of The Concord to assist with the nation&#039;s function. They act as bureaucrats, advisors and organisers for the various functions of The Concord.&lt;br /&gt;
&lt;br /&gt;
= Trade =&lt;br /&gt;
Part of forming The Concord was consolidating trade within the polity for ease and growth. As such a new series of currency and promissory notes was created and administered by The Exchange.&lt;br /&gt;
&lt;br /&gt;
== The Coins ==&lt;br /&gt;
The Exchange has been in the process of replacing the many currencies spread across the Concord with the new series of Concordian coins. They are as follows.&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Concordian key.png|One Key&lt;br /&gt;
File:Concordian lock.png|One Lock&lt;br /&gt;
File:Concordian vault.png|One Vault&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Key&#039;&#039;&#039; ===&lt;br /&gt;
: The smallest unit of currency, one key is often enough for a simple meal, task or good. Most citizens would deal primarily in Keys.&lt;br /&gt;
;&lt;br /&gt;
=== &#039;&#039;&#039;Lock&#039;&#039;&#039; ===&lt;br /&gt;
: A more substantial coin, Locks are often used by merchants, tradesfolk and those of moderate wealth. 10 Keys make up 1 Lock, and 30 Locks make up 1 Vault&lt;br /&gt;
=== &#039;&#039;&#039;Vault&#039;&#039;&#039; ===&lt;br /&gt;
: The largest and wealthiest coin, Vaults are used by the obscenely wealthy, the powerful and the Concordian Treasury.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Promissory Notes ==&lt;br /&gt;
The Exchange has also begun to issue promissory notes for the various raw resources that it stores in its warehouses in Passage. These tend to come in two forms:&lt;br /&gt;
&lt;br /&gt;
=== Measures ===&lt;br /&gt;
Small notes which refer to a portion of resources used in artisan work, apothecaries craft or surgical operations. The amount they refer to is often small, seldom more than a handful. The use of notes facilitates greater storage and ensures that fragile or perishable goods are not in danger.&lt;br /&gt;
&lt;br /&gt;
=== Wains ===&lt;br /&gt;
Far larger notes which refer to a large amount of either Mithril, Arcstone or Thunder Oak, which are strategic resources of great importance. Each wain is approximately 1 tonne of the respective resource. These notes make trading such goods possible without transporting prohibitively heavy amounts of material around.&lt;br /&gt;
&lt;br /&gt;
== Law ==&lt;br /&gt;
(See also [[Law in Concord]] )&lt;br /&gt;
&lt;br /&gt;
The legal code of The Concord, like any nation, is a lengthy document that would equal or exceed this document. However there is an amount that can be said about crime and punishment within the newly established Concord.&lt;br /&gt;
&lt;br /&gt;
== Crime ==&lt;br /&gt;
Crimes within The Concord tend to fall into four categories within The Concord. See also [[Law in Concord]] for more details. They are as follows:&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Crimes against Persons&#039;&#039;&#039;&lt;br /&gt;
: Violence or any other unsanctioned interaction between two or more individuals. Crimes such as brawling, murder, halting access to healing or other such altercations. It is important to note that consensual duelling even if it results in death is legal within The Concord.&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Crimes against Property&#039;&#039;&#039;&lt;br /&gt;
: Damage, theft and fraud to or involving objects. This includes simple theft, arson and even failure to honour contracts. Depending on where you are and who is involved, these crimes may be held to a greater or lesser concern.&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Crimes against The Concord&#039;&#039;&#039;&lt;br /&gt;
: Treason and subterfuge. This includes spying, disrupting the functions of Concordian Councils or sabotage. These crimes, while ranging in their damage, are generally viewed harshly.&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Crimes against The Spheres&#039;&#039;&#039;&lt;br /&gt;
: Heresy. This includes Prosthelytizing a different religion to the Divine Spheres, Spirit-harm and necromancy. These crimes are generally administered by The Church through the powers of Inquisition or Excommunication, but also carry a criminal charge as well, although one that will be heavily informed by the findings of the Church.&lt;br /&gt;
&lt;br /&gt;
These definitions of crime are in the process of being made universal across The Concord, however a shortage of Concordians and deep cultural histories makes this a piecemeal effort. This understanding will be most stringent in the capital of Passage, and less enforced the further away you travel. Although regions may have their own understandings of what is and is not a crime.&lt;br /&gt;
&lt;br /&gt;
== Punishment ==&lt;br /&gt;
Due to the variation in cultures and circumstances across The Concord, it can be difficult to maintain a continuous legal tradition. What follows is how law enforcement and punishment is intended to work, and how it works in Passage.&lt;br /&gt;
&lt;br /&gt;
All citizens of The Concord are entrusted with the power to arrest individuals and bring them before authorities for trial. Flippant arrests may be subject to their own investigations and&lt;br /&gt;
&lt;br /&gt;
Concordians reserve the right to call for investigations for such, or other, actions. Trials will be presided over by at least a pair of Concordians who may call for witnesses, evidence or other such aspects of a trial before passing a verdict.&lt;br /&gt;
&lt;br /&gt;
Punishments range from fines, reparations and humiliation for minor offences but may extend upwards towards banishment, excommunication, cursing or death if the circumstance calls for it.&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Player_Groups_-_Bands&amp;diff=3696</id>
		<title>Player Groups - Bands</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Player_Groups_-_Bands&amp;diff=3696"/>
		<updated>2025-10-21T13:06:31Z</updated>

		<summary type="html">&lt;p&gt;Leo: added sect link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= What is a Band? =&lt;br /&gt;
A band is a catchall term for a group of Concord characters bound together by loyalty and purpose. They come in many forms and functions ranging from prominent families, to mercantile combines, to martial orders, and more. There are even some band concepts unique to each of the Realms of Concord, available [[Player Groups|HERE]]. &lt;br /&gt;
&lt;br /&gt;
Bands contrast to Sects in that Sects are aligned under the worship and reverence of The Spheres, while a Band is bound in loyalty that may not neatly map onto the Spheres and is often far more mundane and human. That being said, it is not uncommon for a sect and a band to have identical membership. &lt;br /&gt;
[[File:494644041 989262413399999 3231195893500911574 n.jpg|thumb|488x488px|Bands bring strong bonds of loyalty, family, and strength to your Concordian.]]&lt;br /&gt;
Bands are often formed around character creation, being interwoven with your character concept. But many characters find their bands through play, aligning themselves with found allies rather than those found in their history. Both are perfectly valid but it is important to note that your band should be a key part of your character regardless.&lt;br /&gt;
&lt;br /&gt;
= Being in a Band =&lt;br /&gt;
There are few hard rules when it comes to being in a band but there are plenty of guidelines. &lt;br /&gt;
&lt;br /&gt;
In terms of requirements, the only one of note is as follows:&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Colours and Liveries&#039;&#039;&#039; ===&lt;br /&gt;
Bands need to be bound together and not hidden. As such we ask each band to have a set of colours, a symbol or symbols that represent them, and a way of wearing this that is obvious. This doesn’t need to be so extreme that you are all matching dancers in a chorus line (although that would be a sight), but while you are standing alone I should be able to look at you from ten paces and immediately identify what group you belong to.&lt;br /&gt;
&lt;br /&gt;
Work with your Band out-of-character to make your colours and livery something that evokes both your realm and your bands themes, while also being a piece of kit that you enjoy wearing, enjoy making, or at least doesn’t break the bank.&lt;br /&gt;
&lt;br /&gt;
In terms of guidelines, there are likely hundreds, but for the sake of brevity, here are five:&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Stand by your Oaths&#039;&#039;&#039; ===&lt;br /&gt;
At the core of a band is an oath. In the magical world of Concord, oaths have magic all of their own. Swearing your oath to your band should be a momentous moment, perhaps one retaken from time to time. These words should guide you and form part of the core at the centre of your character. They should not be taken lightly and the moment they are broken should be the crux of a great story. &lt;br /&gt;
&lt;br /&gt;
It is far more interesting and powerful to take the world earnestly and heavily than flippantly. Oaths are no different.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Stand by your Band&#039;&#039;&#039; ===&lt;br /&gt;
Being in a band is one of the best ways to LARP. The shared burden of logistics, communications, and story can not only lighten the load but also raise the scale of what is possible. Work with your band out of character to help members who might be struggling to get to the event, or just get everything they need to the event. Work with your band to make events better when it comes to things like food, camping, and gear. Work with your band to bring more of the world to life with a better camp, sanctioned events, and simply more of the LARP.&lt;br /&gt;
&lt;br /&gt;
A good band not only makes LARP easier, it makes it better.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Stand by your Word&#039;&#039;&#039; ===&lt;br /&gt;
Characters in your band should be your closest allies, akin to family. And just like family, they need not always get along. But opening up your character to the trust, support, and perhaps betrayal that can come from having close connections can only improve your game. &lt;br /&gt;
&lt;br /&gt;
Trust in your band members, and stand by what you say to them.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Stand by your Colours&#039;&#039;&#039; ===&lt;br /&gt;
The physical presentation of your band to the world shouldn’t be an afterthought. It shouldn’t be something tacked onto your costume to meet a requirement a game designer thought up. Your colours and livery are a representation of your oath and your bond to your band. Wear them with pride. Work with your band to make doing so easy and accessible for all your members. Don’t take mistreatment of them lightly, and make it a great part of your kit, not a necessary annoyance.&lt;br /&gt;
&lt;br /&gt;
Your colours will often be the first and most important part of your band to other people. Make it as important to you as it is to them.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Stand by your Story&#039;&#039;&#039; ===&lt;br /&gt;
As with all things, your band story will end. Either because your character moves beyond it (either into retirement, death, or greater things) or because the band is sundered (perhaps due to time, betrayal, or misfortune). But this band story is something you should put creativity and joy into. Don’t let your band become the place where you drop character all the time and leave your motivations at the door. Don’t let your band be cut off from the world. Bring the world into your band, and have your internal roleplay be as dedicated, interesting, and complex as what you have outside. Make sure you make time for your band to have that time together not as an afterthought.&lt;br /&gt;
[[File:516787577 23984282334595468 904216036512777838 n.jpg|left|thumb|486x486px|Many bands are bound by strength of arms, a fierce camaraderie forged on the field of battle.]]&lt;br /&gt;
Your band story will be a huge part of your story, don’t let it be forgotten.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= A Note on Bands =&lt;br /&gt;
A band is intended to be a group that characters and players use as the basis for their interactions with the world of Concord. It should be an organisation that is close, that is united in their story, their experiences, the successes and their failures. Characters within a band should be the closest cohort you have in the world, and while you need not agree with them all the time, you should be united in purpose and share the burdens of heroism together. You should wear the same livery, stand and die under the same banner, raise toasts to your history, and stand together around the graves of your friends. It is a stronger bond than realmic, more akin to family, it is an oath taken beneath the eyes of the Spheres and the traditions of your people.&lt;br /&gt;
&lt;br /&gt;
It is not a formality you move through to maximise numbers and grab a tier 3 enterprise. Its not a race to the highest measures to keys conversion. It is not a checklist to get 1500 points of free upkeep defence in a borderland. It is not a conversation about how “I know we want to play together, but if we split into two groups of three we’ll get double the enterprises.” &lt;br /&gt;
&lt;br /&gt;
These mechanical advantages exist to reward the effort and love that goes into great Bands. It is to show the power and prominence of groups of powerful people working together in the world of Esterra. It is the strength, the quality, and the importance of those bonds between heroes being matched by the mechanics of the game. &lt;br /&gt;
&lt;br /&gt;
I do hope that this update is met with this energy, and that we see some great bands in the future. I will always write Concord with trust in the community and I can’t wait to see what becomes of it.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Michael ‘Skittles’ Harris, Lead Organiser / Lead Storyteller.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
= Creating a Band =&lt;br /&gt;
Creating a band requires three steps. They are as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Band Submission&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To start creating your band, you need to fill out the Band Submission form [https://docs.google.com/forms/d/e/1FAIpQLSfs5PK55UuYUo6MSvzwRGFeBMerAavh61ADhYZK7oJmO2A0qw/viewform HERE]. This lets you work with the Player Support Team to create a band that fits into the world of Concord, detail your oath and theme, and pick your Band Enterprise details. This needs to be done outside of Summit time. You want to have your submission approved prior to the Summit beginning. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bonding Ceremony&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once your band has been approved by the Player Support Team,  you need to complete the ‘[[Bless the Warhost]]’ Ceremony. This binds your band together magically, ensuring that the relevant magical effects that function around a Warband take effect, and that you are unified in the eyes of the Spheres. There will be a Band Approval slip in your Band leader’s character pack. Once the ceremony has been completed, this will be signed off on by the Curate. Once signed off it should be given to the Civil Service with your Band Charter. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Band Charter&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once your band has been approved and blessed, you need to turn in a charter to the Civil Service. An &#039;&#039;&#039;example&#039;&#039;&#039; charter can be found [[Example Charter|HERE]].  Your charter needs to include your Bands Name, Oath, and a list of its members. The function of the Band Charter is to ensure that the Civil Service / Game team can keep an up-to-date record of the Band Members, and ensures that they are recognised throughout the Concord.&lt;br /&gt;
&lt;br /&gt;
Following completion of these three steps, your Band will be functional and your Band Enterprise will begin to function. Your band leader (indicated on the charter) will be able to submit an action for your enterprise at the coming downtime and you will receive your first results at the following Summit. Your band will be able to be bonded to a Concordia immediately.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;3 Example Oaths&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We are the coals in the ashes, the breath before flame.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We burn for one another, not for kings nor coin.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When one falls, we carry their fire.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When we fall, we fall together.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;May oath-breakers find only cold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By stone, by stream, by star, we swear:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To guard what is broken, to build what is lost,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To stand when others turn, to speak when others whisper.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In unity, strength. In honour, legacy.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We are the Valleyfolks, and this is our vow.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We kneel beneath the soil, where no light treads.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We speak to roots, not Barons.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The forest knows our names — and we forget the rest.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Let the weald bind us, the dark see us through,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And the dead walk alone, whispering the oath.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-[[File:484855081 958328123160095 7520962363135230655 n.jpg|thumb|Brothers in arms.]]&lt;br /&gt;
&lt;br /&gt;
= Band Leader =&lt;br /&gt;
Each Band has a leader who acts as the In-Character and Out-of-Character point of contact for the band. This person should be identified as the band leader on the Band’s charter. It is the band leaders job to submit enterprise downtime, and to manage any other contact between the Concord team and the band regarding band business.&lt;br /&gt;
&lt;br /&gt;
A band leader can be changed IC by requesting the Bands Charter at a Summit and having the new Band leader update the charter with a majority of the band present.&lt;br /&gt;
&lt;br /&gt;
Ideally the Band Leader is the same OoC and IC, but we understand this isn’t always possible. In this circumstance please email Concordcharacters@gmail.com to advise the player support team of this.&lt;br /&gt;
&lt;br /&gt;
= Joining a Band =&lt;br /&gt;
Joining a band is a simplified version of creating a band. To join, you need to:&lt;br /&gt;
&lt;br /&gt;
# Complete the ‘Blessing of the Warhost’ ceremony. It&#039;s important to note that the Blessing of the Warhost ceremony can add as many members to a Band to the Band as there are existing members taking part.&lt;br /&gt;
# Sign the Band Charter, this can be done by requesting the charter at a Summit and signing it in the presence of a Civil Service worker.&lt;br /&gt;
&lt;br /&gt;
= Leaving and Ending a Band =&lt;br /&gt;
Leaving a band is even simpler than joining one. Simply obtain the Band Charter, and strike out your name. Only the Warband Leader or the individual who is named may strike out a name on the charter. Individuals will automatically be struck out once the Civil Service learns of their death, banishment, or any other circumstance that may make them ineligible to remain within the band.&lt;br /&gt;
&lt;br /&gt;
Following this act you must find a priest of Anarch. While a ceremony is not needed  to leave a band, you do need to break the bond forged in sight of Arcadian when you joined the band. This involves being present before a priest of Anarch and stating; “I break my bond and rescind my oath. I stand alone.” three times. At which point the curate will note your action and you will be free of your bond.&lt;br /&gt;
&lt;br /&gt;
A band will cease to exist if any of the following circumstances are met:&lt;br /&gt;
&lt;br /&gt;
* The band fails to have a minimum of three members at three consecutive summits. (Worth noting that a band cannot submit downtime if it does not have at least 3 members at a Summit)&lt;br /&gt;
* All members of the Band leave the band of their own volition.&lt;br /&gt;
* There are no members of the band left due to movement to other realms, banishment, or similar. &lt;br /&gt;
* All members of the band are dead at any one moment.&lt;br /&gt;
* The Band leader burns the band charter in front of a priest of Cervitas.&lt;br /&gt;
&lt;br /&gt;
In all circumstances where you believe your band has ended, please inform the Concord Player Support team at Concordcharacters@gmail.com&lt;br /&gt;
&lt;br /&gt;
= Band Concordia =&lt;br /&gt;
In the same way that sects bond to Reliquaries, Bands bond to Concordia to gain benefits. Concordia are a magical item type that come in two parts:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Concordia&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the part of the item that the Band bonds to. Each band can only bond to one Concordia at a time.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Fragments&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These are the parts of the Concordia that each member of the band takes from the Concordia and attaches to themselves, gaining their part of the boon. Each Fragment occupies the ‘Talisman’ magical item slot, meaning a character cannot have a Fragment and a Talisman at the same time. &lt;br /&gt;
&lt;br /&gt;
Details for Concordia can be found on the [[Magic Items|Magic Item]]&amp;lt;nowiki/&amp;gt;s page and the [[Artisan Crafts]] page.&lt;br /&gt;
&lt;br /&gt;
= Band Enterprises =&lt;br /&gt;
Each Band in Concord gains what is known as an ‘Enterprise’ representing a powerful organisation, structure, business, or similar that the group maintains, part of what grants it notoriety. Enterprises function similarly to personal investments in that they generally provide income and have a set of downtime actions that they can perform. Management of the Enterprise falls to the designated ‘Band Leader’ of a band, but it should be a decision made by the band as a whole, depending on how the band functions.&lt;br /&gt;
&lt;br /&gt;
More information can be found regarding Band Enterprises on the &#039;[[Band Enterprises]]&#039; page.&lt;br /&gt;
[[File:485149989 958321236494117 400859931105837234 n.jpg|thumb|509x509px]]&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[Player Groups]]&lt;br /&gt;
* [[Sects]]&lt;br /&gt;
* [[Player Groups in Iron Valley|Player Groups in the Iron Valley]]&lt;br /&gt;
* [[Player Groups in Andash]]&lt;br /&gt;
* [[Player Groups in Bordevar]]&lt;br /&gt;
* [[Player Groups in Lerona Mere]]&lt;br /&gt;
* [[Player Groups in the Greenweald Baronies|Player groups in the Greenweald Baronies]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Band_Enterprises&amp;diff=3691</id>
		<title>Band Enterprises</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Band_Enterprises&amp;diff=3691"/>
		<updated>2025-10-14T10:22:40Z</updated>

		<summary type="html">&lt;p&gt;Leo: added downtime link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Each Band in Concord gains what is known as an ‘Enterprise’ representing a powerful organisation, structure, business, or similar that the group maintains, part of what grants it notoriety. Enterprises function similarly to personal investments in that they generally provide income and have a set of downtime actions that they can perform. Management of the Enterprise falls to the designated ‘Band Leader’ of a band, but it should be a decision made by the band as a whole, depending on how the band functions.&lt;br /&gt;
&lt;br /&gt;
Each enterprise has the following elements:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enterprise Name:&#039;&#039;&#039; The name of the enterprise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enterprise Type:&#039;&#039;&#039; What kind of enterprise it is, defining its income, nature, and available actions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enterprise Territory:&#039;&#039;&#039; What territory the enterprise is based in. This is determined by the most common investment territory of the band. If the most common investment territory for a band changes (due to movements, deaths, or new members), the Enterprise ceases to function until the Warband leader spends X Locks [ X = tier x 4] to gain a new Enterprise of an appropriate tier in the new Enterprise Territory. A new enterprise can be purchased by the Band Leader through the same method. In both circumstances, the money is paid to the exchange at Summit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enterprise Description:&#039;&#039;&#039; A description of the enterprise, its physical structure, style, and curiosities. Given by the Band leader in their submission, this will be used by the Concord team to produce a story related to the Enterprise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enterprise Tier:&#039;&#039;&#039; Ranging between 1 and 3, these tiers affect how profitable and powerful the Enterprise is, often being a part of the various calculations used in enterprise actions.&lt;br /&gt;
&lt;br /&gt;
Enterprises gain tiers over time by having members attend Summits. The rate is as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After two Summits of 6 or more members your Enterprise moves from Tier 1 to Tier 2.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;After two Summits of 10 or more members, while having a Tier 2 Enterprise, your Enterprise moves from Tier 2 to Tier 3.&#039;&#039;&#039;&lt;br /&gt;
[[File:Untitled.png|thumb|492x492px]]&lt;br /&gt;
&#039;&#039;&#039;If your band fails to meet the minimum numbers requirement (6 for Tier 2, 10 for Tier 3) for two Summits in a row, it will reduce down a tier the following Summit.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Repairing, Moving, or Changing an Enterprise ==&lt;br /&gt;
In a circumstance where an Enterprise becomes damaged, needs to move to a new territory to follow character investments, or the band simply wishes to change enterprise type, this can be done by paying the exchange Locks equal to the Enterprises tier x 4. &lt;br /&gt;
&lt;br /&gt;
When the band has moved enterprise locations or purchased a new enterprise, they will only be able to perform the default (1st) action for that enterprise this season. This reflects the lack of options and time available when setting up a new enterprise.&lt;br /&gt;
&lt;br /&gt;
== Enterprise Downtime ==&lt;br /&gt;
Following each Summit the Band attends with at least minimum numbers (3), the Band leader will be able to submit a downtime action for the Enterprise. This is done through the link [https://docs.google.com/forms/d/e/1FAIpQLSdHrBUbdWZCU4e2KJStD98DGzWNcYfwe5Rp7HZRBKclDfH34A/viewform HERE]. In submitting their enterprise downtime the Band Leader will be able to select one of the three actions available to them based on their Enterprise type, as well as any other information required (such as target locations or characters).&lt;br /&gt;
&lt;br /&gt;
If a downtime is not submitted, the Enterprise will be assumed to perform the default action, which is always the 1st action presented.&lt;br /&gt;
&lt;br /&gt;
== Enterprise Types ==&lt;br /&gt;
A band’s enterprise is chosen from the Enterprise list. Each enterprise has the following elements:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name:&#039;&#039;&#039; What this type of Enterprise is called.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Description:&#039;&#039;&#039; A description of this general type of enterprise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites:&#039;&#039;&#039; Any relevant prerequisites.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Actions:&#039;&#039;&#039; What actions are available to that enterprise. &lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Headquarters&#039;&#039;&#039; ===&lt;br /&gt;
&#039;&#039;Command and control for a larger military company. Supports a band focused around being a mercenary company.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Private Contracts:&#039;&#039;&#039; Gain X Locks [X = [(Tier x 2) + 1 per business in band]&lt;br /&gt;
# &#039;&#039;&#039;Mercenary Campaign:&#039;&#039;&#039; All Military Investments in the Band gain +50 strength when taking the Support the Army action this Season. Investments have a higher chance of being damaged during this campaign.&lt;br /&gt;
# &#039;&#039;&#039;Training and Logistics:&#039;&#039;&#039; Select a Military or Business investment within the Band. During this Season it cannot be damaged and next season it may be upgraded for one less wain. It may not undertake special actions, and must undertake Profitable Work if it is a Military investment. It may not be targeted by an enchantment that allows it to function as another type of investment this season.&lt;br /&gt;
&lt;br /&gt;
=== Redoubt ===&lt;br /&gt;
&#039;&#039;A defensive structure. Representing the heart of a band dedicated to the defense of their homeland.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Holdout:&#039;&#039;&#039; Provides a 300 strength defence to the territory it is in. Can be defended by military investments in the band. &lt;br /&gt;
# &#039;&#039;&#039;Shelter the Needy:&#039;&#039;&#039; Gain X measures of crafting resources [ X = Tier x 2] and Y locks [ Y = Tier]&lt;br /&gt;
# &#039;&#039;&#039;Marching Orders:&#039;&#039;&#039; All Military investments in the band cannot be damaged this season when taking the ‘Support the Army’ action.&lt;br /&gt;
&lt;br /&gt;
=== Quartermaster ===&lt;br /&gt;
&#039;&#039;Warehouses of supply and reinforcement.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Equip the Heroes:&#039;&#039;&#039; Gain X Random Potions [X = Tier x 2] and Y Random Journeyman items [Y = Tier]&lt;br /&gt;
# &#039;&#039;&#039;Support the Mercenaries:&#039;&#039;&#039; Gain X War Supplies [X=Tier x 2]. War Supplies can be turned in to the Exchange to repair a damaged Military or Naval investment (regardless of tier).&lt;br /&gt;
# &#039;&#039;&#039;Resupply the Troops:&#039;&#039;&#039; Gain X Locks [X= (Tier x 2) + 1 per Farm in the Band] when an army takes the Billet action in the territory that this Quartermaster is based in. The army also recovers an additional Y strength [ Y = Tier x 100]. Where there are multiple quartermasters in a territory, the lock bounty is added together and split between them.&lt;br /&gt;
&lt;br /&gt;
=== Bivouac ===&lt;br /&gt;
&#039;&#039;A hidden forward camp and staging point.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Cannot be located in a territory with the Urban terrain.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Hunt for Supplies:&#039;&#039;&#039; Gain X random Wilderness resources and Herbs. [X=Tier x 4] &lt;br /&gt;
# &#039;&#039;&#039;Forward Scouts:&#039;&#039;&#039; Military Investments from the Band count as being one tier higher this season for the purposes of ‘Scout the Frontier’. &lt;br /&gt;
# &#039;&#039;&#039;Deep Raid:&#039;&#039;&#039; Military investments from this band may target territories one territory removed from Concordian territory for the ‘Scout the Frontier’ action this season.&lt;br /&gt;
&lt;br /&gt;
=== Cove ===&lt;br /&gt;
&#039;&#039;A secure anchorage for ships.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Must be located in a Coastal Territory&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Privateers:&#039;&#039;&#039; Naval investments in this band that take the ‘Support Fleet’ downtime action this season will still gain resources as if they had completed ‘Independent Action’, albeit half as much.&lt;br /&gt;
# &#039;&#039;&#039;No Port Too Far:&#039;&#039;&#039; Naval investments in this band that take the ‘Trade with Foreign Ports’ downtime action this season will be treated as being X [ X = tier ] tiers higher for the purposes of reaching distant or dangerous ports.&lt;br /&gt;
# &#039;&#039;&#039;Docking Fees:&#039;&#039;&#039; Gain X Locks [ X = (Tier X 2) + 1 per Business in Band ] &lt;br /&gt;
&lt;br /&gt;
=== Shipyard ===&lt;br /&gt;
&#039;&#039;An industrial site for the repair and construction of ships.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Buoyant Trade:&#039;&#039;&#039; Gain X Locks [X= Tier x 3] when a fleet takes the Dock action in the territory that this Shipyard is based in. The fleet also recovers an additional X strength [ X = Tier x 100]. Where there are multiple Shipyards in a territory, the lock bounty is split between them.&lt;br /&gt;
# &#039;&#039;&#039;Private Repairs:&#039;&#039;&#039; Gain X War Supplies [X=Tier x 2]. War Supplies can be turned in to the Exchange to repair a damaged Military or Naval investment (regardless of tier).&lt;br /&gt;
# &#039;&#039;&#039;Repair and Refurbish:&#039;&#039;&#039; Select a Naval or Business investment within the Band. During this Season it cannot be damaged and next season it may be upgraded for one less wain. It may not undertake special actions this season, and must undertake Profitable Work if it is a Naval Investment. It may not be targeted by an enchantment that allows it to function as another type of investment this season.&lt;br /&gt;
&lt;br /&gt;
=== Merchant League ===&lt;br /&gt;
&#039;&#039;A connection of mercantile enterprises.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Sell Sell Sell:&#039;&#039;&#039; Gain X Locks [X = (Tier x 2) + 1 for each different kind of investment in the Band]&lt;br /&gt;
# &#039;&#039;&#039;Buy High:&#039;&#039;&#039; Gain X random wains [ X = Tier ]&lt;br /&gt;
# &#039;&#039;&#039;Primary Industries:&#039;&#039;&#039; Gain X random resource measures [X = (Tier x 2) + 2 for each kind of investment in Band]&lt;br /&gt;
&lt;br /&gt;
=== Assay ===&lt;br /&gt;
&#039;&#039;An office of mineral excellence.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Mineral Wealth:&#039;&#039;&#039; Gain X mine resources [X = (Tier x 3) + 1 for Each mine tier in Band]&lt;br /&gt;
# &#039;&#039;&#039;Dig New Veins:&#039;&#039;&#039; Select mine investments equal to Tier that are in the band. Those investments may upgrade next season for 1 wain less.&lt;br /&gt;
# &#039;&#039;&#039;Dig Deep:&#039;&#039;&#039; This band&#039;s Mine investments that are in the same territory as this enterprise continue to function as normal this season despite enemy occupation. This band&#039;s mine investments cannot be damaged this season.This enterprise continues to function, but cannot take any other action.&lt;br /&gt;
&lt;br /&gt;
=== Marketplace ===&lt;br /&gt;
&#039;&#039;An organisation focused on the trading of goods and materials.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Trade Monopoly:&#039;&#039;&#039; Gain X random Journeyman items [X = Tier X 2] and Y random measures [Y = (Tier x 2) + 1 per tier of investment in the Band]&lt;br /&gt;
# &#039;&#039;&#039;The Exchange Special:&#039;&#039;&#039; At Summit gain access to a private set of purchasable resources from the Exchange master. These are exclusive and limited.&lt;br /&gt;
# &#039;&#039;&#039;Follow the Market:&#039;&#039;&#039; This Enterprise moves to an adjacent territory for no cost. This allows the Enterprise to be based in a territory contrary to the standard Enterprise location rules. However it may not be based in territory not controlled by this band’s realm.&lt;br /&gt;
&lt;br /&gt;
=== Syndicate ===&lt;br /&gt;
&#039;&#039;A gray market endeavour.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Contraband:&#039;&#039;&#039; Gain X potions, random artisan crafts, and other nefarious items. [ X = Tier +1 per member of the Band]&lt;br /&gt;
# &#039;&#039;&#039;Things that can’t be Bought: &#039;&#039;&#039; This investment undertakes a ‘Trade with Foreign Ports’ downtime action as if it was a Naval Investment with Tier X [X = tier x 2]. However this may only be completed targeting nations that The Concord is not currently trading with. This action carries  danger of the Enterprise being damaged, particularly over long distance or notably dangerous relationships.  Current targets are the following:  - [[The Adanji Shahak]]  - [[The Trade Principality of Aprivano]]  - [[Threats to Esterra|The Onyx Aristocracy]]  - [[The Artebazzani Empire]]  - [[The Bailite Kingdoms]]&lt;br /&gt;
# &#039;&#039;&#039;Under their Noses:&#039;&#039;&#039; Investments held by this band that share a territory with this Enterprise cannot be damaged due to enemy action and continue to function while in territory held by enemy nations this season. This enterprise continues to function, but cannot take any other action.&lt;br /&gt;
&lt;br /&gt;
=== Community ===&lt;br /&gt;
&#039;&#039;A township or hamlet.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Community Support:&#039;&#039;&#039; Gain income as if the Enterprise was an investment of Tier X [X = Tier x 2]. The type of investment must be held by at least one member of the Band.&lt;br /&gt;
# &#039;&#039;&#039;A Quiet Season:&#039;&#039;&#039; Investments in this band may not take special action this season. Investments may not take actions that take place out of their territory this season. Investments may not be damaged this season. Characters in this band gain 1 bonus hitpoint and either 2 bonus mana or 1 bonus energy next Summit. Gain X Locks [X = Tier + 1 per 2 members of the band].&lt;br /&gt;
# &#039;&#039;&#039;For Hearth and Home:&#039;&#039;&#039; If a hostile force is campaigning in the same region as this Enterprise this season, all members of this band gain the &#039;&#039;Deathless&#039;&#039; skill next season. If they already had &#039;&#039;Deathless&#039;&#039; they gain &#039;&#039;Unstoppable&#039;&#039; for the next Summit&#039;&#039;.&#039;&#039; If they already had &#039;&#039;Unstoppable,&#039;&#039; they gain 1 maximum energy for the next Summit.  Gain random potions equal to X [X = number of members of the band at the Summit.] &lt;br /&gt;
&lt;br /&gt;
=== Hunting Lodge ===&lt;br /&gt;
&#039;&#039;A wilderness retreat for hunting, hiking, and immersing yourself in nature.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Cannot be based in a territory with the ‘Urban’ terrain.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Spoils of the Wild:&#039;&#039;&#039; Gain X random Wilderness resources and Herbs.[X=Tier x 4]&lt;br /&gt;
# &#039;&#039;&#039;Feast by Firelight:&#039;&#039;&#039; Each character in the band gains a High Morale card. This can be turned into the Civil Service the next time the character would suffer a Minor or Moderate spiritual wound. The character does not suffer the wound. &lt;br /&gt;
# &#039;&#039;&#039;Hunting Trip:&#039;&#039;&#039; This Enterprise may undertake a Scout the Frontline downtime action as if it were a Military investment equal to X [X = Tier x 2]. It may only target territories adjacent to where it is currently based. &lt;br /&gt;
&lt;br /&gt;
=== Shrine ===&lt;br /&gt;
&#039;&#039;A religious retreat and place of contemplation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Preach to the Masses:&#039;&#039;&#039; Gain X Church Votes. [X = Tier x 3] and Y Locks. [Y = Tier x 2]&lt;br /&gt;
# &#039;&#039;&#039;Arm the Masses:&#039;&#039;&#039; Congregation investments in this Band may take the ‘Support the Army’ or ‘Defend the Fortification’ actions this season as if they were military investments of the same tier. &lt;br /&gt;
# &#039;&#039;&#039;Heal the Masses:&#039;&#039;&#039; Gain X Crystal Mana [X = Tier + all Leyline and Congregation Tiers in Band). &lt;br /&gt;
&lt;br /&gt;
=== Library ===&lt;br /&gt;
&#039;&#039;A place of arcane knowledge and research.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Arcane Knowledge:&#039;&#039;&#039; Gain Crystal Mana equal to X [X= (Tier x 2) + number of Leylines and characters with Magus in the Band ]&lt;br /&gt;
# &#039;&#039;&#039;Private Research:&#039;&#039;&#039; The Band Leader may submit a research request to be completed during the downtime season. This research must be focused on the fields of the arcane, divine, or physical sciences of the world of Esterra. The request should be a single sentence and a brief result will be given to the Band Leader at the next Summit. This will provide additional information, rather than new crafts, potions, or ceremonies.&lt;br /&gt;
# &#039;&#039;&#039;Magi’s Infusion:&#039;&#039;&#039; Select one spell known by the Concord. At the following Summit, all members of the band with the ‘Magus’ skill know this chosen spell for the duration of the Summit.&lt;br /&gt;
&lt;br /&gt;
=== Laboratory ===&lt;br /&gt;
&#039;&#039;A place of alchemical study and experimentation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Bring the Supplies:&#039;&#039;&#039; Gain X random herbs [ X = (Tier x 2) + 1 per tier of Herb Garden investment in the Band] and Y random potions [ Y = Tier x 2 ]&lt;br /&gt;
# &#039;&#039;&#039;Search the Records:&#039;&#039;&#039; Select one potion available to The Concord, and if not to the whole Concord, this Band’s realm. All members of the band with the ‘Apothecary’ skill will be able to craft this potion this summit as if they knew it. In addition, gain X of that potion [X = Tier]&lt;br /&gt;
# &#039;&#039;&#039;Cutting Edge:&#039;&#039;&#039; When this action has been completed three times, the Band leader may submit a request for a new potion. This potion may only be learned by members of the band for the first year following its creation. Members of the Band’s realm for the second year following its creation, before finally being available to The whole Concord in the third year. In addition, gain X herbs each time this action is taken. [ X = ( Tier x 2 ) + 1 per tier of herb garden in the Band].&lt;br /&gt;
&lt;br /&gt;
=== Graveyard ===&lt;br /&gt;
&#039;&#039;A site for the dead, dying, and their souls.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Tend to the Missing:&#039;&#039;&#039; Gain X Crystal Mana [X = ( Tier x 2) + 1 per character who died from this realm last Summit]&lt;br /&gt;
# &#039;&#039;&#039;Fill the Book:&#039;&#039;&#039; The Band Leader may submit a research request relating to a historic individual who perished within the region the Enterprise is based within. The request should be a single name and a brief result will be given to the Band Leader at the next Summit.&lt;br /&gt;
# &#039;&#039;&#039;Interred with Honour:&#039;&#039;&#039; Following the death of a Concordian Hero, if the Band Leader has permission from the hero’s band leader or closest companion, that character may be interred within this graveyard enterprise. A maximum of X characters may be interred per season. The Band Leader may ask X questions of each of X dead characters who have been interred within the Graveyard prior to this season. [X = Tier]. This questioning is completed through Spheric magic. This action may be used to both inter and question characters, both with a value of X actions.&lt;br /&gt;
&lt;br /&gt;
== Realmic Enterprises ==&lt;br /&gt;
&lt;br /&gt;
=== Haven ===&lt;br /&gt;
&#039;&#039;A reclusive and hidden Greenweald settlement, standing as the flickering light in the dark.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite:&#039;&#039;&#039; Must be a Greenweald Band with the [[Greenweald Haven|Haven]] archetype.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Open to Trade:&#039;&#039;&#039; Gain X Wilderness and Herb Garden Measures [X = Tier x 3] and gain Y Locks [ Y = Tier x 2]&lt;br /&gt;
# &#039;&#039;&#039;Rage against the Dark:&#039;&#039;&#039; Grants 200 Defence to the territory this enterprise is found within. Investments in the band that share a territory with this enterprise can defend it as if they were military investments of their tier-1 (to a minimum of 1) taking the ‘Defend the Fortification’ action. Military investments in the band do not take this malus. &lt;br /&gt;
# &#039;&#039;&#039;Indulge in the Old Ways:&#039;&#039;&#039; Gain X Crystal Mana [ X = (Tier x 2) + 2 for each member of the band. ] Gain 1 Random artisan craft. A random number of characters from the band will begin next summit with Traumatic Wounds.&lt;br /&gt;
&lt;br /&gt;
=== Wealdward ===&lt;br /&gt;
&#039;&#039;A tract of wild, untamable, and corrupt Weald wilderness, tended to as much to keep it at bay as it is to keep it useful.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Must be a Greenweald Band&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Among the Underbrush:&#039;&#039;&#039; Gain X Wilderness measures and Crystal Mana [X = Tier x 4]&lt;br /&gt;
# &#039;&#039;&#039;Truth Under the Moon:&#039;&#039;&#039; Gain X Crystal Mana [X = Tier x 2] and Y visions of the coming Summit. [ Y = Tier]. &lt;br /&gt;
# &#039;&#039;&#039;Battle the Darkness:&#039;&#039;&#039; Gain X random artisan crafts, Y potions, and X wounds [X = Tier, Y = Tier x 2]&lt;br /&gt;
&lt;br /&gt;
=== Quarter ===&lt;br /&gt;
&#039;&#039;A neighbourhood within a larger metropolis, with its own microculture and fierce parochialism.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Must be a Lerona Mere Band and this enterprise must be in the Legend City territory.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Web of Patronage:&#039;&#039;&#039; Gain X Locks [X = (Tier x 2) +1 per character with Artisan, Apothecary, or Divine Lore in the Band. Each character is counted once only.)&lt;br /&gt;
# &#039;&#039;&#039;More Important on Paper:&#039;&#039;&#039; During this season, all investments operated by the Band count as being 1 tier higher for the purposes of determining their rewards from Special Actions, or actions that have a reward split over many parties. This does not increase their actual importance or strength, only their split of the reward.&lt;br /&gt;
# &#039;&#039;&#039;Fanfestivo!:&#039;&#039;&#039; Gain X random measures [X = Tier x 2] and Y potions with prominent non-medicinal side effects [Y = Tier x 2]. Gain Z Locks [ Z = Tier].&lt;br /&gt;
&lt;br /&gt;
=== Hospitality ===&lt;br /&gt;
&#039;&#039;A temple to avarice, joy, and cold hard coin. All the light of the city and its darkest shadows.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Must be a Lerona Mere Band&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;The House Always Wins:&#039;&#039;&#039; 20% chance to gain X Locks [X = Tier x 3], 20% Chance to gain Y Locks [Y = Tier x 2], 20% Chance to gain Z Locks [Z = Tier], 20% chance to lose locks equal to tier, 20% chance to gain nothing.&lt;br /&gt;
# &#039;&#039;&#039;Open Tables, Open Hearts: &#039;&#039;&#039; Gain locks equal to X. A number of players in the band equal to X and with investments in the same territory as this enterprise gain a High Morale card. This can be turned in to the Civil Service the next time the character would suffer a Minor or Moderate spiritual wound. The character does not suffer the wound. [ X = Tier x 2]&lt;br /&gt;
# &#039;&#039;&#039;Red Velvet Revolution:&#039;&#039;&#039; Select one Lerona Mere political party. The band gains favour with this party, receiving additional information and support from that party in the coming Summit. This party also receives prominence in the public eye. Also Gain X Locks [X = Tier x 2].&lt;br /&gt;
&lt;br /&gt;
=== Villa ===&lt;br /&gt;
&#039;&#039;A regional estate complete with agriculture, privacy, and wealth.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Must be a Lerona Mere Band based in a region that does not have the ‘Urban’ terrain.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Vineyards and Victuals:&#039;&#039;&#039; Gain X Locks, X Wilderness Resources, and X Herbs [X = Tier ].&lt;br /&gt;
# &#039;&#039;&#039;The Quiet Garden:&#039;&#039;&#039; Herb Gardens, Farms, and Wildernesses operated by this band cannot be damaged this season. &lt;br /&gt;
# &#039;&#039;&#039;Legacy of the Landholders:&#039;&#039;&#039; Gain a random wains equal to X [ X = Tier]&lt;br /&gt;
&lt;br /&gt;
=== Caravan ===&lt;br /&gt;
&#039;&#039;A wagon train that wanders the wastes and wilds.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Must be an Andashi band.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;From the Land to the City:&#039;&#039;&#039; Gain X Resources [ X = (Tier x 2) + 2 for each investment Tier in the band). This Enterprise may move to an adjacent territory controlled by this band&#039;s Realm. This allows the Enterprise to be based in a territory contrary to the standard Enterprise location rules.&lt;br /&gt;
# &#039;&#039;&#039;Send the Scouts:&#039;&#039;&#039; This Enterprise may undertake a Scout the Frontline downtime action as if it were a Military investment equal to X [X = Tier x 2]. It may only target territories adjacent to where it is currently based. This Enterprise may move to an adjacent territory controlled by this bands Realm. This allows the Enterprise to be based in a territory contrary to the standard Enterprise location rules.&lt;br /&gt;
# &#039;&#039;&#039;Trade in Travel:&#039;&#039;&#039; Gain X Locks [ X = Tier x 2] and convert any amount of measures to keys at a rate of 1:2. These measures must be handed in to the sign out desk at the end of Summit. This Enterprise may move to an adjacent territory controlled by this band&#039;s Realm. This allows the Enterprise to be based in a territory contrary to the standard Enterprise location rules.&lt;br /&gt;
&lt;br /&gt;
=== Dig ===&lt;br /&gt;
&#039;&#039;A place of the past unearthed by time and fate.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Must be an Andashi band.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Trinkets for Sale:&#039;&#039;&#039; Gain locks equal to X [ X = (Tier x 2) + 1 for each Wilderness and Mine tier in the Band]&lt;br /&gt;
# &#039;&#039;&#039;Lost Artifacts:&#039;&#039;&#039; Gain artisan crafts equal to X [ X = Tier + 1 for each Wilderness and Mine investment in the Band, to a maximum of 4. Journeyman crafts are most common, but expert and masterwork crafts are possible]&lt;br /&gt;
# &#039;&#039;&#039;Hidden Mysteries:&#039;&#039;&#039; The Band Leader may submit a research request relating to a historic events within the region the Enterprise is based within. The request should be a single sentence and a brief result will be given to the Band Leader at the next Summit.&lt;br /&gt;
&lt;br /&gt;
=== Estate ===&lt;br /&gt;
&#039;&#039;A noble manor, grounds, and dignity.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Must be a Bordevarian band with the ‘[[Bordevar Noble House|Noble House]]’ archetype.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Commoner Sweat:&#039;&#039;&#039; Gain X Locks [X = (Tier x 2) +1 per each commoner character within the Band and/or Farm investments in the band, to a maximum of +3.] &lt;br /&gt;
# &#039;&#039;&#039;Raise the Knightly Banners:&#039;&#039;&#039; Any investments held by Knights of this Band may function as if they were military investments of the same tier this season. If a Knight in this band already has a military investment, it functions at +1 Tier&lt;br /&gt;
# &#039;&#039;&#039;Noble Heirloom:&#039;&#039;&#039; When this band is founded, select a masterwork or expert artisan craft. When this action is taken, that artisan craft will be placed in the band leaders inventory at the following Summit. It only lasts one summit before expiring (in world it is being returned to its resting place within the Estate). When this band increases in tier you may select an additional Masterwork or expert artisan craft. These are added to the list of available crafts, although only one can be in use at a time.  &lt;br /&gt;
&lt;br /&gt;
=== Keep ===&lt;br /&gt;
&#039;&#039;A martial fastness of strength and honour.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Must be a Bordevarian band with at least one [[Bordevarian Knighthood, Nobility and Commonfolk|Knightly]] character.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Hold the Line:&#039;&#039;&#039; Grants 300 defence to the territory it is in. Can be defended by military investments in the Warband. &lt;br /&gt;
# &#039;&#039;&#039;Seat at the Table:&#039;&#039;&#039; Gain Locks equal to X. [X = Tier + 1 per Knight in the Band]. All Knight characters in the band gain +1 maximum energy next Summit.&lt;br /&gt;
# &#039;&#039;&#039;Training Yard:&#039;&#039;&#039; Select one combat skill known by a character in the band. All Knight, Squire, or Errant characters in the band count as knowing that Combat skill for the duration of next Summit.&lt;br /&gt;
&lt;br /&gt;
=== Underburrow ===&lt;br /&gt;
&#039;&#039;A buried community of industry and life.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Must be an Iron Valley band.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Mine and Mundanity:&#039;&#039;&#039; Gain X Mine Measures [X = ( Tier x 2) + 2 per mine investment in the band]&lt;br /&gt;
# &#039;&#039;&#039;End the Long Retreat:&#039;&#039;&#039; If a hostile force is campaigning in the same territory as this Enterprise this season, all members of this band gain the &#039;&#039;Deathless&#039;&#039; skill next season. If they already had &#039;&#039;Deathless&#039;&#039; they gain &#039;&#039;Unstoppable&#039;&#039; for the next Summit&#039;&#039;.&#039;&#039; If they already had &#039;&#039;Unstoppable,&#039;&#039; they gain 2 maximum energy for the next Summit.  Gain random journeyman crafts equal to X [X = number of members of the band at the Summit / 2.] &lt;br /&gt;
# &#039;&#039;&#039;Prosper in the Dark:&#039;&#039;&#039; Investments held by this band that share a territory with this Enterprise cannot be damaged due to enemy action and continue to function while in territory held by enemy nations this season. This enterprise continues to function, but cannot take any other action.&lt;br /&gt;
&lt;br /&gt;
=== Pinnacle ===&lt;br /&gt;
&#039;&#039;A high place to be one with the world and what lies beyond.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisite&#039;&#039;&#039;: Must be an Iron Valley Band and this enterprise must be based in a territory with the mountain terrain or adjacent to a territory with the mountain or impassable mountain terrain.&lt;br /&gt;
&lt;br /&gt;
# &#039;&#039;&#039;Stargazing:&#039;&#039;&#039; Gain X Crystal Mana [X = Tier x 3] and Y visions of the world beyond Esterra. [ Y = Tier]. &lt;br /&gt;
# &#039;&#039;&#039;Blessing of the Stars:&#039;&#039;&#039; All characters with the Magus skill in the band gain +2 maximum personal mana and +1 hitpoint this coming Summit. Gain X resources measures  [X = Tier x 2]&lt;br /&gt;
# &#039;&#039;&#039;Gather the Starshards:&#039;&#039;&#039; Gain X Starshards [ X = Tier]. Starshards can be turned in to the Exchange to repair a damaged Leyline, Congregation, or Wilderness investment (regardless of tier)&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[Player Groups]]&lt;br /&gt;
* [[Player Groups - Bands|Bands]]&lt;br /&gt;
* [[Player Groups - Sects|Sects]]&lt;br /&gt;
* [[Player Groups in Iron Valley|Player Groups in the Iron Valley]]&lt;br /&gt;
* [[Player Groups in Andash]]&lt;br /&gt;
* [[Player Groups in Bordevar]]&lt;br /&gt;
* [[Player Groups in Lerona Mere]]&lt;br /&gt;
* [[Player Groups in the Greenweald Baronies|Player groups in the Greenweald Baronies]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Spring_225_Interlude&amp;diff=3690</id>
		<title>Spring 225 Interlude</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Spring_225_Interlude&amp;diff=3690"/>
		<updated>2025-10-14T10:21:54Z</updated>

		<summary type="html">&lt;p&gt;Leo: updated form link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Welcome to the Interlude page for the Spring 225 Summit! This Wiki Page aims to assist in providing clarity for Downtime and other events that have resulted from Player action at the most recent Summit. On this page you can find the Downtime Submission link, public Special Actions, Council decisions and far more! &lt;br /&gt;
&lt;br /&gt;
Everything you can find here in the Interlude page will also hopefully assist in providing some further reasoning to actions between Summits. For the most part, The Winds of the World themselves will answer a lot of these questions, but &#039;&#039;&#039;all information found here can be considered to be known in character&#039;&#039;&#039;! This will help for folks running Sanctioned Events, or at Game Hen Events, by providing at least a baseline understanding of what will be happening in the early stages of the Season between Summits. &lt;br /&gt;
&lt;br /&gt;
In regards to Downtime itself, please note that as always &#039;&#039;&#039;not everyone needs to submit a Downtime&#039;&#039;&#039;! If you are not an Artisan, planning on taking any Special Actions (either public or known to you), and you just want to produce as standard for your Investment, then don’t feel like you have to submit. However, if getting involved in shenanigans is for you, then have a read below to work out if there is anything you can get involved in that is publicly available! &lt;br /&gt;
&lt;br /&gt;
There will always be Special Actions that are private, or locked to particular Investments, Archetypes, Realms and more. &#039;&#039;&#039;If it is not mentioned in this Interlude Page, and you do not know what it is, we ask that you do not select it!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Downtime Form closes on Saturday the 18th of October&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://docs.google.com/forms/d/e/1FAIpQLSf4W1QXUCTVluRGLrCLYwQ4SLVefnv9g_7Bzdq31G-wCVxMoQ/viewform?pli=1 Downtime Link Form!]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Band Enterprise Downtime form closes on Saturday the 8th of November &lt;br /&gt;
&lt;br /&gt;
[https://docs.google.com/forms/d/e/1FAIpQLSdHrBUbdWZCU4e2KJStD98DGzWNcYfwe5Rp7HZRBKclDfH34A/viewform Band Enterprise Downtime Form]&lt;br /&gt;
&lt;br /&gt;
== Councils and Choices ==&lt;br /&gt;
As always, the various Councils of The Concord have been busy making decisions, declarations and more. In particular, the choices of The Senate, The Church and The Warchamber are all worth knowing to both the people of Southern Esterra and the heroes of The Concord. While it may take some time for The Civil Service to publish these documents, they can be found here;&lt;br /&gt;
&lt;br /&gt;
* [[Senate Motions - Spring 225|Senate Motions]]&lt;br /&gt;
* [[Motions of the Concordian Church|Church Motions]]&lt;br /&gt;
* [[Military Orders - Spring 225|Military Orders]]&lt;br /&gt;
&lt;br /&gt;
Before 225, Military Orders were not made public in the same way as Senate and Church Motions until the release of The Winds of the World. The Team is hoping that by making these actions public from the get go, it can provide clarity for both Downtime and roleplay between Events. &lt;br /&gt;
&lt;br /&gt;
== Investments and Downtime ==&lt;br /&gt;
The below section will cover the specific details that are important for particular Investments. A lot of this information is clearly listed in the Downtime Form itself, or in the Investments page, but by also adding it below it can give a bit more flavour for those who may not have had an idea of what they wanted to do! &lt;br /&gt;
&lt;br /&gt;
In addition, if there are any Special Actions relating to an Investment that are public knowledge, they will be listed here too alongside a brief description! If you don’t see your Investment listed, it just means that there are no additional notes that may be relevant to you for Downtime and the Interlude, beyond the narrative of last Season’s Winds and the Winds yet to come. &lt;br /&gt;
&lt;br /&gt;
=== Military Investments ===&lt;br /&gt;
The list of actions a Military Investment can take are varied, but detailed here in the [[Investments]] Page! &lt;br /&gt;
&lt;br /&gt;
In particular, Supporting an Army or Fortification, Scouting the Frontline, and Paid Work are the most common of the Standard Actions. At a baseline, Military Investments are assumed to be taking the Paid Work action, which will net a random assortment of resources, items or income! There is always a very small amount of risk taking this action, which could result in a damaged investment. &lt;br /&gt;
&lt;br /&gt;
Players wanting to Support an Army or Fortification are encouraged to read the [[Military Orders - Spring 225|Military Orders]] page so as to have a better idea of what is going on in the wider campaign at the end of Summit. The page details the orders given by Generals and Champions, and can greatly influence what Force you might want to Support! &lt;br /&gt;
&lt;br /&gt;
Players wanting to send their Military to Scout the Frontline will find that they are only able to select Territories adjacent to Concordian held land. This focuses the intent of this action and provides much more substantial and meaningful results. There is no current list for applicable Territories and benefits or consequences for choosing them, however it can be expected that each Territory will be heavily impacted by Military Orders, Winds and the greater narrative at play in that area. All Territories that can be chosen for Scouting are listed in the Downtime Form for ease! &lt;br /&gt;
&lt;br /&gt;
==== Special Actions - Military ====&lt;br /&gt;
&lt;br /&gt;
==== Tunnel Vipers - Baelag’s Holdfast ====&lt;br /&gt;
Any Military Investment from any Realm may now assist in the tunnelling actions beneath Baelag’s Holdfast, as per the Winds Entry ‘[[What it Means to Be Alive - The War in Windholme]]’. This opportunity represents defending and assisting those miners who dig ever deeper, fighting off any Severed Lord incursions into the tunnels while also providing additional bodies for the work itself. &lt;br /&gt;
&lt;br /&gt;
==== Ducal Decree - Fight Further Into Draemoor (Any Realm) ====&lt;br /&gt;
A decree by the entirety of The Ducal Council of Weiland is published across The Concord. The Heroic Contingent in its entirety is called to arms to assist The Barrow Hounds in their push into Draemoor. Staging out of The Vaulderin Armoury and assisted by their resources, any Heroic Military Investment is able to take this action and fight further into Draemoor. &lt;br /&gt;
&lt;br /&gt;
=== Naval Investments ===&lt;br /&gt;
The list of actions a Naval Investment can take are just as varied as a Military, but often far more outgoing. Detailed information can be found here in the [[Investments]] Page! &lt;br /&gt;
&lt;br /&gt;
In particular, Supporting a Fleet, Trade with Foreign Ports, and Paid Work are the most common of the Standard Actions. At a baseline, Naval Investments are assumed to be taking the Paid Work action, which will net a random assortment of resources, items or income! There is always a very small amount of risk taking this action, which could result in a damaged investment. &lt;br /&gt;
&lt;br /&gt;
Players wanting to Support a Fleet are encouraged to read the [[Military Orders - Spring 225|Military Orders]] page so as to have a better idea of what is going on in the wider campaign at the end of Summit. The page details the orders given by Generals and Champions, and can greatly influence what Force you might want to Support! &lt;br /&gt;
&lt;br /&gt;
Players wanting to send their Naval Investment to Trade with Foreign Ports will find below a list of known Ports to trade with in the Downtime Form! Some of these Ports can be found across the Wiki, with relevant trade expectations listed within the appropriate sections, however others are not. The Team is working on putting together a more succinct list for the purposes of Trade, but in the meantime Players should expect Military Orders, Winds and the greater narrative to heavily impact the result! &lt;br /&gt;
&lt;br /&gt;
==== Open Foreign Ports ====&lt;br /&gt;
The following Foreign Ports are open to Concordian ships this season. Some are dangerous journeys and if your ship does not meet the minimum requirements for travelling there, then you risk (but are not ensured of) danger. If your ship is more than 3 tiers below what is required, it risks being destroyed entirely and your character significantly hampered or even killed. The nature of these journeys mean that ships travelling together does not necessarily improve their chances, as such tiers cannot be combined.&lt;br /&gt;
&lt;br /&gt;
===== Dendarr Nations - Kameiros =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
The Easternmost city of the Dendarri, Kameiros is friendly to Concordian ships and captains can expect to trade in  Beastbone, Suns Iron, Hartswood, and rumours from this land of Heroes. In addition, the Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== The Golden Fleet - Banathea =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
The pirate-port of Banathea sits empty of its vast fleet as it is busy raiding the Great Trade Sea and Explorers Sea. But long standing treaties ensure Concordian ships are safe resting here. Captains can expect to trade for Herbs, Artisan Crafts, and Potions, albeit in small numbers.&lt;br /&gt;
&lt;br /&gt;
===== Fealties of Drummond - Crownsport =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
The largest port on the West of Drummond, Crownsport is ruled by House Rayleigh and is known to be the gateway to Drummond for travellers from the east. Receptive to Concordian captains, you can expect to trade in Forgesteel, Suns Iron, Hartswood, and sometimes rare Drummondite arms and armour. In addition, the Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== Fealties of Drummond - Bleakstarbe =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
A far smaller port on the Cape of Karlais, south of Crownsport, Bleakstarbe is a stormwracked harbour set between dark cliffs. Ruled be the rising House Silas of Duchy Forsword, it is poorer than Crownsport but Captains are far more likely to gain a meeting with ‘The Barbed Wolf’, Duke Jeryn Silas. Captains should expect trade in Hartswood, Beastbone, Blacksap, and sometimes rare Drummondite arms and armour. In addition, the Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== Fealties of Drummond - Manacle Harbour =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
Northernmost port of the Fealties, Manacle Harbour rests in the turbulent seas of ‘The Arc’, an archipelago of large isles ruled as part of Duchy Artallian by House Rottmour. The growing maritime influence of the Duchy draws attention, but it remains to be seen if there is money to be made. Captains should expect to trade in Essencite, Bloodglass, Shimmering Scales and sometimes rare Drummondite arms and armour. In addition, the Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== Free Tabbadar - Odrigan =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
Far to the west across the Great Trade Sea, to the farthest reaches of Invicta Minor rests free Odrigan. A revolutionary city founded by the Tabbadari under Concordian support. Travelling to Odrigan is a journey in charity rather than business. Captains should expect to gain little aside from stories and meagre supplies of Hartswood and Herbs. But without Concordian support, Odrigan will certainly fall.&lt;br /&gt;
&lt;br /&gt;
===== The Idrian Cabal - Rakham’s Cove =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
Hidden among the iceflows far to the South, Rakham’s Cove is a trading harbour for little more than sealflesh, whale blubber, and a madman’s stories. However, if you’re lucky, you might meet some of the strange apprentices of the Idrian Cabal, those minor wizards sent on the unknowable journeys of their distant, spire-dwelling masters. Captains should expect trade in Crystal Mana, Artisan Crafts, and Beastbone.&lt;br /&gt;
&lt;br /&gt;
==== Special Actions - Naval ====&lt;br /&gt;
&lt;br /&gt;
==== Plunder Hukar ====&lt;br /&gt;
As per the Winds Entry ‘[[White Flags Aloft Before War begins]]’, an opportunity to plunder the far shores of Hukar has become available to The Concord. The action will involve sailing to the coastal Kaludas and attempting entry to steal whatever riches and information they can find. This action is expected to have moderate danger and an unclear reward. &lt;br /&gt;
&lt;br /&gt;
=== Other Public Special actions ===&lt;br /&gt;
&lt;br /&gt;
==== Climb the Cildfrau - Baelag’s Holdfast ====&lt;br /&gt;
As per the Winds Entry ‘[[What it Means to Be Alive - The War in Windholme]]’, there is an opportunity for specific Realmic Archetypes to add their expertise to the claiming of Baelag’s Holdfast. This opportunity would see The Cildfrau Mountains climbed, roping down from their peaks directly into the Holdfast from above. &lt;br /&gt;
&lt;br /&gt;
This Action is only available to Characters with the Summiter, Shesti, Bravo, Huntsmarshall or Kings Ranger archetypes. &lt;br /&gt;
&lt;br /&gt;
==== Tunnel Vipers - Baelag’s Holdfast ====&lt;br /&gt;
As per the entry under Military Investments, any Mine Investment from any Realm may now take the Tunnel Vipers Special Action. This opportunity would see the earthworks and tunnels beneath Baelag’s and Windholme East further dug, going deeper and deeper beneath the great Fortress until it creates a passage directly inside its great walls. &lt;br /&gt;
&lt;br /&gt;
==== Conviction of Trust, Faith and Support in Lerona Mere ====&lt;br /&gt;
The Council of Six declares a conviction for the Congregations of the Concord. As per the Church Motions and Council of Six Endeavours, this Conviction has been publicised and made available to any Hero that wishes to pledge their support behind its intent and action. This is not a Special Action, but a Standard Action of Congregations. The details of the Conviction are briefly listed below, but more information can be found on the Church Motions Page;&lt;br /&gt;
&lt;br /&gt;
“We hear the voices of Lerona Mere. We ask Congregations to go to the realm of Lerona Mere and to help rebuild their trust and faith in the Concordian Church of the Spheres. I ask Congregations to listen to their voices, and to understand their rage over the diplomatic actions of the Church, and the legal actions of the nation.&lt;br /&gt;
&lt;br /&gt;
The Concord is stronger with Lerona Mere. The Church is stronger with Lerona Mere. The Church is stronger if those with beliefs on how to better serve the Spheres remain in the Church and use the legal frameworks in place to affect change.”&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Bordevarian_Knighthood,_Nobility_and_Commonfolk&amp;diff=3685</id>
		<title>Bordevarian Knighthood, Nobility and Commonfolk</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Bordevarian_Knighthood,_Nobility_and_Commonfolk&amp;diff=3685"/>
		<updated>2025-10-11T04:58:14Z</updated>

		<summary type="html">&lt;p&gt;Leo: added link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
As a strictly separated culture, [[Kingdom of Bordevar|Bordevar]] has grown from is Drummondite Cultural heritage, the Ethos of King Artourious and their martial way of life to become what it is today. Young children grow up in farmsteads hearing the tales of Knightly Valours of Noble Virtue and the path to disgrace that failure can bring. It forms the core of Bordevarian society that all other aspects are built upon.&lt;br /&gt;
&lt;br /&gt;
== The Common Folk ==&lt;br /&gt;
To be a common folk (or leyfolk, or lowborn or simply a commoner) is to be born to a family that is not noble. By this understanding, a vast majority of Bordevar is made up of commoners, easily three quarters or more.&lt;br /&gt;
&lt;br /&gt;
Commoners fill all aspects of society, from soldiers to smiths, traders to thieves. They are a varied people who are more closely defined by their Duchy and occupation than anything else. What can be said to be a commonality is that Bordevarian layfolk are patriotic, loyal and devout peoples who care about their homeland, townships and religion in equal measure.&lt;br /&gt;
&lt;br /&gt;
Within Bordevar Commonfolk are protected by a charter signed by King Bordevar known as ‘The Oaken Accord’. The Accord affords many protections and liberties to the common folk but most notably it ensures that the liberty, prosperity and dignity of the Commonfolk would not be infringed by the powerful nobility.&lt;br /&gt;
&lt;br /&gt;
Commonfolk in Bordevar are commonly garbed in working attire, functional and repaired. They are deeply factional and often prone to local rivalries between families and townships. They are hard working people who see great pride in the nation that they rightly believe was built by the sweat of their brow.&lt;br /&gt;
&lt;br /&gt;
=== Game Design of Common Folk ===&lt;br /&gt;
To get the full Bordevar story, we recommend characters begin as commoners. Not only does this support the story of Bordevar (that being predominantly commonborn) but it also provides the intended story arc to experience the Knightly Valours and Noble Virtues if you so choose.&lt;br /&gt;
&lt;br /&gt;
That being said, there are a number of elements of play within Bordevar exclusively for the Commonfolk, including a number of archetypes (such as Billmonger or Prior) and titles (such as Sheriff).&lt;br /&gt;
&lt;br /&gt;
It is also important to note that the Commonfolk of Bordevar are not without honour. They built this Kingdom and are its heart. While there is a social system of titles (people should be regarded well by social status and be called their titles) the common folk are not a downtrodden serf caste.&lt;br /&gt;
&lt;br /&gt;
== Nobility ==&lt;br /&gt;
To be a noble is to either be raised into nobility through completion of the Noble Virtues. The Nobility represents the most skilled, prestigious and favoured of the Bordevarians. They are the companions of the king, the rich, the powerful and the leaders of the Realm. They are clad in fine garb, mighty armour and reside in halls and keeps. To be noble is to be at the forefront of the nation and to be undoubted in your preeminence.&lt;br /&gt;
&lt;br /&gt;
But the world of the nobility is a vipers den. Rivalry between Noble Houses is fierce, often rooted in generations of enmity and coming to blood and betrayal with regularity. To be noble is to be involved in a great competition but also wearing the failings of those around you. A land of no allies and plenty of competitors.&lt;br /&gt;
&lt;br /&gt;
== The Noble Virtues ==&lt;br /&gt;
Bordevarian nobility is centred around six virtues. These are seen as the defining traits of what it means to be noble and are elements of a person and a life that must be lived to become and remain a noble. They are:&lt;br /&gt;
&lt;br /&gt;
* Intelligence, a breadth of knowledge and the use of it.&lt;br /&gt;
* Power, influence and the strength to use it.&lt;br /&gt;
* Guile, wisdom, cunning and the hunger to use it.&lt;br /&gt;
* Allegiance, loyalty to the Realm and a willingness to stand by it.&lt;br /&gt;
* Faith, dedication to the Spheres and the drive to succeed in your travel.&lt;br /&gt;
* Affluence, possession of wealth, personal esteem and good fortune.&lt;br /&gt;
&lt;br /&gt;
Nobles must embody and maintain these powers in their lives in order to prove themselves and to improve the overall standing of the Bordevarian nobility in the eyes of others. Without these virtues, the nobility of Bordevar cannot be said to be the greatest of their skills and the nation will surely crumble. It is in the pursuit of these virtues that Bordevarian nobles gain so much power, wealth and standing, as there is no aspect of Bordevarian nobility that inherently grants these traits to a noble.&lt;br /&gt;
&lt;br /&gt;
=== The Path to Nobility ===&lt;br /&gt;
To become a noble requires widespread support and dedication to the task, as it is likely one of the greatest possible trials a person can undergo. It is not a task entered into lightly and is likely one that will take years to complete.&lt;br /&gt;
&lt;br /&gt;
Firstly, a candidate for nobility must gather six sponsors. These sponsors must already be Bordevarian Nobles. The six sponsors, along with the candidate, must present themselves to the Duke of the Duchy the character resides within (or a nearby Duke if none is available). Each of the Sponsors must speak to a specific character trait that the candidate has exhibited during the course of their time knowing them (&amp;quot;She always acts with intelligence in her role as aide&amp;quot; &amp;quot;His guile in organising the recent festival is above all others&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
If the Duke is satisfied with the presented sponsors they will recognise the candidate, granting them the title of Candidate. The Duke will then present the Candidate with a trial of each of the virtues, one at a time until all are complete. These trials are used to demonstrate that the Candidates abilities were not simple luck and that they possess the strength to rise to the challenge as is required by the Bordevarian nobility. Like the Sponsors, these trials must be demonstrable from the outset, rather than vague (“Support the Realm during a time of crisis” would be too specific for example). Examples of trials include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Intelligence:&#039;&#039;&#039;&lt;br /&gt;
** Present a new tome of lore to the Concord and have it accepted into the library of the Shardcircle or that of the Civil Service.&lt;br /&gt;
** Act as aide to a Senator for a year. After this time stand before a council and answer questions on the political actions you witnessed during this time, giving your opinions.&lt;br /&gt;
** Have a new Potion, Artisan Craft or Ceremony entered into the Concordian Common understanding.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power:&#039;&#039;&#039;&lt;br /&gt;
** Obtain a Concordian title. Serve in it with distinction.&lt;br /&gt;
** Gather about you a household of considerable size for your means, bedecked in your colours and oathed to support you.&lt;br /&gt;
** Have a champion in your colours win a notable tournament.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guile:&#039;&#039;&#039;&lt;br /&gt;
** Present a secret of another Noble or another Concordian Realm to the Duke that they were unaware of and benefits The Kingdom to know.&lt;br /&gt;
** Win a notable tournament of chance, detail how you did so to the Duke.&lt;br /&gt;
** Correctly predict 2/3rds of the title winners for a Summit. Present your estimations to the Duke prior to the elections.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Allegiance:&#039;&#039;&#039;&lt;br /&gt;
** Provide the Realm with an Artifact that will never tarnish, presenting such an item to the Duke to do with as they will.&lt;br /&gt;
** Provide half the resources or currency to the Realm to assist with a notable project.&lt;br /&gt;
** Act as diplomat to another Realm of the Concord on behalf of the Duchy for a year, learning their culture, customs, history, strengths and weaknesses. Pen a report upon the year&#039;s conclusion for the Duchy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Faith:&#039;&#039;&#039;&lt;br /&gt;
** Obtain relics of each of the holy sites of The Concord to be presented to the Duchy.&lt;br /&gt;
** Withstand six inquisitions, one from each Sphere.&lt;br /&gt;
** Obtain the title of High Priest, serve with distinction.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Affluence:&#039;&#039;&#039;&lt;br /&gt;
** Host a tourney, ball or other suitable cultural event. Ensure that your own colours are well represented and that the event is regarded well.&lt;br /&gt;
** Obtain a Deed.&lt;br /&gt;
** Win a bardic competition, fashion tournament or other similar cultural event against worthy competitors. Either as an entrant or sponsoring an entrant.&lt;br /&gt;
&lt;br /&gt;
Upon completion of their Virtuous Trials of Nobility, a Candidate will be presented to the Duchy in a ceremony where they will receive a token of esteem from their Duke and their house will be named or they will be joined into another noble house if they are bonded by ties of blood or marriage. These ceremonies are normally followed by feasts, tourneys and balls as is befitting the new noble, where it is traditional to give them gifts of esteem in celebration.&lt;br /&gt;
&lt;br /&gt;
=== Noble Title ===&lt;br /&gt;
During their en-nobling ceremony, a Candidate will be given a title. These vary widely from Baron to Lord to Marquis and stranger ones besides. A Candidate may request a specific title that perhaps has a historic or personal relevance.&lt;br /&gt;
&lt;br /&gt;
Notably these titles are not honorifics (such as “The Strong &amp;lt;nowiki&amp;gt;&#039;&#039; or “The Wolf &#039;&#039;&amp;lt;/nowiki&amp;gt;) as those are reserved for those that complete the Knightly Valours. These titles also cannot be royal or dukal titles such as Princess, Duchess or Emperor.&lt;br /&gt;
&lt;br /&gt;
=== Noble Inheritance ===&lt;br /&gt;
Upon completion of the Virtuous Trials of Nobility a Candidate becomes a Noble. None of their children or spouses will become nobles automatically. However Noble Houses are often familial as it is far easier to become a noble with the support of a trusted sponsor, such as a partner or parent.&lt;br /&gt;
&lt;br /&gt;
=== Noble Failures and Loss of Nobility ===&lt;br /&gt;
Nobles who act against the virtues or fail in support of the virtues to a notable degree can have their nobility removed. Another noble can request a duke hold a Dukal Council to assess the eligibility of the claim and if the Dukal Council agrees a noble can have their noble title revoked. Frivolous claims are seen as an assault on the virtue of allegiance and are often themselves reason for investigation.&lt;br /&gt;
&lt;br /&gt;
However, unlike Knights, nobles can regain lost titles, as the nobles and Dukal houses of Bordevar understand that nobility is a game of shadows and whispers, one&#039;s esteem may rise and fall over time.&lt;br /&gt;
&lt;br /&gt;
=== Dukes and Duchesses ===&lt;br /&gt;
On behalf of the Crown, Dukes and Duchessess oversee vast swathes of land and nobility within a certain area known as a Duchy. Dukes and Duchesses are of immense importance to the social functions of the nobles and act as the &#039;high nobility&#039; within a region, overseeing disputes, providing Virtue trials and other such formatilities.&lt;br /&gt;
&lt;br /&gt;
For more information, please see the [[Bordevarian Duke|Dukes and Duchesses]] page.&lt;br /&gt;
&lt;br /&gt;
=== Game Design of Nobility ===&lt;br /&gt;
The path to nobility is designed to be one that emulates the pursuit of excellence and deeply woven mixture of loyalty and politics in the highest levels of Bordevar, without necessarily being a combat pursuit. The Nobles of Bordevar should be highly regarded both internally and externally due to the skill and quality. With this in mind the trials have to be notable as simply prescribing importance to a character or position seldom works well or retains in-character consistency.&lt;br /&gt;
&lt;br /&gt;
Importantly, the Virtuous Trials should have some give and take. While they should certainly be challenging undertakings they should never be punitive. Requiring a character with no divine lore to become a high-priest or asking a non-combatant fight is not appropriate. Dukal characters should work with their Candidates to learn their character&#039;s role and what they want to be, assigning trials as appropriate.&lt;br /&gt;
&lt;br /&gt;
Finally, removal of Noble Title should come as a culmination of story and never without the discussion between the player and the ST Team, prior to coming to fruition.&lt;br /&gt;
&lt;br /&gt;
== Knighthood ==&lt;br /&gt;
To be a Knight is to be recognised as a martial protector of the realm, a warrior of skill, honour and loyalty. Knights form the elite of Bordevars army, the protectors of their most important nobility and the heroes of their tales. As such Knights are a deeply loyal and selective group within Bordevar, driving each other to greater heights and standing shoulder to shoulder until the very end.&lt;br /&gt;
&lt;br /&gt;
Knights can come from any background, be it Commoner or Noble, but they must be Bordevarian. Recognition of Knights from other nations (such as Drummond) is contentious at best and it is not uncommon to see Knights of Bordevar in competition with other elite warriors from other nations in order to prove that the Knightly Valours are truly superior.&lt;br /&gt;
&lt;br /&gt;
=== The Knightly Valours ===&lt;br /&gt;
The Knightly Valours are the six traits required in a Knight of Bordevar. They are aspects of their life that will grow, be tested and must never be found wanting. Young children recite the Valours with toy swords in hand, old warriors die with them on their lips. The extent to which the Knights of Bordevar live by the valours has even drawn the attention of the Church on the odd occasion, owing to its intensity. The Knightly Valours are as such:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;, skill at arms, physical endurance, combat experience and knowledge.&lt;br /&gt;
* &#039;&#039;&#039;Courage&#039;&#039;&#039;, bravery in the face of death, honesty and ambition within the world.&lt;br /&gt;
* &#039;&#039;&#039;Servitude&#039;&#039;&#039;, dedication to the crown, support of the social order and protection of your country folk.&lt;br /&gt;
* &#039;&#039;&#039;Will&#039;&#039;&#039;, mental fortitude, worldly knowledge and endurance in times of hardship.&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;, A suspicious mind, a sense for danger and a hatred for traitors.&lt;br /&gt;
* &#039;&#039;&#039;Loyalty&#039;&#039;&#039;, dedication to your fellow Knights, Support of the Nobility and trustworthiness.&lt;br /&gt;
&lt;br /&gt;
Knights must embody these Valours within their lives, bearing and actions. It is these adherence to these Valours that push Bordevarian Knights to be the great protectors that they are, without them, they are nothing but heavily armoured warriors bedecked with too much pride. Friendly wagers or prompts between knights using the Valours as justifications are common, “It would embody the Valour of Strength for you to enter this tourney with me.” or “A truly loyal Knight would carry me home from the Tavern.” and so on. Such is the extent to which it is a part of the personal culture.&lt;br /&gt;
&lt;br /&gt;
=== The Knightly Journey ===&lt;br /&gt;
Becoming a Knight is the dream of thousands of Bordevarians, young and old. Many train for years at elite schools for this exact purpose, whereas others can fall into the path through accidental heroism.&lt;br /&gt;
&lt;br /&gt;
To begin, a would-be-knight (known for now as a Page) must find their first Mentor. A Mentor is a Knight who has witnessed a specific moment where the Page has demonstrated one of the Knightly Valours. Often a Knight will approach that individual and offer to take them on as a Page upon witnessing the act, but you will also see individuals become Pages-In-Waiting, where they journey with a knight hoping that a circumstance will present itself where they can demonstrate a Knightly Valour.&lt;br /&gt;
&lt;br /&gt;
Upon obtaining a mentor, the Page must obtain five more, each willing to speak to their performance of an act in support of each of the Knightly Valours. These six knights are known as a Mentorship Council for the Page.&lt;br /&gt;
&lt;br /&gt;
At this point, each of the Mentors will set for the Page a challenge, known as a Valourous Challenge. Unlike the Trials of Noble Virtue, all of these challenges are given at once and it is the duty of the Page to pursue them in the order they see fit. Mentors are encouraged to train the Page to be capable of their Challenges but are not to assist them with the challenge itself. Example challenges include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Strength:&#039;&#039;&#039;&lt;br /&gt;
** Win The Golden Knight at a Tournament&lt;br /&gt;
** Slay a notable threat assaulting the land.&lt;br /&gt;
** Act as Field Marshall in a victorious battle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Courage:&#039;&#039;&#039;&lt;br /&gt;
** Travel to a far away nation and return with good esteem and a trophy.&lt;br /&gt;
** Lead a dangerous minor conflux and be victorious.&lt;br /&gt;
** Request a Challenge from an Arcadian Herald.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Servitude:&#039;&#039;&#039;&lt;br /&gt;
** Act as Champion for a noble in a tournament, be victorious.&lt;br /&gt;
** Act as executioner for The Concord or the Crowd.&lt;br /&gt;
** Submit to a questioning of loyalty by a Duke or Duchess.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Will:&#039;&#039;&#039;&lt;br /&gt;
** Undergo a Trial of Will where you perform strenuous physical acts and circumstances before being made to recall knowledge.&lt;br /&gt;
** Complete a written test on the history of the Realm, and achieve high marks.&lt;br /&gt;
** Complete a test of magic prowess against the best of the Shardcircle. Be regarded well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Vigilance:&#039;&#039;&#039;&lt;br /&gt;
** Act as bodyguard for a notable Bordevarian until they release you.&lt;br /&gt;
** Track down a notable criminal or traitor to the Realm of The Concord.&lt;br /&gt;
** Suffer the interrogation of a Concordian Spymaster after ascertaining their identity, and not be found wanting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Loyalty:&#039;&#039;&#039;&lt;br /&gt;
** Surrender all your secrets to your Knightly Mentor and Duke in a test of Loyalty.&lt;br /&gt;
** Enter a strategic conflux unarmed with the sole purpose of retrieving the fallen.&lt;br /&gt;
** Act as a final confidant to a dying knight, acting as pallbearer, leading their funeral and heeding their final words.&lt;br /&gt;
&lt;br /&gt;
Unlike the Trials of Noble Virtue, the Valourous Challenges are often (but not always) single events that are either failure or success as opposed to long term trials or acts of honour. Should a Page fail to complete a challenge, their mentor may set them another, however after two failures the page must seek out a new mentor for that virtue. To fail too many pages is to be seen as a poor Knight acting against the Valours of Loyalty and Will.&lt;br /&gt;
&lt;br /&gt;
Once a page has completed two challenges, they become known as a Squire. Once they have completed four, they become known as an Errant. Once they have completed all of their challenges, a private ceremony is held. The six mentors and a priest of the Errants choosing will gather in a private place of great import. There they will speak the following words:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“I [Name] as your mentor of [valour] have seen you act and known your soul. I find you worthy of the mantle of Knighthood within the Kingdom of Bordevar. Long may you serve the crown, follow the valours and honour yourself. So say I.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With all of the mentors spoken the priest will bless the Errant and present them with their titles. A Knight carries two titles, Ser (or Sir as the knight would wish it) as recognition of their position and an honorific specific to them. Honorifics are single words preceded by ‘the’ such as ‘The Strong’ ‘The Brave’ ‘The Dragon’ or ‘The Eagleheart’.This honorific is chosen by the mentors in private. From this point on, the Errant becomes a Knight.&lt;br /&gt;
&lt;br /&gt;
After this it is common for a small celebration to occur to present the new Knight to the people of Bordevar. Perhaps an evening at the tavern, a feast at a church, or even a tourney for a particularly notable Errant. What is tradition is that each mentor provides the new Knight with a token of good will to remember them by, perhaps a sword, piece of armour, a book or a fine bottle of liquor.&lt;br /&gt;
&lt;br /&gt;
=== The Knightly Forms ===&lt;br /&gt;
There are a variety of kinds of knight depending on the social circumstance of the individual.&lt;br /&gt;
&lt;br /&gt;
Knights of common birth are sometimes referred to as Hedgeknights, Banner Knights or Wandering Knights. They are well regarded by the common folk and seen as protectors of the Oaken Accords, although the valours can often draw them away from this duty. The greatest Commoner Knights are champions of the people, the realm and themselves. Common knights will not take any ‘colours’ of their own, often dressing in simple colours such as grey, brown, white or black. Many of them will enter into the service of a noble house and wear that house&#039;s colours. Some Common Knights will take heraldry however, a symbol indicative of their nature and used as a signature or present over other colours.&lt;br /&gt;
&lt;br /&gt;
Knights who are nobles are sometimes called Noble Knights, High Knights or Heroic Knights. These are the most elite of Bordevar, those who can complete both the Valorous Challenges and the Trials of Noble Virtue in one life. They are Bordevars steel and Bordevars spirit.&lt;br /&gt;
&lt;br /&gt;
Knights who dedicate themselves to a Sphere are sometimes called Paladins, Serving Knights or Anointed Knights. They live a challenging life, attempting to honour both the Valours and the precepts of their Sphere and are as varied as the Spheres are. They are rare and seldom pursue the Trials of Noble Virtue.&lt;br /&gt;
&lt;br /&gt;
=== Knightly Abandonment ===&lt;br /&gt;
There are two sets of individuals who can strip a Knight of their title. If more than half of their Mentorship Council belive the Knight has fallen from the Valours, they can meet and decide to a strip a Knight of their titles of Ser and their Honourific. If the Mentorship council is at a tie or there are none of them remaining or available, the Duke of the duchy in which the Knight resides has the only vote or the tie breaking vote. Alternatively, a Knight can forsake their title at any time. Knights who lose their knighthood may never again reclaim it, although they may go on to become nobles and may still take vows as an Avowed.&lt;br /&gt;
&lt;br /&gt;
== Game Design of Knighthood ==&lt;br /&gt;
The image of an armoured knight standing for honour and strength is central to the Bordevarian brief. It draws from a history of Arthurian tales, of knightly trials and the battle between good and evil. Viewed through a Concordian lense we have a tale of servitude towards a realm that may or may not deserve it, towards a people that pulls you in many directions, for what fun is it to belong to a code if it is not tested.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the role of knights is decidedly martial and we would not want to divorce it from this if it would weaken the overall importance. Much like Nobles we feel that it is essential that the path to knighthood be challenging so that characters who achieve it can be seen with the proper regard. However, just like the Noble Virtues, it is essential that Mentors work with their Page/Squire/Errant to create a challenge that drives their play, challenges their skills and is interesting without being vindictive, reducing play or being impossible.&lt;br /&gt;
&lt;br /&gt;
Players who are not martially minded but are seeking a similar experience are encouraged to pursue the Noble Virtues, which are regarded highly and are essential to the function of Bordevar, often in more ways than Knights.&lt;br /&gt;
&lt;br /&gt;
Finally, removal of Knighthood should come as a culmination of story and never without the discussion with the player and the ST Team prior to coming to fruition.&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Bordevarian_Knighthood,_Nobility_and_Commonfolk&amp;diff=3684</id>
		<title>Bordevarian Knighthood, Nobility and Commonfolk</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Bordevarian_Knighthood,_Nobility_and_Commonfolk&amp;diff=3684"/>
		<updated>2025-10-11T04:57:00Z</updated>

		<summary type="html">&lt;p&gt;Leo: update formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
As a strictly separated culture, [[Kingdom of Bordevar|Bordevar]] has grown from is Drummondite Cultural heritage, the Ethos of King Artourious and their martial way of life to become what it is today. Young children grow up in farmsteads hearing the tales of Knightly Valours of Noble Virtue and the path to disgrace that failure can bring. It forms the core of Bordevarian society that all other aspects are built upon.&lt;br /&gt;
&lt;br /&gt;
== The Common Folk ==&lt;br /&gt;
To be a common folk (or leyfolk, or lowborn or simply a commoner) is to be born to a family that is not noble. By this understanding, a vast majority of Bordevar is made up of commoners, easily three quarters or more.&lt;br /&gt;
&lt;br /&gt;
Commoners fill all aspects of society, from soldiers to smiths, traders to thieves. They are a varied people who are more closely defined by their Duchy and occupation than anything else. What can be said to be a commonality is that Bordevarian layfolk are patriotic, loyal and devout peoples who care about their homeland, townships and religion in equal measure.&lt;br /&gt;
&lt;br /&gt;
Within Bordevar Commonfolk are protected by a charter signed by King Bordevar known as ‘The Oaken Accord’. The Accord affords many protections and liberties to the common folk but most notably it ensures that the liberty, prosperity and dignity of the Commonfolk would not be infringed by the powerful nobility.&lt;br /&gt;
&lt;br /&gt;
Commonfolk in Bordevar are commonly garbed in working attire, functional and repaired. They are deeply factional and often prone to local rivalries between families and townships. They are hard working people who see great pride in the nation that they rightly believe was built by the sweat of their brow.&lt;br /&gt;
&lt;br /&gt;
=== Game Design of Common Folk ===&lt;br /&gt;
To get the full Bordevar story, we recommend characters begin as commoners. Not only does this support the story of Bordevar (that being predominantly commonborn) but it also provides the intended story arc to experience the Knightly Valours and Noble Virtues if you so choose.&lt;br /&gt;
&lt;br /&gt;
That being said, there are a number of elements of play within Bordevar exclusively for the Commonfolk, including a number of archetypes (such as Billmonger or Prior) and titles (such as Sheriff).&lt;br /&gt;
&lt;br /&gt;
It is also important to note that the Commonfolk of Bordevar are not without honour. They built this Kingdom and are its heart. While there is a social system of titles (people should be regarded well by social status and be called their titles) the common folk are not a downtrodden serf caste.&lt;br /&gt;
&lt;br /&gt;
== Nobility ==&lt;br /&gt;
To be a noble is to either be raised into nobility through completion of the Noble Virtues. The Nobility represents the most skilled, prestigious and favoured of the Bordevarians. They are the companions of the king, the rich, the powerful and the leaders of the Realm. They are clad in fine garb, mighty armour and reside in halls and keeps. To be noble is to be at the forefront of the nation and to be undoubted in your preeminence.&lt;br /&gt;
&lt;br /&gt;
But the world of the nobility is a vipers den. Rivalry between Noble Houses is fierce, often rooted in generations of enmity and coming to blood and betrayal with regularity. To be noble is to be involved in a great competition but also wearing the failings of those around you. A land of no allies and plenty of competitors.&lt;br /&gt;
&lt;br /&gt;
== The Noble Virtues ==&lt;br /&gt;
Bordevarian nobility is centred around six virtues. These are seen as the defining traits of what it means to be noble and are elements of a person and a life that must be lived to become and remain a noble. They are:&lt;br /&gt;
&lt;br /&gt;
* Intelligence, a breadth of knowledge and the use of it.&lt;br /&gt;
* Power, influence and the strength to use it.&lt;br /&gt;
* Guile, wisdom, cunning and the hunger to use it.&lt;br /&gt;
* Allegiance, loyalty to the Realm and a willingness to stand by it.&lt;br /&gt;
* Faith, dedication to the Spheres and the drive to succeed in your travel.&lt;br /&gt;
* Affluence, possession of wealth, personal esteem and good fortune.&lt;br /&gt;
&lt;br /&gt;
Nobles must embody and maintain these powers in their lives in order to prove themselves and to improve the overall standing of the Bordevarian nobility in the eyes of others. Without these virtues, the nobility of Bordevar cannot be said to be the greatest of their skills and the nation will surely crumble. It is in the pursuit of these virtues that Bordevarian nobles gain so much power, wealth and standing, as there is no aspect of Bordevarian nobility that inherently grants these traits to a noble.&lt;br /&gt;
&lt;br /&gt;
=== The Path to Nobility ===&lt;br /&gt;
To become a noble requires widespread support and dedication to the task, as it is likely one of the greatest possible trials a person can undergo. It is not a task entered into lightly and is likely one that will take years to complete.&lt;br /&gt;
&lt;br /&gt;
Firstly, a candidate for nobility must gather six sponsors. These sponsors must already be Bordevarian Nobles. The six sponsors, along with the candidate, must present themselves to the Duke of the Duchy the character resides within (or a nearby Duke if none is available). Each of the Sponsors must speak to a specific character trait that the candidate has exhibited during the course of their time knowing them (&amp;quot;She always acts with intelligence in her role as aide&amp;quot; &amp;quot;His guile in organising the recent festival is above all others&amp;quot;).&lt;br /&gt;
&lt;br /&gt;
If the Duke is satisfied with the presented sponsors they will recognise the candidate, granting them the title of Candidate. The Duke will then present the Candidate with a trial of each of the virtues, one at a time until all are complete. These trials are used to demonstrate that the Candidates abilities were not simple luck and that they possess the strength to rise to the challenge as is required by the Bordevarian nobility. Like the Sponsors, these trials must be demonstrable from the outset, rather than vague (“Support the Realm during a time of crisis” would be too specific for example). Examples of trials include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Intelligence:&#039;&#039;&#039;&lt;br /&gt;
** Present a new tome of lore to the Concord and have it accepted into the library of the Shardcircle or that of the Civil Service.&lt;br /&gt;
** Act as aide to a Senator for a year. After this time stand before a council and answer questions on the political actions you witnessed during this time, giving your opinions.&lt;br /&gt;
** Have a new Potion, Artisan Craft or Ceremony entered into the Concordian Common understanding.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Power:&#039;&#039;&#039;&lt;br /&gt;
** Obtain a Concordian title. Serve in it with distinction.&lt;br /&gt;
** Gather about you a household of considerable size for your means, bedecked in your colours and oathed to support you.&lt;br /&gt;
** Have a champion in your colours win a notable tournament.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Guile:&#039;&#039;&#039;&lt;br /&gt;
** Present a secret of another Noble or another Concordian Realm to the Duke that they were unaware of and benefits The Kingdom to know.&lt;br /&gt;
** Win a notable tournament of chance, detail how you did so to the Duke.&lt;br /&gt;
** Correctly predict 2/3rds of the title winners for a Summit. Present your estimations to the Duke prior to the elections.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Allegiance:&#039;&#039;&#039;&lt;br /&gt;
** Provide the Realm with an Artifact that will never tarnish, presenting such an item to the Duke to do with as they will.&lt;br /&gt;
** Provide half the resources or currency to the Realm to assist with a notable project.&lt;br /&gt;
** Act as diplomat to another Realm of the Concord on behalf of the Duchy for a year, learning their culture, customs, history, strengths and weaknesses. Pen a report upon the year&#039;s conclusion for the Duchy.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Faith:&#039;&#039;&#039;&lt;br /&gt;
** Obtain relics of each of the holy sites of The Concord to be presented to the Duchy.&lt;br /&gt;
** Withstand six inquisitions, one from each Sphere.&lt;br /&gt;
** Obtain the title of High Priest, serve with distinction.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Affluence:&#039;&#039;&#039;&lt;br /&gt;
** Host a tourney, ball or other suitable cultural event. Ensure that your own colours are well represented and that the event is regarded well.&lt;br /&gt;
** Obtain a Deed.&lt;br /&gt;
** Win a bardic competition, fashion tournament or other similar cultural event against worthy competitors. Either as an entrant or sponsoring an entrant.&lt;br /&gt;
&lt;br /&gt;
Upon completion of their Virtuous Trials of Nobility, a Candidate will be presented to the Duchy in a ceremony where they will receive a token of esteem from their Duke and their house will be named or they will be joined into another noble house if they are bonded by ties of blood or marriage. These ceremonies are normally followed by feasts, tourneys and balls as is befitting the new noble, where it is traditional to give them gifts of esteem in celebration.&lt;br /&gt;
&lt;br /&gt;
=== Noble Title ===&lt;br /&gt;
During their en-nobling ceremony, a Candidate will be given a title. These vary widely from Baron to Lord to Marquis and stranger ones besides. A Candidate may request a specific title that perhaps has a historic or personal relevance.&lt;br /&gt;
&lt;br /&gt;
Notably these titles are not honorifics (such as “The Strong &amp;lt;nowiki&amp;gt;&#039;&#039; or “The Wolf &#039;&#039;&amp;lt;/nowiki&amp;gt;) as those are reserved for those that complete the Knightly Valours. These titles also cannot be royal or dukal titles such as Princess, Duchess or Emperor.&lt;br /&gt;
&lt;br /&gt;
=== Noble Inheritance ===&lt;br /&gt;
Upon completion of the Virtuous Trials of Nobility a Candidate becomes a Noble. None of their children or spouses will become nobles automatically. However Noble Houses are often familial as it is far easier to become a noble with the support of a trusted sponsor, such as a partner or parent.&lt;br /&gt;
&lt;br /&gt;
=== Noble Failures and Loss of Nobility ===&lt;br /&gt;
Nobles who act against the virtues or fail in support of the virtues to a notable degree can have their nobility removed. Another noble can request a duke hold a Dukal Council to assess the eligibility of the claim and if the Dukal Council agrees a noble can have their noble title revoked. Frivolous claims are seen as an assault on the virtue of allegiance and are often themselves reason for investigation.&lt;br /&gt;
&lt;br /&gt;
However, unlike Knights, nobles can regain lost titles, as the nobles and Dukal houses of Bordevar understand that nobility is a game of shadows and whispers, one&#039;s esteem may rise and fall over time.&lt;br /&gt;
&lt;br /&gt;
=== Dukes and Duchesses ===&lt;br /&gt;
On behalf of the Crown, Dukes and Duchessess oversee vast swathes of land and nobility within a certain area known as a Duchy. Dukes and Duchesses are of immense importance to the social functions of the nobles and act as the &#039;high nobility&#039; within a region, overseeing disputes, providing Virtue trials and other such formatilities.&lt;br /&gt;
&lt;br /&gt;
For more information, please see the Dukes and Duchesses page.&lt;br /&gt;
&lt;br /&gt;
=== Game Design of Nobility ===&lt;br /&gt;
The path to nobility is designed to be one that emulates the pursuit of excellence and deeply woven mixture of loyalty and politics in the highest levels of Bordevar, without necessarily being a combat pursuit. The Nobles of Bordevar should be highly regarded both internally and externally due to the skill and quality. With this in mind the trials have to be notable as simply prescribing importance to a character or position seldom works well or retains in-character consistency.&lt;br /&gt;
&lt;br /&gt;
Importantly, the Virtuous Trials should have some give and take. While they should certainly be challenging undertakings they should never be punitive. Requiring a character with no divine lore to become a high-priest or asking a non-combatant fight is not appropriate. Dukal characters should work with their Candidates to learn their character&#039;s role and what they want to be, assigning trials as appropriate.&lt;br /&gt;
&lt;br /&gt;
Finally, removal of Noble Title should come as a culmination of story and never without the discussion between the player and the ST Team, prior to coming to fruition.&lt;br /&gt;
&lt;br /&gt;
== Knighthood ==&lt;br /&gt;
To be a Knight is to be recognised as a martial protector of the realm, a warrior of skill, honour and loyalty. Knights form the elite of Bordevars army, the protectors of their most important nobility and the heroes of their tales. As such Knights are a deeply loyal and selective group within Bordevar, driving each other to greater heights and standing shoulder to shoulder until the very end.&lt;br /&gt;
&lt;br /&gt;
Knights can come from any background, be it Commoner or Noble, but they must be Bordevarian. Recognition of Knights from other nations (such as Drummond) is contentious at best and it is not uncommon to see Knights of Bordevar in competition with other elite warriors from other nations in order to prove that the Knightly Valours are truly superior.&lt;br /&gt;
&lt;br /&gt;
=== The Knightly Valours ===&lt;br /&gt;
The Knightly Valours are the six traits required in a Knight of Bordevar. They are aspects of their life that will grow, be tested and must never be found wanting. Young children recite the Valours with toy swords in hand, old warriors die with them on their lips. The extent to which the Knights of Bordevar live by the valours has even drawn the attention of the Church on the odd occasion, owing to its intensity. The Knightly Valours are as such:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Strength&#039;&#039;&#039;, skill at arms, physical endurance, combat experience and knowledge.&lt;br /&gt;
* &#039;&#039;&#039;Courage&#039;&#039;&#039;, bravery in the face of death, honesty and ambition within the world.&lt;br /&gt;
* &#039;&#039;&#039;Servitude&#039;&#039;&#039;, dedication to the crown, support of the social order and protection of your country folk.&lt;br /&gt;
* &#039;&#039;&#039;Will&#039;&#039;&#039;, mental fortitude, worldly knowledge and endurance in times of hardship.&lt;br /&gt;
* &#039;&#039;&#039;Vigilance&#039;&#039;&#039;, A suspicious mind, a sense for danger and a hatred for traitors.&lt;br /&gt;
* &#039;&#039;&#039;Loyalty&#039;&#039;&#039;, dedication to your fellow Knights, Support of the Nobility and trustworthiness.&lt;br /&gt;
&lt;br /&gt;
Knights must embody these Valours within their lives, bearing and actions. It is these adherence to these Valours that push Bordevarian Knights to be the great protectors that they are, without them, they are nothing but heavily armoured warriors bedecked with too much pride. Friendly wagers or prompts between knights using the Valours as justifications are common, “It would embody the Valour of Strength for you to enter this tourney with me.” or “A truly loyal Knight would carry me home from the Tavern.” and so on. Such is the extent to which it is a part of the personal culture.&lt;br /&gt;
&lt;br /&gt;
=== The Knightly Journey ===&lt;br /&gt;
Becoming a Knight is the dream of thousands of Bordevarians, young and old. Many train for years at elite schools for this exact purpose, whereas others can fall into the path through accidental heroism.&lt;br /&gt;
&lt;br /&gt;
To begin, a would-be-knight (known for now as a Page) must find their first Mentor. A Mentor is a Knight who has witnessed a specific moment where the Page has demonstrated one of the Knightly Valours. Often a Knight will approach that individual and offer to take them on as a Page upon witnessing the act, but you will also see individuals become Pages-In-Waiting, where they journey with a knight hoping that a circumstance will present itself where they can demonstrate a Knightly Valour.&lt;br /&gt;
&lt;br /&gt;
Upon obtaining a mentor, the Page must obtain five more, each willing to speak to their performance of an act in support of each of the Knightly Valours. These six knights are known as a Mentorship Council for the Page.&lt;br /&gt;
&lt;br /&gt;
At this point, each of the Mentors will set for the Page a challenge, known as a Valourous Challenge. Unlike the Trials of Noble Virtue, all of these challenges are given at once and it is the duty of the Page to pursue them in the order they see fit. Mentors are encouraged to train the Page to be capable of their Challenges but are not to assist them with the challenge itself. Example challenges include:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Strength:&#039;&#039;&#039;&lt;br /&gt;
** Win The Golden Knight at a Tournament&lt;br /&gt;
** Slay a notable threat assaulting the land.&lt;br /&gt;
** Act as Field Marshall in a victorious battle.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Courage:&#039;&#039;&#039;&lt;br /&gt;
** Travel to a far away nation and return with good esteem and a trophy.&lt;br /&gt;
** Lead a dangerous minor conflux and be victorious.&lt;br /&gt;
** Request a Challenge from an Arcadian Herald.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Servitude:&#039;&#039;&#039;&lt;br /&gt;
** Act as Champion for a noble in a tournament, be victorious.&lt;br /&gt;
** Act as executioner for The Concord or the Crowd.&lt;br /&gt;
** Submit to a questioning of loyalty by a Duke or Duchess.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Will:&#039;&#039;&#039;&lt;br /&gt;
** Undergo a Trial of Will where you perform strenuous physical acts and circumstances before being made to recall knowledge.&lt;br /&gt;
** Complete a written test on the history of the Realm, and achieve high marks.&lt;br /&gt;
** Complete a test of magic prowess against the best of the Shardcircle. Be regarded well.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Vigilance:&#039;&#039;&#039;&lt;br /&gt;
** Act as bodyguard for a notable Bordevarian until they release you.&lt;br /&gt;
** Track down a notable criminal or traitor to the Realm of The Concord.&lt;br /&gt;
** Suffer the interrogation of a Concordian Spymaster after ascertaining their identity, and not be found wanting.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Loyalty:&#039;&#039;&#039;&lt;br /&gt;
** Surrender all your secrets to your Knightly Mentor and Duke in a test of Loyalty.&lt;br /&gt;
** Enter a strategic conflux unarmed with the sole purpose of retrieving the fallen.&lt;br /&gt;
** Act as a final confidant to a dying knight, acting as pallbearer, leading their funeral and heeding their final words.&lt;br /&gt;
&lt;br /&gt;
Unlike the Trials of Noble Virtue, the Valourous Challenges are often (but not always) single events that are either failure or success as opposed to long term trials or acts of honour. Should a Page fail to complete a challenge, their mentor may set them another, however after two failures the page must seek out a new mentor for that virtue. To fail too many pages is to be seen as a poor Knight acting against the Valours of Loyalty and Will.&lt;br /&gt;
&lt;br /&gt;
Once a page has completed two challenges, they become known as a Squire. Once they have completed four, they become known as an Errant. Once they have completed all of their challenges, a private ceremony is held. The six mentors and a priest of the Errants choosing will gather in a private place of great import. There they will speak the following words:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“I [Name] as your mentor of [valour] have seen you act and known your soul. I find you worthy of the mantle of Knighthood within the Kingdom of Bordevar. Long may you serve the crown, follow the valours and honour yourself. So say I.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With all of the mentors spoken the priest will bless the Errant and present them with their titles. A Knight carries two titles, Ser (or Sir as the knight would wish it) as recognition of their position and an honorific specific to them. Honorifics are single words preceded by ‘the’ such as ‘The Strong’ ‘The Brave’ ‘The Dragon’ or ‘The Eagleheart’.This honorific is chosen by the mentors in private. From this point on, the Errant becomes a Knight.&lt;br /&gt;
&lt;br /&gt;
After this it is common for a small celebration to occur to present the new Knight to the people of Bordevar. Perhaps an evening at the tavern, a feast at a church, or even a tourney for a particularly notable Errant. What is tradition is that each mentor provides the new Knight with a token of good will to remember them by, perhaps a sword, piece of armour, a book or a fine bottle of liquor.&lt;br /&gt;
&lt;br /&gt;
=== The Knightly Forms ===&lt;br /&gt;
There are a variety of kinds of knight depending on the social circumstance of the individual.&lt;br /&gt;
&lt;br /&gt;
Knights of common birth are sometimes referred to as Hedgeknights, Banner Knights or Wandering Knights. They are well regarded by the common folk and seen as protectors of the Oaken Accords, although the valours can often draw them away from this duty. The greatest Commoner Knights are champions of the people, the realm and themselves. Common knights will not take any ‘colours’ of their own, often dressing in simple colours such as grey, brown, white or black. Many of them will enter into the service of a noble house and wear that house&#039;s colours. Some Common Knights will take heraldry however, a symbol indicative of their nature and used as a signature or present over other colours.&lt;br /&gt;
&lt;br /&gt;
Knights who are nobles are sometimes called Noble Knights, High Knights or Heroic Knights. These are the most elite of Bordevar, those who can complete both the Valorous Challenges and the Trials of Noble Virtue in one life. They are Bordevars steel and Bordevars spirit.&lt;br /&gt;
&lt;br /&gt;
Knights who dedicate themselves to a Sphere are sometimes called Paladins, Serving Knights or Anointed Knights. They live a challenging life, attempting to honour both the Valours and the precepts of their Sphere and are as varied as the Spheres are. They are rare and seldom pursue the Trials of Noble Virtue.&lt;br /&gt;
&lt;br /&gt;
=== Knightly Abandonment ===&lt;br /&gt;
There are two sets of individuals who can strip a Knight of their title. If more than half of their Mentorship Council belive the Knight has fallen from the Valours, they can meet and decide to a strip a Knight of their titles of Ser and their Honourific. If the Mentorship council is at a tie or there are none of them remaining or available, the Duke of the duchy in which the Knight resides has the only vote or the tie breaking vote. Alternatively, a Knight can forsake their title at any time. Knights who lose their knighthood may never again reclaim it, although they may go on to become nobles and may still take vows as an Avowed.&lt;br /&gt;
&lt;br /&gt;
== Game Design of Knighthood ==&lt;br /&gt;
The image of an armoured knight standing for honour and strength is central to the Bordevarian brief. It draws from a history of Arthurian tales, of knightly trials and the battle between good and evil. Viewed through a Concordian lense we have a tale of servitude towards a realm that may or may not deserve it, towards a people that pulls you in many directions, for what fun is it to belong to a code if it is not tested.&lt;br /&gt;
&lt;br /&gt;
Unfortunately the role of knights is decidedly martial and we would not want to divorce it from this if it would weaken the overall importance. Much like Nobles we feel that it is essential that the path to knighthood be challenging so that characters who achieve it can be seen with the proper regard. However, just like the Noble Virtues, it is essential that Mentors work with their Page/Squire/Errant to create a challenge that drives their play, challenges their skills and is interesting without being vindictive, reducing play or being impossible.&lt;br /&gt;
&lt;br /&gt;
Players who are not martially minded but are seeking a similar experience are encouraged to pursue the Noble Virtues, which are regarded highly and are essential to the function of Bordevar, often in more ways than Knights.&lt;br /&gt;
&lt;br /&gt;
Finally, removal of Knighthood should come as a culmination of story and never without the discussion with the player and the ST Team prior to coming to fruition.&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Past_Actions_of_the_Council_of_Six&amp;diff=3603</id>
		<title>Past Actions of the Council of Six</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Past_Actions_of_the_Council_of_Six&amp;diff=3603"/>
		<updated>2025-10-06T11:25:49Z</updated>

		<summary type="html">&lt;p&gt;Leo: formatting&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a comprehensive list of the actions formally taken as motions raised and passed by the Council of Six.&lt;br /&gt;
=== Spring 225 ===&lt;br /&gt;
&lt;br /&gt;
==== Meeting 1 ====&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Proclamation issued by the High Priest of Lumos:&#039;&#039;&#039; =====&lt;br /&gt;
Why did we split from the Artebazzani Church? This question has been at the back of the mind of our populace since the schism. It is time a statement is made on the matter. The decision to split from the Artebazzani church was threefold.&lt;br /&gt;
&lt;br /&gt;
# The Artebazzani Church is intrinsically linked with the ambitions of the Empire of Artebazzan. The head of the Artebazzani Church is officially the Emperor of Artebazzan. Thus, their Church cannot be trusted to put the best interests of the Concordian people above that of the Artebazzani people, or the will of the Spheres.&lt;br /&gt;
# The atrocities committed against the people of Lerona Mere by the merchant families of Artebazzan showed that the Artebazzani Church was either incapable, or unwilling, to ensure that its citizens act in accordance with the will of the Spheres. The morality of all actions by all citizens of Artebazzan, including those of their most distant colonies, both comes under the domain of their Church, and reflects on their Church. Whether the oppression of the Lernoa Merian people was the intent of the Artebazzani Church, or was unknown to their Church, or even if it was actively fought against by their Church is irrelevant. The will of the Spheres was absent amongst the Artebazzani in Lerona Mere, and that is an unforgivable failure of their Church.&lt;br /&gt;
# The schism is blessed by the Heralds themselves. Our initial decision to separate was urged on by none other than The Firebrand themselves, and we have been blessed by visits from several assorted Heralds from assorted Spheres since. Although some Heralds have come to teach us harsh lessons to nurture us into becoming a better nation, none - not even the Heralds of Cervitas - have proclaimed the schism to be against the will of the Spheres. This is proof that the schism is righteous, and is in accordance with the Spheres.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Study proclaimed by the High Priest of Cervitas:&#039;&#039;&#039; =====&lt;br /&gt;
The Council of Six has declared the investigation of a Study to look into the Gardens of Obregon. To ensure that all is what it appears to be, to look into any impacts of the soul either from those suffering in Arboreal Putrefaction, or any who interact with them. The Council wishes to determine any existing Spiritual or Spheric nature present in the Gardens, and to look into the source of their origins.&lt;br /&gt;
&lt;br /&gt;
==== Meeting 2 ====&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Proclamation issued by the High Priest of Arcadian:&#039;&#039;&#039; =====&lt;br /&gt;
Graces should not be held in higher standard than non-Graces. Under the law they are no higher than a non-Grace. Spiritually we recognise and respect those actions that they undertook in their past life which resulted in their Gracehood. This matter is currently being discussed and will be further discussed at next Summit. This is not a change to doctrine, only the current opinion of the Council.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Conviction issued by the High Priest of Lumos:&#039;&#039;&#039; =====&lt;br /&gt;
The Council of Six declares a conviction for the Congregations of the Concord. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“We hear the voices of Lerona Mere. We ask Congregations to go to the realm of Lerona Mere and to help rebuild their trust and faith in the Concordian Church of the Spheres. I ask Congregations to listen to their voices, and to understand their rage over the diplomatic actions of the Church, and the legal actions of the nation.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Tell them that the actions of the Concordian Church have always been in the interest of the Concordian people. In our previous meeting with the Artebazzani Church, I asked them to hold the former Artebazzani merchant families that ruled Lerona Mere accountable for their actions.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Attached is my initial proposed inquisition request, as well as a modified one by the Cardinal. We are having ongoing negotiations regarding the exact wording of this inquisition to ensure justice is delivered.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We also ask the priests to help rebuild faith for those who previously listened to the words of the cult of Anarchia. Show them that their voice within the Church of the Concord will do more for Lernoa Mere than from without. I swear before Cervitas that their concerns with the failings of the Concordian Church will be addressed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Concord is stronger with Lerona Mere. The Church is stronger with Lerona Mere. The Church is stronger if those with beliefs on how to better serve the Spheres remain in the Church and use the legal frameworks in place to affect change.&amp;quot;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* High Priest Dietrich Carstein on behalf of the Council of Six”&lt;br /&gt;
&lt;br /&gt;
[[File:Carstein_Motion_A225.jpg|left|650x650px]]&lt;br /&gt;
[[File:Cardinal_Motion_S225.jpg|right|657x657px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Proclamation issued by the High Priest of Panoply:&#039;&#039;&#039; =====&lt;br /&gt;
Based on recent and in-depth research, the findings have been made that mortal magic (including but not limited to Deadspeaker) has no effect on the souls as they undertake the divine Journey.&lt;br /&gt;
&lt;br /&gt;
This is because the soul is divinely protected by the essence of the Spheres. (Luukas of the Vale, 225 - ‘On the imprint of the soul’). Mortal magic is incapable of interfering with its might.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Consignment issued by the High Priest of Anarch:&#039;&#039;&#039; =====&lt;br /&gt;
The Church begins the Consignment ‘The Order of the Sacred Journey’ within the region of The Hunter’s Wood. All the resources required were provided to the Civil Service, and therefore construction will begin. Unless adversely affected, the Civil Service predicts construction will be done in time for the election of a Master of the Order in Spring 226.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Proclamation issued by the High Priest of Stallia:&#039;&#039;&#039; =====&lt;br /&gt;
The Concordian Church does not want war with Artebazzan. We do not wish to align ourselves with Artebazzan either, Church or State. All diplomatic envoys from the Church were done in the interest of avoiding further conflict.&lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;Proclamation issued by the High Priest of Cervitas:&#039;&#039;&#039; =====&lt;br /&gt;
Upon further study into the impact of magic on the soul and the Shardcircle’s research into Arboreal Putrefaction, the Church seeks to release Quarantine on one of the Gardens of Obregon and open it to the public, with the rest to be opened once further study is completed and we can confirm the spiritual origin of the Gardens.&lt;br /&gt;
&lt;br /&gt;
We encourage the Gardeners to continue tending to the Gardens if they still wish. They will not be accused of heresy for doing so. The Church advises the populace to be careful not to directly handle those in the Gardens, leaving that to the Gardeners, but entering the Gardens and communing with them is open for the Garden that has been opened.&lt;br /&gt;
&lt;br /&gt;
The Church encourages those who do visit to record and share their experiences with the Church, so as to better assist in the gathering of knowledge.&lt;br /&gt;
&lt;br /&gt;
The Gardens are deemed NOT heretical, and interacting with them will not be deemed Heresy.&lt;br /&gt;
&lt;br /&gt;
=== Autumn 225 ===&lt;br /&gt;
&lt;br /&gt;
==== Meeting 1 ====&lt;br /&gt;
&lt;br /&gt;
===== Proclamation issued by the High Priest of Panoply: =====&lt;br /&gt;
While not adopted as Church Doctrine, the Council of Six proclaims these Precepts to be a guide to good Spheric living, in tune with the Spheres:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Contrition&#039;&#039;&#039;: You shall seek censure for your blights and failings with an ordained preacher at least once a year, and together offer them up to an Eternal that they may be washed away&lt;br /&gt;
* &#039;&#039;&#039;Dedication&#039;&#039;&#039;: You shall attend a Church rite, absolution, or gathering at least once a week&lt;br /&gt;
* &#039;&#039;&#039;Embodiment&#039;&#039;&#039;: You shall always have a sphere that you are striving to better embody&lt;br /&gt;
* &#039;&#039;&#039;Fastidiousness&#039;&#039;&#039;: You shall follow the tasks set by your preacher in order to grow closer to the Spheres, and having completed them, seek out more&lt;br /&gt;
* &#039;&#039;&#039;Generosity&#039;&#039;&#039;: If you are fed, clothed, and have shelter above your head, you are to take 20% of your remaining income and either donate it to the church, or spend it to help others gain Grace&lt;br /&gt;
&lt;br /&gt;
===== Proclamation issued by the High Priest of Stallia: =====&lt;br /&gt;
There is to be an investigation into the nature of how all actions that the Concord is currently capable of that could be seen as Necromancy. This includes but is not limited to:&lt;br /&gt;
&lt;br /&gt;
* Spells&lt;br /&gt;
* Ceremonies&lt;br /&gt;
* Artisan items&lt;br /&gt;
* Artefacts&lt;br /&gt;
&lt;br /&gt;
Any action that has been accused of Necromancy as per the current definition are to be investigated to determine whether they are heretical. The exact effect some actions that the Concord undertake could potentially affect the passage of souls. &lt;br /&gt;
&lt;br /&gt;
High Justicar of Stallia, Lord Tamesis Duschwynd&lt;br /&gt;
&lt;br /&gt;
==== Meeting 2 ====&lt;br /&gt;
&lt;br /&gt;
===== Proclamation issued by the High Priest of Arcadian: =====&lt;br /&gt;
The Council of Six declares any individual who has been invited, or forced by inquisition, to speak before the Council of Six is to be protected by magistrates on their journey to and from Passage (if not convicted of a crime in passage). This protection extends to their diplomatic guard. Regardless of their heretical beliefs, to attack them on Concordian territory is to stand against the will of the Council of Six. If directly harmed, Concordians are allowed to defend themselves with appropriate force, and if the escorted commit crimes they are to be reported to a magistrate. Whether they are invited or inquisitioned, to harm foreign faith delegates is to claim our faith too weak to withstand their mere presence. This protection will extend to the borders of the Concord. Trust that we will forgive the innocent. And we will smite the evil.&lt;br /&gt;
&lt;br /&gt;
===== Proclamation issued by the High Priest of Panoply: =====&lt;br /&gt;
In the name of the Magistrate the Council of Six confirms that it expects the Concordian Magistrates to enforce the law of the Concord upon the Church of Anarchia. The Council of Six expects the Magistrates to do so with compassion and fairness, as these are people who have lost their way and must be brought back to the Concordian Church. The High Priest of Panoply states that the Church of Anarchia exists due to the failings of the Concordian Church, and of herself. Additionally, the Council of Six adds: That as all who decide to turn away from the one Concordian Church is a failure of its priests to teach the reasonings of its decisions. Our representation of the Sphere of Anarch will be weaker without the presence and contribution of these Lerona Mere priests of Anarch and their Congregations.&lt;br /&gt;
&lt;br /&gt;
===== Proclamation issued by the High Priest of Cervitas: =====&lt;br /&gt;
The Council of Six declares that the visions seen in the gardens of Obregon are worthy of investigation - that visits to the gardens should be prevented save for certain trusted individuals from the various Councils of the Concord (Senate, Council of Six, and Shardcircle). Efforts are being made to ascertain the nature of these visions across these Councils and further declarations will be made as information is gathered. Limited access should remain until we can determine if there are any dangers to these interactions. The Council of Six encourages those who have already visited the gardens to send their accounts to Esen del Panoply del Cervitas and Lysander of House Avalon so that further investigation can be done on the nature of the visions.&lt;br /&gt;
&lt;br /&gt;
===== Study begun by the High Priest of Anarch: =====&lt;br /&gt;
&#039;&#039;I propose a study on the Drummondite Worship of the Spheres to determine all similarities, differences, or matters of concern that could arise before partaking in discussions of friendship with Drummond. Included in this we wish a summary of the differences between the worship of the Spheres in Artebazzan and Drummond. I would like to study if there is any interaction or information relating to the Hunger in these documents&#039;&#039;. Gunther Eberhardt&lt;br /&gt;
&lt;br /&gt;
- As a Study, this required an Endeavour&lt;br /&gt;
&lt;br /&gt;
===== Study begun by the High Priest of Lumos: =====&lt;br /&gt;
We decree that a study be undertaken into the history of the Gravetree, a Holy Site in the name of Arcadian. This site is now revered by the Concord since its Exaltation 5 years ago, Holy to the people of the Greenweald for centuries. But was also holy to the pagans in the weald before the revelation of Niccolo. If we are to invite our followers to seek pilgrimage to this holy site, and others, our church scholars must uncover the deep history of this Holy Site of Arcadian. What historic events have transpired beneath its boughs, how was it worshipped by us, our Spheric forebears, and our unenlightened ancestors before them. Why did the colonizers of the weald feel called to it, and what other unexplainable phenomenon has it caused? The research into this Holy Site will provide a rich history to the Concord that will be published to promote pilgrimage, or at least the parts that the High Priest of Stallia deems appropriate for publishing.&lt;br /&gt;
&lt;br /&gt;
- As a Study, this required an Endeavour&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Study begun by the High Priest of Stallia:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon the teachings of the Labyrinth, we the Council of Six request a study of the current methods which the Concord has access to Necromancy under its current definition of the subject. To determine their legitimacy and definitive proof of assignment of being heretical acts. &lt;br /&gt;
&lt;br /&gt;
High Justicar of Stallia, Tamesis Duschwynd&lt;br /&gt;
&lt;br /&gt;
- As a Study, this required an Endeavour&lt;br /&gt;
&lt;br /&gt;
=== Related Pages ===&lt;br /&gt;
[[Council of Six]]&lt;br /&gt;
&lt;br /&gt;
[[Motions of the Concordian Church]]&lt;br /&gt;
&lt;br /&gt;
[[Concordian Church of the Divine Spheres]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Spring_225_Interlude&amp;diff=3585</id>
		<title>Spring 225 Interlude</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Spring_225_Interlude&amp;diff=3585"/>
		<updated>2025-10-04T04:20:54Z</updated>

		<summary type="html">&lt;p&gt;Leo: added form link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
Welcome to the Interlude page for the Spring 225 Summit! This Wiki Page aims to assist in providing clarity for Downtime and other events that have resulted from Player action at the most recent Summit. On this page you can find the Downtime Submission link, public Special Actions, Council decisions and far more! &lt;br /&gt;
&lt;br /&gt;
Everything you can find here in the Interlude page will also hopefully assist in providing some further reasoning to actions between Summits. For the most part, The Winds of the World themselves will answer a lot of these questions, but &#039;&#039;&#039;all information found here can be considered to be known in character&#039;&#039;&#039;! This will help for folks running Sanctioned Events, or at Game Hen Events, by providing at least a baseline understanding of what will be happening in the early stages of the Season between Summits. &lt;br /&gt;
&lt;br /&gt;
In regards to Downtime itself, please note that as always &#039;&#039;&#039;not everyone needs to submit a Downtime&#039;&#039;&#039;! If you are not an Artisan, planning on taking any Special Actions (either public or known to you), and you just want to produce as standard for your Investment, then don’t feel like you have to submit. However, if getting involved in shenanigans is for you, then have a read below to work out if there is anything you can get involved in that is publicly available! &lt;br /&gt;
&lt;br /&gt;
There will always be Special Actions that are private, or locked to particular Investments, Archetypes, Realms and more. &#039;&#039;&#039;If it is not mentioned in this Interlude Page, and you do not know what it is, we ask that you do not select it!&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Downtime Form closes on Saturday the 18th of October&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[https://docs.google.com/forms/d/e/1FAIpQLSf4W1QXUCTVluRGLrCLYwQ4SLVefnv9g_7Bzdq31G-wCVxMoQ/viewform?pli=1 Downtime Link Form!]&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Councils and Choices ==&lt;br /&gt;
As always, the various Councils of The Concord have been busy making decisions, declarations and more. In particular, the choices of The Senate, The Church and The Warchamber are all worth knowing to both the people of Southern Esterra and the heroes of The Concord. While it may take some time for The Civil Service to publish these documents, they can be found here;&lt;br /&gt;
&lt;br /&gt;
* Senate Motions&lt;br /&gt;
* [[Motions of the Concordian Church|Church Motions]]&lt;br /&gt;
* [[Military Orders - Spring 225|Military Orders]]&lt;br /&gt;
&lt;br /&gt;
Before 225, Military Orders were not made public in the same way as Senate and Church Motions until the release of The Winds of the World. The Team is hoping that by making these actions public from the get go, it can provide clarity for both Downtime and roleplay between Events. &lt;br /&gt;
&lt;br /&gt;
== Investments and Downtime ==&lt;br /&gt;
The below section will cover the specific details that are important for particular Investments. A lot of this information is clearly listed in the Downtime Form itself, or in the Investments page, but by also adding it below it can give a bit more flavour for those who may not have had an idea of what they wanted to do! &lt;br /&gt;
&lt;br /&gt;
In addition, if there are any Special Actions relating to an Investment that are public knowledge, they will be listed here too alongside a brief description! If you don’t see your Investment listed, it just means that there are no additional notes that may be relevant to you for Downtime and the Interlude, beyond the narrative of last Season’s Winds and the Winds yet to come. &lt;br /&gt;
&lt;br /&gt;
=== Military Investments ===&lt;br /&gt;
The list of actions a Military Investment can take are varied, but detailed here in the [[Investments]] Page! &lt;br /&gt;
&lt;br /&gt;
In particular, Supporting an Army or Fortification, Scouting the Frontline, and Paid Work are the most common of the Standard Actions. At a baseline, Military Investments are assumed to be taking the Paid Work action, which will net a random assortment of resources, items or income! There is always a very small amount of risk taking this action, which could result in a damaged investment. &lt;br /&gt;
&lt;br /&gt;
Players wanting to Support an Army or Fortification are encouraged to read the [[Military Orders - Spring 225|Military Orders]] page so as to have a better idea of what is going on in the wider campaign at the end of Summit. The page details the orders given by Generals and Champions, and can greatly influence what Force you might want to Support! &lt;br /&gt;
&lt;br /&gt;
Players wanting to send their Military to Scout the Frontline will find that they are only able to select Territories adjacent to Concordian held land. This focuses the intent of this action and provides much more substantial and meaningful results. There is no current list for applicable Territories and benefits or consequences for choosing them, however it can be expected that each Territory will be heavily impacted by Military Orders, Winds and the greater narrative at play in that area. All Territories that can be chosen for Scouting are listed in the Downtime Form for ease! &lt;br /&gt;
&lt;br /&gt;
==== Special Actions - Military ====&lt;br /&gt;
&lt;br /&gt;
==== Tunnel Vipers - Baelag’s Holdfast ====&lt;br /&gt;
Any Military Investment from any Realm may now assist in the tunnelling actions beneath Baelag’s Holdfast, as per the Winds Entry ‘[[What it Means to Be Alive - The War in Windholme]]’. This opportunity represents defending and assisting those miners who dig ever deeper, fighting off any Severed Lord incursions into the tunnels while also providing additional bodies for the work itself. &lt;br /&gt;
&lt;br /&gt;
==== Ducal Decree - Fight Further Into Draemoor (Any Realm) ====&lt;br /&gt;
A decree by the entirety of The Ducal Council of Weiland is published across The Concord. The Heroic Contingent in its entirety is called to arms to assist The Barrow Hounds in their push into Draemoor. Staging out of The Vaulderin Armoury and assisted by their resources, any Heroic Military Investment is able to take this action and fight further into Draemoor. &lt;br /&gt;
&lt;br /&gt;
=== Naval Investments ===&lt;br /&gt;
The list of actions a Naval Investment can take are just as varied as a Military, but often far more outgoing. Detailed information can be found here in the [[Investments]] Page! &lt;br /&gt;
&lt;br /&gt;
In particular, Supporting a Fleet, Trade with Foreign Ports, and Paid Work are the most common of the Standard Actions. At a baseline, Naval Investments are assumed to be taking the Paid Work action, which will net a random assortment of resources, items or income! There is always a very small amount of risk taking this action, which could result in a damaged investment. &lt;br /&gt;
&lt;br /&gt;
Players wanting to Support a Fleet are encouraged to read the [[Military Orders - Spring 225|Military Orders]] page so as to have a better idea of what is going on in the wider campaign at the end of Summit. The page details the orders given by Generals and Champions, and can greatly influence what Force you might want to Support! &lt;br /&gt;
&lt;br /&gt;
Players wanting to send their Naval Investment to Trade with Foreign Ports will find below a list of known Ports to trade with in the Downtime Form! Some of these Ports can be found across the Wiki, with relevant trade expectations listed within the appropriate sections, however others are not. The Team is working on putting together a more succinct list for the purposes of Trade, but in the meantime Players should expect Military Orders, Winds and the greater narrative to heavily impact the result! &lt;br /&gt;
&lt;br /&gt;
==== Open Foreign Ports ====&lt;br /&gt;
The following Foreign Ports are open to Concordian ships this season. Some are dangerous journeys and if your ship does not meet the minimum requirements for travelling there, then you risk (but are not ensured of) danger. If your ship is more than 3 tiers below what is required, it risks being destroyed entirely and your character significantly hampered or even killed. The nature of these journeys mean that ships travelling together does not necessarily improve their chances, as such tiers cannot be combined.&lt;br /&gt;
&lt;br /&gt;
===== Dendarr Nations - Kameiros =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
The Easternmost city of the Dendarri, Kameiros is friendly to Concordian ships and captains can expect to trade in  Beastbone, Suns Iron, Hartswood, and rumours from this land of Heroes. In addition, the Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== The Golden Fleet - Banathea =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
The pirate-port of Banathea sits empty of its vast fleet as it is busy raiding the Great Trade Sea and Explorers Sea. But long standing treaties ensure Concordian ships are safe resting here. Captains can expect to trade for Herbs, Artisan Crafts, and Potions, albeit in small numbers.&lt;br /&gt;
&lt;br /&gt;
===== Fealties of Drummond - Crownsport =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
The largest port on the West of Drummond, Crownsport is ruled by House Rayleigh and is known to be the gateway to Drummond for travellers from the east. Receptive to Concordian captains, you can expect to trade in Forgesteel, Suns Iron, Hartswood, and sometimes rare Drummondite arms and armour. In addition, the Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== Fealties of Drummond - Bleakstarbe =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
A far smaller port on the Cape of Karlais, south of Crownsport, Bleakstarbe is a stormwracked harbour set between dark cliffs. Ruled be the rising House Silas of Duchy Forsword, it is poorer than Crownsport but Captains are far more likely to gain a meeting with ‘The Barbed Wolf’, Duke Jeryn Silas. Captains should expect trade in Hartswood, Beastbone, Blacksap, and sometimes rare Drummondite arms and armour. In addition, the Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== Fealties of Drummond - Manacle Harbour =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
Northernmost port of the Fealties, Manacle Harbour rests in the turbulent seas of ‘The Arc’, an archipelago of large isles ruled as part of Duchy Artallian by House Rottmour. The growing maritime influence of the Duchy draws attention, but it remains to be seen if there is money to be made. Captains should expect to trade in Essencite, Bloodglass, Shimmering Scales and sometimes rare Drummondite arms and armour. In addition, the Concordian Senate is funding these expeditions with an additional Lock.&lt;br /&gt;
&lt;br /&gt;
===== Free Tabbadar - Odrigan =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 2&lt;br /&gt;
&lt;br /&gt;
Far to the west across the Great Trade Sea, to the farthest reaches of Invicta Minor rests free Odrigan. A revolutionary city founded by the Tabbadari under Concordian support. Travelling to Odrigan is a journey in charity rather than business. Captains should expect to gain little aside from stories and meagre supplies of Hartswood and Herbs. But without Concordian support, Odrigan will certainly fall.&lt;br /&gt;
&lt;br /&gt;
===== The Idrian Cabal - Rakham’s Cove =====&lt;br /&gt;
&#039;&#039;Tier Required:&#039;&#039; 3&lt;br /&gt;
&lt;br /&gt;
Hidden among the iceflows far to the South, Rakham’s Cove is a trading harbour for little more than sealflesh, whale blubber, and a madman’s stories. However, if you’re lucky, you might meet some of the strange apprentices of the Idrian Cabal, those minor wizards sent on the unknowable journeys of their distant, spire-dwelling masters. Captains should expect trade in Crystal Mana, Artisan Crafts, and Beastbone.&lt;br /&gt;
&lt;br /&gt;
==== Special Actions - Naval ====&lt;br /&gt;
&lt;br /&gt;
==== Plunder Hukar ====&lt;br /&gt;
As per the Winds Entry ‘[[White Flags Aloft Before War begins]]’, an opportunity to plunder the far shores of Hukar has become available to The Concord. The action will involve sailing to the coastal Kaludas and attempting entry to steal whatever riches and information they can find. This action is expected to have moderate danger and an unclear reward. &lt;br /&gt;
&lt;br /&gt;
=== Other Public Special actions ===&lt;br /&gt;
&lt;br /&gt;
==== Climb the Cildfrau - Baelag’s Holdfast ====&lt;br /&gt;
As per the Winds Entry ‘[[What it Means to Be Alive - The War in Windholme]]’, there is an opportunity for specific Realmic Archetypes to add their expertise to the claiming of Baelag’s Holdfast. This opportunity would see The Cildfrau Mountains climbed, roping down from their peaks directly into the Holdfast from above. &lt;br /&gt;
&lt;br /&gt;
This Action is only available to Characters with the Summiter, Shesti, Bravo, Huntsmarshall or Kings Ranger archetypes. &lt;br /&gt;
&lt;br /&gt;
==== Tunnel Vipers - Baelag’s Holdfast ====&lt;br /&gt;
As per the entry under Military Investments, any Mine Investment from any Realm may now take the Tunnel Vipers Special Action. This opportunity would see the earthworks and tunnels beneath Baelag’s and Windholme East further dug, going deeper and deeper beneath the great Fortress until it creates a passage directly inside its great walls. &lt;br /&gt;
&lt;br /&gt;
==== Conviction of Trust, Faith and Support in Lerona Mere ====&lt;br /&gt;
The Council of Six declares a conviction for the Congregations of the Concord. As per the Church Motions and Council of Six Endeavours, this Conviction has been publicised and made available to any Hero that wishes to pledge their support behind its intent and action. This is not a Special Action, but a Standard Action of Congregations. The details of the Conviction are briefly listed below, but more information can be found on the Church Motions Page;&lt;br /&gt;
&lt;br /&gt;
“We hear the voices of Lerona Mere. We ask Congregations to go to the realm of Lerona Mere and to help rebuild their trust and faith in the Concordian Church of the Spheres. I ask Congregations to listen to their voices, and to understand their rage over the diplomatic actions of the Church, and the legal actions of the nation.&lt;br /&gt;
&lt;br /&gt;
The Concord is stronger with Lerona Mere. The Church is stronger with Lerona Mere. The Church is stronger if those with beliefs on how to better serve the Spheres remain in the Church and use the legal frameworks in place to affect change.”&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=MediaWiki:Sidebar&amp;diff=3580</id>
		<title>MediaWiki:Sidebar</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=MediaWiki:Sidebar&amp;diff=3580"/>
		<updated>2025-10-03T05:03:20Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
* Quick Links&lt;br /&gt;
** mainpage|mainpage-description&lt;br /&gt;
** recentchanges-url|recentchanges&lt;br /&gt;
** helppage|help-mediawiki&lt;br /&gt;
** Special:AllPages|All Pages&lt;br /&gt;
* Getting Started&lt;br /&gt;
* Concord LARP&lt;br /&gt;
** What_Is_Concord? | What is Concord LARP?&lt;br /&gt;
** What_to_Expect_at_a_Concordian_Summit | Weekend Summits&lt;br /&gt;
** Frequently_Asked_Questions | FAQ&lt;br /&gt;
** Character_Creation | How to Create a Character&lt;br /&gt;
** The_Concord_Team | Meet the Concord Team&lt;br /&gt;
* Rules&lt;br /&gt;
** Player_Brief | Mandatory Player Briefing&lt;br /&gt;
** All_Skills | Character Skills and Abilities&lt;br /&gt;
** Rules_Overview | Rules Overview&lt;br /&gt;
** Archery_Clearance_Document | Archery Clearance&lt;br /&gt;
** Gamenomics_Guide | Buying and Selling at LARP&lt;br /&gt;
* In-Between Games&lt;br /&gt;
** Sanctioned_Events | Sanctioned Events&lt;br /&gt;
** Character_Downtime | Character Downtime&lt;br /&gt;
** Spring_225_Interlude | Spring 225 Interlude Page&lt;br /&gt;
* The World of Esterra&lt;br /&gt;
** Concord_Lore | Concord Overview&lt;br /&gt;
** Map_of_Esterra | Maps of Esterra&lt;br /&gt;
** History_of_The_Concord | History of Concord&lt;br /&gt;
** Technology | Technology at Concord&lt;br /&gt;
* The Realms&lt;br /&gt;
** The_Iron_Valley | The Iron Valley&lt;br /&gt;
** Lerona_Mere | Lerona Mere&lt;br /&gt;
** Greenweald_Baronies | The Greenweald Baronies&lt;br /&gt;
** Andash | Andash&lt;br /&gt;
** Kingdom_of_Bordevar | The Kingdom of Bordevar&lt;br /&gt;
* Winds of The World&lt;br /&gt;
** Winds_of_the_World | Winds of the World Homepage&lt;br /&gt;
* Church and the Divine Spheres&lt;br /&gt;
** Concordian_Church_of_the_Divine_Spheres | The Concordian Church&lt;br /&gt;
** History_of_the_Church_of_the_Divine_Spheres | History Of The Church&lt;br /&gt;
** Tenets_of_the_Concordian_Church | Tenets Of The Concordian Church&lt;br /&gt;
** Strictures_of_the_Church | Strictures Of The Concordian Church&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=When_is_the_Next_Summit!%3F!&amp;diff=3567</id>
		<title>When is the Next Summit!?!</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=When_is_the_Next_Summit!%3F!&amp;diff=3567"/>
		<updated>2025-09-30T02:36:46Z</updated>

		<summary type="html">&lt;p&gt;Leo: days and dates are hard&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:7U5A1559.jpg|thumb|553x553px|The town of Passage hosts a Concordian Summit twice a year]]&lt;br /&gt;
&#039;&#039;&#039;Next Summit is Concord G11: Autumn 226&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Event dates are &#039;&#039;&#039;Saturday&#039;&#039;&#039; the 25th April 2026, 12:00pm – &#039;&#039;&#039;Monday&#039;&#039;&#039; the 27th April 2026 ~3pm (ANZAC Long Weekend). &lt;br /&gt;
&lt;br /&gt;
Players may arrive from 12pm onward on Friday the 24th of April, but must be offsite by Tuesday the 28th of April Midday. &lt;br /&gt;
&lt;br /&gt;
Ticket Link TBC closer to event. &lt;br /&gt;
&lt;br /&gt;
Please check out the [[Event Information]] page!&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=When_is_the_Next_Summit!%3F!&amp;diff=3566</id>
		<title>When is the Next Summit!?!</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=When_is_the_Next_Summit!%3F!&amp;diff=3566"/>
		<updated>2025-09-30T02:26:39Z</updated>

		<summary type="html">&lt;p&gt;Leo: updated dates for 226&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:7U5A1559.jpg|thumb|553x553px|The town of Passage hosts a Concordian Summit twice a year]]&lt;br /&gt;
&#039;&#039;&#039;Next Summit is Concord G11: Autumn 226&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Event dates are &#039;&#039;&#039;Friday&#039;&#039;&#039; the 25th April 2026, 12:00pm – &#039;&#039;&#039;Monday&#039;&#039;&#039; the 27th April 2026 ~3pm (ANZAC Long Weekend). &lt;br /&gt;
&lt;br /&gt;
Players may arrive from 12pm onward on the 24th of April, but must be offsite by Tuesday the 19th of April Midday. &lt;br /&gt;
&lt;br /&gt;
Ticket Link TBC closer to event. &lt;br /&gt;
&lt;br /&gt;
Please check out the [[Event Information]] page!&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Event_Information&amp;diff=3557</id>
		<title>Event Information</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Event_Information&amp;diff=3557"/>
		<updated>2025-09-22T12:47:16Z</updated>

		<summary type="html">&lt;p&gt;Leo: updated to mention 40km/h on any unsealed roads&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LARP site sunset.png|thumb|541x541px|A large stretch canvas tent, at the end of a long weekend.]]&lt;br /&gt;
Concord is intended to be played out twice a year over a weekend. These events represent a similar time in the world, with the events themselves being the end of autumn and the start of spring, and approximately the same time in the real world.&lt;br /&gt;
&lt;br /&gt;
Concord events are quite strenuous camping weekends including many hours of intrigue, combat and socialising. Expect to spend a lot of your time talking to other players, spending many hours in-character and also experiencing a wide variety of social situations.&lt;br /&gt;
&lt;br /&gt;
Expect some frantic combat at both the large and small scale. The combat of Concord is intended to provide a fun physical challenge, an immersive experience and also a chance for the story to come to a head in a single decisive at-game moment. Combat is dangerous, but also incredibly fulfilling, both in and out of character.&lt;br /&gt;
&lt;br /&gt;
Events run from Friday to Sunday or if running on a public holiday weekend, Saturday to Monday, with game play itself beginning on Day 1 at 3pm.  See [[When is the Next Summit!?!]] &lt;br /&gt;
&lt;br /&gt;
The game ends on Day 3 at approximately 3pm with all players needing to be off site by Day 4 at midday. Players may leave after 3pm on Day 3 but we recommend that you do not start packing up before this, so that you and everyone may enjoy the event to its fullest.&lt;br /&gt;
&lt;br /&gt;
Events are currently held on a large farming property in the town of Boddington, about an hour and a half from Perth. This a large sheep farm opened to the Perth LARP community by the Smalberger family who have been amazingly supportive of our community. The site functions year round as a sheep farm but during game the areas used by Concord are emptied of animals. &lt;br /&gt;
&lt;br /&gt;
The site is moderately supported and upgrades are always in the works. Currently the site has a permanent toilet block. The Concord team will also provide portable toilets in scale with the attendance. There is potable water on site, provided by a water tower in town. Power is generally not available. &lt;br /&gt;
&lt;br /&gt;
Staying at the event will necessitate camping (although there are small amounts of accommodation available in Boddington) so please ensure you are prepared with food, equipment and whatever else you may need. Concord uses two areas for camping, one near the field entry gate is reserved for out-of-character camping. The perfect place to put together your modern tent or camp in your car.&lt;br /&gt;
&lt;br /&gt;
However if you have access to an in-theme tent or the ability to obscure your modern one, we ask that you consider camping in the in-character area. This space directly surrounds the permanent buildings on site and goes on to create the town of Passage. This space will be in character from game-in on Saturday night and will not only be more accessible, but also adds to the game world overall.&lt;br /&gt;
&lt;br /&gt;
=== Important Information ===&lt;br /&gt;
Concord has 2 main events per year. See [[When is the Next Summit!?!]] for information about the next event. Both events allow for early arrival on the&lt;br /&gt;
&lt;br /&gt;
day prior from midday and latest departure on the following day at midday.&lt;br /&gt;
&lt;br /&gt;
==== Services ====&lt;br /&gt;
&lt;br /&gt;
* Boddington Township is the closest option for fuel, groceries, medication, ATM and similar services. It is ~15 minutes away via car.&lt;br /&gt;
* Failing that Pinjarra, Armadale or Collie are all roughly equidistant at ~1 hours drive.&lt;br /&gt;
* The Bannister Roadhouse offers food and fuel but opening hours can vary so it is advisable to plan ahead.&lt;br /&gt;
* The Caravan Park toilet/shower block can be accessed by contacting them in advance and arranging access. There is a cost for this.&lt;br /&gt;
&lt;br /&gt;
==== Services Onsite ====&lt;br /&gt;
&lt;br /&gt;
* The site has onsite toilets and fresh water for drinking.&lt;br /&gt;
* The site has excellent mobile phone signal.&lt;br /&gt;
* The site does not have reliable access to power for players.&lt;br /&gt;
* The site does not have showers.&lt;br /&gt;
&lt;br /&gt;
=== Accessibility ===&lt;br /&gt;
The events are held in a set of large sheep paddocks on uneven ground in a wide area. The site is vehicle accessible and has infrastructure to support 2WD vehicles.&lt;br /&gt;
&lt;br /&gt;
The site is rugged and while infrastructure is in place to support canes and limited mobility, It is not currently wheelchair accessible. Power can be made available for players to charge medical/accessibility devices, although it is unlikely this can be made available directly to tents. Please contact the Concord team with any specific requirements and we will accommodate you as best as we can.&lt;br /&gt;
&lt;br /&gt;
=== Vehicles and Arrival ===&lt;br /&gt;
Vehicles will be permitted on site until 2pm on the first day of the event. Vehicles will also be permitted from 6am until 8:30am on the remaining days. No vehicles are to be moved on site outside of these times until after the event has ended without Concord team or site owner escort. Players will be advised when pack up is beginning, no vehicles are permitted in the event paddock until this time.&lt;br /&gt;
[[File:Map-directions.png|thumb|588x588px|The preferred route to the site is on the above map.]]&lt;br /&gt;
From 10am of the first day of game on wards, Player Packs will be available from the Hub Building near the Senate.&lt;br /&gt;
&lt;br /&gt;
Player Packs contain all of your characters&#039; items, currency and resources.&lt;br /&gt;
&lt;br /&gt;
Check-In will close at 2PM on the first day of game and character packs stored in the back room of the Hub. If you arrive after this time, please go to the Hub to sign in and then collect your character pack as soon as possible.&lt;br /&gt;
&lt;br /&gt;
The Concord team recommends passing through Boddington to arrive at the site, rather than taking Bannister Road to Days road. This keeps dust down and helps us keep good relationships with the local homeowners. It also allows a chance to stop for last minute supplies. If the overflow is closed we will advise members well in advance of the event to avoid this route and advise on the alternative.&lt;br /&gt;
&lt;br /&gt;
All roads on site are unsealed. &#039;&#039;&#039;Please keep to a maximum speed of 15km/h whilst onsite (anywhere on map below), and a maximum of 40km/h on any unsealed roads leading up to the property.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please keep all vehicles on marked roads unless advised by a Concord team member or a site owner.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Site Map ==&lt;br /&gt;
[[File:Sitemapblankbig2.jpg|center|thumb|1009x1009px|Site Map August 2024]]&lt;br /&gt;
&lt;br /&gt;
== The Site ==&lt;br /&gt;
[[File:Site-map-2025.png|thumb|668x668px]]&lt;br /&gt;
&lt;br /&gt;
=== The Town ===&lt;br /&gt;
This central area is the main play space for Concord LARP, it includes a number of permanent structures and will also be the site of our in character camping. It also includes an OOC area with the Food Truck (Witch’s Cauldron) and toilet block.&lt;br /&gt;
&lt;br /&gt;
=== G.O.D ===&lt;br /&gt;
The Games Operation Department (GOD) is set at the rear of the paddock behind The Town. It includes accommodation and camping for the crew, storage containers, mustering areas and some parking. The Concord team can generally be found here. There is also accessible OOC camping available here in limited amounts.&lt;br /&gt;
&lt;br /&gt;
== The Field ==&lt;br /&gt;
The main area used by Concord (‘The Field’) is everything else in the larger 5000 square metre paddock. It includes small fortifications, two dams, some stands of trees, some camping areas and a large amount of open paddock. These areas will be used by The Concord Team for various elements of the game. We ask that players remain aware of the dams and other bodies of water for safety reasons. Players are also instructed to keep vehicles on the road or within the town during pack up and pack down.&lt;br /&gt;
&lt;br /&gt;
=== OOC Camping ===&lt;br /&gt;
The out of character camping is placed on the far side of the southern fence line of The Field along the road. It is approximately 400 metres from the main township up a slight incline. It has access to a toilet and plenty of space for camping. &lt;br /&gt;
&lt;br /&gt;
=== Parking ===&lt;br /&gt;
The main parking area is alongside the main entry drive near the large barn. Look for signage and other parked cars. Please park in an orderly fashion and allow space for cars to leave if required. If this parking is full, or you require more frequent access to your vehicle (such as for people sleeping at off site locations), parking is available in the paddock in which OOC camping is hosted (between the dividing fence and the road from the hay shed through to the gate into the game paddock.) Be careful parking in this secondary area as there may be rocks hidden by plants. &lt;br /&gt;
&lt;br /&gt;
== Other  Information ==&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Concord is a camping weekend where you should expect to be responsible for most of your own meals. While many players get by snacking throughout the weekend on chips, lollies and jerky, we recommend having a more substantial food plan for your own enjoyment, particularly if you’re drinking alcohol. Camp stoves are allowed and many many players will also cook meals over an open fire. Try working with your group since meals are one of those things that are easier to handle as a team. &lt;br /&gt;
&lt;br /&gt;
However, there are a number of options to supplement your meals with food purchased with both Concordian keys and Australian dollars. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Witch’s Cauldron&#039;&#039;&#039; - A large food truck on site owned and operated by the site owners. The Witch’s Cauldron produces great ‘festival food’ such as hot chips, rolls, gravy and meats. Purchase with Australian dollars, situated next to the town toilet block. &lt;br /&gt;
&lt;br /&gt;
=== Noise ===&lt;br /&gt;
Concord has some noise guidelines in place to ensure that excess noise does not disturb neighbours who leave near the site, and also to ensure that excess noise into the early hours of the morning is not disruptive to others who may be trying to sleep. We ask that you be considerate and respectful of excessive noise and adhere to the following curfew times:&lt;br /&gt;
&lt;br /&gt;
* 10PM LOUD NOISE CURFEW. Excessive loud noise curfew in in place to respect residents. Anything that would be heard across or outside the paddock such as  drums, screams are not suitable after this time.&lt;br /&gt;
* 12PM General Noise Curfew. This is game time out and general noise curfew. Socialising and role play may continue, but should not be audible outside of your realmic camp. If we can hear Lerona Mere from Iron Valley you’re too loud. But hearing Andash (east) from Andash (west) is allowed.&lt;br /&gt;
&lt;br /&gt;
These noise guidelines may be changed if there are any concerns from residents.  If a members of the team asks that you reduce noise levels at any time we ask that you do so.&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
Relaxing around a fire is one of the classic LARP memories. But there are a few steps required to make sure we fall in line with the Shires fire requirements and keep safe.&lt;br /&gt;
&lt;br /&gt;
Each fire (not gas stove) must meet the following safety precautions:&lt;br /&gt;
&lt;br /&gt;
* Has a readily available extinguishing device (bucket of water, fire extinguisher etc)&lt;br /&gt;
* Is a raised fire pit (as opposed to a dug hole)&lt;br /&gt;
* As observed at all times when there is an active flame.&lt;br /&gt;
* Must have a clear area below it (no plant matter) or be on a cleared, non-flammable base such as pavers.&lt;br /&gt;
&lt;br /&gt;
==== Solid Barrier Fire Pits ====&lt;br /&gt;
For fire pits with solid walls they may have fires in them without direct supervision as required by all other fires so long as the following conditions are strictly followed:&lt;br /&gt;
&lt;br /&gt;
* The entire wall is constructed of fire proof material (thick steel or brick/stone) and rigidly sound.&lt;br /&gt;
* Any vents are internally covered with an appropriate mesh to prevent the egress of embers/coals.&lt;br /&gt;
* There is a fire safe zone of minimum 1.5m around the pit from which any highly inflammable items are excluded unless the fire is properly directly supervised. Such items include any fuel, flammable fluids, paper, cloth, other soft flammable furnishings, tents, etc.&lt;br /&gt;
* The fire is such that no flames are higher than the lowest part of the wall of the pit.&lt;br /&gt;
* An appropriate extinguishing method is available and easily visible near to the pit.&lt;br /&gt;
&lt;br /&gt;
=== Water ===&lt;br /&gt;
There are two water tanks available for drinking water for players. One is between the Lerona Mere camp and main town square, the other is between the Andash and Bordevar Camping areas. We request that players use this rather than bottled water to cut down on plastic waste. However if you do want to bring your own water in addition, we would ask that you bring larger single containers rather than many small ones. The water towers are not for camp showers simply to preserve the amount available, although filling a wash basin for dishes or birdbath is fine. When in doubt, preserve water as much as possible and use organic soaps. If you are operating an establishment such as a tavern which is likely to produce a large amount of dishes, we ask that you bring your own water to wash those  dishes. &lt;br /&gt;
&lt;br /&gt;
=== Alcohol ===&lt;br /&gt;
Concord is an adult event where people will be drinking. Concord has no limitations on what alcohol can be brought to the event as long as they follow the following rules;&lt;br /&gt;
&lt;br /&gt;
* Complies with the Glass Rules&lt;br /&gt;
* If in the In Character Area, it must be in an IC vessel - no cans or other OOC vessels please.&lt;br /&gt;
* Does not contravene any liquor licence or any other liquor laws.&lt;br /&gt;
&lt;br /&gt;
Concord does have some additional guidelines around the consumption of alcohol:&lt;br /&gt;
&lt;br /&gt;
* Individuals should avoid excessive intoxication. Definition varies from circumstance to circumstance but the general ruling is that if you are unable to stand, stop yourself from vomiting, remain conscious or respond to a request by the Concord Team, that you will be asked to leave the site when you sober up.&lt;br /&gt;
* If you are too drunk to drive, you are too drunk to fight.&lt;br /&gt;
* Strictly no drinking of alcohol for any person under the age of 18.&lt;br /&gt;
&lt;br /&gt;
=== Smoking ===&lt;br /&gt;
Concord is a largely non-smoking event. If you do need to smoke, the rule is to move 50m away from any common areas (Town, OOC camping, GOD, ETC) and dispose of their butts within their rubbish. If butts are found discarded on the site, Concord will become an entirely non-smoking event. &lt;br /&gt;
&lt;br /&gt;
=== Rubbish ===&lt;br /&gt;
Thanks to the Boddington RRR Concord LARP has recycling and general waste bins spread across the site (yellow lids and red lids respectively). Even with this available, the Concord team asks that players be considerate of their waste creation and be willing to take some of their rubbish home should the bins be full at the end of the event. We ask that every vehicle endeavour to take at least one bag of rubbish home. &lt;br /&gt;
&lt;br /&gt;
=== Glass Policy ===&lt;br /&gt;
As the area Concord operates within is a Sheep farm most of the year, we need to be very careful about broken glass being left behind. As such, Concord has a number of rules in place for the usage of glass at the event. &lt;br /&gt;
&lt;br /&gt;
They are as follows: &lt;br /&gt;
&lt;br /&gt;
* Hollow glass may not be used as a part of your costume, this includes potion bottles. Glass filled with resin is allowed. &lt;br /&gt;
* Glass receptacles should be no smaller than 700ml. &lt;br /&gt;
* Glass elements of objects (such as window panes or lanterns) should be replaced where possible. &lt;br /&gt;
* If glass is broken, someone needs to remain in the area while the Concord team is informed who will supervise cleanup. &lt;br /&gt;
&lt;br /&gt;
=== Vendors ===&lt;br /&gt;
Concord often attracts a variety of vendors of LARP or LARP-Adjacent products. If players are interested in purchasing at the event we recommend that you bring an amount of cash as not all vendors take card or transfer as payment. Vendors interested in attending a Concord event should get in contact with the Concord Team so we can be facilitate your experience and trade.&lt;br /&gt;
&lt;br /&gt;
[[File:Evac-diagram.png|thumb|493x493px|Evacuation Diagram 2025]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Event_Information&amp;diff=3555</id>
		<title>Event Information</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Event_Information&amp;diff=3555"/>
		<updated>2025-09-21T14:21:25Z</updated>

		<summary type="html">&lt;p&gt;Leo: update to align to 2025 event guide - clarified noise, alcohol and fire rules&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:LARP site sunset.png|thumb|541x541px|A large stretch canvas tent, at the end of a long weekend.]]&lt;br /&gt;
Concord is intended to be played out twice a year over a weekend. These events represent a similar time in the world, with the events themselves being the end of autumn and the start of spring, and approximately the same time in the real world.&lt;br /&gt;
&lt;br /&gt;
Concord events are quite strenuous camping weekends including many hours of intrigue, combat and socialising. Expect to spend a lot of your time talking to other players, spending many hours in-character and also experiencing a wide variety of social situations.&lt;br /&gt;
&lt;br /&gt;
Expect some frantic combat at both the large and small scale. The combat of Concord is intended to provide a fun physical challenge, an immersive experience and also a chance for the story to come to a head in a single decisive at-game moment. Combat is dangerous, but also incredibly fulfilling, both in and out of character.&lt;br /&gt;
&lt;br /&gt;
Events run from Friday to Sunday or if running on a public holiday weekend, Saturday to Monday, with game play itself beginning on Day 1 at 3pm.  See [[When is the Next Summit!?!]] &lt;br /&gt;
&lt;br /&gt;
The game ends on Day 3 at approximately 3pm with all players needing to be off site by Day 4 at midday. Players may leave after 3pm on Day 3 but we recommend that you do not start packing up before this, so that you and everyone may enjoy the event to its fullest.&lt;br /&gt;
&lt;br /&gt;
Events are currently held on a large farming property in the town of Boddington, about an hour and a half from Perth. This a large sheep farm opened to the Perth LARP community by the Smalberger family who have been amazingly supportive of our community. The site functions year round as a sheep farm but during game the areas used by Concord are emptied of animals. &lt;br /&gt;
&lt;br /&gt;
The site is moderately supported and upgrades are always in the works. Currently the site has a permanent toilet block. The Concord team will also provide portable toilets in scale with the attendance. There is potable water on site, provided by a water tower in town. Power is generally not available. &lt;br /&gt;
&lt;br /&gt;
Staying at the event will necessitate camping (although there are small amounts of accommodation available in Boddington) so please ensure you are prepared with food, equipment and whatever else you may need. Concord uses two areas for camping, one near the field entry gate is reserved for out-of-character camping. The perfect place to put together your modern tent or camp in your car.&lt;br /&gt;
&lt;br /&gt;
However if you have access to an in-theme tent or the ability to obscure your modern one, we ask that you consider camping in the in-character area. This space directly surrounds the permanent buildings on site and goes on to create the town of Passage. This space will be in character from game-in on Saturday night and will not only be more accessible, but also adds to the game world overall.&lt;br /&gt;
&lt;br /&gt;
=== Important Information ===&lt;br /&gt;
Concord has 2 main events per year. See [[When is the Next Summit!?!]] for information about the next event. Both events allow for early arrival on the&lt;br /&gt;
&lt;br /&gt;
day prior from midday and latest departure on the following day at midday.&lt;br /&gt;
&lt;br /&gt;
==== Services ====&lt;br /&gt;
&lt;br /&gt;
* Boddington Township is the closest option for fuel, groceries, medication, ATM and similar services. It is ~15 minutes away via car.&lt;br /&gt;
* Failing that Pinjarra, Armadale or Collie are all roughly equidistant at ~1 hours drive.&lt;br /&gt;
* The Bannister Roadhouse offers food and fuel but opening hours can vary so it is advisable to plan ahead.&lt;br /&gt;
* The Caravan Park toilet/shower block can be accessed by contacting them in advance and arranging access. There is a cost for this.&lt;br /&gt;
&lt;br /&gt;
==== Services Onsite ====&lt;br /&gt;
&lt;br /&gt;
* The site has onsite toilets and fresh water for drinking.&lt;br /&gt;
* The site has excellent mobile phone signal.&lt;br /&gt;
* The site does not have reliable access to power for players.&lt;br /&gt;
* The site does not have showers.&lt;br /&gt;
&lt;br /&gt;
=== Accessibility ===&lt;br /&gt;
The events are held in a set of large sheep paddocks on uneven ground in a wide area. The site is vehicle accessible and has infrastructure to support 2WD vehicles.&lt;br /&gt;
&lt;br /&gt;
The site is rugged and while infrastructure is in place to support canes and limited mobility, It is not currently wheelchair accessible. Power can be made available for players to charge medical/accessibility devices, although it is unlikely this can be made available directly to tents. Please contact the Concord team with any specific requirements and we will accommodate you as best as we can.&lt;br /&gt;
&lt;br /&gt;
=== Vehicles and Arrival ===&lt;br /&gt;
Vehicles will be permitted on site until 2pm on the first day of the event. Vehicles will also be permitted from 6am until 8:30am on the remaining days. No vehicles are to be moved on site outside of these times until after the event has ended without Concord team or site owner escort. Players will be advised when pack up is beginning, no vehicles are permitted in the event paddock until this time.&lt;br /&gt;
[[File:Map-directions.png|thumb|588x588px|The preferred route to the site is on the above map.]]&lt;br /&gt;
From 10am of the first day of game on wards, Player Packs will be available from the Hub Building near the Senate.&lt;br /&gt;
&lt;br /&gt;
Player Packs contain all of your characters&#039; items, currency and resources.&lt;br /&gt;
&lt;br /&gt;
Check-In will close at 2PM on the first day of game and character packs stored in the back room of the Hub. If you arrive after this time, please go to the Hub to sign in and then collect your character pack as soon as possible.&lt;br /&gt;
&lt;br /&gt;
The Concord team recommends passing through Boddington to arrive at the site, rather than taking Bannister Road to Days road. This keeps dust down and helps us keep good relationships with the local homeowners. It also allows a chance to stop for last minute supplies. If the overflow is closed we will advise members well in advance of the event to avoid this route and advise on the alternative.&lt;br /&gt;
&lt;br /&gt;
All roads on site are unsealed. &#039;&#039;&#039;Please keep to a maximum speed of 15km/h and keep all vehicles on the roads unless advised by a Concord team member or a site owner.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Site Map ==&lt;br /&gt;
[[File:Sitemapblankbig2.jpg|center|thumb|1009x1009px|Site Map August 2024]]&lt;br /&gt;
&lt;br /&gt;
== The Site ==&lt;br /&gt;
[[File:Site-map-2025.png|thumb|668x668px]]&lt;br /&gt;
&lt;br /&gt;
=== The Town ===&lt;br /&gt;
This central area is the main play space for Concord LARP, it includes a number of permanent structures and will also be the site of our in character camping. It also includes an OOC area with the Food Truck (Witch’s Cauldron) and toilet block.&lt;br /&gt;
&lt;br /&gt;
=== G.O.D ===&lt;br /&gt;
The Games Operation Department (GOD) is set at the rear of the paddock behind The Town. It includes accommodation and camping for the crew, storage containers, mustering areas and some parking. The Concord team can generally be found here. There is also accessible OOC camping available here in limited amounts.&lt;br /&gt;
&lt;br /&gt;
== The Field ==&lt;br /&gt;
The main area used by Concord (‘The Field’) is everything else in the larger 5000 square metre paddock. It includes small fortifications, two dams, some stands of trees, some camping areas and a large amount of open paddock. These areas will be used by The Concord Team for various elements of the game. We ask that players remain aware of the dams and other bodies of water for safety reasons. Players are also instructed to keep vehicles on the road or within the town during pack up and pack down.&lt;br /&gt;
&lt;br /&gt;
=== OOC Camping ===&lt;br /&gt;
The out of character camping is placed on the far side of the southern fence line of The Field along the road. It is approximately 400 metres from the main township up a slight incline. It has access to a toilet and plenty of space for camping. &lt;br /&gt;
&lt;br /&gt;
=== Parking ===&lt;br /&gt;
The main parking area is alongside the main entry drive near the large barn. Look for signage and other parked cars. Please park in an orderly fashion and allow space for cars to leave if required. If this parking is full, or you require more frequent access to your vehicle (such as for people sleeping at off site locations), parking is available in the paddock in which OOC camping is hosted (between the dividing fence and the road from the hay shed through to the gate into the game paddock.) Be careful parking in this secondary area as there may be rocks hidden by plants. &lt;br /&gt;
&lt;br /&gt;
== Other  Information ==&lt;br /&gt;
&lt;br /&gt;
=== Food ===&lt;br /&gt;
Concord is a camping weekend where you should expect to be responsible for most of your own meals. While many players get by snacking throughout the weekend on chips, lollies and jerky, we recommend having a more substantial food plan for your own enjoyment, particularly if you’re drinking alcohol. Camp stoves are allowed and many many players will also cook meals over an open fire. Try working with your group since meals are one of those things that are easier to handle as a team. &lt;br /&gt;
&lt;br /&gt;
However, there are a number of options to supplement your meals with food purchased with both Concordian keys and Australian dollars. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Witch’s Cauldron&#039;&#039;&#039; - A large food truck on site owned and operated by the site owners. The Witch’s Cauldron produces great ‘festival food’ such as hot chips, rolls, gravy and meats. Purchase with Australian dollars, situated next to the town toilet block. &lt;br /&gt;
&lt;br /&gt;
=== Noise ===&lt;br /&gt;
Concord has some noise guidelines in place to ensure that excess noise does not disturb neighbours who leave near the site, and also to ensure that excess noise into the early hours of the morning is not disruptive to others who may be trying to sleep. We ask that you be considerate and respectful of excessive noise and adhere to the following curfew times:&lt;br /&gt;
&lt;br /&gt;
* 10PM LOUD NOISE CURFEW. Excessive loud noise curfew in in place to respect residents. Anything that would be heard across or outside the paddock such as  drums, screams are not suitable after this time.&lt;br /&gt;
* 12PM General Noise Curfew. This is game time out and general noise curfew. Socialising and role play may continue, but should not be audible outside of your realmic camp. If we can hear Lerona Mere from Iron Valley you’re too loud. But hearing Andash (east) from Andash (west) is allowed.&lt;br /&gt;
&lt;br /&gt;
These noise guidelines may be changed if there are any concerns from residents.  If a members of the team asks that you reduce noise levels at any time we ask that you do so.&lt;br /&gt;
&lt;br /&gt;
=== Fire ===&lt;br /&gt;
Relaxing around a fire is one of the classic LARP memories. But there are a few steps required to make sure we fall in line with the Shires fire requirements and keep safe.&lt;br /&gt;
&lt;br /&gt;
Each fire (not gas stove) must meet the following safety precautions:&lt;br /&gt;
&lt;br /&gt;
* Has a readily available extinguishing device (bucket of water, fire extinguisher etc)&lt;br /&gt;
* Is a raised fire pit (as opposed to a dug hole)&lt;br /&gt;
* As observed at all times when there is an active flame.&lt;br /&gt;
* Must have a clear area below it (no plant matter) or be on a cleared, non-flammable base such as pavers.&lt;br /&gt;
&lt;br /&gt;
==== Solid Barrier Fire Pits ====&lt;br /&gt;
For fire pits with solid walls they may have fires in them without direct supervision as required by all other fires so long as the following conditions are strictly followed:&lt;br /&gt;
&lt;br /&gt;
* The entire wall is constructed of fire proof material (thick steel or brick/stone) and rigidly sound.&lt;br /&gt;
* Any vents are internally covered with an appropriate mesh to prevent the egress of embers/coals.&lt;br /&gt;
* There is a fire safe zone of minimum 1.5m around the pit from which any highly inflammable items are excluded unless the fire is properly directly supervised. Such items include any fuel, flammable fluids, paper, cloth, other soft flammable furnishings, tents, etc.&lt;br /&gt;
* The fire is such that no flames are higher than the lowest part of the wall of the pit.&lt;br /&gt;
* An appropriate extinguishing method is available and easily visible near to the pit.&lt;br /&gt;
&lt;br /&gt;
=== Water ===&lt;br /&gt;
There are two water tanks available for drinking water for players. One is between the Lerona Mere camp and main town square, the other is between the Andash and Bordevar Camping areas. We request that players use this rather than bottled water to cut down on plastic waste. However if you do want to bring your own water in addition, we would ask that you bring larger single containers rather than many small ones. The water towers are not for camp showers simply to preserve the amount available, although filling a wash basin for dishes or birdbath is fine. When in doubt, preserve water as much as possible and use organic soaps. If you are operating an establishment such as a tavern which is likely to produce a large amount of dishes, we ask that you bring your own water to wash those  dishes. &lt;br /&gt;
&lt;br /&gt;
=== Alcohol ===&lt;br /&gt;
Concord is an adult event where people will be drinking. Concord has no limitations on what alcohol can be brought to the event as long as they follow the following rules;&lt;br /&gt;
&lt;br /&gt;
* Complies with the Glass Rules&lt;br /&gt;
* If in the In Character Area, it must be in an IC vessel - no cans or other OOC vessels please.&lt;br /&gt;
* Does not contravene any liquor licence or any other liquor laws.&lt;br /&gt;
&lt;br /&gt;
Concord does have some additional guidelines around the consumption of alcohol:&lt;br /&gt;
&lt;br /&gt;
* Individuals should avoid excessive intoxication. Definition varies from circumstance to circumstance but the general ruling is that if you are unable to stand, stop yourself from vomiting, remain conscious or respond to a request by the Concord Team, that you will be asked to leave the site when you sober up.&lt;br /&gt;
* If you are too drunk to drive, you are too drunk to fight.&lt;br /&gt;
* Strictly no drinking of alcohol for any person under the age of 18.&lt;br /&gt;
&lt;br /&gt;
=== Smoking ===&lt;br /&gt;
Concord is a largely non-smoking event. If you do need to smoke, the rule is to move 50m away from any common areas (Town, OOC camping, GOD, ETC) and dispose of their butts within their rubbish. If butts are found discarded on the site, Concord will become an entirely non-smoking event. &lt;br /&gt;
&lt;br /&gt;
=== Rubbish ===&lt;br /&gt;
Thanks to the Boddington RRR Concord LARP has recycling and general waste bins spread across the site (yellow lids and red lids respectively). Even with this available, the Concord team asks that players be considerate of their waste creation and be willing to take some of their rubbish home should the bins be full at the end of the event. We ask that every vehicle endeavour to take at least one bag of rubbish home. &lt;br /&gt;
&lt;br /&gt;
=== Glass Policy ===&lt;br /&gt;
As the area Concord operates within is a Sheep farm most of the year, we need to be very careful about broken glass being left behind. As such, Concord has a number of rules in place for the usage of glass at the event. &lt;br /&gt;
&lt;br /&gt;
They are as follows: &lt;br /&gt;
&lt;br /&gt;
* Hollow glass may not be used as a part of your costume, this includes potion bottles. Glass filled with resin is allowed. &lt;br /&gt;
* Glass receptacles should be no smaller than 700ml. &lt;br /&gt;
* Glass elements of objects (such as window panes or lanterns) should be replaced where possible. &lt;br /&gt;
* If glass is broken, someone needs to remain in the area while the Concord team is informed who will supervise cleanup. &lt;br /&gt;
&lt;br /&gt;
=== Vendors ===&lt;br /&gt;
Concord often attracts a variety of vendors of LARP or LARP-Adjacent products. If players are interested in purchasing at the event we recommend that you bring an amount of cash as not all vendors take card or transfer as payment. Vendors interested in attending a Concord event should get in contact with the Concord Team so we can be facilitate your experience and trade.&lt;br /&gt;
&lt;br /&gt;
[[File:Evac-diagram.png|thumb|493x493px|Evacuation Diagram 2025]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=File:Evac-diagram.png&amp;diff=3554</id>
		<title>File:Evac-diagram.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=File:Evac-diagram.png&amp;diff=3554"/>
		<updated>2025-09-21T14:11:07Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Evacuation Diagram&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Camping_Guide&amp;diff=3553</id>
		<title>Camping Guide</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Camping_Guide&amp;diff=3553"/>
		<updated>2025-09-21T14:05:50Z</updated>

		<summary type="html">&lt;p&gt;Leo: update inline with 2025 event guide - camp coord and clarity on front/backline tents&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;While attending Concord Summits you have three options for accommodation. They are as follows:&lt;br /&gt;
&lt;br /&gt;
== Staying Off Site ==&lt;br /&gt;
We recommend the Boddington Hotel. A staple of the off-siters for LARP, they are happy to book well in advance and have good rates/rooms. If the hotel is booked out, look into AirBnB (which is slim in the area) or in Dwellingup. &lt;br /&gt;
&lt;br /&gt;
== Camping Out of Character ==&lt;br /&gt;
Concord events have a space set aside near the top of the hill for modern tents/camper trailers. &lt;br /&gt;
This is a great option for folks who don&#039;t have an IC tent yet, like a quieter camping experience or enjoy having a bolthole away from the game to decompress. &lt;br /&gt;
&lt;br /&gt;
There are no additional requirements on tents for the OOC camping area, provided you’re willing to sleep in it. They have a toilet within/next to the camp. In addition, if your mobility requirements make the trip from the play area to the OOC Camping area, Concord has a small area set aside at GOD for OOC Camping closer to the play area. If you wish to make use of this area, please get in contact with the Concord Team at ConcordPlot@gmail.com &lt;br /&gt;
&lt;br /&gt;
=== Important notes for OOC camping: ===&lt;br /&gt;
&lt;br /&gt;
* Campfires are not permitted in the OOC camping area (cooking stoves are fine). &lt;br /&gt;
* The reasons for this are twofold: The Concord Team will be busy down at the play area/GOD and will be unable to police fires up at OOC camping. The other reason is that the OOC camping space is not intended to be a social area, it is our hope that limiting social fires to the play area will keep the OOC camping space quieter for people who appreciate that while sleeping. &lt;br /&gt;
* Car Camping is a valid option for many players. If you are car camping you may park in the OOC camping space. We ask that you allow room for tent campers as priority as their camp footprint is often much larger. We also ask that you face your car away from the game area so that when headlights are lit they are not obvious from the game area. &lt;br /&gt;
&lt;br /&gt;
== Camping In Character. ==&lt;br /&gt;
Really the preferred option for Concord. &lt;br /&gt;
Camping in-character involves using an approved tent to sleep within the town of Passage, adding to the overall feel of the game and getting to be right in the thick of things as you step out of your tent. &lt;br /&gt;
&lt;br /&gt;
This does mean there are some requirements on your camping setup to ensure that the IC environment looks as good as possible and can keep players immersed in the world of Concord. However we also know that good IC setups can be expensive and haven&#039;t been something our community has invested money into in the past. &lt;br /&gt;
&lt;br /&gt;
With this in mind, our IC camping requirements are designed to be a standard that grows with our game.&lt;br /&gt;
&lt;br /&gt;
As of 2025 we have split our camping in character requirements into two categories: ‘Frontline Tents’ and ‘Backline Tents’. &lt;br /&gt;
&lt;br /&gt;
They are as follows: &lt;br /&gt;
&lt;br /&gt;
===== &#039;&#039;&#039;A Frontline Tent&#039;&#039;&#039; =====&lt;br /&gt;
This is a tent that backs onto the common areas of the game, be they roads, squares of other areas. &lt;br /&gt;
&lt;br /&gt;
These are both personal sleeping tents, communal tents and businesses. These tents have the most stringent requirements but also have access the best locations. Frontline tents don’t NEED to be at the front of the camp. &lt;br /&gt;
&lt;br /&gt;
A Frontline Tent must:&lt;br /&gt;
&lt;br /&gt;
* Be an immersive shape of tent An ‘immersive shape’ refers to anything outside of the standard modern dome or swag. Shapes such as Bell tents, yurts, conical or similar or pavilions are perfect. &lt;br /&gt;
* Be made of immersive appearing materials Frontline tents should not be loosely covered modern Gazebos with plenty of white metal showing. They shouldn’t use glossy modern plastics. &lt;br /&gt;
* Remain immersive throughout the event. Any changes or additions to a frontline tent should be durable throughout a weekends worth of play. It is not appropriate for a tent to look great on Night one but be a modern mess by day 3, barring difficult weather. &lt;br /&gt;
* Add something to the space. Frontline tents should have some small flourishes that add to the space they face. Some coloured bunting, a small shrine, a bench or something similar. It could be a large element of the structure or something small. In this way all Frontline tents improve the space of Passage. &lt;br /&gt;
&lt;br /&gt;
===== A Backline Tent =====&lt;br /&gt;
This is a tent that is sufficient to be within the in-character space but has some factors that warrant it not being forefront in a camp or space. Backline tents should be set back from main thoroughfares or main common spaces. Backline tents may be businesses and taverns but they should be set back deeper into camps.&lt;br /&gt;
&lt;br /&gt;
A Backline tent must be at least two of the following: &lt;br /&gt;
&lt;br /&gt;
* Is an immersive shape of tent. An ‘immersive shape’ refers to anything outside of the standard modern dome, square gazebo or swag. Shapes such as Bell tents, yurts, conical or similar or pavilions are perfect. &lt;br /&gt;
* Appears to be of a neutral material and colour Avoid bright modern colours on modern materials. While a canvas pavilion in orange and yellow could look awesome, orange and red on modern nylon would look very out of place. When in doubt, look for simple colours such as cream, brown, black or forest green. &lt;br /&gt;
* Obscures modern markings or fabrics Is covered by a suitable material or barrier to obscure non-applicable elements. Often this can be canvas dropsheets attached to the tent, but could also be a wooden screen or something similar. &lt;br /&gt;
&lt;br /&gt;
==== Notable exclusions: ====&lt;br /&gt;
&lt;br /&gt;
==== Collapsible Modern Gazebos ====&lt;br /&gt;
Modern Gazebos are a well known staple of the WA LARP scene, as an easy method of creating an ‘indoor’ space and for creating shade. However they almost universally appear very modern and recognisable, from their branded plastic roofs to their folding frames. Completely covered Gazebos will still be allowed, but this would require the roof to be covered as well and would be considered ‘Backline Tents’ &lt;br /&gt;
&lt;br /&gt;
==== Camp Leak ====&lt;br /&gt;
‘Camp Leak’ is our term for the gradual growth of OOC items outside a tent over the course of the event. A gatorade bottle here, a bag of chips there, while not massively an issue can become an eyesore over the whole event. The Concord team knows it&#039;s never deliberate and that with a game so busy it will happen, but we ask the community to do what it can to police this in the IC spaces. Keep your OOC stuff inside when you’re not using it or do what you can to make it IC, or use a bin. &lt;br /&gt;
&lt;br /&gt;
==== Camper Trailers ====&lt;br /&gt;
As of E2 2025, Camper Trailers (covered or otherwise) are not permitted in the IC camping area. The impact of camper trailers on the field area and their appearance has required this removal. Camper trailers are still usable for accessible camping at GOD and the OOC camping area. &lt;br /&gt;
&lt;br /&gt;
==== Camp Organisation ====&lt;br /&gt;
Camp layouts are organised by the individual realms themselves, with a nominated member of the community organising tent layout in coordination with the Head of Concord Logistics.  &lt;br /&gt;
&lt;br /&gt;
Contacting the Camp Organiser is your best bet for ensuring an easy time with camp organisation. Community members involved in Camp Organisation are requested to arrive early (ideally on Thursday) to assist with clear setup. The designated Camp Organiser will be available from at least 12pm Thursday to direct set up of the camps. &lt;br /&gt;
&lt;br /&gt;
The Camp Coordinators are members of the Concord Team and for the Spring 2025 event are: &lt;br /&gt;
&lt;br /&gt;
* Andash: Bean Bowden&lt;br /&gt;
* Bordevar: Emily Barrett&lt;br /&gt;
* Greenweald: Collin Malcolm&lt;br /&gt;
* Iron Valley: Cameron Kilshaw&lt;br /&gt;
* Lerona Mere: Jacob Howarth&lt;br /&gt;
&lt;br /&gt;
Camps will prioritise community IC tents (such as clinics, meeting halls, taverns and the like) to the forefront of camps for easy accessibility and draw. IC camping tents that are more modern will be prioritised to the rear of the camp. &lt;br /&gt;
&lt;br /&gt;
==== Exceptions for Vendors ====&lt;br /&gt;
The Concord team understands that not all vendors will have a perfect in-theme setup for their operations. As such vendors can continue to operate a modern style gazebo setup. It will need to be well disguised to be as in character as possible. If you have any questions, please get in contact with the Concord team at ConcordPlot@gmail.com &lt;br /&gt;
&lt;br /&gt;
==== Exceptions for Accessibility ====&lt;br /&gt;
The Concord Team understands that the distance between the main play area and out of character camping may be too far for some of our players with mobility issues and those players may not have access to an IC tent. In this circumstance we offer space in our crew camping area at the GOD complex (roughly ¼ the distance and flat, even ground) for players who need such allowances. We ask that you get in contact with the Concord team at ConcordPlot@gmail.com since space is limited. The standard rules for OOC camping apply&lt;br /&gt;
----&#039;&#039;&#039;Examples of currently allowed IC camping setups:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
[[File:Concord bell tent.png|center|thumb|640x640px|A perfect example of a Concord Tent. A polycanvas bell tent. This is what makes up the most common at Concord and will always be allowed.  Some more addition to the space (coloured bunting) makes this a Frontline Tent.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Concord allowed gazebo.png|center|thumb|640x640px|An example of an allowed gazebo. It has a non-collapsing frame that is low profile and canvas walls in a basic colour with no branding. Frontline Tent.]]&lt;br /&gt;
&lt;br /&gt;
[[File:Disguised tent modern.png|center|thumb|640x640px|An allowed modern tent, covered by hessian to obscure it. Fine for 2024 but only as a BACKLINE tent]]&lt;br /&gt;
&lt;br /&gt;
[[File:Modern bell tent.png|center|thumb|646x646px|A more modern bell tent. The fabric is a nylon in a more modern colour with some obvious branding. Backline Tent.]]For more information see [[What to Expect at a Concordian Summit]]&lt;br /&gt;
[[Category:Play-guide]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=File:Site-map-2025.png&amp;diff=3552</id>
		<title>File:Site-map-2025.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=File:Site-map-2025.png&amp;diff=3552"/>
		<updated>2025-09-21T13:58:50Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;2025 Site Map&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=File:Map-directions.png&amp;diff=3551</id>
		<title>File:Map-directions.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=File:Map-directions.png&amp;diff=3551"/>
		<updated>2025-09-21T13:54:09Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Map Directions&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Combat&amp;diff=3547</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Combat&amp;diff=3547"/>
		<updated>2025-09-20T04:22:21Z</updated>

		<summary type="html">&lt;p&gt;Leo: adjusted terminal wording in line with new update&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Combat 223.png|center|thumb|1055x1055px]]&lt;br /&gt;
Concord&#039;s combat system is designed to be immediately accessible, with new characters being given the required tools to be in the thick of it from their first event, while also having depth to allow the interplay of magic, religion and heroic moments. As a game where a lot of the combat will be against the foes who would see The Concord fall, we have a lot of flexibility in this aspect.&lt;br /&gt;
&lt;br /&gt;
See also [[Weapons]] for information about what skills and abilities different weapons can give you.&lt;br /&gt;
&lt;br /&gt;
All Characters need to be Cleared - to be able to demonstrate thye understand the rules and can fight safely - before being allowed to do so at a Concord Event. &lt;br /&gt;
&lt;br /&gt;
See the [[Player Brief]] and the [[Archery Clearance Document]] more information&lt;br /&gt;
&lt;br /&gt;
=== Character Basics ===&lt;br /&gt;
&#039;&#039;&#039;All Player Characters have three hit points prior to any skills or armour and a character may at no point have more than 10 hitpoints collectively.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This represents the base heartiness of the heroes of the Concord. A character who prioritises non-combat abilities may remain at this amount their entire career.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All characters have 0 energy and 0 mana at character creation.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These must be purchased with experience either during character creation or during your career.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters who do not spend mana or energy, or suffer any hitpoint loss for 3 hours, return to full hitpoints, mana and energy, provided they are not under any effects which would reduce these amounts.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Combat, Hitpoints, Energy, Mana ===&lt;br /&gt;
&#039;&#039;&#039;You regain all Energy, Personal Mana, and Hit Points at the beginning of each morning and start of each game.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Time in on Day 1 each Summit, and 9AM 2nd and 3rd days of Summit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Also, characters who do not spend mana or energy, or suffer any hitpoint loss for 3 hours, return to full hitpoints, mana and energy, provided they are not under any effects which would reduce these amounts.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character may have no more than double their base mana at any one time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Base mana is your full mana gained from skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each time you are struck by a melee weapon or throwing weapon, you take one damage.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Provided the hits fall within the safety rules as outlined in the Safety Rules section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All characters may use One Handed Weapons, Short weapons and throwing weapons without any skills. All characters may wear light and medium armour without any skills.&#039;&#039;&#039;[[File:Battle March.png|thumb|573x573px|A group of characters walk into battle. Photo by Robyn Garner|none]]This is the base amount of combat prowess all are assumed to have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You may not cast spells while wearing Medium or Heavy Armour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Battlemage skill allows the wearing of Medium armour while casting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each character may only carry up to three weapons at a time (this includes shields).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Three throwing weapons count as just one of these weapons. There is no limit on the amount of arrows that may be carried.&lt;br /&gt;
&lt;br /&gt;
Arrows follow the same strike zones (see: Safety Rules )as melee weapons, as well as hands and any held weapons, but also require additional clearance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If all involved characters consent, they may engage in at ‘Practice Fight’.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During practice fights, no hitpoints are lost and characters are assumed to be representing their abilities. As such they do not consume mana or energy. Traumatic wounds are still possible.&lt;br /&gt;
----&lt;br /&gt;
=== Armour and Hitpoints ===&lt;br /&gt;
[[File:Armour_Billhook.png|600x600px|thumb]]&lt;br /&gt;
&#039;&#039;&#039;Wearing Armour provides additional hitpoints. Light armour providing 1, medium 3 and heavy 5.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This means the usual maximum hit points are 3 (No armour), 4 (light armour), 6 (medium armour) and 8 (heavy armour). Wearing heavy armour does require the ‘Armoured’ skill. Additional hitpoints can also be gained through the Juggernaut skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour must cover two of the following locations: Both Arms, Both Legs, Torso, Helmet, Half Legs+Half Arms.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cover is a flexible term to allow the Concord team some leniency. In general it means ~75% coverage, but for items such as helmets or the underside of bracers, a lesser amount is allowed. This does include torso front and back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium and Heavy Armour provide immunity to the ‘Fracture’ effect, provided the strike impacts armour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That means if I am wearing heavy armour but a strike with the ‘Fracture’ effect hits an unarmored leg, that leg is still rendered useless, despite my armour elsewhere.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Additional Effects (other than strike damage) ===&lt;br /&gt;
See also [[Abilities &amp;amp; Calls]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks may have additional effects, these are called by the striker and will still deliver damage if the hit lands as per a normal strike.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arrows and thrown weapons cannot and will not deliver any additional effects, other than the aforementioned Shackle effect. Effects delivered by magic will take effect regardless of the requirements of the non-magical effect, and are preceded by the “Magic” call.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged magical effects will be delivered through spell packets, which do not deal damage on their own. The effect will be preceded by the “Magic” call.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any spell packets delivering damage would use the ‘Damage’ call.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any effect preceded by the “Magic” call need not deal damage to cause its effect, it merely needs to make contact with the target.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This occurs regardless of delivery.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== All Hitpoints lost ===&lt;br /&gt;
&#039;&#039;&#039;Characters who have no remaining hit points are considered Bleeding Out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A character in Bleed Out must remain prone or kneeling.&lt;br /&gt;
&lt;br /&gt;
You cannot move except for Out of Character safety reasons.&lt;br /&gt;
&lt;br /&gt;
The only actions you may take are speaking, and any that specify they can be performed in Bleed Out. You may consume potions if fed them, but cannot use them without help.&lt;br /&gt;
&lt;br /&gt;
Any character may move you if they act out doing so with two free hands (either one from two people or two from one). You do not need to allow them to touch you, but cannot resist being moved.&lt;br /&gt;
&lt;br /&gt;
You may be looted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters who have not been healed or stabilised before 3 minutes of bleedout become Terminal. Terminal characters cannot be saved in any way. At any point, the player may determine that their terminal character has died.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While Terminal, you are subject to the same restrictions as Bleed Out, and must act as if you are within great pain. You functionally cannot perform any action, including moving, without direct and active help. Players should focus on the drama and emotion of the end of a story, rather than attempt to wrap up all their loose ends and engage in new content.&lt;br /&gt;
&lt;br /&gt;
This allows players to have final roleplay moments with their comrades before passing. Your character must die before the end of the day. Concord does not feature resurrection and characters who die will stay dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If all involved characters consent, they may engage in at ‘Practice Fight’.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During practice fights, no hitpoints are lost and characters are assumed to be representing their abilities. As such they do not consume mana or energy. Traumatic wounds are still possible.&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=The_Civil_Service_Report_-_Summer_221&amp;diff=3490</id>
		<title>The Civil Service Report - Summer 221</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=The_Civil_Service_Report_-_Summer_221&amp;diff=3490"/>
		<updated>2025-09-10T23:05:07Z</updated>

		<summary type="html">&lt;p&gt;Leo: Added Concordian Resource Survey (221 version)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Part of [[Winds of the World - Summer 221]]&lt;br /&gt;
&lt;br /&gt;
As the year grows warmer, the Civil Service moves to assess the positions available for election in the Summer Summit. The positions up for re-election are as follows:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Title&lt;br /&gt;
!Candidates&lt;br /&gt;
!Election&lt;br /&gt;
!Term&lt;br /&gt;
|-&lt;br /&gt;
|Senator for Lerona Mere&lt;br /&gt;
|Any Lerona Mere - Chosen by Realmic Tradition&lt;br /&gt;
|Friday Eve&lt;br /&gt;
|This Summit&lt;br /&gt;
|-&lt;br /&gt;
|Champion of Lerona Mere&lt;br /&gt;
|Any Lerona Mere&lt;br /&gt;
|Friday Eve&lt;br /&gt;
|This Summit&lt;br /&gt;
|-&lt;br /&gt;
|Champion of The Greenweald Baronies&lt;br /&gt;
|Any Greenwealder&lt;br /&gt;
|Friday Eve&lt;br /&gt;
|This Summit&lt;br /&gt;
|-&lt;br /&gt;
|Champion of The Iron Valley&lt;br /&gt;
|Any Valleyfolk &lt;br /&gt;
|Friday Eve&lt;br /&gt;
|This Summit&lt;br /&gt;
|-&lt;br /&gt;
|Champion of The King&lt;br /&gt;
|Any Bordevarian Subject&lt;br /&gt;
|Friday Eve&lt;br /&gt;
|This Summit&lt;br /&gt;
|-&lt;br /&gt;
|Champion of Andash&lt;br /&gt;
|Any Andashi&lt;br /&gt;
|Friday Eve&lt;br /&gt;
|This Summit&lt;br /&gt;
|-&lt;br /&gt;
|General of the 1st Concordian Army&lt;br /&gt;
|Any Citizen &lt;br /&gt;
|Friday Eve&lt;br /&gt;
|This Summit&lt;br /&gt;
|-&lt;br /&gt;
|General of the 2nd Concordian Army&lt;br /&gt;
|Any Citizen &lt;br /&gt;
|Friday Eve&lt;br /&gt;
|This Summit&lt;br /&gt;
|-&lt;br /&gt;
|Banneret of the 1st Banner&lt;br /&gt;
|Any Bordevarian Subject&lt;br /&gt;
|Friday Eve&lt;br /&gt;
|This Summit&lt;br /&gt;
|-&lt;br /&gt;
|Deed to the Rumwold Vastness&lt;br /&gt;
|Any Valleyfolk &lt;br /&gt;
|Friday Eve - Chosen by Realmic Tradition&lt;br /&gt;
|This Summit&lt;br /&gt;
|-&lt;br /&gt;
|Deed to the Eisen Orchard&lt;br /&gt;
|Any Citizen &lt;br /&gt;
|Saurday Eve&lt;br /&gt;
|This Summit&lt;br /&gt;
|-&lt;br /&gt;
|Headmaster of The Andashi School of Gifts&lt;br /&gt;
|Any Andashi Mage &lt;br /&gt;
|Friday Eve - Chosen by the Shardcircle&lt;br /&gt;
|This Summit&lt;br /&gt;
|-&lt;br /&gt;
|Warmage&lt;br /&gt;
|Any Mage &lt;br /&gt;
|Friday Eve - Chosen by the Shardcircle at the request of the War Chamber&lt;br /&gt;
|This Summit&lt;br /&gt;
|-&lt;br /&gt;
|Warpriest&lt;br /&gt;
|Any Priest&lt;br /&gt;
|Saturday Morn - Chosen the Church at the request of the War Chamber &lt;br /&gt;
|This Summit&lt;br /&gt;
|-&lt;br /&gt;
|Archmage of the Shardcircle &lt;br /&gt;
|Any Priest &lt;br /&gt;
|When decided by the Shardcircle &lt;br /&gt;
|1 Year&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Anarch&lt;br /&gt;
|Any Priest &lt;br /&gt;
|Saturday Morn - Chosen by the Church &lt;br /&gt;
|1 Year&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Arcadian&lt;br /&gt;
|Any Priest &lt;br /&gt;
|Saturday Morn - Chosen by the Church &lt;br /&gt;
|1 Year&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Cervitas&lt;br /&gt;
|Any Priest &lt;br /&gt;
|Saturday Morn - Chosen by the Church &lt;br /&gt;
|1 Year&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Lumos&lt;br /&gt;
|Any Priest &lt;br /&gt;
|Saturday Morn - Chosen by the Church &lt;br /&gt;
|1 Year&lt;br /&gt;
|-&lt;br /&gt;
|High Priest of Stallia&lt;br /&gt;
|Any Priest &lt;br /&gt;
|Saturday Morn - Chosen by the Church &lt;br /&gt;
|1 Year&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== The Concordian Treasury Report ==&lt;br /&gt;
The Concordian Treasury wishes to report the following: &lt;br /&gt;
&lt;br /&gt;
The Concordian Treasury at the beginning of the Summer Summit is expected to be valued at eighty-nine vaults and seven locks. This after the expenditure, taxes and upkeep of the last season has been paid. &lt;br /&gt;
&lt;br /&gt;
Tax income has increased across the Concord, owing to a period of stability, victory and the presence of our own forces within our borders. &lt;br /&gt;
&lt;br /&gt;
Current expenditure to support Concordian efforts is valued at forty-five Vaults. &lt;br /&gt;
&lt;br /&gt;
Current tax income from Concordian regions is valued at thirty eight vaults, twenty-two locks and five keys.&lt;br /&gt;
&lt;br /&gt;
== The Concordian Diplomatic Service Report ==&lt;br /&gt;
The Concordian Diplomatic Service wishes to report the following: &lt;br /&gt;
&lt;br /&gt;
The Concord is at War with the Onyx Aristocracy, The Illsevir, The Zekartaal and the Twinblade Confederacy. Members of these nations are not citizens of the Concord and are not bound or affected by its laws. Hostile actions, lest they be irredeemably cruel or outside the scope of warfare are permitted. Trade with these nations is not permitted. &lt;br /&gt;
&lt;br /&gt;
The Concord is Neutral with The Idrian Cabal and The Fealties of Drummond. Trade with these nations is barely present. But ships have passed each other without issue upon the Sea. Trade with these nations is permitted. &lt;br /&gt;
&lt;br /&gt;
The Concord is Uneasy with The Hukari, The Dendarr nations and The Artebazzani Empire. While not outwardly hostile, these nations are either standoffish towards The Concord due to diplomatic concerns or some other reason. Trade with these nations is permitted. &lt;br /&gt;
&lt;br /&gt;
The Concord currently maintains one Embassy. It is the Embassy to The Twinblade Confederacy in Lerona Mere. Marcella Soldati of Lerona Mere is the [[Ambassador]].&lt;br /&gt;
&lt;br /&gt;
== The Concordian Resource Survey is Complete ==&lt;br /&gt;
&#039;&#039;Senate/ Exchange&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Following the establishment of the Concord, it became more possible than ever before for the Concord to harvest strategic resources that it would need to grow. Concordian surveyors, dowsers and other experts have scoured the regions to establish what resources could be harvested. Their report is as follows:&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable mw-collapsible&amp;quot;&lt;br /&gt;
!Region&lt;br /&gt;
!Location&lt;br /&gt;
!Resource&lt;br /&gt;
!Status&lt;br /&gt;
|-&lt;br /&gt;
|Bolsterlee &lt;br /&gt;
|Headwaters of the Woodswater River&lt;br /&gt;
|Mithril&lt;br /&gt;
|Unworked, region is on the frontier and threatened by the Illsevir&lt;br /&gt;
|-&lt;br /&gt;
|Windholme&lt;br /&gt;
|North of Rumwold, base of the Steinvaults&lt;br /&gt;
|Mithril&lt;br /&gt;
|Worked, as the Rumwold Vastness Mithril Mine, nationalised as   &lt;br /&gt;
the Iron Valley. Currently operated by the Ironhide Mining Clan.&lt;br /&gt;
|-&lt;br /&gt;
|Weiland&lt;br /&gt;
|Lake Ladure&lt;br /&gt;
|Arcstone&lt;br /&gt;
|Worked, as the Lake Ladure Quarry, held by the Concord. Currently operated by Alain De Re, of Lerona Mere.&lt;br /&gt;
|-&lt;br /&gt;
|Resinderholz&lt;br /&gt;
|South of Eisen, along the Eisen River&lt;br /&gt;
|Thunder Oak&lt;br /&gt;
|Worked, as the Eisen Orchard, held by the Concord. Currently operated by  Eodwulf of the Iron Valley.&lt;br /&gt;
|-&lt;br /&gt;
|Lerona Mere&lt;br /&gt;
|Survey could not be completed.&lt;br /&gt;
|NIL&lt;br /&gt;
|NIL&lt;br /&gt;
|-&lt;br /&gt;
|The Tribelands&lt;br /&gt;
|Within the grounds of Civisello, south of Obregon&lt;br /&gt;
|Thunder Oak&lt;br /&gt;
|Unworked&lt;br /&gt;
|-&lt;br /&gt;
|Mukarrem&lt;br /&gt;
|Within the Mitricasa Rise, the foothills of the La Calidez Mountains.&lt;br /&gt;
|Arcstone&lt;br /&gt;
|Unworked, the region is sparsely travelled&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Blood_Is_the_Price_of_Water&amp;diff=3470</id>
		<title>Blood Is the Price of Water</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Blood_Is_the_Price_of_Water&amp;diff=3470"/>
		<updated>2025-09-07T12:04:14Z</updated>

		<summary type="html">&lt;p&gt;Leo: added link to page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In Andash, life continues on as it has since the time of Grand Andash; full of joy and suffering in equal measure. The latter, fed by absence, drought, and a listless haze hovering over Tanebar South, sitting on one side of the scale, while the former manifests in an ally, once apart and now together, following through on their terms as The Concord have - in defence and blood.&lt;br /&gt;
&lt;br /&gt;
It will be up to the Heroes of Andash and the wider Concord to decide how these scales will be balanced; whether the realm will be as lost in spirit as Nazafeza has been in reality, or whether they will rise as a phoenix from the ashes.&lt;br /&gt;
&lt;br /&gt;
== Lacking in All Things ==&lt;br /&gt;
Even in winter, the sun high in the sky cast the sands below in a warm glow, ripples of heat shimmering over the golden dunes. Set against the brightness of the cerulean sky, more than one Delver took the time to rest their eyes, heavy lidded and lazy on the sand as the light rose and rose, grew and grew, thankful for a moment to pause.&lt;br /&gt;
&lt;br /&gt;
They would wait until it was less bright to begin looking at the plans, they decided.&lt;br /&gt;
&lt;br /&gt;
The same haze that lay over the wider landscape settled upon the make-shift camp, the balmy breeze winding its way between the canvas tents and the figures splayed on their bedrolls in the slow-moving shade. The workers paid by The Civil Service were pleased that they started the season by laying out all of their equipment, feeling the sun’s warmth settle on their skin, golden and heady.&lt;br /&gt;
&lt;br /&gt;
They would wait until it was less hot to proceed with checking the foundational structures, they decided.&lt;br /&gt;
[[File:511606999 23903059336051102 3742878852428572195 n.jpg|left|thumb|599x599px|The lack of progress is of consternation for some in power]]&lt;br /&gt;
As the sun moved through the sky, an idle call for lunch echoed through the camp, the fragrance of fizzing citrus and hissing chilli oil danced in the air as drinks were poured and meals were cooked. The collection of people were glad to have the full season to build up the settlement, lounging upon their blankets with stomachs full from their indulgent meal.&lt;br /&gt;
&lt;br /&gt;
They would wait until their food had settled before starting the manual labour, they decided.&lt;br /&gt;
&lt;br /&gt;
The light becoming softer, the horizon shifting in shades of saffron and madder, the people moved closer. Huddled around the campfires, now shining with golden fire light, they sat and spoke of old glories - of Grand Andash, of their digs, and of their discoveries. Some shed tears, some wore smiles; all felt a warmth in their chest from sharing in this moment.&lt;br /&gt;
&lt;br /&gt;
They would wait until the conversation ran dry before making a plan for tomorrow, they decided.&lt;br /&gt;
&lt;br /&gt;
The sky now damson, the fires now dwindling, the people moved apart. With no sun high in the sky, the desert was colder than any of them remembered it being, and as they withdrew to their tents, to wrap themselves in blankets and bedrolls, there was an ache in their chest. A lacking where a drive to forge their own place in the world had been.&lt;br /&gt;
&lt;br /&gt;
They would start work tomorrow, they decided, emptiness ringing in their chests.&lt;br /&gt;
&lt;br /&gt;
And so it continued.&lt;br /&gt;
&lt;br /&gt;
Day after day, week after week. At first the delays were those caused by things of joy - of inspiring conversations, of sharing meals with new friends, and of lounging under the warmth of the sun. But it did not take long for these delays - these indolent indulgences - to shift into a state of malignancy. &lt;br /&gt;
&lt;br /&gt;
Builders, fretting that work that should have started weeks ago would not be able to dry before the end of the season if they began now. Instead, they ended up doing nothing at all, vibrating in their anxiety, and cursing their previous lack of ambition. Delvers, commiserating over plans that had been left unupdated, and would entirely change the resources they needed if altered to reflect the current state of site. Instead, they ended up doing nothing at all, rotting in their inaction, and bemoaning their ‘New Kodiri,’ looking exactly the same as it had at the start of the season.&lt;br /&gt;
&lt;br /&gt;
=== Game Information: ===&lt;br /&gt;
Due to the Plague of Idleness curse placed upon the Tanebar South, the construction of New Kodiri as a permanent site for the Delvers of Andash ground to a halt before it had even begun.&lt;br /&gt;
&lt;br /&gt;
Though many of the resources purchased using funds from the Senate Treasury have not been wasted, and the workers sent are so inundated with guilt at their inaction that they have not charged for their time, this has meant that the construction has not occurred.&lt;br /&gt;
&lt;br /&gt;
Given the lack of work, the Senate will have a decision to make in the first Senate Session of the upcoming Summit, relating to their allocation of funds for the commission.&lt;br /&gt;
&lt;br /&gt;
== The Fifth Garden Is Empty ==&lt;br /&gt;
There is something deeply uncomfortable about silence where voices once lingered. Even if those voices were whispered, filtered through bark and blood, or perhaps never truly spoken at all.&lt;br /&gt;
&lt;br /&gt;
This season, the Gardens of Obregon, those morbid, marvellous glades born from the arboreal putrefaction of the dead, have fallen quiet, not by natural cause, but by decree. In twin edicts from the Church of the Divine Spheres and the Senate, access to these sites has been strictly limited. Only sanctioned investigators from the Church and the Shardcircle may now pass the iron gates. Citizens found lingering too close have been politely, but firmly, turned away. The legislation that enforced this ban did not clearly distinguish between &#039;&#039;visitors&#039;&#039; and &#039;&#039;Gardeners&#039;&#039; themselves, a bureaucratic imprecision that has cut to the root of something more tragic.&lt;br /&gt;
&lt;br /&gt;
In practice, the Gardeners, those part-human, part-tree caretakers afflicted by the same magic that birthed the Gardens, have been exiled from the very purpose that gave their dying days meaning. Most were interviewed briefly by the Shardcircle, who, despite divided attentions, included the Gardens in this season’s studies. Their preliminary reports, due for release at the Spring Summit, are rumored to contain curiosities rather than revelations, not revelations that shake empires, but those that &#039;&#039;gnaw&#039;&#039; at them.&lt;br /&gt;
&lt;br /&gt;
The Church sent no delegation. With attention fixed on matters like the Wolstad Gravetree and the necromantic incursions farther north, the Gardens were left to fall into doctrinal shadow. The High Priest of Cervitas, Esen Del Panoply Del Cervitas, did issue a call for personal accounts from mourners, but few were willing to speak under the weight of possible heresy.&lt;br /&gt;
&lt;br /&gt;
In the meantime, Obregon’s City Council has hired mercenary guards to enforce the closures. At first, there were outbursts; grief mistaken for defiance, devotion mistaken for sedition. But Obregon is a city that is not unreasonable and considers careful dealing in difficult matters a point of strength. Mourners stood in silent protest, then went home. Candles stopped appearing at the gates. Flowers began to wilt.&lt;br /&gt;
&lt;br /&gt;
And the Gardeners? Some took up quiet vigils beside the guards, faces turned like sunflowers toward forbidden thresholds. Others, less patient, drank from Obregon’s sickened water in desperate hope of hastening their return. They succeeded. A few were found days later, roots entwined with the fenceposts, skin cracked and blooming.&lt;br /&gt;
&lt;br /&gt;
Then came the disappearance.&lt;br /&gt;
&lt;br /&gt;
At dawn, a pair of guards unlocked the northernmost garden, expecting to find what they always had: the same warped figures, the same low wind, the same uneasy quiet. Instead, they found nothing. The garden was empty.&lt;br /&gt;
&lt;br /&gt;
The man-shaped trees, two dozen in number, were gone. No disturbed soil. No broken lock. Only long, shallow divots in the dirt, as though feet had never existed and roots had simply decided to walk. Over the wall. Into the city. Or beyond it.&lt;br /&gt;
&lt;br /&gt;
Also missing: Ramiel, once a central figure among the Gardeners. His post by the fence had stood undisturbed for weeks. His blanket and gourd remained. His staff, too. But not him.&lt;br /&gt;
&lt;br /&gt;
What has happened is unclear. Where they have gone is unknown. The City Council has issued no statement. The Church has not spoken. The Shardcircle’s final report is still sealed. Guards remain posted at these gardens even now but it is unclear if there will be a return to mourning for Obregon, an end in conflagration, or something else altogether.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
Edicts from the Church and Senate do much to separate the people of Obregon from the strange gardens that appeared over the last year. Concerns that these places are replete with heresy and, Spheres forbid, necromancy giving more than ample reason to do so.&lt;br /&gt;
&lt;br /&gt;
The Shardcircle included the Gardens in their passel and will receive some information on their magical methods, but a split focus between the gardens and other concerns in Obregon reduces the overall depth of this information. &lt;br /&gt;
&lt;br /&gt;
The presence of the new oasis and Obregon’s reduced population due to lack of water means that most people are not consuming the waters from the city&#039;s cursed wells that cause the Putrefaction and new cases are very very small. No characters will be afflicted with Arboreal Putrefaction this season.&lt;br /&gt;
&lt;br /&gt;
The missing Fifth Garden is a concern. While people are reasonably sure that Ramiel and his garden are not a security or safety risk, they are certainly a worrying curiosity. There will be decisions and information regarding the Fifth Garden for the Senator of the Tribelands and the Champion of the Tribes.&lt;br /&gt;
&lt;br /&gt;
== It Is Only So Far To Walk, Should You Wish Not To Die ==&lt;br /&gt;
The city of Obregon, grand in size and stature, is by all rights dying.&lt;br /&gt;
&lt;br /&gt;
This is not some immediate thing, some threat of steel and hatred. Nor some insidious thing, a conflict of belief stirring distrust that will tear all apart from the inside. Neither is the cause of the city’s death some arbitrary thing, such as the passing of time and all that its irrefutable nature brings. &lt;br /&gt;
&lt;br /&gt;
No, the truth is much more mundane, even if its origin was magical. The city is dying simply because it is dry. There is water to be found, but the water close by is tainted and the water that is blessedly safe is a distance, albeit a short one, away. It is difficult for all in Obregon to travel, and there are some things where quick access to water is simply a necessity. A city so large, with such little true access to its lifeblood, will die. &lt;br /&gt;
[[File:516770786 24738521552399538 5598856687112285778 n.jpg|left|thumb|600x600px|The people of Andash must hope that water would become more plentiful in their capital city]]&lt;br /&gt;
And yet, there are no screams in the streets. There are no swords raised against those who may not have done enough, for there are none to raise such swords against. The Concord, its heroes both Andashi and otherwise, have worked with each passing Summit and Season to see the city and its people saved. This is known by all, and the immediacy of the problem has been abated with the Oasis, created just a Season passed. Yet still, the death of the city is something that looms on the horizon, a thing so far away that it is not even a concern to all but the most far-minded. &lt;br /&gt;
&lt;br /&gt;
Such concerns are raised, but not worried over, as the researchers of the Passel work to investigate their given topics. Off-handed remarks by professionals who know that Oasis do not last forever in the climate of Tanebar South. Queries by worried citizens, resting by the banks of the Oasis that they had come to claim water from, that while it was made in magic, this gift was not proclaimed to be infinite. These and more are spoken by people far apart and close together, both simply worried for the future that they may face. &lt;br /&gt;
&lt;br /&gt;
The Oasis, a relic of times long past, a gift from not just the depths of Kodiri but the hands of the mages who decided it was here that it shall be used, is a lost art. What, or who, created such an Artifact must have been one of the most skilled crafters of their time, by the standards of Artisans today. The creation of something so physically large and deep from a magical reserve so small, it causes a yearning in many. A yearning to learn. To know. To discover. &lt;br /&gt;
&lt;br /&gt;
How they would go about such a thing remains a mystery to most. To some, however, a step towards true mastery may slowly be unlocking within the very walls that suffer from drought. &lt;br /&gt;
&lt;br /&gt;
Obregon stands strong, despite tumultuous and dangerous times. It remains steadfast, despite the suffering of its people and the drought that seeks to topple it. The people, Sand and Stone both, work and live to see that the place they call home does not return to the desert that surrounds it. There is hope within the capital of The Tribelands, and that hope cannot be quenched.&lt;br /&gt;
&lt;br /&gt;
What remains to be seen, is whether a solution can be procured by those in power before such a hope runs dry.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
The city of Obregon continues to suffer from drought, its magically-fed wells still unusable since the terrorist attack by The Cult of the Starved. Using the wells still causes Arboreal Putrefaction, an arcane malady of the most severe kind, and is avoided at all costs by those within the city. In spite of this, Obregon survives. This is in no small part thanks to the Oasis that was formed near its border, as without it, the city would be facing dire times indeed. &lt;br /&gt;
&lt;br /&gt;
Despite the efforts of The Shardcircle and their Passel teams, a solution to the core problem does not appear. The teams are, however, productive in their discoveries and The Shardcircle should expect the Passel result to contain pathways forwards in resolving the conundrum, or recommendations to that effect. &lt;br /&gt;
&lt;br /&gt;
There will be decisions for the Senator of The Tribelands regarding Obregon’s future.&lt;br /&gt;
&lt;br /&gt;
== The Pact of Blood and Grass ==&lt;br /&gt;
Two years ago, the Al’Mai had pulled back from the edge of a war they did not want to fight. They had bent the will of the Concord without breaking it. Their treaty, inked in truth and signed in sand, was a covenant of respect, of recognition, of peace hard-won through the art of stillness. When the fires of Nazafeza flared once more, they did not run. They guided their city-kin east, through salt roads and dry riverbeds, their backs thick with sweat and eyes lined with salt. They did what they had always done: endured. Protected.&lt;br /&gt;
&lt;br /&gt;
But war finds its way into even the deepest dunes.&lt;br /&gt;
&lt;br /&gt;
Spring did not come gently to the Priado Expanse. With the warmth came messengers, strange scouts from the north whose eyes gleamed with promises. They came not with threats, but with golden offers: betray the Concord, cripple their lines, become lords of land the Trade Princes did not even deign to govern. “Take what you deserve,” they said, “and leave the coast to us.” Aprivano’s great butcher, Bareeva Al’Shakti El’Basalisk, had loosed her hounds, and the Al’Mai were to be the knife in The Concord’s back.&lt;br /&gt;
[[File:506614497 3389603527848272 8083235113852405325 n.jpg|left|thumb|500x500px|There is some brightness in the dark cloud over Andash, cast in blue and orange]]&lt;br /&gt;
They were heard. The Al’Mai fed them, gave them water, listened with the stillness of plainspeople who measure time not by clocks but by the turning of stars. And when they were done speaking, they were killed—throats slit, tongues nailed to dry wood, their corpses marked and left exposed to wind and crow. Such is the price for breaking hospitality. Such is the price for asking old rebels to forget why they ever rose. &lt;br /&gt;
&lt;br /&gt;
Al’Shakti had overplayed her hand. A warlord with blood and betrayal in her heart had failed to foresee that other people would not be the same. That the Al’Mai would not betray their word, would not betray The Concord who had been honourable and staunch in their word.&lt;br /&gt;
&lt;br /&gt;
And so no feast followed. Only war.&lt;br /&gt;
&lt;br /&gt;
From the creased valleys of the Mitricasa to the bone-hollows of the Priado, the Al’Mai called their banners. Shesti warriors—once scouts and shepherds—buckled their belts and traded reed flutes for sabres. They did not march in formation. They surged in rhythms known only to those born of firelight and footstep. As Concordian forces prepared to redploy, the Al’Mai would join whoever came, confident that there would be Concordian forces to aid them. For the nomads did not defend Mukarrem—they &#039;&#039;belonged&#039;&#039; to it. The war came to them, and they answered with pact-bound steel.&lt;br /&gt;
&lt;br /&gt;
In the heart of Al’Mai country, near the hidden camps, an Magli Al’Mai tied red cloth around the hilts of two rusting swords buried upright in the dirt. They were the blades of Kharas —he who had stood for dignity when the Concord forgot their names, and died for it. Now, they would stand again.&lt;br /&gt;
&lt;br /&gt;
The war would not be won in coastal sieges or by ships with names etched in bronze. It would be won—or lost—on hills thick with grass and grief, where silence says more than any banner and where betrayal dies under open skies.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
An attempt by Bareeva Al’Shakti to pull the Al’Mai into a second open rebellion against The Concord has failed. Concordian dedication to the treaty that ended the Al’Mai crisis has ensured the loyalty of the nomads of Mukarrem and rather than betray that loyalty, they have put the messengers from Al’Shakti to the sword.&lt;br /&gt;
&lt;br /&gt;
More than this, the Al’Mai have embarked to join the conflict in Mukarrem, supporting Concordian forces in territory of the Priado Expanse this season. The Priado Expanse gains the following trait:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Trait&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+Cas. Inf. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+Cas. Suff.&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|Al’Mai Scouts&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-10%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Concordian forces in this territory cannot be affected by Bareeva Al’Shakti’s &#039;&#039;‘No Mercy’&#039;&#039; trait.&lt;br /&gt;
&lt;br /&gt;
Only affects Concordian armies.&lt;br /&gt;
|}&lt;br /&gt;
[[Winds of the World - Spring 225]]&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=When_is_the_Next_Summit!%3F!&amp;diff=3464</id>
		<title>When is the Next Summit!?!</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=When_is_the_Next_Summit!%3F!&amp;diff=3464"/>
		<updated>2025-09-06T05:56:18Z</updated>

		<summary type="html">&lt;p&gt;Leo: adding ticket link as was missing&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:7U5A1559.jpg|thumb|553x553px|The town of Passage hosts a Concodian Summit twice a year]]&lt;br /&gt;
&#039;&#039;&#039;Next Summit is Concord G10: Spring 225&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will be the first Spring summit after the winds conspire to make the seasons across Esterra shift and change. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dates are Saturday 27th September 2025 - Monday 29 September 2025&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Players may arrive from Friday the 26th from midday and are required to be offsite by Tuesday the 30th at midday. &lt;br /&gt;
&lt;br /&gt;
Game in is at 3pm on Saturday the 27th, and Game out is 15 minutes after the end of the final Senate session or 4pm, whichever is later, on Monday the 29th of September. &lt;br /&gt;
&lt;br /&gt;
Ticket link [https://www.trybooking.com/events/landing/1400445 Here].&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Combat&amp;diff=3272</id>
		<title>Combat</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Combat&amp;diff=3272"/>
		<updated>2025-07-30T13:26:37Z</updated>

		<summary type="html">&lt;p&gt;Leo: added link to abilities page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Combat 223.png|center|thumb|1055x1055px]]&lt;br /&gt;
Concord&#039;s combat system is designed to be immediately accessible, with new characters being given the required tools to be in the thick of it from their first event, while also having depth to allow the interplay of magic, religion and heroic moments. As a game where a lot of the combat will be against the foes who would see The Concord fall, we have a lot of flexibility in this aspect.&lt;br /&gt;
&lt;br /&gt;
See also [[Weapons]] for information about what skills and abilities different weapons can give you.&lt;br /&gt;
&lt;br /&gt;
All Characters need to be Cleared - to be able to demonstrate thye understand the rules and can fight safely - before being allowed to do so at a Concord Event. &lt;br /&gt;
&lt;br /&gt;
See the [[Player Brief]] and the [[Archery Clearance Document]] more information&lt;br /&gt;
&lt;br /&gt;
=== Character Basics ===&lt;br /&gt;
&#039;&#039;&#039;All Player Characters have three hit points prior to any skills or armour and a character may at no point have more than 10 hitpoints collectively.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This represents the base heartiness of the heroes of the Concord. A character who prioritises non-combat abilities may remain at this amount their entire career.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All characters have 0 energy and 0 mana at character creation.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
These must be purchased with experience either during character creation or during your career.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters who do not spend mana or energy, or suffer any hitpoint loss for 3 hours, return to full hitpoints, mana and energy, provided they are not under any effects which would reduce these amounts.&#039;&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Combat, Hitpoints, Energy, Mana ===&lt;br /&gt;
&#039;&#039;&#039;You regain all Energy, Personal Mana, and Hit Points at the beginning of each morning and start of each game.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Time in on Day 1 each Summit, and 9AM 2nd and 3rd days of Summit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Also, characters who do not spend mana or energy, or suffer any hitpoint loss for 3 hours, return to full hitpoints, mana and energy, provided they are not under any effects which would reduce these amounts.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character may have no more than double their base mana at any one time.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Base mana is your full mana gained from skills.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each time you are struck by a melee weapon or throwing weapon, you take one damage.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Provided the hits fall within the safety rules as outlined in the Safety Rules section.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All characters may use One Handed Weapons, Short weapons and throwing weapons without any skills. All characters may wear light and medium armour without any skills.&#039;&#039;&#039;[[File:Battle March.png|thumb|573x573px|A group of characters walk into battle. Photo by Robyn Garner|none]]This is the base amount of combat prowess all are assumed to have.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;You may not cast spells while wearing Medium or Heavy Armour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Battlemage skill allows the wearing of Medium armour while casting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Each character may only carry up to three weapons at a time (this includes shields).&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Three throwing weapons count as just one of these weapons. There is no limit on the amount of arrows that may be carried.&lt;br /&gt;
&lt;br /&gt;
Arrows follow the same strike zones (see: Safety Rules )as melee weapons, as well as hands and any held weapons, but also require additional clearance.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If all involved characters consent, they may engage in at ‘Practice Fight’.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During practice fights, no hitpoints are lost and characters are assumed to be representing their abilities. As such they do not consume mana or energy. Traumatic wounds are still possible.&lt;br /&gt;
----&lt;br /&gt;
=== Armour and Hitpoints ===&lt;br /&gt;
[[File:Armour_Billhook.png|600x600px|thumb]]&lt;br /&gt;
&#039;&#039;&#039;Wearing Armour provides additional hitpoints. Light armour providing 1, medium 3 and heavy 5.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This means the usual maximum hit points are 3 (No armour), 4 (light armour), 6 (medium armour) and 8 (heavy armour). Wearing heavy armour does require the ‘Armoured’ skill. Additional hitpoints can also be gained through the Juggernaut skill.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour must cover two of the following locations: Both Arms, Both Legs, Torso, Helmet, Half Legs+Half Arms.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cover is a flexible term to allow the Concord team some leniency. In general it means ~75% coverage, but for items such as helmets or the underside of bracers, a lesser amount is allowed. This does include torso front and back.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Medium and Heavy Armour provide immunity to the ‘Fracture’ effect, provided the strike impacts armour.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
That means if I am wearing heavy armour but a strike with the ‘Fracture’ effect hits an unarmored leg, that leg is still rendered useless, despite my armour elsewhere.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Additional Effects (other than strike damage) ===&lt;br /&gt;
See also [[Abilities &amp;amp; Calls]]&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Attacks may have additional effects, these are called by the striker and will still deliver damage if the hit lands as per a normal strike.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Arrows and thrown weapons cannot and will not deliver any additional effects, other than the aforementioned Shackle effect. Effects delivered by magic will take effect regardless of the requirements of the non-magical effect, and are preceded by the “Magic” call.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ranged magical effects will be delivered through spell packets, which do not deal damage on their own. The effect will be preceded by the “Magic” call.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any spell packets delivering damage would use the ‘Damage’ call.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Any effect preceded by the “Magic” call need not deal damage to cause its effect, it merely needs to make contact with the target.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This occurs regardless of delivery.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== All Hitpoints lost ===&lt;br /&gt;
&#039;&#039;&#039;Characters who have no remaining hit points are considered Bleeding Out.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A character in Bleed Out must remain prone or kneeling.&lt;br /&gt;
&lt;br /&gt;
You cannot move except for Out of Character safety reasons.&lt;br /&gt;
&lt;br /&gt;
The only actions you may take are speaking, and any that specify they can be performed in Bleed Out. You may consume potions if fed them, but cannot use them without help.&lt;br /&gt;
&lt;br /&gt;
Any character may move you if they act out doing so with two free hands (either one from two people or two from one). You do not need to allow them to touch you, but cannot resist being moved.&lt;br /&gt;
&lt;br /&gt;
You may be looted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Characters who have not been healed or stabilised before 3 minutes of bleedout become Terminal. Terminal characters cannot be saved in any way. At any point, the player may determine that their terminal character has died.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While Terminal, you are subject to the same restrictions as Bleed Out, and additionally may only whisper and must act as if you are within great pain. You functionally cannot perform any action, including moving, without direct and active help. Players should focus on the drama and emotion of the end of a story, rather than attempt to wrap up all their loose ends and engage in new content.&lt;br /&gt;
&lt;br /&gt;
This allows players to have final roleplay moments with their comrades before passing. Your character must die before the end of the day. Concord does not feature resurrection and characters who die will stay dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If all involved characters consent, they may engage in at ‘Practice Fight’.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During practice fights, no hitpoints are lost and characters are assumed to be representing their abilities. As such they do not consume mana or energy. Traumatic wounds are still possible.&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=The_Al%27Mai&amp;diff=3271</id>
		<title>The Al&#039;Mai</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=The_Al%27Mai&amp;diff=3271"/>
		<updated>2025-07-20T11:30:07Z</updated>

		<summary type="html">&lt;p&gt;Leo: updated Kharas section with correct infomation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Almai-shesti.png|thumb|571x571px]]&lt;br /&gt;
In the year 221 the Nomads of Mukarrem were drawn together into a great clan in response to the insults and assaults they had suffered since the formation of the Concord. Ignored by the Senators who represented them, left destitute, and then in a final insult too great to ignore a large swathe of their best grazing land was sold without consideration to arcane wizards. The land was tortured by the magical experiments conducted and any who protested were cursed or slain.&lt;br /&gt;
&lt;br /&gt;
Gathering together the most prominent tribes discussed what would be done. Eventually Magli Al&#039;Mai, Elder of the Al&#039;Mai a tribe of cattle herders and famed Shesti of the Mitricassa Rise in the East of Mukarrem, united all present to a great purpose. Magli would announce their grievances, and all joining the new Clan would step away from the Concord to focus on the defence of their traditions and their lands lead by the famed Al&#039;Mai Shesti warriors. Magli was made leader of the Clan, and the Clan was named Al&#039;Mai in honour of that leadership.&lt;br /&gt;
&lt;br /&gt;
In 222 the Al&#039;Mai declared their independence from the Concord, closing their borders and seeking to throw out any who would harm them, including the hated Idrian Cabal conducting their foul experiments. Their action was undeniably aggressive and bold. Some said it was treason. For nearly 2 years the Al Mai stood their ground against Concord and Cabal alike while engaging in careful diplomacy. Many amongst the Concordian Heroes chose to speak out in support of their grievances, and gradually it became understood that the Concord had betrayed the Al&#039;Mai well before the Al&#039;Mai declared their separation. &lt;br /&gt;
&lt;br /&gt;
In 224 the Al&#039;Mai begged the Concordian heroes to support them against the Idrian Cabal whose arcane experiments warped the land and challenged the divinity of the Spheres. Despite tales of such heresy only a few bands joining them they engaged against the Idrian at the Battle of the Glass Field and the battle was indecisive. As tales of the battle spread the possibility of Idrian heresy across the Concord the Al&#039;Mai considered their options as they counted their dead.&lt;br /&gt;
[[File:Al-Mai-Group.png|left|thumb|512x512px]]&lt;br /&gt;
With sympathy for their cause growing and increasing difficulties with dealing with the Idrian threat Magli decided to settle this matter directly with the leaders of the Concord in Passage and either secure agreement to their demands and rejoin Andash, or announce a new Nation and strive on independently.&lt;br /&gt;
&lt;br /&gt;
Almost without fanfare the delegation to the Spring Summit 224 managed to secure concessions with the Senate and the Clan agreed to rejoin fully with the Concord, having seen their land reclaimed and the Concord granting their key demands. The Al Mai returned to Mitricassa, following the seasons as they have for generations, one tribe amongst many once more. The other tribes of the Clans returned also to their homes, swords put aside until future need would draw them out. The Clan Al Mai had served its purpose, like Lightning it had struck, succeeded, and ended. Dispersed now, but remembered.&lt;br /&gt;
&lt;br /&gt;
The Al Mai are still respected by the other tribes, with right of the sheltered path granted their caravans, Shesti, and herds, and Magli is welcome to walk in any part of Mukarrem, safe on every path, warmed by every fire; her skill, wisdom, honour, and compassion remembered.&lt;br /&gt;
&lt;br /&gt;
For players wishing to be part of the famed Al Mai, it is advised that you consider what role your character played in the Lightning Clan, consider if you were part of the gathering that formed the Clan in the last months of 221, if you joined them in the Battle of the Glass Field of Winter 224, and how your character carries those experiences. While the Clan has completed its purpose the Tribe continues and their story can now be yours to tell.&lt;br /&gt;
&lt;br /&gt;
=== Notabe Al&#039;Mai ===&lt;br /&gt;
There are some famous members of the Al&#039;Mai who are well known within the tribe, at least heard of within any who were part of the Clan, and perhaps whose reputation is spoken of throughout the Concord.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Magli El&#039;Mukarrem Al&#039;Mai:&#039;&#039;&#039; Calm, learned, and compassionate. The leader of the Al&#039;Mai as Clan, and now as Tribe still, Magli is deeply respected across Mukarrem and beyond. Few are as admired as Magli but she shies from adulation, encouraging others to instead recognise all of those who aided in the Clan&#039;s successes.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Kharas Al&#039;Mai:&#039;&#039;&#039; The veteran leader of the Al&#039;Mai Shesti was captured by the Idrian Cabal and died in their keeping.&#039;&#039; &#039;&#039;Memorials to his leadership can be found at Shesti training grounds across Mukarrem, and his sayings are often on the lips of the devotees of the Shesti arts.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Nabilis El&#039;Mitricassa Al&#039;Mai&#039;&#039;&#039;: An engineer whose insight proved essential in the completion of Magli&#039;s Gift, and whose path from warrior to his current profession has been told and retold as a lesson about seeking the Journey best suited to your heart.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Eshaan Al&#039;Mai:&#039;&#039;&#039; An artisan and delver from Nazafezza and leader of a group of skilled and dextrous warriors, Eshaan was adopted by Magli in appreciation of their freely given aid at the Battle of the Glass Field and consistent support for the Al&#039;Mai cause.&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Pathan Al&#039;Mai El&#039;Civisello:&#039;&#039;&#039; The wealthiest and most well travelled of the Al&#039;Mai, Pathan joined the Clan at its formation and appears to have decided to stay with the tribe. He is known in most towns and trading posts of Andash. He sells meat, leather, and cattle as well as other resources found in the Mitricassa rise and buys bolts of cloth, grain, wine, olives, and other goods to take back to his people.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=The_Al%27Mai&amp;diff=3270</id>
		<title>The Al&#039;Mai</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=The_Al%27Mai&amp;diff=3270"/>
		<updated>2025-07-18T10:27:33Z</updated>

		<summary type="html">&lt;p&gt;Leo: Page creation - more images to follow&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Almai-shesti.png|thumb|571x571px]]&lt;br /&gt;
In the year 221 the Nomads of Mukarrem were drawn together into a great clan in response to the insults and assaults they had suffered since the formation of the Concord. Ignored by the Senators who represented them, left destitute, and then in a final insult too great to ignore a large swathe of their best grazing land was sold without consideration to arcane wizards. The land was tortured by the magical experiments conducted and any who protested were cursed or slain.&lt;br /&gt;
&lt;br /&gt;
Gathering together the most prominent tribes discussed what would be done. Eventually Magli Al&#039;Mai, Elder of the Al&#039;Mai a tribe of cattle herders and famed Shesti of the Mitricassa Rise in the East of Mukarrem, united all present to a great purpose. Magli would announce their grievances, and all joining the new Clan would step away from the Concord to focus on the defence of their traditions and their lands lead by the famed Al&#039;Mai Shesti warriors. Magli was made leader of the Clan, and the Clan was named Al&#039;Mai in honour of that leadership.&lt;br /&gt;
&lt;br /&gt;
In 222 the Al&#039;Mai declared their independence from the Concord, closing their borders and seeking to throw out any who would harm them, including the hated Idrian Cabal conducting their foul experiments. Their action was undeniably aggressive and bold. Some said it was treason. For nearly 2 years the Al Mai stood their ground against Concord and Cabal alike while engaging in careful diplomacy. Many amongst the Concordian Heroes chose to speak out in support of their grievances, and gradually it became understood that the Concord had betrayed the Al&#039;Mai well before the Al&#039;Mai declared their separation. &lt;br /&gt;
&lt;br /&gt;
In 224 the Al&#039;Mai begged the Concordian heroes to support them against the Idrian Cabal whose arcane experiments warped the land and challenged the divinity of the Spheres. Despite tales of such heresy only a few bands joining them they engaged against the Idrian at the Battle of the Glass Field and the battle was indecisive. As tales of the battle spread the possibility of Idrian heresy across the Concord the Al&#039;Mai considered their options as they counted their dead.&lt;br /&gt;
[[File:Al-Mai-Group.png|left|thumb|512x512px]]&lt;br /&gt;
With sympathy for their cause growing and increasing difficulties with dealing with the Idrian threat Magli decided to settle this matter directly with the leaders of the Concord in Passage and either secure agreement to their demands and rejoin Andash, or announce a new Nation and strive on independently.&lt;br /&gt;
&lt;br /&gt;
Almost without fanfare the delegation to the Spring Summit 224 managed to secure concessions with the Senate and the Clan agreed to rejoin fully with the Concord, having seen their land reclaimed and the Concord granting their key demands. The Al Mai returned to Mitricassa, following the seasons as they have for generations, one tribe amongst many once more. The other tribes of the Clans returned also to their homes, swords put aside until future need would draw them out. The Clan Al Mai had served its purpose, like Lightning it had struck, succeeded, and ended. Dispersed now, but remembered.&lt;br /&gt;
&lt;br /&gt;
The Al Mai are still respected by the other tribes, with right of the sheltered path granted their caravans, Shesti, and herds, and Magli is welcome to walk in any part of Mukarrem, safe on every path, warmed by every fire; her skill, wisdom, honour, and compassion remembered.&lt;br /&gt;
&lt;br /&gt;
For players wishing to be part of the famed Al Mai, it is advised that you consider what role your character played in the Lightning Clan, consider if you were part of the gathering that formed the Clan in the last months of 221, if you joined them in the Battle of the Glass Field of Winter 224, and how your character carries those experiences. While the Clan has completed its purpose the Tribe continues and their story can now be yours to tell.&lt;br /&gt;
&lt;br /&gt;
=== Notabe Al&#039;Mai ===&lt;br /&gt;
There are some famous members of the Al&#039;Mai who are well known within the tribe, at least heard of within any who were part of the Clan, and perhaps whose reputation is spoken of throughout the Concord.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Magli El&#039;Mukarrem Al&#039;Mai:&#039;&#039;&#039; Calm, learned, and compassionate. The leader of the Al&#039;Mai as Clan, and now as Tribe still, Magli is deeply respected across Mukarrem and beyond. Few are as admired as Magli but she shies from adulation, encouraging others to instead recognise all of those who aided in the Clan&#039;s successes.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Kharas Al&#039;Mai:&#039;&#039;&#039; The veteran leader of the Al&#039;Mai Shesti. Now rarely seen out of the hills of Mitricassa since his rescue from Idrian Cabal imprisonment Kharas is known to occasionally welcome aspiring Shesti and offer them challenges, advice, and training.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Nabilis El&#039;Mitricassa Al&#039;Mai&#039;&#039;&#039;: An engineer whose insight proved essential in the completion of Magli&#039;s Gift, and whose path from warrior to his current profession has been told and retold as a lesson about seeking the Journey best suited to your heart.&#039;&#039;&lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Eshaan Al&#039;Mai:&#039;&#039;&#039; An artisan and delver from Nazafezza and leader of a group of skilled and dextrous warriors, Eshaan was adopted by Magli in appreciation of their freely given aid at the Battle of the Glass Field and consistent support for the Al&#039;Mai cause.&#039;&#039; &lt;br /&gt;
* &#039;&#039;&#039;&#039;&#039;Pathan Al&#039;Mai El&#039;Civisello:&#039;&#039;&#039; The wealthiest and most well travelled of the Al&#039;Mai, Pathan joined the Clan at its formation and appears to have decided to stay with the tribe. He is known in most towns and trading posts of Andash. He sells meat, leather, and cattle as well as other resources found in the Mitricassa rise and buys bolts of cloth, grain, wine, olives, and other goods to take back to his people.&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=File:Al-Mai-Group.png&amp;diff=3269</id>
		<title>File:Al-Mai-Group.png</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=File:Al-Mai-Group.png&amp;diff=3269"/>
		<updated>2025-07-18T10:26:35Z</updated>

		<summary type="html">&lt;p&gt;Leo: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A group of AlMai&lt;/div&gt;</summary>
		<author><name>Leo</name></author>
	</entry>
</feed>