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	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Weapons&amp;diff=4797</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Weapons&amp;diff=4797"/>
		<updated>2026-11-01T08:51:09Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Weapons? Updated! Some minor wording additions, and clarification on Spell Balls as In-World Items (they are not) as well as on Throwing Weapons used in melee combat (they cannot be). Have a look and refresh yourself with the knowledge of weapons and their types!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Weapons in Concord are sorted into a variety of categories to make classification easy. Certain characters will have the ability to use certain weapons and certain magical items will require a certain appearance. Many weapons also have particular abilities associated with them. Each character may only carry up to three weapons at a time. This includes shields as a single &#039;weapon&#039;, and up to 3 throwing weapons as a single weapon.&lt;br /&gt;
&lt;br /&gt;
Weapons must represent weapons in order to be counted as weapons. No other LARP Safe items such as but not limited to kitchen utensils, vegetables, or foam fish will be accepted. All weapons should be befitting a Fantasy-Medieval setting. No chainsaws. &lt;br /&gt;
&lt;br /&gt;
Check out [[Combat]] and [[Combat Skills]] for more information of experience requirements as well as mechanical information. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Short Weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A weapon of 50cms or less total length. Short weapons do not count as an occupied hand.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;One Handed Weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A weapon with a total length between 50cm and 115cm wielded in one or two hands.&lt;br /&gt;
&lt;br /&gt;
Granted ability: &#039;&#039;Fracture - Strike the target in a limb. Expend one energy. Call “Fracture”.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Great Weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A weapon with a total length between 115cm and 180cm in the style of a two handed sword, axe, hammer or other similar weapon. This weapon must be used to strike in two hands, unless you have the Hand-and-a-Half skill. May be used defensively in a single hand regardless.&lt;br /&gt;
&lt;br /&gt;
Your dominant hand is considered occupied for all other purposes while wielding a great weapon. If you wish to cast a spell, or perform any other action requiring a free hand while wielding a great weapon, you must take a hand off the weapon.&lt;br /&gt;
&lt;br /&gt;
Granted ability: &#039;&#039;Knockback - With two hands on the weapon and the strike originating from behind you, strike the target, call ‘Knockback’. Spend one energy. Knockback affects the target even if parried by a shield or a weapon&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Polearm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A weapon with a total length between 140cm and 220cm in the style of a halberd, quarterstaff or similar pole weapon. May have multiple striking points. This weapon must be used to strike with two hands, and may be used defensively in one hand. &lt;br /&gt;
&lt;br /&gt;
Polearms longer than 220cm may be accepted on a case by case basis, if you are unsure check in with the Concord Team.&lt;br /&gt;
&lt;br /&gt;
Your dominant hand is considered occupied for all other purposes while wielding a polearm. If you wish to cast a spell, or perform any other action requiring a free hand while wielding a polearm, you must take a hand off the weapon.&lt;br /&gt;
&lt;br /&gt;
Granted ability: &#039;&#039;Shackle - Strike the target in the leg. Expend one energy. Call ‘Shackle’.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Bow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A bow with a draw weight of 28lbs or less. Must be used in two hands to fire IDV branded arrows with either the round or flat head. Archers may carry as many arrows as they wish. &lt;br /&gt;
&lt;br /&gt;
* Arrows deal varied damage based on location and armour struck.&lt;br /&gt;
* Arrows that strike a limb deal 2 Damage and apply the &#039;&#039;&#039;Fracture&#039;&#039;&#039; effect. This effect can be blocked by medium or heavy armour, but the 2 Damage still occurs.The arrow must strike an item of costume that is medium or heavy armour for this to occur.&lt;br /&gt;
* Arrows that strike the torso deal 4 Damage. If the arrow strikes medium armour on the torso, it instead deals 3 Damage. If the arrow strikes heavy armour on the torso, it instead deals 2 Damage.&lt;br /&gt;
* There is a separate [[Archery Clearance Document|clearance]] if you wish to use a bow on the battlefield.&lt;br /&gt;
* Bows should not be used to strike or be struck. If you parry with your bow, you must take the damage.&lt;br /&gt;
* Archers are not permitted to shoot at targets within five metres.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Shield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A shield with a maximum diameter of no more than 90cm including foam edging around all sides and with a maximum area of 6400cm2 and a maximum length of 110cm. A shield only provides protection if worn on the arm or held in the hand. A shield worn anywhere else will count as a hit location. A shield counts as a weapon for the sake of carrying purposes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Throwing Weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A coreless weapon, no more than 30cm in length. Up to three throwing weapons can be taken as a single weapon for carrying purposes. Throwing Weapons do not occupy a hand. Throwing Weapons cannot be used or classified as Short Weapons, such as for Artisan Crafts, and may not be used in melee combat. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spell Ball&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sometimes called a spell packet, a spell ball is a piece of cloth or fabric, filled partially with native safe birdseed and tied up with twine or rope to make a &amp;quot;ball&amp;quot;. These are listed for completeness, and do not count as a carried weapon. They may not be used as throwing weapons. Spell Balls are a physical representation of magical effects as required by the medium of play, and are not to be considered In-World items.&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Potions&amp;diff=4796</id>
		<title>Potions</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Potions&amp;diff=4796"/>
		<updated>2026-11-01T08:06:38Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Removed mention of old Character Bag system. You don&amp;#039;t need to give us your unused potions, unless you want to. I have an addiction to Warbrew. I can be trusted.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The [[Apothecary|Apothecaries]] of the Concord have a variety of potions at their disposal that can bolster, heal and enhance their drinkers. Potions are represented at Concord events by an item card and a phys-rep.&lt;br /&gt;
=What are Potions?=&lt;br /&gt;
Potions are brews composed by the magical herbs found on Esterra. These are created by characters with the Apothecary skill (although they may call themselves something different). These potions provide a quick rejuvenating effect or perhaps a powerful improvement and should form a part of every adventurers arsenal.&lt;br /&gt;
&lt;br /&gt;
The common understanding is that potions are not &#039;magical&#039; in the same way that a mage is magical. Rather they are a sort of science that isolates the various traits of herbs found in Southern Esterra and processes them in a particular manner to produce an effect.&lt;br /&gt;
&lt;br /&gt;
During play potions must be physically represented (Phys-rep/ped) by a potion prop. This could be a small (plastic) vial with some sort of material inside, a salve in a container or something similar. The potion card &#039;&#039;&#039;MUST&#039;&#039;&#039; be physically attached to the potion phys-rep. Cards that are not attached to phys-reps are assumed to be spent.&lt;br /&gt;
=Crafting a Potion=&lt;br /&gt;
Potions are made by gathering the required herbs and giving them to the Exchange Storyteller, who will provide the apothecary with the appropriate item card. The apothecary is required to have a physical representation of the potion, which does not need to be drunk, but should appear fitting.&lt;br /&gt;
&lt;br /&gt;
The process of crafting potions is not without danger. It often involves dangerous reagents being treated through unorthodox manners, arcane elements, and foul gasses. While the human body is durable, it does need some time to overcome the toxicity of this process, lest it succumb to a wide variety of toxic wounds. For more details on this system consult the [[Apothecary]] page.&lt;br /&gt;
=Using a Potion =&lt;br /&gt;
It takes five seconds of appropriate roleplay to consume a potion. You cannot engage in any other activity while you do this. Being interrupted does not waste the potion. You may not feed yourself a potion while in Bleed-out, although you may have one fed to you.&lt;br /&gt;
&lt;br /&gt;
Once a potion is consumed, we would appreciate it if you could return the item card to the Exchange Storyteller, although there generally is not a rush. Unused potions should be kept alongside their Phys-Rep where possible, even outside of Events. &lt;br /&gt;
=Tonics=&lt;br /&gt;
Some potions are marked as ‘Tonics’, a character can only be under the effect of one tonic at a time, with a new tonic replacing the effect of an old one.&lt;br /&gt;
*Al-Asah’s Antidote&lt;br /&gt;
*Arcmages Spirit&lt;br /&gt;
*Blessed Water of the Questing Knight&lt;br /&gt;
*Concoction of Bright Morning&lt;br /&gt;
*Concoction of the Cold Night&lt;br /&gt;
*Guardians Memory&lt;br /&gt;
*Ironblood Tonic - Now Referred to as Leechbane&lt;br /&gt;
*Rhythm of the Spheres&lt;br /&gt;
*Soulfire&lt;br /&gt;
*Starblood&lt;br /&gt;
*Times Absence&lt;br /&gt;
&lt;br /&gt;
=== See [[List of Apothecary Potions]] for further details. ===&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Spring_226_Interlude&amp;diff=4709</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=4709"/>
		<updated>2026-10-14T11:46:38Z</updated>

		<summary type="html">&lt;p&gt;Mfell: &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 - Spring 226|Senate Motions]]&lt;br /&gt;
* [[Motions of the Concordian Church Spring 226|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>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Spring_226_Interlude&amp;diff=4708</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=4708"/>
		<updated>2026-10-14T11:46:04Z</updated>

		<summary type="html">&lt;p&gt;Mfell: &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 - Spring 226|Senate Motions]]&lt;br /&gt;
* [[Motions of the concordian church spring 226|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>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Band_Enterprises&amp;diff=4704</id>
		<title>Band Enterprises</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Band_Enterprises&amp;diff=4704"/>
		<updated>2026-10-12T11:32:04Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Update to Under Their Noses after a review of the action. A pretty decent change to how it works!&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 Frontline’.&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 Frontline’ 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]]&lt;br /&gt;
# &#039;&#039;&#039;Under their Noses:&#039;&#039;&#039; If enemy forces capture the territory this enterprise is within, the enterprise must take this action until the territory is reclaimed by The Concord. However, investments of this band in this territory are not lost and continue to function at a reduced amount as they attempt to hide from enemy forces. Investments in this territory held by this band produce at half whenever they would gain income (of any kind), and cannot take hostile actions that would target the enemy nation that controls this territory (such as supporting armies, fleets, or fortresses arrayed against them, or special actions that would be seen as &#039;hostile&#039;).&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. If you do not specify an investment type, the Band leader&#039;s investment type will be chosen by default.&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;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;
# &#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;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[Player Groups]]&lt;br /&gt;
* [[Player Groups - Bands|Bands]]&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>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Spring_226_Interlude&amp;diff=4695</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=4695"/>
		<updated>2026-10-11T03:48:02Z</updated>

		<summary type="html">&lt;p&gt;Mfell: &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 - Spring 226|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>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Military_Orders_-_Spring_226&amp;diff=4648</id>
		<title>Military Orders - Spring 226</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Military_Orders_-_Spring_226&amp;diff=4648"/>
		<updated>2026-10-04T09:39:59Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Fixed wording on Peoples Gift action for clarity&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
As the Spring Summit of 226AE comes to an end, Passage becomes clear of influence and power. Its heroes pack away their belongings, their tents and their ambitions; content to journey with them back home before once again setting off to places of import or danger. Yet there would be some whose duty would not be finished, those Civil Servants of The Warchamber and Civil Post who now had a most important job to do. There were orders to be delivered, after all. &lt;br /&gt;
&lt;br /&gt;
Welcome to the Military Orders page for E2 226! This page plainly lists the Orders of each Military force. This is posted publicly to assist in making the Downtime process smoother, while also giving a little bit more context to the immediate happenings of the military world post Summit. &lt;br /&gt;
&lt;br /&gt;
This page will list each force, where they have travelled and which action they have taken. If you have a Military or Naval Investment and want to Support an Army, Fortification or Fleet, this can help you know which one you may wish to choose! &lt;br /&gt;
&lt;br /&gt;
== Armies ==&lt;br /&gt;
&#039;&#039;&#039;The Desert Whisperers;&#039;&#039;&#039; After the last season&#039;s march across most of Southern Esterra, it would be a quiet and comfortable season planned for The Desert Whisperers by their new General; Bahseam Nawa El’Andash Al’Teacup. The order encouraged a relatively leisurely march, at least in comparison to their previous, to &#039;&#039;&#039;The Madre Campo&#039;&#039;&#039; where The Whisperers should &#039;&#039;&#039;Billett&#039;&#039;&#039; and rest. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The First Banner of Bordevar;&#039;&#039;&#039; Perhaps in order to prepare for a promise made nearly four years ago, Ser Louisoix Leveilleur, The Sage, The First, Archmage of the Order of Avalon, Former Senator of Weiland, Knight of Heart, General of the First Banner of the Banneret had clear orders. &#039;&#039;&#039;Force March&#039;&#039;&#039; to &#039;&#039;&#039;Starscar.&#039;&#039;&#039; The First Banner needed no further instruction. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Iron Brawlers;&#039;&#039;&#039; &#039;&#039;“Sharpen your blades, next season we go home!” - Brigadier Griff Baker&#039;&#039;. A victory in The Plateau of the Gods did not come without bloodshed on both sides, but the call of Royal Bordevar could be felt by anyone with a pulse in The Iron Brawlers. Marching to &#039;&#039;&#039;The Sableheart&#039;&#039;&#039;, they had their orders to &#039;&#039;&#039;Billett&#039;&#039;&#039; in preparation for a promise made. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Legion of the Blackheart Bear;&#039;&#039;&#039; Blessed and lucky to no longer carry the heinous and terrifying Blasserstreit, The Legion were given orders to march in good form to &#039;&#039;&#039;The Madre Campo&#039;&#039;&#039;, where they were to then &#039;&#039;&#039;Billett&#039;&#039;&#039;, recover and recruit. Despite the attack on their home so close at hand, The Legion would rest with stoic faces and attentions turned north. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Valleys Own;&#039;&#039;&#039; Bleeding but never broken, the orders for the weary Valley’s Own were kind. &#039;&#039;“Stay strong to The Spheres. Rest Well.” - General Thane of Brakkenloh&#039;&#039;. Moving from the plains of the Priado to the woods of &#039;&#039;&#039;La Calidez Hills&#039;&#039;&#039;, the Valleyfolk warriors were given a well earned opportunity to &#039;&#039;&#039;Billett&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Voyant’s Vanguard;&#039;&#039;&#039; With newly minted arms, armour and attitude, a change of name and a change of pace would be a simple affair. General Giovanni Vinci set the tone for their future by ordering a test of might immediately. March to &#039;&#039;&#039;The Ravensreach Wilds&#039;&#039;&#039; and ensure a &#039;&#039;&#039;Strategic Defence&#039;&#039;&#039; prevents it from falling. The Voyant’s Vanguard relished the chance to test their mettle, encouraged by their freshness as much as by the State of Emergency power of the Senator of Windholme, Ivern. The Ironblooded Bravos planned to hold Resinderholz no matter what it cost; the preparations and promises of The Warchamber making it clear that they will be supported by more heroic military investments than The Concord has ever managed before, while The Church gathered together the might to cast a Fools Gold Fortress to aid the defence.&lt;br /&gt;
&lt;br /&gt;
There was going to be a great war in Resinderholz, and The Vanguard would be at the centre of it. &lt;br /&gt;
&lt;br /&gt;
== Fortresses ==&lt;br /&gt;
&#039;&#039;&#039;Deorlings Citadel;&#039;&#039;&#039; His death may have cut deeper than any blade, but Champion Baire Ironguard ensured that his legacy lived on. Before his departure, his orders were submitted and ready to be sent. With conviction and certainty, the warriors of Deorlings received the order to &#039;&#039;&#039;Sally Out&#039;&#039;&#039; into &#039;&#039;&#039;Windholme East&#039;&#039;&#039; to cut down any criminal they could find. No matter whether they were those of the Blackiron Crown or Thralldring, they were enemies to cut down in the defence of Windholme. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Border Forts;&#039;&#039;&#039; Despite their recently increased capacity, there was little that Ser Landry Tremaine the Favoured could accomplish with The Forts alone. Choosing instead to submit no order, and allow them to prepare in their own ways for the inevitable difficulty of the coming year, it would hopefully be a quiet season for the defenders of Starscar. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baelag’s Holdfast;&#039;&#039;&#039; Finally in the hands of The Iron Valley, Vallthane Revna’s orders would be simple. &#039;&#039;&#039;Hold the Outer Walls&#039;&#039;&#039;. If The King’s Pass was to be attacked, they would be ready. The Severed Lords had been repelled once, they would ensure they were repelled again.  &lt;br /&gt;
&lt;br /&gt;
== Fleets ==&lt;br /&gt;
&#039;&#039;&#039;Liberties Fist:&#039;&#039;&#039; Standing after the fall of the previous Admiral, Calypso d&#039;Aubrey would ensure that her orders were clear to any who might have problem with her. &#039;&#039;“Hit the Reaching Tide.”&#039;&#039; The captains of Liberties Fist were happy to sail to &#039;&#039;&#039;The Bay of Promised Gold West&#039;&#039;&#039;, winds forcing their sails forward as they find themselves blessed by the Ceremony known as Tempest’s Calling, and &#039;&#039;&#039;Raid&#039;&#039;&#039; the strange and hated enemy that still tried to claim a hold on land that belonged to Lerona Mere. With notes for prevention, fifteen Al-Asah’s Antidotes in hand courtesy of the Admiral, and trust in the Ward of Ironclad Vigour cast upon Mancante Terra, they prepared themselves for a sickly fight.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peoples Gift;&#039;&#039;&#039; With fifteen doses of Al-Asah’s Antidote, advice penned by Krahenmeister Vischerin, and various treatment plans for Blasserstreit accompanying them, The Peoples Gift were well and truly ready for their orders. With a Ward of Ironclad Vigour cast upon Mancante Terra, and the aforementioned deliveries, the marines of The Gift could expect what was coming. Admiral Gustave made sure to keep his people informed, and the marines of The Gift were ready to &#039;&#039;&#039;Raid&#039;&#039;&#039; The Reaching Tide in Sylvestelli Mare in the coming Season. Blessed by Tempest’s Calling, brought down on them by the power of the heroic priesthood, The Peoples Gift would sail to &#039;&#039;&#039;The Bay of Promised Gold West&#039;&#039;&#039; with a speed usually impossible simply to achieve their given orders. &lt;br /&gt;
&lt;br /&gt;
See Also:&lt;br /&gt;
&lt;br /&gt;
* [[Military Orders|Historic Military Orders]]&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Spring_226_Interlude&amp;diff=4646</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=4646"/>
		<updated>2026-10-04T09:02:32Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Updated with enterprise link (coming, thanks be the power of Leo)&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;
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>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Spring_226_Interlude&amp;diff=4645</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=4645"/>
		<updated>2026-10-04T08:52:44Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Links are my friends&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 - 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>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Military_Orders_-_Spring_226&amp;diff=4644</id>
		<title>Military Orders - Spring 226</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Military_Orders_-_Spring_226&amp;diff=4644"/>
		<updated>2026-10-04T08:52:18Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Military Orders! War! Important! Wow!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
As the Spring Summit of 226AE comes to an end, Passage becomes clear of influence and power. Its heroes pack away their belongings, their tents and their ambitions; content to journey with them back home before once again setting off to places of import or danger. Yet there would be some whose duty would not be finished, those Civil Servants of The Warchamber and Civil Post who now had a most important job to do. There were orders to be delivered, after all. &lt;br /&gt;
&lt;br /&gt;
Welcome to the Military Orders page for E2 226! This page plainly lists the Orders of each Military force. This is posted publicly to assist in making the Downtime process smoother, while also giving a little bit more context to the immediate happenings of the military world post Summit. &lt;br /&gt;
&lt;br /&gt;
This page will list each force, where they have travelled and which action they have taken. If you have a Military or Naval Investment and want to Support an Army, Fortification or Fleet, this can help you know which one you may wish to choose! &lt;br /&gt;
&lt;br /&gt;
== Armies ==&lt;br /&gt;
&#039;&#039;&#039;The Desert Whisperers;&#039;&#039;&#039; After the last season&#039;s march across most of Southern Esterra, it would be a quiet and comfortable season planned for The Desert Whisperers by their new General; Bahseam Nawa El’Andash Al’Teacup. The order encouraged a relatively leisurely march, at least in comparison to their previous, to &#039;&#039;&#039;The Madre Campo&#039;&#039;&#039; where The Whisperers should &#039;&#039;&#039;Billett&#039;&#039;&#039; and rest. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The First Banner of Bordevar;&#039;&#039;&#039; Perhaps in order to prepare for a promise made nearly four years ago, Ser Louisoix Leveilleur, The Sage, The First, Archmage of the Order of Avalon, Former Senator of Weiland, Knight of Heart, General of the First Banner of the Banneret had clear orders. &#039;&#039;&#039;Force March&#039;&#039;&#039; to &#039;&#039;&#039;Starscar.&#039;&#039;&#039; The First Banner needed no further instruction. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Iron Brawlers;&#039;&#039;&#039; &#039;&#039;“Sharpen your blades, next season we go home!” - Brigadier Griff Baker&#039;&#039;. A victory in The Plateau of the Gods did not come without bloodshed on both sides, but the call of Royal Bordevar could be felt by anyone with a pulse in The Iron Brawlers. Marching to &#039;&#039;&#039;The Sableheart&#039;&#039;&#039;, they had their orders to &#039;&#039;&#039;Billett&#039;&#039;&#039; in preparation for a promise made. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Legion of the Blackheart Bear;&#039;&#039;&#039; Blessed and lucky to no longer carry the heinous and terrifying Blasserstreit, The Legion were given orders to march in good form to &#039;&#039;&#039;The Madre Campo&#039;&#039;&#039;, where they were to then &#039;&#039;&#039;Billett&#039;&#039;&#039;, recover and recruit. Despite the attack on their home so close at hand, The Legion would rest with stoic faces and attentions turned north. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Valleys Own;&#039;&#039;&#039; Bleeding but never broken, the orders for the weary Valley’s Own were kind. &#039;&#039;“Stay strong to The Spheres. Rest Well.” - General Thane of Brakkenloh&#039;&#039;. Moving from the plains of the Priado to the woods of &#039;&#039;&#039;La Calidez Hills&#039;&#039;&#039;, the Valleyfolk warriors were given a well earned opportunity to &#039;&#039;&#039;Billett&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Voyant’s Vanguard;&#039;&#039;&#039; With newly minted arms, armour and attitude, a change of name and a change of pace would be a simple affair. General Giovanni Vinci set the tone for their future by ordering a test of might immediately. March to &#039;&#039;&#039;The Ravensreach Wilds&#039;&#039;&#039; and ensure a &#039;&#039;&#039;Strategic Defence&#039;&#039;&#039; prevents it from falling. The Voyant’s Vanguard relished the chance to test their mettle, encouraged by their freshness as much as by the State of Emergency power of the Senator of Windholme, Ivern. The Ironblooded Bravos planned to hold Resinderholz no matter what it cost; the preparations and promises of The Warchamber making it clear that they will be supported by more heroic military investments than The Concord has ever managed before, while The Church gathered together the might to cast a Fools Gold Fortress to aid the defence.&lt;br /&gt;
&lt;br /&gt;
There was going to be a great war in Resinderholz, and The Vanguard would be at the centre of it. &lt;br /&gt;
&lt;br /&gt;
== Fortresses ==&lt;br /&gt;
&#039;&#039;&#039;Deorlings Citadel;&#039;&#039;&#039; His death may have cut deeper than any blade, but Champion Baire Ironguard ensured that his legacy lived on. Before his departure, his orders were submitted and ready to be sent. With conviction and certainty, the warriors of Deorlings received the order to &#039;&#039;&#039;Sally Out&#039;&#039;&#039; into &#039;&#039;&#039;Windholme East&#039;&#039;&#039; to cut down any criminal they could find. No matter whether they were those of the Blackiron Crown or Thralldring, they were enemies to cut down in the defence of Windholme. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Border Forts;&#039;&#039;&#039; Despite their recently increased capacity, there was little that Ser Landry Tremaine the Favoured could accomplish with The Forts alone. Choosing instead to submit no order, and allow them to prepare in their own ways for the inevitable difficulty of the coming year, it would hopefully be a quiet season for the defenders of Starscar. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Baelag’s Holdfast;&#039;&#039;&#039; Finally in the hands of The Iron Valley, Vallthane Revna’s orders would be simple. &#039;&#039;&#039;Hold the Outer Walls&#039;&#039;&#039;. If The King’s Pass was to be attacked, they would be ready. The Severed Lords had been repelled once, they would ensure they were repelled again.  &lt;br /&gt;
&lt;br /&gt;
== Fleets ==&lt;br /&gt;
&#039;&#039;&#039;Liberties Fist:&#039;&#039;&#039; Standing after the fall of the previous Admiral, Calypso d&#039;Aubrey would ensure that her orders were clear to any who might have problem with her. &#039;&#039;“Hit the Reaching Tide.”&#039;&#039; The captains of Liberties Fist were happy to sail to &#039;&#039;&#039;The Bay of Promised Gold West&#039;&#039;&#039;, winds forcing their sails forward as they find themselves blessed by the Ceremony known as Tempest’s Calling, and &#039;&#039;&#039;Raid&#039;&#039;&#039; the strange and hated enemy that still tried to claim a hold on land that belonged to Lerona Mere. With notes for prevention, fifteen Al-Asah’s Antidotes in hand courtesy of the Admiral, and trust in the Ward of Ironclad Vigour cast upon Mancante Terra, they prepared themselves for a sickly fight.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peoples Gift;&#039;&#039;&#039; With fifteen doses of Al-Asah’s Antidote, advice penned by Krahenmeister Vischerin, and various treatment plans for Blasserstreit accompanying them, The Peoples Gift were well and truly ready for their orders. With a Ward of Ironclad Vigour cast upon Mancante Terra, and the aforementioned deliveries, the marines of The Gift could expect what was coming. Admiral Gustave made sure to keep his people informed, and the marines of The Gift were ready to &#039;&#039;&#039;Raid&#039;&#039;&#039; The Drowned in &#039;&#039;&#039;The Bay of Promised Gold West&#039;&#039;&#039; in the coming Season. Blessed by Tempest’s Calling, brought down on them by the power of the heroic priesthood, The Peoples Gift would sail with a speed usually impossible simply to achieve their given orders. &lt;br /&gt;
&lt;br /&gt;
See Also:&lt;br /&gt;
&lt;br /&gt;
* [[Military Orders|Historic Military Orders]]&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Autumn_226_Interlude&amp;diff=4643</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=4643"/>
		<updated>2026-10-04T08:47:39Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Oops i had not updated these tee hee. Minor edit to hide my shame&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 - Autumn 226|Senate Motions]]&lt;br /&gt;
* [[Motions of the Concordian Church Autumn 226|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>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Historic_Interludes&amp;diff=4640</id>
		<title>Historic Interludes</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Historic_Interludes&amp;diff=4640"/>
		<updated>2026-10-04T08:44:46Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Historic Interlude linked. Yipee&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Historic Interlude Page! Here you can find a link to all of the previous Interludes, should you ever wish to go back and see how things have changed. As the Interludes are always linked to the main page, it is likely this one shall exist for the sole purpose of record keeping rather than providing any additional information or details. &lt;br /&gt;
&lt;br /&gt;
* [[Autumn 225 Interlude]]&lt;br /&gt;
* [[Spring 225 Interlude]]&lt;br /&gt;
* [[Autumn 226 Interlude]]&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Main_Page&amp;diff=4639</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Main_Page&amp;diff=4639"/>
		<updated>2026-10-04T08:42:38Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Updated with appropriate Interlude 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/1596355 Buying a Ticket] (External Website)&lt;br /&gt;
* [[Spring 226 Interlude|Spring 226 Interlude and Downtime Submission!]]&lt;br /&gt;
* [[Kit Requirements and Guidelines]]&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>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Spring_226_Interlude&amp;diff=4638</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=4638"/>
		<updated>2026-10-04T08:41:07Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Spring Interlude! It is happening! More details to come&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;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>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Surgical_Skills&amp;diff=4610</id>
		<title>Surgical Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Surgical_Skills&amp;diff=4610"/>
		<updated>2026-09-29T08:32:35Z</updated>

		<summary type="html">&lt;p&gt;Mfell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[All Skills|Skills Home Page]]&lt;br /&gt;
&lt;br /&gt;
Characters have 8 experience points to spend at creation. You do not need to spend all of your points and you can save them for later purchases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If a skill has prerequisites, you must have purchased each in order to purchase the skill.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
See also [[Interacting with the Dead &amp;amp; Dying]]&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|Mender&lt;br /&gt;
|&lt;br /&gt;
|You may offer first aid to characters who are bleeding out. While doing so the characters bleedout time is paused. You may move this character. &lt;br /&gt;
After thirty seconds of roleplay you may return that character to a single hitpoint. This process requires two hands, your full attention, appropriate roleplay and for both characters to remain stationary.&lt;br /&gt;
&lt;br /&gt;
You may not use this skill on yourself.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Surgeon&lt;br /&gt;
|Mender&lt;br /&gt;
|This skill allows for several actions to be performed at your choice. These actions cannot be combined together, each duration must be performed separately. These actions require two hands, your full attention, appropriate roleplay and for both characters to remains stationary. &lt;br /&gt;
You cannot perform these actions on yourself.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Broken Limb:&#039;&#039;&#039; You may spend two minutes performing appropriate roleplaying treating a character who has been affected by ‘Fracture’. After two minutes that limb is restored to normal function.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rest Easy:&#039;&#039;&#039; If you spend at least three minutes treating a character who is Terminal then you may allow the character to act as if they are not in pain. See the [[Combat]] page for more information on what you can and cannot do while Terminal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Surgery:&#039;&#039;&#039; Surgeons can spend one minute roleplaying with another character, representing the treatment of injuries sustained. During this roleplay, both individuals must have both hands free and dedicate their full attention to the process. After one minute, the targeted character may regain one hitpoint.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Herbal Remedy:&#039;&#039;&#039; You can apply medical herbs directly to a patient to treat them. You must spend 30 seconds interacting with your patient to apply a herb. This can be performed while performing treatment with the Mender Skill. Herb details can be found on the [[Herbs]] page&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wound Treatment:&#039;&#039;&#039; You may open physical traumatic [[Traumatic and Spiritual Wounds|wound]] cards, as per the traumatic wounds page, to reveal the cure required. Any cures must be completed within a Surgery location - a dedicated healing space that is considered &amp;quot;enclosed&amp;quot;, such as a bell tent setup as a hospital, an enclosed marquee, a building, etc.&lt;br /&gt;
|4&lt;br /&gt;
|}&lt;br /&gt;
[[File:Injured wound card.png|center|thumb|624x624px|A surgeon investigates the wound of another character by looking at their traumatic wound card]]&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Rumwold_Vastness&amp;diff=4609</id>
		<title>Rumwold Vastness</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Rumwold_Vastness&amp;diff=4609"/>
		<updated>2026-09-22T12:49:09Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Updated to reflect Nationalisation, AND fix the election Season. Apologies Valley, it certainly should not have been re-elected last Season. Won&amp;#039;t happen again!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Rumwold Vastness is a Concordian [[Mithril Mine]] in [[Windholme]].&lt;br /&gt;
&lt;br /&gt;
Unlike many other mines that seek the wealth of [[Mithril Mine|Mithril]], The Rumwold Vastness is a massive open pit, rather than a series of winding shafts. Over two hundred years old, The Vastness has grown slowly, owing to the fact that Mithril was not its original intention, but rather a series of useful Essencite, Bloodglass and small deposits of precious stones in the area. The wide ranging digs eventually became one massive open mine, which only grew as the Mithril vein began to be exploited.&lt;br /&gt;
&lt;br /&gt;
In the current day The Vastness is three parts. The large open pit is mostly free of mine works, its veins long since depleted save for its deepest levels. Instead these spiralling ramps are home to workers, smiths and other attached industries. In homes built on old horizontal cuts or within offshoot tunnels, a population that matches the size of Rumwold township lives and thrives within the Vastness.&lt;br /&gt;
&lt;br /&gt;
At the lowest levels of the mine are the only above ground workings. These deep pits are still working the mithril on the surface, bringing heavy coals and massive bellows to heat the nodules to a high enough temperature to be cut and removed. The work down here is hot, dirty and frequently flooded, but the ore is worth the trouble.&lt;br /&gt;
&lt;br /&gt;
Beyond the mithril mines are hundreds of exploratory tunnels, winding away at ever single level of The Vastness. Some were creations of madness carved from the cold mountain stone by lost souls decades ago, others are still in use by some borough or another, exploiting one of the many veins of ore the dot The Vastness. Some are abandoned to all but corpses of long trapped miners, others are busy worksites home to dozens in the dark.&lt;br /&gt;
&lt;br /&gt;
While the Deed Holder of The Rumwold Vastness is only due the mithril ore harvested from the mine, the truly find themselves gaining leadership or a large community. As the foremost Reeve of the Vastness in the many ways they will often be called upon to settle disputes, be they mining related or not. The Vastness is more than a mine, it is a people, a home, and a way of life.&lt;br /&gt;
&lt;br /&gt;
Perhaps because of this community, The Vastness has seen some periods of nationalisation, being an Iron Valley Deed. As of 226, it is nationalised. &lt;br /&gt;
&lt;br /&gt;
== Deed to The Rumwold Vastness ==&lt;br /&gt;
The Rumwold Vastness is a realmic deed belonging to the Iron Valley, available for election at each Spring Summit. The Vastness tends to produce 15 wains of Mithril each season.&lt;br /&gt;
&lt;br /&gt;
== Previous Deed Holders ==&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=The_Eisen_Orchard&amp;diff=4608</id>
		<title>The Eisen Orchard</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=The_Eisen_Orchard&amp;diff=4608"/>
		<updated>2026-09-22T12:43:26Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Updated to reflect Nationalisation&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Eisen Orchard =&lt;br /&gt;
South of Eisen, along the shore of the river of the same name, lies a protected Orchard. Known as the Eisen Orchard, this place is of immense import to The Concord as it is the only grove of Thunder Oak trees currently worked by The Concord, producing an essential strategic resource needed for the creation of ships, quarries and embassies. Resinderholz Thunder Oak is known for its deep brown colour, nearly black, and is sometimes called ‘Nightswood’.&lt;br /&gt;
&lt;br /&gt;
The Eisen Orchard in particular is a relic of the reign of Baronness Drewina Arnmeyer, who ruled [[Resinderholz]] many years before the Concord. An alchemist of some repute, it is said that Drewina carefully harvested and treated trees in such a manner to produce a stable and protected orchard that would resist the magical maladies of the Greenweald. Such a safe place is the Orchard that it has often been used to shelter the non-combatants of nearby Eisen in times of danger.&lt;br /&gt;
&lt;br /&gt;
In the year 222, cultists of the Church of Grain and Grail, revealing themselves to be agents of the Zekartaal attacked the Orchard after infiltrating wildernesses and farms in Resinderholz. They used sacrificial magic to warp one of the Thunder Oak trees into a powerful creature known as a Lumberhaunt, which brought havoc to the region before being slain.&lt;br /&gt;
&lt;br /&gt;
In the year 224, a Fae creature known as &#039;Gren&#039; took up residence within the Orchard at the consent of the Deed Holder. The creature appears as a cat-like being with human hands in place of its paws. It has been beneficial to the Orchard, harvesting a small collection of herbs for the Deed Holder.&lt;br /&gt;
&lt;br /&gt;
== Deed to the Eisen Orchard ==&lt;br /&gt;
The Eisen Orchard is a realmic deed belonging to the Greenweald Baronies, available for election at each Spring Summit. The Orchard tends to produce 15 wains of Thunder Oak each season.&lt;br /&gt;
&lt;br /&gt;
The presence of Gren and other actions have allowed the Eisen Orchard to produce herbs as well as Thunder Oak. The Eisen Orchard produces herbs as if it was a Tier 3 Herb Garden.&lt;br /&gt;
&lt;br /&gt;
== Deed Holders ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Prior Deed Holders&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Winning Bid&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Date&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Eodwulf&lt;br /&gt;
|9 Locks, 5 Keys&lt;br /&gt;
|Winter 221&lt;br /&gt;
|-&lt;br /&gt;
|Alabaster De Re&lt;br /&gt;
|7 Locks&lt;br /&gt;
|Summer 221&lt;br /&gt;
|-&lt;br /&gt;
|Ava of Bolsterlee&lt;br /&gt;
|1 Vault, 14 Locks&lt;br /&gt;
|Summer 222&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|Summer 223&lt;br /&gt;
|-&lt;br /&gt;
|Victor Fiorenza&lt;br /&gt;
|&lt;br /&gt;
|Summer 224&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Magli%27s_Gift&amp;diff=4607</id>
		<title>Magli&#039;s Gift</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Magli%27s_Gift&amp;diff=4607"/>
		<updated>2026-09-22T12:36:48Z</updated>

		<summary type="html">&lt;p&gt;Mfell: See above regarding Season. Teehee x2&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Magli’s Gift =&lt;br /&gt;
Magli&#039;s Gift is an [[Arcstone Quarry|arcstone quarry]] in [[Mukarrem|Mukarrem.]]&lt;br /&gt;
&lt;br /&gt;
In the scrubby foothills of Mitricasa Rise a clear and fast flowing river flows between shining stones. Cool and clean, this river has slowly exposed a vast and rippling arcstone deposit beneath the hilly soil, resulting in a long shallow canyon that shines white in the midday sun. A common camping site for the nomads who have been known to spend the hottest months sheltered by the hills woody eaves and making use of the glassy waters. &lt;br /&gt;
&lt;br /&gt;
Obscured from Concordian grasp during the Al’Mai Crisis of 223-224, when the nomadic sepratists of the Al’Mai returned to the Concord after [[Throw Out Knives and Spells in Equal Measure|prolonged diplomacy]], they brought the arcstone with them. A quarry had been arranged during the isolation in such a way that the water was redirected, exposing the arcstone but preserving the vital water source for the nomads of Mukarrem. Called ‘Magli’s Gift’ after the leader of the Al’Mai, the Gift entered Concordian ownership in Summer 224 and was first auctioned shortly after.&lt;br /&gt;
&lt;br /&gt;
=== Deed to Magli’s Gift ===&lt;br /&gt;
Magli’s Gift remains a Concordian Deed, available at public auction from the Exchange at the Autumn Summit each year. The Gift tends to produce 15 wains of Arcstone each season.&lt;br /&gt;
&lt;br /&gt;
=== Deed Holders ===&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Lake_Ladure_Quarry&amp;diff=4606</id>
		<title>Lake Ladure Quarry</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Lake_Ladure_Quarry&amp;diff=4606"/>
		<updated>2026-09-22T12:35:14Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Updated to reflect Leyline production has ceased. Updated election Season to match Deed Holder main page. It is Autumn. We promise we won&amp;#039;t muck that up, teehee.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Lake Ladure Quarry is a boon born of folly. Sixty years ago, Count Carslile Foxton attempted to dam an offshoot of Lake Ladure to flood a custom made pond shaped like a swan. Count Foxton vastly underestimated the overall flow of the offshoot, flooding his swan lake and much of the grounds of his manor, producing ‘The Lake of Noble Folly and Mathematics’, commonly called ‘Deadswan Lake’. While Count Carslile was seen as a fool, his work did reveal deposits of Arcstone that formed the lakebed that was previously full.&lt;br /&gt;
&lt;br /&gt;
In time, a vast open-cut quarry was built, producing Arcstone for the [[Kingdom of Bordevar]] and eventually the Concord. The Quarry occasionally springs a leak resulting in minor flooding from the nearby bulk of Lake Ladure itself and the Spring or Autumn storms can play havoc, but thankfully major maladies have not befallen the location since Count Foxtons initial investment. The quarry employs nearly three hundred workers from the surrounding countryside and produces the Concord’s entire supply of Arcstone at its founding.&lt;br /&gt;
&lt;br /&gt;
There has been some debate over ownership of the Quarry. Prior to The Concord it was recognised as belonging to the Crown, some argue it belongs to its Deed Holder, others believe it should belong to the Duke of Everguarde, or even the people of Everguarde. The Concord appears to have resolved this somewhat with the Exchange claiming stewardship and ultimate ownership of the quarry in line with other strategic resources.&lt;br /&gt;
&lt;br /&gt;
In Summer 222 the Quarry was nationalised to the Kingdom of Bordevar by the Concordian Senate, however issues with the Church Veto stalled the confirmation of this act. As such the nationalisation of this deed remains in question. This nationalisation was repealed before it could be acted upon.&lt;br /&gt;
&lt;br /&gt;
In Winter 224 damage to the surrounding area by the Onyx Aristocracy assaults of 223 and the creation of the Crystal Maw by the Shardcircle produced numerous odd effects on the Quarry. Most beneficial among these was the gradual spontaneous appearance of crystal mana within the quarry, which has also begun to be harvested. As of 226, this harvesting has ceased as the material has become unavailable. &lt;br /&gt;
&lt;br /&gt;
=== Deed to the Lake Ladure Quarry ===&lt;br /&gt;
The Lake Ladure Quarry is a realmic deed belonging to the Kingdom of Bordevar, available for election at each Autumn Summit. The Quarry tends to produce 15 wains of Arcstone each season.&lt;br /&gt;
&lt;br /&gt;
=== History of the Lake Ladure Quarry ===&lt;br /&gt;
The Lake Ladure Quarry was nationalised to the Kingdom of Bordevar in Autumn 225.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Previous Deed Holders&#039;&#039;&#039; ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Bid&lt;br /&gt;
!Date&lt;br /&gt;
|-&lt;br /&gt;
|Alyce Baker&lt;br /&gt;
|Realmic Tradition&lt;br /&gt;
|Autumn 226 - &#039;&#039;Incumbent&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Alain De Re&lt;br /&gt;
|7 Locks&lt;br /&gt;
|Winter 221 - Winter 222&lt;br /&gt;
|-&lt;br /&gt;
|Omira Al&#039;Jadis&lt;br /&gt;
|1 Vault, 2 Locks&lt;br /&gt;
|Winter 222 - Winter 223&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Further Reading ===&lt;br /&gt;
&lt;br /&gt;
* [[Arcstone Quarry]]&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Mercenary_Banner&amp;diff=4605</id>
		<title>Mercenary Banner</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Mercenary_Banner&amp;diff=4605"/>
		<updated>2026-09-22T02:57:06Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Note for removal added at top.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;PLEASE NOTE: Mercenary Banner has been removed as a Magic Item and is not available to be crafted. This is due to many complicated reasons, but primarily it does not fit within the current desired game design as currently written and working. It may be reviewed and returned in the future, but for now rests in the hands of the Team.&#039;&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
The heart of a heroic mercenary band. Mercenary banners allow groups of mercenaries, wandering heroes, or warriors dedicated to saving the Concord by any means to align themselves with a Realm not their own. Doing so retains their original citizenship, culture, and allegiance, but allows the Waystones to transport them to a different Realm’s areas of concern. &lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
&lt;br /&gt;
==== Form ====&lt;br /&gt;
Concordia: Banner&lt;br /&gt;
&lt;br /&gt;
==== Rarity ====&lt;br /&gt;
Masterwork&lt;br /&gt;
&lt;br /&gt;
==== Materials ====&lt;br /&gt;
Crafting a Mercenary Banner requires 3 Measures of Hartswood, 3 Measures of Beastbone, 3 Measures of Blacksap, 3 Measures of Shimmering Scales, 3 Measures of Forgesteel, 3 Measures of Suns Iron, 3 Measures of Bloodglass, and 3 Measures of Essencite.&lt;br /&gt;
&lt;br /&gt;
==== Effect ====&lt;br /&gt;
On the first day of a Summit, this Concordia may be presented, along with all members of the Band attuned to a fragment of this Concordia, and the Champion of a Realm, to the Commandant of the War Chamber. During this presentation the Band Leader must declare their intent to fight alongside the realm of the Champion present. For the remainder of the event, Band members attuned to a fragment of this Concordia count as members of that Champion’s Realm for the purposes of attending Confluxes, not their own realm. Once a member of the Band attuned to a Fragment of this Concordia has attended a single conflux this Summit, they may not become unattuned to this Fragment for the remainder of the Summit.&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Artisan_Crafts&amp;diff=4604</id>
		<title>Artisan Crafts</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Artisan_Crafts&amp;diff=4604"/>
		<updated>2026-09-22T01:25:56Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Mercenary Banner removed for a number of complicated reasons. Simply, it was not working in the game as originally intended, logistically and otherwise.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See also [[Artisan]] and [[Magic Items]]&lt;br /&gt;
&lt;br /&gt;
== Journeyman Items ==&lt;br /&gt;
These do not require any resources to create, the Artisan only needs to know the its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Journeyman items last &#039;&#039;&#039;two events&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Function&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|[[Acolyte&#039;s Assistant]]&lt;br /&gt;
|You may cast or swift cast the heal spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Artisans Oil]]&lt;br /&gt;
|A character with the Artisan skill can roleplay applying the oil to a shield or weapon affected by the Break call, after which the Artisans oil is consumed but the item is returned to normal function. This roleplay must take a minimum of 30 seconds. &lt;br /&gt;
The roleplay is interrupted if you or the item are struck or if you engage in combat or move faster than a walking pace. The oil is not consumed in this circumstance but the roleplay must begin again.&lt;br /&gt;
&lt;br /&gt;
Artisan&#039;s oil is unique in requiring far less time to produce than other Artisan Crafts. An artisan may create a single use of Artisan&#039;s Oil by bringing two different measures of Artisan Resources (Blacksap, Hartswood, Beastbone, Shimmering Scale, Essencite, Sun’s Iron, Forgesteel or Bloodglass) to the Exchange.&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|[[Battleplate]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|-&lt;br /&gt;
|[[Bonebreaker]]&lt;br /&gt;
|You may spend one energy to call Fracture or Knockback with this weapon.&lt;br /&gt;
|Weapon: Great weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Boulders Staff]]&lt;br /&gt;
|You may cast the stun spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Clerics Mace]]&lt;br /&gt;
|You may cast or swift cast the heal spell as if you knew it.&lt;br /&gt;
|Weapon One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Crystalhunger Robes]]&lt;br /&gt;
|Once per day, when you consume a piece of crystal mana, it restores three personal mana rather than one.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|-&lt;br /&gt;
|[[Death Icon]]&lt;br /&gt;
|Allows band members to recall eachother when they are in bleedout but causes the terminal effect. This allows corpses to be retrieved if hope is lost.&lt;br /&gt;
|Concordia: Icon&lt;br /&gt;
|-&lt;br /&gt;
|[[Druids Crook]]&lt;br /&gt;
|You may cast the shackle spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Guards Watcher]]&lt;br /&gt;
|You may spend one energy to call Knockback or Shackle with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Greatweapon of the Old Ways]]&lt;br /&gt;
|This weapon may not 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;
|Weapon: Great Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Linebreakers Staff]]&lt;br /&gt;
|You may cast the knockback spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Marauder&#039;s Warcoat|Marauders Warcoat]]&lt;br /&gt;
|While wearing this armour you may spend one energy to call Fracture with Polearms, Greatweapons or One Handed Weapons.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Medics Gambeson]]&lt;br /&gt;
|You may offer first aid to characters who are bleeding out. While doing so the characters bleedout time is paused. This requires two hands, your full attention, appropriate roleplay and being stationary.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|-&lt;br /&gt;
|[[Mountebanks Surprise]]&lt;br /&gt;
|Once per day when you cast the Empower spell on a target you are also affected by the empower spell.&lt;br /&gt;
|Weapon Pair: Short Weapon and One Handed Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Reforging Gavel]]&lt;br /&gt;
|You may cast or swift cast the reforging spell as if you knew it.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|-&lt;br /&gt;
|[[Saga of the Lost]]&lt;br /&gt;
|A member of this sect will never become a conscious undead. If their spirit is called upon after their death they will be calm and aware of their circumstances. Members of this sect may roleplay stoic silence rather than pain while in the terminal state.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|-&lt;br /&gt;
|[[Serpent&#039;s Tail]]&lt;br /&gt;
|You may cast the venom spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Setting Blade]]&lt;br /&gt;
|You may cast or swift cast the mend limb spell as if you knew it.&lt;br /&gt;
|Weapon Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Standard of the Brave]]&lt;br /&gt;
|Once per day, each member of the band who is attuned to a fragment of this Concordia may call ‘immune’ to a fear effect that targets them.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|-&lt;br /&gt;
|[[Strikers Hand]]&lt;br /&gt;
|You may cast the knockback spell as if you knew it.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Tacticians Demand]]&lt;br /&gt;
|You may cast the empower spell as if you knew it.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Torment’s Blade]]&lt;br /&gt;
|You may cast the fear spell as if you knew it.&lt;br /&gt;
|Weapon: Short weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Thieves Good Hand]]&lt;br /&gt;
|You may cast the silence spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Warmages Blessing]]&lt;br /&gt;
|You gain one additional hitpoint. This item requires the Battlemage skill.&lt;br /&gt;
|Talisman: Battlemages Circlet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expert Items ==&lt;br /&gt;
Expert Items require resources to create, as well as the Artisan having knowledge of its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Expert items last &#039;&#039;&#039;three events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resources are as follows:&lt;br /&gt;
&lt;br /&gt;
* Hw - Hartswood&lt;br /&gt;
* Bb - Beastbone&lt;br /&gt;
* Bs - Blacksap&lt;br /&gt;
* Sh - Shimmering Scales&lt;br /&gt;
* Fs - Forgesteel&lt;br /&gt;
* SI - Sun’s Iron&lt;br /&gt;
* Bg - Bloodglass&lt;br /&gt;
* Es - Essencite&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Function&lt;br /&gt;
!Type&lt;br /&gt;
!Hw&lt;br /&gt;
!Bb&lt;br /&gt;
!Bs&lt;br /&gt;
!Sh&lt;br /&gt;
!&lt;br /&gt;
!Fs&lt;br /&gt;
!SI&lt;br /&gt;
!Bg&lt;br /&gt;
!Es&lt;br /&gt;
|-&lt;br /&gt;
|[[Apprentices Reliquary]]&lt;br /&gt;
|Members of a Sect may transfer mana to each other.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Apprentices Penknife]]&lt;br /&gt;
|You gain one additional personal mana.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Barbarians Brutalizer]]&lt;br /&gt;
|You may call Fracture or Knockback with this weapon. Alternatively you may call &amp;quot;Magic Damage 3&amp;quot; when striking a shield.&lt;br /&gt;
|Weapon: Greatweapon&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlemages Vestment of Control]]&lt;br /&gt;
|Twice per day you may cast the Silence spell for no mana. You must already know the Silence Spell to do this.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlemages Vestment of Force]]&lt;br /&gt;
|Twice per day you may cast the Knockback spell for no mana. You must already know the Knockback spell to do this.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bending Reed Blades]]&lt;br /&gt;
|You may call Fracture or Shackle with these weapons.&lt;br /&gt;
|Weapon: Pair One Handed&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Blazesap Striker]]&lt;br /&gt;
|While bonded to a character with a Naval Investment, if that investment takes the ‘Support the Fleet’ action, it will function as if it were two tiers higher.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodslick Banner]]&lt;br /&gt;
|Allows band members to heal eachother, at the cost of hitpoints.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Comrades Knife]]&lt;br /&gt;
|Whenever you cast or swift cast the heal spell you gain one hit point.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Conqueror&#039;s Halberd]]&lt;br /&gt;
|You may call Shackle or Fracture with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Daphne&#039;s Deathwhistle]]&lt;br /&gt;
|While bonded to a character with a Military Investment, if that investment takes the ‘Support the Army’ action, it will function as if it were two tiers higher.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Dawns Pestle]]&lt;br /&gt;
|When preparing potions you may spend two Beggars Root as one Rackoric or two Rackoric as one Beggars Root. You may only do this once per preparation.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Desperate Times]]&lt;br /&gt;
|Once per day you may call Venom with this weapon for no energy or mana cost. You are also affected by Venom when you use this ability.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldermere Charm]]&lt;br /&gt;
|Your farm investment cannot become damaged unless it is particularly targeted, it takes a special action, or it acts as another kind of investment. In addition this investment grants either 4 Hartswood or 4 Beastbone as if it had diversified, without the reduction in keys&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Elementalists Garb]]&lt;br /&gt;
|This armour does not inhibit the casting of spells by a mage, as if they had the Battlemage skill.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Enduring Shield]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this shield has no additional effect.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Escape Route]]&lt;br /&gt;
|Once per day you may cast the Shackle spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Eves Mortar]]&lt;br /&gt;
|When preparing potions you may spend two Green Sunleaf as one Stonestem or two Stonestem as one Green Sunleaf. You may only do this once per preparation.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Flameborn Dagger]]&lt;br /&gt;
|You may cast the Damage spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Gray Wizards Robe]]&lt;br /&gt;
|You gain one additional hitpoint. Requires the Magus skill.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardian Mage Staff]]&lt;br /&gt;
|Twice per day you may cast the Stun spell as if you knew it for no mana. You are immune to the Magic Stun effect. Requires the Magus skill&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Magehunters Call]]&lt;br /&gt;
|Once per day you may cast the Silence spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Mage Legion Standard]]&lt;br /&gt;
|Grants members of the band 2 additional personal mana.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Manticore Hide Armour]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Nightmare Hide Armour]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this armour has no additional effect.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Opportunists Call]]&lt;br /&gt;
|Once per day you may call Fracture with no energy cost.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Phial of the Sun]]&lt;br /&gt;
|Once per day when using the Surgeon skill you may decant some liquid from this phial and use it as if it were one herb of your choice. This may not be used for the crafting of potions.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Prime Hunters Bow]]&lt;br /&gt;
|You gain one level of Divine Lore: Arcadian, but no masteries or votes.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Purifying Scalpel]]&lt;br /&gt;
|When you cast (but not swift cast) the Heal spell you may also remove the Venom effect from the target.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Rootwarder]]&lt;br /&gt;
|Twice per day you may cast the Shackle spell as if you knew it for no mana. You are immune to the Magic Shackle effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Scorpions Barb]]&lt;br /&gt;
|Twice per day you may cast the Venom spell as if you knew it for no mana. You are immune to the Magic Venom effect. Requires the Magus skill&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Scouts Bow]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this bow has no additional effect.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Skirmishers Aketon]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Slayers Banner]]&lt;br /&gt;
|Grants band members abilities to resist common monstrous strikes and to strike back just as hard.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Survivors Platemail]]&lt;br /&gt;
|You may ignore the roleplay effects of a single traumatic wound until the end of the battle.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Tail of the Beast]]&lt;br /&gt;
|You may spend one energy to make the Shackle or Venom call with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Thunderous Awe]]&lt;br /&gt;
|Once per day you may cast the Stun spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Treacheries Kiss]]&lt;br /&gt;
|Once per day you may cast the Venom spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Unbroken Chain]]&lt;br /&gt;
|Provides a Graver character wearing it an additional rank of Divine Lore: Cervitas but no masteries or votes.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Wayfarers Pyx]]&lt;br /&gt;
|Once per day, when the sect that is bonded to this reliquary is performing a ceremony, its magnitude is reduced by two.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Windborn]]&lt;br /&gt;
|Once per day you may cast the Knockback spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Masterwork Items ==&lt;br /&gt;
Masterwork Items require resources to create, as well as the Artisan having knowledge of its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Masterwork items last &#039;&#039;&#039;four events.&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Function&lt;br /&gt;
!Type&lt;br /&gt;
!Hw&lt;br /&gt;
!Bb&lt;br /&gt;
!Bs&lt;br /&gt;
!Sh&lt;br /&gt;
!&lt;br /&gt;
!Fs&lt;br /&gt;
!SI&lt;br /&gt;
!Bg&lt;br /&gt;
!Es&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcane Shears]]&lt;br /&gt;
|Twice per day you may use this item to cut a bond connecting a magical item to an individual. You may only use this item if you have the Artisan skill.&lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Arch Priests Blade]]&lt;br /&gt;
|As long as you know any of the Heal, Purify or Mend Limb spells, Twice per day you may cast the Heal, Purify and Mend Limb spells simultaneously for a cost of one mana or two mana if swift cast.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|7&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Archmage&#039;s Staff]]&lt;br /&gt;
|Twice per day you may cast, or where appropriate swift cast any spell you know for no mana cost.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Armsman&#039;s Amulet]]&lt;br /&gt;
|You gain the Weaponmaster skill&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Artebazzani Artifact]]&lt;br /&gt;
|Once per day your sect may join with another sect to perform a ceremony together. While your sects may perform the ceremony together they are still treated as separate sects for all other purposes. Your Sect does not gain the benefit of the Sects reliquaries if any.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Avalanche]]&lt;br /&gt;
|You may spend one energy to call either Break or use the Mighty Blow effect with this weapon.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Barons Blessed Cairn]]&lt;br /&gt;
|Up to two times per day, when your sect targets a Herb Garden, Wilderness, Farm, Mine, or Business with a ceremony which increases its resource output, you may choose another investment of the same type in the same or an adjacent region to also receive the effects of that ceremony&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlehealers Coat]]&lt;br /&gt;
|When you cast or swift cast the Heal, Purify or Mend Limb spells you regain one hitpoint.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Beggars Key]]&lt;br /&gt;
|Twice per day after thirty seconds of roleplay you may open a portal as you had used the Channel Waystone spell. You may use this power if you are wearing armour.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodcloak]]&lt;br /&gt;
|Three times per day when you use the Surgeon skill you can roleplay drawing some of your own blood and using it in place of a herb of your choice. Thies does not damage you or affect your hitpoints.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Bracelet of the Young Ward]]&lt;br /&gt;
|You gain the Bulwark skill&lt;br /&gt;
|Talisman: Jewelery&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Brandts Blade]]&lt;br /&gt;
|You may spend one energy to call Silence with this weapon on a strike that would deal damage. When you use this effect you are also affected by Silence.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Celebrants Chain]]&lt;br /&gt;
|Twice per Summit you may perform the &#039;Enlightened Ceremony&#039; ceremony for two magnitude. &lt;br /&gt;
This item requires the character bonded to it have at least Divine Lore 2 Lumos.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragonhide Plate]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Duelists Obstinate Ally]]&lt;br /&gt;
|When you spend one energy you regain one hitpoint.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgemasters Shield]]&lt;br /&gt;
|You may spend one energy to remove the Break effect from this Shield. This requires five seconds of uninterrupted roleplay. Performing this action causes you to be affected by ‘Heal 1’&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgesteel Armour]]&lt;br /&gt;
|You may spend one energy to ignore a Fracture call.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardians Banner]]&lt;br /&gt;
|Members of the band bonded to this Concordia may use it to recall out of battle.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Harness of Heartiness]]&lt;br /&gt;
|After five seconds of roleplaying that includes a loud invocation of cleansing you may spend one energy to remove the Venom condition from yourself. Performing this action causes you to be affected by ‘Heal 1’&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunters Ark]]&lt;br /&gt;
|Members of this sect who are performing an Arcadian ceremony may use Beastbone instead of Crystal Mana. Every two measures of Beastbone count as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Illuminating Forge]]&lt;br /&gt;
|Members of this sect who are performing a Lumos ceremony may use Sun’s Iron instead of crystal mana. Every two measures of Sun’s Iron counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Immortals Shield]]&lt;br /&gt;
|You gain the Unstoppable and Deathless skills.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Lantern of Azime]]&lt;br /&gt;
|Once per day, the bearer of a Lantern of Azime may cast ‘Arc Purify’ as |One per day, you may cast ‘Arc Purify’ as if you knew the spell. Doing so requires a full 30 second cast, but costs no mana. The caster must follow all other spellcasting rules. This spell does not require a specific target.&lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Lantern of Unseen Ember]]&lt;br /&gt;
|Once per day, the user may cast Magic Fire as ‘Arc’ through this Item. &lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Legionnaires Commandment]]&lt;br /&gt;
|When your Sect completes a ceremony that targets characters who are all members of a single band, the ceremony may also target members of a different band that are from the same Realm.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Lich Paragon’s Robe]]&lt;br /&gt;
|You gain the Deathless skill and are immune to the &#039;Silence&#039; effect.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Matched Thunderbolts]]&lt;br /&gt;
|If you strike a shield or individual with both weapons at once, you may spend one energy and call knockback.&lt;br /&gt;
|Weapon Pair: One Handed&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Mundane Forcebarrier]]&lt;br /&gt;
|You gain two additional personal mana and one additional hitpoint.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Opened Eye]]&lt;br /&gt;
|Twice per day you may cast the Fear spell for no mana. You must know the Fear spell to use this effect.&lt;br /&gt;
|Weapon: Stave&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Pathfinders Gambit]]&lt;br /&gt;
|Once per day, a character bonded to this item may swift cast a [[Winds of the World - Summer 222#Bam and the Mage is Gone|modified version of the Recall spell]].&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Philosophers Charm]]&lt;br /&gt;
|Once per day, a character bonded to this item may transmute X amount of minerals into any one other mineral. In this circumstance X equals the amount of mana being expended. This requires thirty seconds of roleplay and the presence of a Civil Servant.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Pugilists Charm]]&lt;br /&gt;
|You may spend one energy to restore a limb affected by the Fracture call. This requires five seconds of roleplay that is interrupted upon receiving a strike to you or your target.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Pyromancers Staff]]&lt;br /&gt;
|Twice per day you may cast the Damage spell for no mana. You may spend one Mana to ignore a Magic Damage effect. You must know the Damage spell to use these effects.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Robe of the Saviour]]&lt;br /&gt;
|Twice per day when you cast or swift cast the Heal spell you may do so without spending mana.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Robes of the Seer]]&lt;br /&gt;
|You gain two additional personal mana&lt;br /&gt;
|Armour: Robe&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Runeplate]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Sargents Fist]]&lt;br /&gt;
|You gain two additional energy.&lt;br /&gt;
|Weapon: Great weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Seers Knife]]&lt;br /&gt;
|You gain two additional personal mana.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Shattering Stone]]&lt;br /&gt;
|Members of this sect who are performing an Anarch ceremony may use Bloodglass instead of crystal mana. Every two measures of Bloodglass counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Slayers Blade]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Smiths Polearm]]&lt;br /&gt;
|You may spend one energy to remove the Break effect from this weapon. This requires five seconds of uninterrupted roleplay. Performing this action causes you to be affected by ‘Heal 1’&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Soldiers Hauberk]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Squires Mail]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade of Peace]]&lt;br /&gt;
|You may cast the Heal, Mend Limb and Purify spells as if you knew them.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade of War]]&lt;br /&gt;
|You may cast the Knockback, Stun, Damage and Venom spells as if you knew them.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Starlit Pool]]&lt;br /&gt;
|Members of this sect who are performing a Stallia ceremony may use Black Sap instead of crystal mana. Every two measures of Black Sap counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Steel Pillar]]&lt;br /&gt;
|Members of this sect who are performing a Cervitas ceremony may use Forgesteel instead of crystal mana. Every two measures of Forgesteel counts as one crystal mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Warfletcher]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Warlocks Longknives]]&lt;br /&gt;
|You may either expend one energy to regain one personal mana or expend three personal mana to regain one energy.&lt;br /&gt;
|Weapon Pair: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Warriors Right Hand]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Weighted Scales]]&lt;br /&gt;
|Members of this sect who are performing a Panoply ceremony may use Shimmering Scales instead of crystal mana. Every two measures of Shimmering Scales counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Wolverines Bite]]&lt;br /&gt;
|Twice per day when you use Fracture you may strike two targets instead of one for no additional cost. You have only 10 seconds to deliver the second Fracture.&lt;br /&gt;
|Weapon: Pair One Handed&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Artisan]]&lt;br /&gt;
[[Category:Crafting]]&lt;br /&gt;
[[Category:Craft]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Traumatic_Wounds&amp;diff=4603</id>
		<title>Traumatic Wounds</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Traumatic_Wounds&amp;diff=4603"/>
		<updated>2026-09-20T14:22:22Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Major updates to detecting Traumatic Wounds! Notably, Minor Physical Wounds can be hidden if appropriate, Arcane Wounds clarify requiring consent as per regular Spellcasting, and lastly Spiritual Wounds got a major clarification! Detecting Spiritual Wounds requires a 15 Second prayer to an eternal, rather than just &amp;#039;checking someones vibe&amp;#039;. Hopefully makes it a more engaging experience, and makes more sense as to how a &amp;#039;priest&amp;#039; is detecting spritual maladies! Woo!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== What are Traumatic Wounds? ==&lt;br /&gt;
Traumatic Wounds represent your character taking a large amount of damage, or being impacted by a particularly strong effect, be that physical, arcane, or spiritual. They are laminated pieces of paper in different colours, with the colour demonstrating the type of Traumatic Wound. &lt;br /&gt;
&lt;br /&gt;
The cards themselves are mechanical objects, not roleplay objects; they are not physically ‘in’ the world of Concord. As such, they cannot be used in character to communicate the conditions of the Wound, nor to diagnose without in-character interaction; the communication of Wounds is done through the roleplay of that Wound.&lt;br /&gt;
&lt;br /&gt;
Traumatic Wounds are held closed with velcro, with the Roleplay and Mechanical Effects of the Wound on the outside, and the Cure for the Wound on the inside. Traumatic Wounds can only be opened by characters with the applicable skills, detailed below. &lt;br /&gt;
&lt;br /&gt;
Traumatic Wounds are given out at the discretion of the Concord Team as a tool to enable roleplay, provide content, and to represent the real consequences of actions undertaken at events. Typically, Traumatic Wounds are handed out at the end of a Conflux by members of the Concord Team to signify your character being seriously wounded, or being affected by arcane or divine powers. They can, however, be given through other forms as well, such as, but not limited to, crafting Potions, using Artifacts, reading Letters, or undertaking Ceremonies. &lt;br /&gt;
&lt;br /&gt;
Traumatic Wounds come in three intensity levels, to represent the intensity of various injuries and ailments: Minor, Moderate, and Severe.&lt;br /&gt;
&lt;br /&gt;
Some Traumatic Wounds, if left untreated, progress in intensity. Such Wounds will have a statement such as ‘Alert a member of the Story Team if you still have this Wound at the end of the event’ in the Mechanical Effects or Cure section.&lt;br /&gt;
&lt;br /&gt;
== What types of Traumatic Wounds are there? ==&lt;br /&gt;
There are seven types of Traumatic Wounds:&lt;br /&gt;
&lt;br /&gt;
=== Physical Wounds ===&lt;br /&gt;
Physical Wounds represent those that impact the body of your character. They may stem from things such as having shrapnel from an arrow stuck in your torso, a mundane disease ravaging your immune system, or a blow to the head rendering you unconscious. Physical Wounds can come in Minor, Moderate, and Severe intensity.&lt;br /&gt;
&lt;br /&gt;
Physical Wounds can be diagnosed and treated by those with the Surgeon skill, and are pink in colour. There is no designated diagnosis timer, but Surgeons should ensure that discovering Physical Wounds is given appropriate time and space as needed in the scene. It is possible for those with Minor Physical Wounds to hide their Wounds from Surgeons, opting not to provide their Traumatic Wound upon diagnosis, where appropriate. Moderate and Severe Physical Wounds cannot be hidden, unless the circumstance of the Wound allows.&lt;br /&gt;
&lt;br /&gt;
An example of the outside and the inside of a Minor Physical Wound can be found below:&lt;br /&gt;
[[File:BustedKnee.jpg|center|frameless|750x750px]]&lt;br /&gt;
[[File:BustedKnee2.jpg|center|frameless|750x750px]]&lt;br /&gt;
&lt;br /&gt;
=== Spiritual Wounds ===&lt;br /&gt;
Spiritual Wounds represent those that impact the soul of your character. They may stem from things such as a possessor spirit attempting to control you, a shaking of your connection to The Spheres, or an event of massive emotional impact. Spiritual Wounds can come in Minor, Moderate, and Severe intensity.&lt;br /&gt;
&lt;br /&gt;
Spiritual Wounds can be diagnosed and treated by those with the Divine Lore skill, and are yellow in colour. To diagnose a Spiritual Wound, one must call upon a Prayer to an Eternal, calling on the power of The Divine to detect Spiritual malady. This Prayer must take a minimum of 15 Seconds, and may only be cast on willing targets.&lt;br /&gt;
&lt;br /&gt;
An example of the outside of a Minor Spiritual Wound can be found below:&lt;br /&gt;
[[File:AloneInTheWorld.jpg|center|frameless|750x750px]]&lt;br /&gt;
&lt;br /&gt;
=== Arcane Wounds ===&lt;br /&gt;
Arcane Wounds represent those that impact the innate magic of your character. They may stem from things such as being targeted by aggressive magic, overuse of your own magic, or being in close proximity to latent magical energies. Arcane Wounds can come in Minor, Moderate, and Severe intensity.&lt;br /&gt;
&lt;br /&gt;
Arcane Wounds can be diagnosed through the casting of the Detect Magic spell, require the intervention of those with Magus skill to treat, and are blue in colour. Casting the Detect Magic spell follows all of the regular spellcasting rules, requiring the consent of the Wounded. &lt;br /&gt;
&lt;br /&gt;
An example of the outside of a Minor Arcane Wound can be found below:&lt;br /&gt;
[[File:Tonguethief.jpg|center|frameless|750x750px]]&lt;br /&gt;
&lt;br /&gt;
=== Physical/Spiritual Wounds ===&lt;br /&gt;
Physical/Spiritual Wounds represent those that impact the body and the soul of your character. They may stem from things such as violence in battle scarring you physically and emotionally, or your physical connection to The Spheres being impacted. Physical/Spiritual Wounds can come in Moderate and Severe intensity.&lt;br /&gt;
&lt;br /&gt;
Physical/Spiritual Wounds can be diagnosed by those with the Surgeon skill and/or the Divine Lore skill, and often require both physical and spiritual intervention to be cured. They are orange in colour. An example of the outside of a Moderate Physical/Spiritual Wound can be found below:&lt;br /&gt;
[[File:GoneHungry.jpg|center|frameless|750x750px]]&lt;br /&gt;
&lt;br /&gt;
=== Spiritual/Arcane Wounds ===&lt;br /&gt;
Spiritual/Arcane Wounds represent those that impact the soul and the magic of your character. They may stem from things such as a magical effect tampering with your connection to The Spheres, or the power of The Spheres impacting your ability to do magic. Spiritual/Arcane Wounds can come in Moderate and Severe intensity.&lt;br /&gt;
&lt;br /&gt;
Spiritual/Arcane Wounds can be diagnosed by those with the Divine Lore skill and/or through the casting of the Detect Magic spell, and often require both spiritual and arcane intervention to be cured. They are green in colour. An example of the outside of a Moderate Spiritual/Arcane Wound can be found below:&lt;br /&gt;
[[File:WhispersofTheBeyond.jpg|center|frameless|750x750px]]&lt;br /&gt;
&lt;br /&gt;
=== Arcane/Physical Wounds ===&lt;br /&gt;
Arcane/Physical Wounds represent those that impact the magic and the body of your character. They may stem from things such as magical rituals manifesting physically, or your blood being infected with the arcane. Arcane/Physical Wounds can come in Moderate and Severe intensity.&lt;br /&gt;
&lt;br /&gt;
Arcane/Physical Wounds can be diagnosed through the casting of the Detect Magic spell and/or those with the Surgeon skill, and often require both arcane and physical intervention to be cured. They are purple in colour. An example of the outside of a Moderate Arcane/Physical Wound can be found below:&lt;br /&gt;
[[File:BeesinTheBones.jpg|center|frameless|750x750px]]&lt;br /&gt;
&lt;br /&gt;
=== Physical/Arcane/Spiritual Wounds ===&lt;br /&gt;
Physical/Arcane/Spiritual Wounds represent those that impact the body, magic, and soul of your character. Physical/Arcane/Spiritual Wounds can be diagnosed by those with the Surgeon skill, through the casting of the Detect Magic spell, and/or those with the Divine Lore skill. Physical/Arcane/Spiritual Wounds only come in Severe intensity, and are black in colour.&lt;br /&gt;
&lt;br /&gt;
== How are Traumatic Wounds diagnosed? ==&lt;br /&gt;
As stated above, the diagnosis of all Traumatic Wounds requires an individual with the applicable skill to engage in appropriate diagnostic roleplay with the ‘patient,’ based on the patient’s own roleplay. &lt;br /&gt;
&lt;br /&gt;
As such, it is important that the diagnosis of Traumatic Wounds is done in character, and through in-character means, rather than based on the physical presence of the Wound cards - this allows the individual with the Wound an opportunity to play their character and react to their circumstance, providing them more fun, and allows those attempting to help them the chance to do the same.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;An individual with the Busted Knee Physical Wound may roleplay limping out of the portal, prompting a Surgeon to interact with them through doing a physical check up, and diagnosing the Wound.&#039;&#039;&lt;br /&gt;
* &#039;&#039;An individual with the Alone in the World Spiritual Wound may roleplay being despondent, being listless in conversations, or staying away from the Church, prompting a Priest to check in on their wellbeing through having a conversation, and diagnosing the Wound.&#039;&#039; &lt;br /&gt;
* &#039;&#039;An individual with the Tonguethief Arcane Wound may roleplay being silent, clutching at their throat, prompting a Mage with the Detect Magic spell to cast the spell upon the individual, diagnosing the Wound.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
However, given the world of Concord and the mechanical nature of the Traumatic Wound cards, individuals may attempt to diagnose Wounds that are not applicable to their skills. This interaction is allowed and encouraged, however needs to be navigated in-character, rather than meta-gaming through knowledge of the card colours.&lt;br /&gt;
&lt;br /&gt;
Some Wounds are more difficult to diagnose due to their Roleplay Effects - this is by design. A Surgeon, for example, would not necessarily be looking for individuals being sad or angry, but would immediately see someone clutching one of their arms, while a Mage may not pay attention to someone limping, but would take note of someone consuming more Crystal Mana than usual.&lt;br /&gt;
&lt;br /&gt;
For example:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;An individual with the Alone in the World Spiritual Wound may roleplay being despondent, being listless in conversations, or staying away from the Church, prompting a Mage with the Detect Magic spell to cast it upon them. As they do not have the Divine Lore skill, they do not ‘see’ the Wound, nor diagnose it, and may then decide that this individual is simply being mopey, leaving it at that.&#039;&#039;&lt;br /&gt;
* &#039;&#039;An individual with the Tonguethief Arcane Wound may roleplay being silent, clutching at their throat, prompting a Surgeon to do a physical check in. As they have not cast the Detect Magic spell, they do not see a Wound, nor diagnose it. However, they may then choose to ask a Priest or Mage to check in on the character, as they know that something is happening to hamper the individual’s ability to speak.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both of these responses are appropriate, as they take place entirely in character. Particularly in the case of Spiritual and Arcane Wounds, it is up to your character to decide whether another character is acting outside of their normal behaviour, and react accordingly. Some characters know each other better, and so know when another is acting out of sorts, while some may be more distant, and so take another as simply being churlish.&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Then_We_Order_it_Done,_Such_is_the_Way_of_Things&amp;diff=4585</id>
		<title>Then We Order it Done, Such is the Way of Things</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Then_We_Order_it_Done,_Such_is_the_Way_of_Things&amp;diff=4585"/>
		<updated>2026-09-15T13:24:42Z</updated>

		<summary type="html">&lt;p&gt;Mfell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:558660921 1109427081383531 1678189204303592703 n.jpg|thumb|399x399px|It is best to be magnanimous with power.]]&lt;br /&gt;
The Civil Service report exists as the driest, least adorned, and most load-bearing of all documents within The Concord. It contains within it details regarding The Concord&#039;s wars, its finances, its titles, and its misfortunes in equal value. While it may be of no use to you at all, it might also be the most useful document you read this season. A gamble with only your time and boredom as a wager.&lt;br /&gt;
&lt;br /&gt;
== Quartermaster’s Report ==&lt;br /&gt;
The Civil Service wishes to report that the following Concordian works have been completed, and will be available for use or deployment at the following Summit:&lt;br /&gt;
&lt;br /&gt;
* The Mortensen Manor, a [[Huntsmarshall]] Headquarters in Hunters Wood, Resinderholz&lt;br /&gt;
&lt;br /&gt;
* [[Master of the Order of the Sacred Journey|The Order of the Sacred Journey]], a unique monastery in Hunters Wood, Resinderholz&lt;br /&gt;
* [[Opal Oasis]], a Thunderoak Orchard in Civisello Hills, in The Tribelands&lt;br /&gt;
* The Saltknives, a Lerona Mere [[Spymaster|Spy Network]], based in Marepato, Mancante Terra, targeting The Drowned&lt;br /&gt;
* Voyant’s Steel Vanguard, a Lerona Mere realmic [[General|army]]&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. [[Propositions of Possibilities#Build Stone and Build Again|The Vault of Ranhilde]] is expected to finalise construction around the same time. &lt;br /&gt;
&lt;br /&gt;
The War Chamber wishes it known that the following traits are active in Stonestep, Royal Bordevar:&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;
|Forest&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|Black Cathedral&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-15%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Undead forces in this territory ignore the Casualties inflicted value of this trait.&lt;br /&gt;
&lt;br /&gt;
Living forces in this territory ignore the casualties suffered value of this trait.&lt;br /&gt;
&lt;br /&gt;
The Black Cathedral must be heroically assaulted for this territory to be taken. If the territory is conquered in a military campaign, but a heroic assault fails or is not taken, the campaign fails.&lt;br /&gt;
|-&lt;br /&gt;
|Livingfolk&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-10%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Undead forces in this territory ignore the casualties suffered by this trait.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Onyx Heart)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Only affects forces that follow the faith of the Onyx Heart&lt;br /&gt;
|}&lt;br /&gt;
The War Chamber wishes it known that the following traits are active in Crownlands, Royal Bordevar:&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;
|Grasslands&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Armies with a base strength greater than 5000 gain +1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Heartland&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|One army taking the ‘Billet’ order in this territory recovers and additional 500 casualties. &lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-10%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
|Sacrilege&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|This territory cannot be affected by Spheric Ceremonies&lt;br /&gt;
|-&lt;br /&gt;
|Strongpoints&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-10%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Roll of Honour ==&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;
!The Desert Whisperers&lt;br /&gt;
!The First Banner of Bordevar&lt;br /&gt;
!The Legion of the Blackheart Bear&lt;br /&gt;
!Liberties Fist&lt;br /&gt;
|-&lt;br /&gt;
!Thorgrim&lt;br /&gt;
Ivern, The Inheritor&lt;br /&gt;
&lt;br /&gt;
Rancor of the Valley&lt;br /&gt;
&lt;br /&gt;
Thane of Brakkenloh&lt;br /&gt;
!&#039;&#039;&#039;Ghaul&#039;&#039;&#039;&lt;br /&gt;
&#039;&#039;&#039;Sigi Bolsterborn&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Miles Duiker&#039;&#039;&#039;&lt;br /&gt;
!Aedric Blueward&lt;br /&gt;
Brigitte Helbrecht&lt;br /&gt;
&lt;br /&gt;
Carsten Foltz&lt;br /&gt;
&lt;br /&gt;
Casari Del Anarch Al Mai Los Valientes&lt;br /&gt;
&lt;br /&gt;
Crypress Orhead&lt;br /&gt;
&lt;br /&gt;
Dagr&lt;br /&gt;
&lt;br /&gt;
Daud El’Priado Del’Anarch Al’Sabre Los Valientes&lt;br /&gt;
&lt;br /&gt;
Genfriede Vischerin&lt;br /&gt;
&lt;br /&gt;
Giovanni Vinci&lt;br /&gt;
&lt;br /&gt;
Griffin Baker&lt;br /&gt;
&lt;br /&gt;
Gunther Eberhardt&lt;br /&gt;
&lt;br /&gt;
Isolde Wulfden&lt;br /&gt;
&lt;br /&gt;
Jeivier di Carbonizzi&lt;br /&gt;
&lt;br /&gt;
Laurence Coin&lt;br /&gt;
&lt;br /&gt;
Leofric of Baelags&lt;br /&gt;
&lt;br /&gt;
Miles Brackenweild&lt;br /&gt;
&lt;br /&gt;
Morgan “Morgue” Thatcher&lt;br /&gt;
&lt;br /&gt;
Pip Avilel Carmine&lt;br /&gt;
&lt;br /&gt;
Sir Aethelwulf Pendragon&lt;br /&gt;
&lt;br /&gt;
Sir Escanor Lionheart&lt;br /&gt;
&lt;br /&gt;
Tærynn Sköll&lt;br /&gt;
&lt;br /&gt;
Valrick Thanshaw&lt;br /&gt;
&lt;br /&gt;
Lysander&lt;br /&gt;
&lt;br /&gt;
Wenche Vanatoure&lt;br /&gt;
&lt;br /&gt;
Zane El Tadribar Al Mai Los Valientes&lt;br /&gt;
&lt;br /&gt;
Zayde&lt;br /&gt;
!Pierre Capulet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Title Report ==&lt;br /&gt;
The following titles are available for election this Summit.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Title Available for Election&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Open to&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Election Time/Place&#039;&#039;&#039;&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;
|[[Bursar of the Church]]&lt;br /&gt;
|Concordian Priests&lt;br /&gt;
|1st Council of Six Session / Senate&lt;br /&gt;
|-&lt;br /&gt;
|[[General|Captain General of the Voyant’s Steel Vanguard]]&lt;br /&gt;
|Lerona Mere Citizens&lt;br /&gt;
|Game In / Lerona Mere Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Captain of the Watch]]&lt;br /&gt;
|Concordian Citizens&lt;br /&gt;
|1st Senate Session / Senate&lt;br /&gt;
|-&lt;br /&gt;
|[[Chapter Kaptain|Chapter Kaptain of Chapter Kristov]]&lt;br /&gt;
|Houndspriests from Resinderholz&lt;br /&gt;
|Game In / Greenweald Baronies Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Deed Holder|Deed Holder of Athermer’s Folly]]&lt;br /&gt;
|Concordian Citizens&lt;br /&gt;
|Auction, Night 1 / Exchange&lt;br /&gt;
|-&lt;br /&gt;
|[[Deed Holder|Deed Holder of the Eisen Orchard]]&lt;br /&gt;
|Greenweald Citizens&lt;br /&gt;
|Game In / Greenweald Baronies Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Deed Holder|Deed Holder of the Opal Oasis]]&lt;br /&gt;
|Concordian Citizens&lt;br /&gt;
|Auction, Night 2 / Exchange&lt;br /&gt;
|-&lt;br /&gt;
|[[Deed Holder|Deed Holder of the Rumwold Vastness]]&lt;br /&gt;
|Iron Valley Citizens&lt;br /&gt;
|Game In / Iron Valley Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Bordevarian Duke|Duke of Heartsgrave]]&lt;br /&gt;
|Bordevarian Nobles from Heartsgrave&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 Two or Higher Naval Investment&lt;br /&gt;
|Game In / Iron Valley Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[High Historian]]&lt;br /&gt;
|Concordian Citizens&lt;br /&gt;
|1st Senate Session / Senate&lt;br /&gt;
|-&lt;br /&gt;
|[[Master of the Order of the Sacred Journey]]&lt;br /&gt;
|Concordian Priests&lt;br /&gt;
|Any Point / High Priest of Cervitas&lt;br /&gt;
|-&lt;br /&gt;
|[[Sage Superior|Sage Superior of The Broken Vale]]&lt;br /&gt;
|Wealdsages from Resinderholz&lt;br /&gt;
|7pm, Night 1 / Druid Circle&lt;br /&gt;
|-&lt;br /&gt;
|[[Sepulchral Sentinel]]&lt;br /&gt;
|Bordevarian Knights&lt;br /&gt;
|Game In / Kingdom of Bordevar Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Bordevarian Sheriff|Sheriff of Weiland]]&lt;br /&gt;
|Bordevarian Commonfolk from Heartsgrave&lt;br /&gt;
|Game In / Kingdom of Bordevar Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Bordevarian Sheriff|Sheriff of Arbington]]&lt;br /&gt;
|Bordevarian Commonfolk from Starscar&lt;br /&gt;
|Game In / Kingdom of Bordevar Camp&lt;br /&gt;
|-&lt;br /&gt;
|[[Spymaster|Spymaster of The Saltknives]]&lt;br /&gt;
|Lerona Mere Citizens&lt;br /&gt;
|1st Senate Session / Senate&lt;br /&gt;
|-&lt;br /&gt;
|[[Spymaster|Spymaster of The Tyrant’s Curse]]&lt;br /&gt;
|Concordian Citizens&lt;br /&gt;
|1st Senate Session / Senate&lt;br /&gt;
|-&lt;br /&gt;
|[[Vallthane|Vallthane-Elect]]&lt;br /&gt;
|Concordian Citizens&lt;br /&gt;
|Game In / Each Camp&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;
&lt;br /&gt;
== Title Changes ==&lt;br /&gt;
[[File:557901959 1109427854716787 3134061519445626031 n.jpg|thumb|No title can survive long-term exposure to title-holders.]]&lt;br /&gt;
The Civil Service wishes to highlight the following changes to titles;&lt;br /&gt;
&lt;br /&gt;
* For the sake of ease, and ensuring the voices of Concordian titles are heard, all Concordian titles now have the right of address in The Senate. The standard rules apply, not requiring forewarning, but being limited to two minutes each.  The right of address details are to be removed from each title’s powers, and rather just added to the Senate log.&lt;br /&gt;
* The [[Head Surgeon|Head Surgeon of the Passage Field Hospital]] has gained the power of publication.&lt;br /&gt;
* The [[Abbot of Mivara]] has had their title extended to be 1 Year.&lt;br /&gt;
* The [[The Concordian Throne|Concordian Throne]] has had its title rewritten to better fall in line with modern understandings of The Concord, and its most powerful title. These powers are granted to it by The Concordian Constitution and expanded understandings determined by the High Magistrates.&lt;br /&gt;
&lt;br /&gt;
== Council Changes ==&lt;br /&gt;
The Symposiarch wishes to report the following:&lt;br /&gt;
&lt;br /&gt;
* Senators have had their power to call for recess modified. Each senator shall be permitted to call for a single recess per summit, rather than per session.&lt;br /&gt;
* The Senate treasury, in order to better ensure clear counting of funds, will be closed to donations as of midnight on the second night of Summit.&lt;br /&gt;
* Commissions are now required to be paid for full at commissioning, rather than staggered with longer construction times.&lt;br /&gt;
&lt;br /&gt;
The Civil Service wishes to report the following:&lt;br /&gt;
&lt;br /&gt;
* The following councils have the ability to publish documents, through their motions: The Senate and The Council of Six. No other councils have this power, due to staffing restrictions, innate secrecy, or lack of attention required on this front.&lt;br /&gt;
* The following councils have the ability to request the creation of titles; The Senate, The Shardcircle, and The Council of Six. The War Chamber, The Exchange, and Realmic Councils, cannot request, or create titles. Greater majority motions within the Church can request the creation of titles.&lt;br /&gt;
&lt;br /&gt;
The Curate wishes to report the following:&lt;br /&gt;
&lt;br /&gt;
* High Priests, when elected due to a term expiring, will be elected at First Blessing (6pm on the first night of Summit). Votes for High Priest must be cast through the standard method, and will be counted during the first blessing by a member of the Church Civil Service. This means votes will need to be cast between the summit opening at 3pm and the votes closing at 6pm. High Priest elections during all other times will conclude at the next Council of Six. &lt;br /&gt;
&lt;br /&gt;
== Treasury Report ==&lt;br /&gt;
[[File:557634972 1109428094716763 4173635658160738043 n.jpg|thumb|Even the most devout love to see full coffers.]]&lt;br /&gt;
The Concordian Treasury reports the following:&lt;br /&gt;
&lt;br /&gt;
The Concordian Treasury at the beginning of the Spring Summit is expected to be valued at fifty-nine vaults, sixteen locks, and seven keys. This is after the calculation of costs, income, and assured expenses. &lt;br /&gt;
&lt;br /&gt;
Current expenditure to support Concordian efforts is valued at forty eight vaults, twelve locks.&lt;br /&gt;
&lt;br /&gt;
Current income from Concordian taxation is valued at one hundred vaults and twenty locks. &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 - Spring 226]]&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Frequently_Asked_Questions&amp;diff=4536</id>
		<title>Frequently Asked Questions</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Frequently_Asked_Questions&amp;diff=4536"/>
		<updated>2026-09-13T03:43:42Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Various edits to bring in line with current ruling/wording. Could still use some work, but cest la vie&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Something you want to know but cannot find information on? Have a look below.&lt;br /&gt;
&lt;br /&gt;
Something missing? Let us know! concordplot@gmail.com&lt;br /&gt;
&lt;br /&gt;
== Who can use Staves? ==&lt;br /&gt;
Staves are a term no longer used in game. Now any reference to Staves should be assumed to refer to Polearms.&lt;br /&gt;
&lt;br /&gt;
== Herb Use as Surgeon ==&lt;br /&gt;
You can apply only one herb with at a time in 30 seconds as a Surgeon. You can then apply a second, but that takes another 30 seconds. If another player is downed, you can use 1 herb whislt also conducting 30 seconds of mending (for example, applying StoneStem whislt mending will bring another player back on 1 HP and heal one broken limb)&lt;br /&gt;
&lt;br /&gt;
== Defending while [[Spellcasting]] ==&lt;br /&gt;
You cannot defend while casting spells, however you may dodge attacks as long as you remain below a walking speed.&lt;br /&gt;
&lt;br /&gt;
== Casting onto an Ally in Combat ==&lt;br /&gt;
If you, OR the target of a Support spell engages in combat, the spell fails.&lt;br /&gt;
&lt;br /&gt;
== Magus is a Prerequisite to all Magic Skills ==&lt;br /&gt;
You must take the Magus skill to take any magic skills.&lt;br /&gt;
&lt;br /&gt;
== Does [[Combat Skills|Stay with Me]] count as magic ? ==&lt;br /&gt;
Nope! As a general rule, if it costs &#039;&#039;&#039;energy&#039;&#039;&#039; it isn&#039;t magic.&lt;br /&gt;
&lt;br /&gt;
== Moving while in Bleed Out ==&lt;br /&gt;
A character in Bleed Out cannot move under their own accord. However, they can be moved by others, friendly or enemy, and this includes being pushed through an open Waystone Portal (say, to send them home). Moving a person requires two free hands. Both of them can be yours, or one from two people.&lt;br /&gt;
&lt;br /&gt;
This does not apply to unsafe situations - OOC safety overrides every rule in the game. If you are not safe, move to a safer location.&lt;br /&gt;
&lt;br /&gt;
== Ceremonies are not Magic ==&lt;br /&gt;
Ceremonies, while coming in the very long term, from the same place as magic, are not magic, and can be performed in Medium or Heavy Armour as you wish.&lt;br /&gt;
&lt;br /&gt;
== How many [[potions]] can I drink? ==&lt;br /&gt;
You can drink as many potions as you want! There is not limit on consumption or carry amount. Keep in mind Tonics (which are generally buffs) overtake each other, so the latest one you have drunk takes effect.&lt;br /&gt;
&lt;br /&gt;
== What happens if an arrow strikes two people? ==&lt;br /&gt;
&#039;&#039;If an arrow hits two people (not the shaft, the actual arrowhead) do they both take damage and be affected by shackle? I&#039;ve had a couple recently that have skimmed someone, or hit someone&#039;s soft kit (which still counts) and then hit a second person&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This one falls under the &amp;quot;player makes the call on what effects them&amp;quot; and isn&#039;t a hard rule. If both feel that they got hit, they got hit. If one felt it and the other didn&#039;t, their call.&lt;br /&gt;
&lt;br /&gt;
== Can the [[Surgical Skills|Mender]] skill heal hitpoints? ==&lt;br /&gt;
No. The description says &amp;quot;returns that character to 1 hitpoint&amp;quot;, which means it can only be used on someone in Bleed Out.&lt;br /&gt;
&lt;br /&gt;
== Armour amounts per location ==&lt;br /&gt;
There&#039;s no X percentage per location to qualify for &amp;quot;armour points&amp;quot; - you need to wear a significant amount on two locations of what you&#039;re claiming (light, medium or heavy armour). You can only wear Heavy if you have the Armoured skill. So no wearing a few locations of plate to get Medium armour.&lt;br /&gt;
&lt;br /&gt;
== Aesthetic pieces of armour ==&lt;br /&gt;
&#039;&#039;Helmets for example but also perhaps jack chains or just small plate elements that would not otherwise make up enough to claim heavy (knee or elbow cops perhaps). Is that OK for folks claiming medium?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By rules, aesthetic heavy armour isn&#039;t allowed without the Armoured Skill. Small amounts are acceptable, ideally significantly less than 25% location coverage, as a complement to significant Medium armour, as long as it&#039;s quite clear that the armour majority is Medium.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Please don&#039;t overuse this&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
We don&#039;t want anyone wearing one location of plate and one Medium and calling it Medium. Our distinctions exist for a reason.&lt;br /&gt;
&lt;br /&gt;
The reverse of this is true without deliberation - a character with Heavy Armour may wear extra Medium Armour in order to achieve total coverage for Fracture resistance.&lt;br /&gt;
&lt;br /&gt;
At the end of the day, visually &amp;quot;going up a level of armour&amp;quot; without the Heavy Armour skill is not allowed.&lt;br /&gt;
&lt;br /&gt;
== What happens if you are affected by a second Effect during the first? ==&lt;br /&gt;
&#039;&#039;For example, shackle and then knockback within a few seconds?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The latest effect takes precedence and removes the previous. In the example, the Shackle ends and the Knockback effect must be performed. This is same implied process as when a Stun effect is ended prematurely by an amount of damage be it from a weapon or a spell.&lt;br /&gt;
&lt;br /&gt;
== Does everyone get 10 keys at the start of every game? ==&lt;br /&gt;
Correct!*&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt;This has been reduced to 7 Keys as of the Winds entry [[Are We One or Are We Five?|Are We One or Are We Five]]. This will remain the case until the State of Emergency has ended. &lt;br /&gt;
&lt;br /&gt;
== Would doing First Aid be possible whilst wearing medium or heavy armour? ==&lt;br /&gt;
&#039;&#039;Such as via a Medic&#039;s Gambeson&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No, Medics Gambeson is Light Armour only. Wearing Medium or Heavy Armour effectively overrides the Light Armour you are wearing elsewhere even if it is not covered over.&lt;br /&gt;
&lt;br /&gt;
== Can I physically remove Armour to use an ability granted by lesser armour? ==&lt;br /&gt;
&#039;&#039;For example, wearing Medium or Heavy Armour over a Medic&#039;s Gambeson, and ripping it off to administer first aid.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Yes you could reasonably do so, but confirm with a member of the ST Team. It is important that when you do, you reduce your health by the appropriate amount to reflect reduced protection by the armour you have removed.&lt;br /&gt;
&lt;br /&gt;
== If I have passed a combat clearance at another LARP, do I need to pass Concord&#039;s clearance? ==&lt;br /&gt;
Yes, absolutely. You need to attend one at an event, or one at a training event, before engaging in any combat for Concord. If a player doesn&#039;t attend one of those and has not been cleared by Concord previously, they aren&#039;t fighting. Concord requires every player to have completed a Player Briefing, and you must also be separately cleared to use a bow.&lt;br /&gt;
&lt;br /&gt;
== How do you use Artisans Oil? Does it have a Casting Time? ==&lt;br /&gt;
Artisans Oil takes 30 seconds to apply to a broken weapon, after which the weapon is repaired. The roleplay is interrupted if you or the item are struck or if you engage in combat or move faster than a walking pace. The oil is not consumed in this circumstance, but the roleplay must begin again.&lt;br /&gt;
&lt;br /&gt;
== Can Artisans Oil be made during a summit, or via [[Cakenomics Guide.|Gamenomics]]? ==&lt;br /&gt;
Artisan&#039;s oil is unique in requiring far less time to produce than other Artisan Crafts. An artisan may create a single use of Artisan&#039;s Oil by bringing two different measures of Artisan Resources (Blacksap, Hartswood, Beastbone, Shimmering Scale, Essencite, Sun’s Iron, Forgesteel or Bloodglass) to the Exchange, during a Summit!&lt;br /&gt;
&lt;br /&gt;
== Can you start casting a spell whilst under the affects of Silence, as long as Silence Ends before you complete the spell? ==&lt;br /&gt;
The Team has discussed and we believe that for Casting to be obvious to the people around you, as well as give it the important fantasy experience of magic as best as our primary medium of play allows, it must be audible. &lt;br /&gt;
&lt;br /&gt;
It is highly encouraged to adopt additional Roleplay elements (such as props) to your casting, but it must be audible&lt;br /&gt;
&lt;br /&gt;
See [[Spellcasting]] for more information.&lt;br /&gt;
&lt;br /&gt;
== How does Wealdsage corruption work? ==&lt;br /&gt;
&#039;&#039;(Question asked and answered on the Greenweald discord, copied exactly)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Corruption is anything that makes a Wealdsage less trustworthy or loyal to the Baronies. &lt;br /&gt;
&lt;br /&gt;
Unfortunately vague. &lt;br /&gt;
&lt;br /&gt;
Historically and most thematically is when various malign entites of the Weald, be they curses, monsters or something in between, offer power or wealth or something similar to a Wealdsage in exchange for deferential treatment or selling out their fellow Wealders. Navigating this relationship is a core part of the Wealdsage experience and is also why they aren&#039;t trusted, you never know when they might have already dropped off the end of trustworthiness. &lt;br /&gt;
&lt;br /&gt;
This is largely played out with some STUFF that is happening at game and is very much coming at the Wealdsages (check out some of the Winds from last summit for a sense of that ([[A Matter Fit of Boghoffens|https://wiki.concordlarp.com/index.php/A_Matter_Fit_of_Boghoffens]] and [[Of Monsters and Mice|https://wiki.concordlarp.com/index.php/Of_Monsters_and_Mice]] are good examples). This will definitely be present at next event and if you run around being as corruptable as possible we will do our best to have you run into this sort of stuff. &lt;br /&gt;
&lt;br /&gt;
I&#039;ve also seen some players use it in backstory. Nothing too insane, but stuff like &amp;quot;I made a deal with a ghost and thats why I have the Magus skill&amp;quot; is very doable. &lt;br /&gt;
&lt;br /&gt;
Finally, corruption need not be magic. A Wealdsage who sells secrets to a foreign nation COULD be called corrupt. A Wealdsage who works with criminals could be called corrupt. Wealdsages could be mistakenly accused. It is a very inspecific cultural idea as well.&lt;br /&gt;
&lt;br /&gt;
==== Questions about how Unstoppable Works ====&lt;br /&gt;
&#039;&#039;Is it okay to hit the unstoppabling player throughout the channel?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Legally, yes. However based on the player brief you do still have an obligation to be fun to interact with.  Being unfun to someone doing unstoppable would contravene that.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Does fracture go through even if the damage from the strike does not?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It does. Fracture would not disrupt the channel (you can unstoppable with broken limbs) but would take effect.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Can you actively block as part of your roleplay in unstoppable?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
You may block as a part of your roleplay but it should not obscure or replace your roleplay.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If you are under the effect of a magic item or ceremony which changes damage 3 to knockback, during unstoppable does a damage 3 become an immune or change to the knockback still?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It replaces them, rather than replacing them when you want them to. So it would turn to knock back which would disrupt it&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Combat_Skills&amp;diff=4535</id>
		<title>Combat Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Combat_Skills&amp;diff=4535"/>
		<updated>2026-09-13T03:33:49Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Clarification on bleed out timers/getting to feet with Unstoppable. Made it more clear how it is intended to function.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[All Skills|Skills Home Page]]&lt;br /&gt;
&lt;br /&gt;
Characters have 8 experience points to spend at creation. You do not need to spend all of your points and you can save them for later purchases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Costs that increase per purchase are separated by forward slashes &#039;/&#039;. For example, a second purchase of the&#039;&#039; Juggernaut &#039;&#039;skill costs 4 points.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If a skill has prerequisites, you must have purchased each in order to purchase the skill.&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&#039;&#039;&#039;Name&#039;&#039;&#039;&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
!&#039;&#039;&#039;Cost&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Additional Energy&lt;br /&gt;
|&lt;br /&gt;
|You gain an additional energy per purchase.&lt;br /&gt;
|1/2/3/4/5/6/7/8/9/10&lt;br /&gt;
|-&lt;br /&gt;
|Archer&lt;br /&gt;
|&lt;br /&gt;
|You may use a bow and carry arrows. You must complete the additional [[Archery Clearance Document|archery clearance]].&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Armoured&lt;br /&gt;
|&lt;br /&gt;
|You may wear heavy armour.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Bladehand&lt;br /&gt;
|&lt;br /&gt;
|You may wield a one handed or short weapon in each hand.&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Bulwark&lt;br /&gt;
|&lt;br /&gt;
|You may wield a shield.&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Deathless&lt;br /&gt;
|&lt;br /&gt;
|Taking Deathless raises your character’s maximum bleed out time to 5 minutes, although it is affected by Venom as normal.&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Get it Together&lt;br /&gt;
|&lt;br /&gt;
|A character with Get it Together may spend five seconds of roleplay and one point of energy interacting with a character under the effect of &#039;&#039;fracture&#039;&#039; and is within five metres. That character regains the use of one of their limbs affected by &#039;&#039;fracture. &#039;&#039; During this five seconds of roleplay you must not engage in any other action and must remain stationary. If you are struck or engage in any other action during the five seconds of roleplay you do not expend the energy but the roleplay must begin again.&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Hand-and-a-half&lt;br /&gt;
|Weaponmaster&lt;br /&gt;
|You may strike opponents while wielding a Great Weapon in a single hand. This may only be used to deliver standard strikes, strikes that consume energy to deliver effects still require two hands. &lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Juggernaut&lt;br /&gt;
|&lt;br /&gt;
|You gain an additional hitpoint per purchase. You may not purchase the ‘Additional Mana’ skill.&lt;br /&gt;
|2/4/6/8&lt;br /&gt;
|-&lt;br /&gt;
|Relentless&lt;br /&gt;
|Deathless&lt;br /&gt;
|A character with Relentless may spend 1 energy and spend 5 seconds of appropriate roleplaying such as relocating a joint, shaking your head to clear it of pain, or hyping yourself up. Once this roleplay is completed, you can regain one of your limbs that has been incapacitated through the &#039;&#039;fracture&#039;&#039; call. During this five seconds of roleplay you must not engage in any other action and must remain stationary. If you are struck or engage in any other action during the five seconds of roleplay you do not expend the energy but the roleplay must begin again. &lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Stay With Me&lt;br /&gt;
|&lt;br /&gt;
|You may spend five seconds of roleplay and one point of energy interacting with a character who is bleeding out within five metres. That character then gains one hitpoint. Your roleplay should end with the call ‘Stay with me’  You may attack and be attacked during this time. Any effects that would stop your ability to deliver effects (such as Silence) or would move you further than five metres from your target (such as Knockback or Fear) would interrupt this effect. If the effect is interrupted, you do not spend energy.&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Unstoppable &lt;br /&gt;
|Deathless&lt;br /&gt;
|Within 5 seconds of being reduced to 0 hit points by a hostile character or effect, a character with Unstoppable may spend 5 seconds of roleplay emoting defiance in an obvious manner, while getting to their feet. After these five seconds of roleplay they must spend 1 energy and call ‘Unstoppable, Heal 2’ targeting themselves.  During these five seconds they must remain stationary, but should be getting to their feet. During these five seconds you are immune to damage and the ‘Damage’ effect. You are not immune to any other effects. If any effect would interrupt your roleplay by stopping you from completing abilities (such as Silence) or through moving you from the spot (such as Knockback or Fear), you instead continue your bleed out after completing the effect. During this roleplay you may not deal damage. During this roleplay, your bleed out timer is not paused. &lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|Weaponmaster&lt;br /&gt;
|&lt;br /&gt;
|You may wield Great Weapons and Polearms.&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Artisan&amp;diff=4534</id>
		<title>Artisan</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Artisan&amp;diff=4534"/>
		<updated>2026-09-13T03:29:57Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Slight edits to bring in line with Sign Out and Downtime, rather than the old Character Bag system from years ago&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;See also:&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* [[Magic Items]]&lt;br /&gt;
* [[Crafting Skills]]&lt;br /&gt;
* [[List of Artisan Crafts|Complete list of Artisan Crafts]]&lt;br /&gt;
Crafts (often also referred to as &amp;quot;Artisan Items&amp;quot;) are magical items produced by an Artisan. Every character who has the Artisan skill gains a number of Plans their character knows, with which they can craft specific Magic Items. To craft an item during the season, an Artisan needs to submit Downtime, and ensure any required resources were handed to the Concord Team during Sign Out at a Summit. &lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;How do I get them?&#039;&#039;&#039; ====&lt;br /&gt;
Remember you can only craft a maximum of three items per season, can only craft items you know how to make, can only make a maximum of one of each item, can only make one item of each rarity and must have the resources handed to the Concord Team during Sign Out. New characters with the Artisan Skill start with one Journeyman item that they know how to make in their character packet, as chosen through the Character Creator. If they do not know how to make any Journeyman items, they will start with three sets of Artisans Oil.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;How long do they last?&#039;&#039;&#039; ====&lt;br /&gt;
All magical items have a durability, only surviving a certain amount of Summits before their magic fades. This durability increases with the power of the item. As such, Journeyman items will last two Summits, Expert items will last three Summits and Masterwork items will last four Summits. You may encounter Artifact items in your time at Concord, these are powerful magical items that have no durability, but cannot be crafted by mortal hands, so far.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Using an Artisan Item at an Event&#039;&#039;&#039; ====&lt;br /&gt;
To use an artisan item at an event you need to have met four requirements. They are as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You must have a item tag for the appropriate item.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This will be a single-use tyrek wristband with the item&#039;s name and expiration date listed on it. This tag should remain with the bonded item between Summits, or be kept by the player if unbonded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You must have a Physical representation for the item.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This should match the type of item and the descriptions of those are below. Your item tag should be attached to this item.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You must be bonded to your item.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This can be completed by an Artisan. This can be done by performing a roleplay process individual to that character, but requiring an amount of time based on the item&#039;s complexity (see below). This roleplay must include both the physical representation of the item and the individual it would be bonded to. Examples could include anointing with oils, last-minute modifications, a meditation on the arcane powers of the object, or a final training session. At the end of this bonding, the artisan should attach the item tag to the physical representation. An item becomes unbonded when it is bonded to another person.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Item Complexity&lt;br /&gt;
!Duration of Roleplay Required&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman&lt;br /&gt;
|2 Minutes&lt;br /&gt;
|-&lt;br /&gt;
|Expert&lt;br /&gt;
|5 Minutes&lt;br /&gt;
|-&lt;br /&gt;
|Masterwork&lt;br /&gt;
|8 Minutes&lt;br /&gt;
|}&lt;br /&gt;
&#039;&#039;You must expend the appropriate resources if required and meet any additional requirements.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While not always required, some artisan items require an expenditure of resources (such as mana, energy or other items), this cannot be avoided. Some artisan items also allow you to &#039;cast a spell as if you knew it&#039; this still requires the standard spellcasting rules in regards to armour, movement, time, and mana expenditure.&lt;br /&gt;
&lt;br /&gt;
= Artisan Item Type Descriptions =&lt;br /&gt;
Each Artisan Item has a &#039;type&#039; (either weapon, talisman, armour, banner or reliquary) and a &#039;subtype&#039;. Each character can only have one item of each TYPE bonded to them at a time. While the subtype is simply used to clarify the form the item should take. The item types and subtypes are as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon: Short&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A weapon that meets the requirements of a short weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon: One Handed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A weapon that meets the requirements of a one-handed weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon: Great Weapon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A weapon that meets the requirements of a great weapon.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon: Polearm&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A weapon that meets the requirements of a polearm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon: Pair: X and X&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pair of weapons that meet the requirements of the listed weapons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapon: Bow&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A weapon that meets the requirements of a bow.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talisman: Battlemages Circlet&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A prop that meets the requirements and is approved as a battlemages circlet. Requiring the Battlemage skill to use.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talisman: Tool&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A prop that represents some kind of tool based on the item&#039;s name. Generally speaking, the prop should be of notable size, so a set of tools rather than a single object (Set of picks, vs one lock pick, a whole mortar, and pestle vs a potion vial.)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talisman: Shield&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A shield that meets the requirements for combat-safe construction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Talisman: Jewelry&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A prop that acts as an ornamental accessory such as a necklace, crown, bracelet, or ring. May also include bone pendants, leather bands, and other non-metal options.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Reliquary:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A holy artifact. Should be of notable size (basketball or larger). The exact appearance will vary from Sect to Sect. A sect can only be bonded to one Reliquary at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concordia: Banner&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A large banner, displayed in a common area within the Band’s camp. At least 1m long and 80cm wide. Fragments of this Concordia should appear as slivers of the banner, or strips in the style of the banner at least 15cm long. A band can only bond to one Concordia at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concordia: Icon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An object of importance, displayed in a common area within the Band’s camp. At least 30cm by 30cm by 30cm. Fragments of this Concordia should appear to to be piece of the Concordia at least 10cm by 10cm. A  band can only bond to one Concordia at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour: Clothes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A particular piece of clothing worn by a character, normally a tunic or coat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour: Light&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A set of armour that meets the light armour requirements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour: Medium&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A set of armour that meets the medium armour requirements.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour: Heavy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A set of armour that meets the heavy armour requirements.&lt;br /&gt;
&lt;br /&gt;
= &amp;lt;big&amp;gt;Resources&amp;lt;/big&amp;gt; =&lt;br /&gt;
There are eight resources used by Artisans that can be acquired during play, such as purchasing through the Exchange, trading with other players, or from Downtime activities.&lt;br /&gt;
&lt;br /&gt;
All resources are represented by a physical card (a &amp;quot;phys-rep&amp;quot;) that may be the item itself, a deed of ownership, a measure of an amount or a wain of a large amount.&lt;br /&gt;
&lt;br /&gt;
; &amp;lt;nowiki&amp;gt;These resources are usually encountered as several item measures or ingots:&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
: &#039;&#039;&#039;Natural Goods&#039;&#039;&#039; - Hartwood, Beastbone, Blacksap, Shimmering Scales; &#039;&#039;&#039;Minerals&#039;&#039;&#039; - Forgesteel, Sun’s Iron, Bloodglass, and Essencite.&lt;br /&gt;
&lt;br /&gt;
In the following lists of items, each of the these resources is referred to by its short-form, detailed below.&lt;br /&gt;
&lt;br /&gt;
See Appendix: Journeyman Items, Appendix: Expert Items, Appendix: Masterwork Items.&lt;br /&gt;
&lt;br /&gt;
* Hw - Hartwood&lt;br /&gt;
* Bb - Beastbone&lt;br /&gt;
* Bs - Blacksap&lt;br /&gt;
* Sh - Shimmering Scales&lt;br /&gt;
&lt;br /&gt;
* Fs - Forgesteel&lt;br /&gt;
* SI - Sun’s Iron&lt;br /&gt;
* Bg - Bloodglass&lt;br /&gt;
* Es - Essencite&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Note: In the future, there may be icons or symbols used to represent these resources.&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== &amp;lt;big&amp;gt;Income from Investments&amp;lt;/big&amp;gt; ==&lt;br /&gt;
&#039;&#039;See also:&#039;&#039; [[Investments]]&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Militaries&#039;&#039;&#039; and &#039;&#039;&#039;Navies&#039;&#039;&#039; can acquire resources when performing an &#039;&#039;Independent Action&#039;&#039;.&lt;br /&gt;
: Each is likely to obtain a random handful of measures or ingots.&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Businesses&#039;&#039;&#039; and &#039;&#039;&#039;Mines&#039;&#039;&#039; can produce &#039;&#039;Forgesteel, Sun’s Iron, Bloodglass, or Essencite.&#039;&#039;&lt;br /&gt;
: Businesses produce 4 ingots at tier 2 (if diversified and can increase with tier), while Mines produce 10 ingots at tier 1.&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Farms&#039;&#039;&#039; and &#039;&#039;&#039;Wildernesses&#039;&#039;&#039; can produce &#039;&#039;Hartwood, Beastbone, Black Sap, Shimmering Scales.&#039;&#039;&lt;br /&gt;
: Farms produce 4 measures at tier 2 (If diversified and can increase with tier), while Wildernesses produce 10 measures at tier 1.&lt;br /&gt;
[[Category:Artisan]]&lt;br /&gt;
[[Category:Crafting]]&lt;br /&gt;
[[Category:Craft]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Crafting_Skills&amp;diff=4533</id>
		<title>Crafting Skills</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Crafting_Skills&amp;diff=4533"/>
		<updated>2026-09-13T03:25:21Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Artisans can now bond to any item, not just ones they know the recipe for! Yippee!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[All Skills|Skills Home Page]]&lt;br /&gt;
&lt;br /&gt;
Characters have 8 experience points to spend at creation. You do not need to spend all of your points and you can save them for later purchases.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If a skill has prerequisites, you must have purchased each in order to purchase the skill.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!Name&lt;br /&gt;
!Prerequisites&lt;br /&gt;
!Description&lt;br /&gt;
!Cost&lt;br /&gt;
|-&lt;br /&gt;
|[[Artisan]]&lt;br /&gt;
|&lt;br /&gt;
|During the downtime between events you may craft up to three magical items using the materials you have in your possession.&lt;br /&gt;
This skill grants you four magical item recipes automatically. You can only craft items that you have learned the recipes for. You may only craft one item of each rarity per downtime. You begin play with one Journeyman item you are able to craft, or three Artisan’s Oil if you do not know any Journeyman item recipes. Characters can learn crafts of any rarity. In addition, you can use your techniques to bond characters to any item, regardless of if you know the recipe or not. Rules for this can be found in the [[Artisan Crafts]] section.&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Apothecary]]&lt;br /&gt;
|&lt;br /&gt;
|You may craft potions during Concord events by spending a few moments roleplaying the process and exchanging the required resources with the Concord Crew at the Exchange for the appropriate potion card.&lt;br /&gt;
You know how to craft three potions and can take the extra recipe skill to learn how to make additional potions. Additional information is available on the Apothecary page.&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Mastercrafter&lt;br /&gt;
|Artisan&lt;br /&gt;
|You may craft an additional expert or masterwork artisan craft during each downtime. You must still pay for them as standard.&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|Extra Craft&lt;br /&gt;
|Artisan&lt;br /&gt;
|You learn an additional two crafting plans for use with the Artisan skill. Characters can learn crafts of any rarity. You can take this skill more than once for the cost of 1 experience point each time you take the skill.&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|Extra Recipe&lt;br /&gt;
|Apothecary&lt;br /&gt;
|You learn an additional two potion recipes to be used with the Apothecary skill. You can take this skill more than once for the cost of 1 experience point each time you take the skill.&lt;br /&gt;
|1&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Artisan_Crafts&amp;diff=4532</id>
		<title>Artisan Crafts</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Artisan_Crafts&amp;diff=4532"/>
		<updated>2026-09-13T03:19:27Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Updated Artisans Oil to have the application time listed, in line with the FAQ.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See also [[Artisan]] and [[Magic Items]]&lt;br /&gt;
&lt;br /&gt;
== Journeyman Items ==&lt;br /&gt;
These do not require any resources to create, the Artisan only needs to know the its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Journeyman items last &#039;&#039;&#039;two events&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Function&lt;br /&gt;
!Type&lt;br /&gt;
|-&lt;br /&gt;
|[[Acolyte&#039;s Assistant]]&lt;br /&gt;
|You may cast or swift cast the heal spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Artisans Oil]]&lt;br /&gt;
|A character with the Artisan skill can roleplay applying the oil to a shield or weapon affected by the Break call, after which the Artisans oil is consumed but the item is returned to normal function. This roleplay must take a minimum of 30 seconds. &lt;br /&gt;
The roleplay is interrupted if you or the item are struck or if you engage in combat or move faster than a walking pace. The oil is not consumed in this circumstance but the roleplay must begin again.&lt;br /&gt;
&lt;br /&gt;
Artisan&#039;s oil is unique in requiring far less time to produce than other Artisan Crafts. An artisan may create a single use of Artisan&#039;s Oil by bringing two different measures of Artisan Resources (Blacksap, Hartswood, Beastbone, Shimmering Scale, Essencite, Sun’s Iron, Forgesteel or Bloodglass) to the Exchange.&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|[[Battleplate]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|-&lt;br /&gt;
|[[Bonebreaker]]&lt;br /&gt;
|You may spend one energy to call Fracture or Knockback with this weapon.&lt;br /&gt;
|Weapon: Great weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Boulders Staff]]&lt;br /&gt;
|You may cast the stun spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Clerics Mace]]&lt;br /&gt;
|You may cast or swift cast the heal spell as if you knew it.&lt;br /&gt;
|Weapon One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Crystalhunger Robes]]&lt;br /&gt;
|Once per day, when you consume a piece of crystal mana, it restores three personal mana rather than one.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|-&lt;br /&gt;
|[[Death Icon]]&lt;br /&gt;
|Allows band members to recall eachother when they are in bleedout but causes the terminal effect. This allows corpses to be retrieved if hope is lost.&lt;br /&gt;
|Concordia: Icon&lt;br /&gt;
|-&lt;br /&gt;
|[[Druids Crook]]&lt;br /&gt;
|You may cast the shackle spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Guards Watcher]]&lt;br /&gt;
|You may spend one energy to call Knockback or Shackle with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Greatweapon of the Old Ways]]&lt;br /&gt;
|This weapon may not 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;
|Weapon: Great Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Linebreakers Staff]]&lt;br /&gt;
|You may cast the knockback spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Marauder&#039;s Warcoat|Marauders Warcoat]]&lt;br /&gt;
|While wearing this armour you may spend one energy to call Fracture with Polearms, Greatweapons or One Handed Weapons.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|-&lt;br /&gt;
|[[Medics Gambeson]]&lt;br /&gt;
|You may offer first aid to characters who are bleeding out. While doing so the characters bleedout time is paused. This requires two hands, your full attention, appropriate roleplay and being stationary.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|-&lt;br /&gt;
|[[Mountebanks Surprise]]&lt;br /&gt;
|Once per day when you cast the Empower spell on a target you are also affected by the empower spell.&lt;br /&gt;
|Weapon Pair: Short Weapon and One Handed Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Reforging Gavel]]&lt;br /&gt;
|You may cast or swift cast the reforging spell as if you knew it.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|-&lt;br /&gt;
|[[Saga of the Lost]]&lt;br /&gt;
|A member of this sect will never become a conscious undead. If their spirit is called upon after their death they will be calm and aware of their circumstances. Members of this sect may roleplay stoic silence rather than pain while in the terminal state.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|-&lt;br /&gt;
|[[Serpent&#039;s Tail]]&lt;br /&gt;
|You may cast the venom spell as if you knew it.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|-&lt;br /&gt;
|[[Setting Blade]]&lt;br /&gt;
|You may cast or swift cast the mend limb spell as if you knew it.&lt;br /&gt;
|Weapon Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Standard of the Brave]]&lt;br /&gt;
|Once per day, each member of the band who is attuned to a fragment of this Concordia may call ‘immune’ to a fear effect that targets them.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|-&lt;br /&gt;
|[[Strikers Hand]]&lt;br /&gt;
|You may cast the knockback spell as if you knew it.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Tacticians Demand]]&lt;br /&gt;
|You may cast the empower spell as if you knew it.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|-&lt;br /&gt;
|[[Torment’s Blade]]&lt;br /&gt;
|You may cast the fear spell as if you knew it.&lt;br /&gt;
|Weapon: Short weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Thieves Good Hand]]&lt;br /&gt;
|You may cast the silence spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|-&lt;br /&gt;
|[[Warmages Blessing]]&lt;br /&gt;
|You gain one additional hitpoint. This item requires the Battlemage skill.&lt;br /&gt;
|Talisman: Battlemages Circlet&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Expert Items ==&lt;br /&gt;
Expert Items require resources to create, as well as the Artisan having knowledge of its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Expert items last &#039;&#039;&#039;three events.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The resources are as follows:&lt;br /&gt;
&lt;br /&gt;
* Hw - Hartswood&lt;br /&gt;
* Bb - Beastbone&lt;br /&gt;
* Bs - Blacksap&lt;br /&gt;
* Sh - Shimmering Scales&lt;br /&gt;
* Fs - Forgesteel&lt;br /&gt;
* SI - Sun’s Iron&lt;br /&gt;
* Bg - Bloodglass&lt;br /&gt;
* Es - Essencite&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Function&lt;br /&gt;
!Type&lt;br /&gt;
!Hw&lt;br /&gt;
!Bb&lt;br /&gt;
!Bs&lt;br /&gt;
!Sh&lt;br /&gt;
!&lt;br /&gt;
!Fs&lt;br /&gt;
!SI&lt;br /&gt;
!Bg&lt;br /&gt;
!Es&lt;br /&gt;
|-&lt;br /&gt;
|[[Apprentices Reliquary]]&lt;br /&gt;
|Members of a Sect may transfer mana to each other.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Apprentices Penknife]]&lt;br /&gt;
|You gain one additional personal mana.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Barbarians Brutalizer]]&lt;br /&gt;
|You may call Fracture or Knockback with this weapon. Alternatively you may call &amp;quot;Magic Damage 3&amp;quot; when striking a shield.&lt;br /&gt;
|Weapon: Greatweapon&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlemages Vestment of Control]]&lt;br /&gt;
|Twice per day you may cast the Silence spell for no mana. You must already know the Silence Spell to do this.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlemages Vestment of Force]]&lt;br /&gt;
|Twice per day you may cast the Knockback spell for no mana. You must already know the Knockback spell to do this.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bending Reed Blades]]&lt;br /&gt;
|You may call Fracture or Shackle with these weapons.&lt;br /&gt;
|Weapon: Pair One Handed&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Blazesap Striker]]&lt;br /&gt;
|While bonded to a character with a Naval Investment, if that investment takes the ‘Support the Fleet’ action, it will function as if it were two tiers higher.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodslick Banner]]&lt;br /&gt;
|Allows band members to heal eachother, at the cost of hitpoints.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Comrades Knife]]&lt;br /&gt;
|Whenever you cast or swift cast the heal spell you gain one hit point.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Conqueror&#039;s Halberd]]&lt;br /&gt;
|You may call Shackle or Fracture with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Daphne&#039;s Deathwhistle]]&lt;br /&gt;
|While bonded to a character with a Military Investment, if that investment takes the ‘Support the Army’ action, it will function as if it were two tiers higher.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Dawns Pestle]]&lt;br /&gt;
|When preparing potions you may spend two Beggars Root as one Rackoric or two Rackoric as one Beggars Root. You may only do this once per preparation.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Desperate Times]]&lt;br /&gt;
|Once per day you may call Venom with this weapon for no energy or mana cost. You are also affected by Venom when you use this ability.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Eldermere Charm]]&lt;br /&gt;
|Your farm investment cannot become damaged unless it is particularly targeted, it takes a special action, or it acts as another kind of investment. In addition this investment grants either 4 Hartswood or 4 Beastbone as if it had diversified, without the reduction in keys&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Elementalists Garb]]&lt;br /&gt;
|This armour does not inhibit the casting of spells by a mage, as if they had the Battlemage skill.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Enduring Shield]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this shield has no additional effect.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Escape Route]]&lt;br /&gt;
|Once per day you may cast the Shackle spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Eves Mortar]]&lt;br /&gt;
|When preparing potions you may spend two Green Sunleaf as one Stonestem or two Stonestem as one Green Sunleaf. You may only do this once per preparation.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Flameborn Dagger]]&lt;br /&gt;
|You may cast the Damage spell as if you knew it.&lt;br /&gt;
|Weapon: Short Weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Gray Wizards Robe]]&lt;br /&gt;
|You gain one additional hitpoint. Requires the Magus skill.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardian Mage Staff]]&lt;br /&gt;
|Twice per day you may cast the Stun spell as if you knew it for no mana. You are immune to the Magic Stun effect. Requires the Magus skill&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Magehunters Call]]&lt;br /&gt;
|Once per day you may cast the Silence spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Mage Legion Standard]]&lt;br /&gt;
|Grants members of the band 2 additional personal mana.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Manticore Hide Armour]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Nightmare Hide Armour]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this armour has no additional effect.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Opportunists Call]]&lt;br /&gt;
|Once per day you may call Fracture with no energy cost.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Phial of the Sun]]&lt;br /&gt;
|Once per day when using the Surgeon skill you may decant some liquid from this phial and use it as if it were one herb of your choice. This may not be used for the crafting of potions.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Prime Hunters Bow]]&lt;br /&gt;
|You gain one level of Divine Lore: Arcadian, but no masteries or votes.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|1&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Purifying Scalpel]]&lt;br /&gt;
|When you cast (but not swift cast) the Heal spell you may also remove the Venom effect from the target.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Rootwarder]]&lt;br /&gt;
|Twice per day you may cast the Shackle spell as if you knew it for no mana. You are immune to the Magic Shackle effect. Requires the Magus skill.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|4&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Scorpions Barb]]&lt;br /&gt;
|Twice per day you may cast the Venom spell as if you knew it for no mana. You are immune to the Magic Venom effect. Requires the Magus skill&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Scouts Bow]]&lt;br /&gt;
|You gain the Deathless skill. If you already have the Deathless skill, this bow has no additional effect.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Skirmishers Aketon]]&lt;br /&gt;
|You gain one additional hitpoint.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Slayers Banner]]&lt;br /&gt;
|Grants band members abilities to resist common monstrous strikes and to strike back just as hard.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Survivors Platemail]]&lt;br /&gt;
|You may ignore the roleplay effects of a single traumatic wound until the end of the battle.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Tail of the Beast]]&lt;br /&gt;
|You may spend one energy to make the Shackle or Venom call with this weapon.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Thunderous Awe]]&lt;br /&gt;
|Once per day you may cast the Stun spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Treacheries Kiss]]&lt;br /&gt;
|Once per day you may cast the Venom spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Unbroken Chain]]&lt;br /&gt;
|Provides a Graver character wearing it an additional rank of Divine Lore: Cervitas but no masteries or votes.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Wayfarers Pyx]]&lt;br /&gt;
|Once per day, when the sect that is bonded to this reliquary is performing a ceremony, its magnitude is reduced by two.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Windborn]]&lt;br /&gt;
|Once per day you may cast the Knockback spell as if you knew it for no mana.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Masterwork Items ==&lt;br /&gt;
Masterwork Items require resources to create, as well as the Artisan having knowledge of its Plan. To learn additional plans, purchase the &#039;&#039;Extra Craft&#039;&#039; skill.&lt;br /&gt;
&lt;br /&gt;
Masterwork items last &#039;&#039;&#039;four events.&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Item&lt;br /&gt;
!Function&lt;br /&gt;
!Type&lt;br /&gt;
!Hw&lt;br /&gt;
!Bb&lt;br /&gt;
!Bs&lt;br /&gt;
!Sh&lt;br /&gt;
!&lt;br /&gt;
!Fs&lt;br /&gt;
!SI&lt;br /&gt;
!Bg&lt;br /&gt;
!Es&lt;br /&gt;
|-&lt;br /&gt;
|[[Arcane Shears]]&lt;br /&gt;
|Twice per day you may use this item to cut a bond connecting a magical item to an individual. You may only use this item if you have the Artisan skill.&lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|6&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Arch Priests Blade]]&lt;br /&gt;
|As long as you know any of the Heal, Purify or Mend Limb spells, Twice per day you may cast the Heal, Purify and Mend Limb spells simultaneously for a cost of one mana or two mana if swift cast.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|7&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Archmage&#039;s Staff]]&lt;br /&gt;
|Twice per day you may cast, or where appropriate swift cast any spell you know for no mana cost.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|7&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Armsman&#039;s Amulet]]&lt;br /&gt;
|You gain the Weaponmaster skill&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Artebazzani Artifact]]&lt;br /&gt;
|Once per day your sect may join with another sect to perform a ceremony together. While your sects may perform the ceremony together they are still treated as separate sects for all other purposes. Your Sect does not gain the benefit of the Sects reliquaries if any.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Avalanche]]&lt;br /&gt;
|You may spend one energy to call either Break or use the Mighty Blow effect with this weapon.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Barons Blessed Cairn]]&lt;br /&gt;
|Up to two times per day, when your sect targets a Herb Garden, Wilderness, Farm, Mine, or Business with a ceremony which increases its resource output, you may choose another investment of the same type in the same or an adjacent region to also receive the effects of that ceremony&lt;br /&gt;
|Reliquary&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|12&lt;br /&gt;
|-&lt;br /&gt;
|[[Battlehealers Coat]]&lt;br /&gt;
|When you cast or swift cast the Heal, Purify or Mend Limb spells you regain one hitpoint.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Beggars Key]]&lt;br /&gt;
|Twice per day after thirty seconds of roleplay you may open a portal as you had used the Channel Waystone spell. You may use this power if you are wearing armour.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Bloodcloak]]&lt;br /&gt;
|Three times per day when you use the Surgeon skill you can roleplay drawing some of your own blood and using it in place of a herb of your choice. Thies does not damage you or affect your hitpoints.&lt;br /&gt;
|Talisman: Tool&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Bracelet of the Young Ward]]&lt;br /&gt;
|You gain the Bulwark skill&lt;br /&gt;
|Talisman: Jewelery&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Brandts Blade]]&lt;br /&gt;
|You may spend one energy to call Silence with this weapon on a strike that would deal damage. When you use this effect you are also affected by Silence.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Celebrants Chain]]&lt;br /&gt;
|Twice per Summit you may perform the &#039;Enlightened Ceremony&#039; ceremony for two magnitude. &lt;br /&gt;
This item requires the character bonded to it have at least Divine Lore 2 Lumos.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Dragonhide Plate]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Duelists Obstinate Ally]]&lt;br /&gt;
|When you spend one energy you regain one hitpoint.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgemasters Shield]]&lt;br /&gt;
|You may spend one energy to remove the Break effect from this Shield. This requires five seconds of uninterrupted roleplay. Performing this action causes you to be affected by ‘Heal 1’&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Forgesteel Armour]]&lt;br /&gt;
|You may spend one energy to ignore a Fracture call.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Guardians Banner]]&lt;br /&gt;
|Members of the band bonded to this Concordia may use it to recall out of battle.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Harness of Heartiness]]&lt;br /&gt;
|After five seconds of roleplaying that includes a loud invocation of cleansing you may spend one energy to remove the Venom condition from yourself. Performing this action causes you to be affected by ‘Heal 1’&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Hunters Ark]]&lt;br /&gt;
|Members of this sect who are performing an Arcadian ceremony may use Beastbone instead of Crystal Mana. Every two measures of Beastbone count as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Illuminating Forge]]&lt;br /&gt;
|Members of this sect who are performing a Lumos ceremony may use Sun’s Iron instead of crystal mana. Every two measures of Sun’s Iron counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Immortals Shield]]&lt;br /&gt;
|You gain the Unstoppable and Deathless skills.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Lantern of Azime]]&lt;br /&gt;
|Once per day, the bearer of a Lantern of Azime may cast ‘Arc Purify’ as |One per day, you may cast ‘Arc Purify’ as if you knew the spell. Doing so requires a full 30 second cast, but costs no mana. The caster must follow all other spellcasting rules. This spell does not require a specific target.&lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Lantern of Unseen Ember]]&lt;br /&gt;
|Once per day, the user may cast Magic Fire as ‘Arc’ through this Item. &lt;br /&gt;
|Talisman: Tools&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Legionnaires Commandment]]&lt;br /&gt;
|When your Sect completes a ceremony that targets characters who are all members of a single band, the ceremony may also target members of a different band that are from the same Realm.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|5&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Lich Paragon’s Robe]]&lt;br /&gt;
|You gain the Deathless skill and are immune to the &#039;Silence&#039; effect.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Matched Thunderbolts]]&lt;br /&gt;
|If you strike a shield or individual with both weapons at once, you may spend one energy and call knockback.&lt;br /&gt;
|Weapon Pair: One Handed&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Mercenary Banner]]&lt;br /&gt;
|Members of this Band may fight as if they were a member of a different Realm.&lt;br /&gt;
|Concordia: Banner&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Mundane Forcebarrier]]&lt;br /&gt;
|You gain two additional personal mana and one additional hitpoint.&lt;br /&gt;
|Talisman: Shield&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|7&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Opened Eye]]&lt;br /&gt;
|Twice per day you may cast the Fear spell for no mana. You must know the Fear spell to use this effect.&lt;br /&gt;
|Weapon: Stave&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|6&lt;br /&gt;
|1&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Pathfinders Gambit]]&lt;br /&gt;
|Once per day, a character bonded to this item may swift cast a [[Winds of the World - Summer 222#Bam and the Mage is Gone|modified version of the Recall spell]].&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Philosophers Charm]]&lt;br /&gt;
|Once per day, a character bonded to this item may transmute X amount of minerals into any one other mineral. In this circumstance X equals the amount of mana being expended. This requires thirty seconds of roleplay and the presence of a Civil Servant.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Pugilists Charm]]&lt;br /&gt;
|You may spend one energy to restore a limb affected by the Fracture call. This requires five seconds of roleplay that is interrupted upon receiving a strike to you or your target.&lt;br /&gt;
|Talisman: Jewellery&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Pyromancers Staff]]&lt;br /&gt;
|Twice per day you may cast the Damage spell for no mana. You may spend one Mana to ignore a Magic Damage effect. You must know the Damage spell to use these effects.&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|6&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Robe of the Saviour]]&lt;br /&gt;
|Twice per day when you cast or swift cast the Heal spell you may do so without spending mana.&lt;br /&gt;
|Armour: Clothes&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Robes of the Seer]]&lt;br /&gt;
|You gain two additional personal mana&lt;br /&gt;
|Armour: Robe&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|-&lt;br /&gt;
|[[Runeplate]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Armour: Heavy&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|8&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Sargents Fist]]&lt;br /&gt;
|You gain two additional energy.&lt;br /&gt;
|Weapon: Great weapon&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|3&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Seers Knife]]&lt;br /&gt;
|You gain two additional personal mana.&lt;br /&gt;
|Weapon: Short&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|[[Shattering Stone]]&lt;br /&gt;
|Members of this sect who are performing an Anarch ceremony may use Bloodglass instead of crystal mana. Every two measures of Bloodglass counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Slayers Blade]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Weapon: Great Weapon&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Smiths Polearm]]&lt;br /&gt;
|You may spend one energy to remove the Break effect from this weapon. This requires five seconds of uninterrupted roleplay. Performing this action causes you to be affected by ‘Heal 1’&lt;br /&gt;
|Weapon: Polearm&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|8&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Soldiers Hauberk]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Armour: Medium&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Squires Mail]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Armour: Light&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade of Peace]]&lt;br /&gt;
|You may cast the Heal, Mend Limb and Purify spells as if you knew them.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Blade of War]]&lt;br /&gt;
|You may cast the Knockback, Stun, Damage and Venom spells as if you knew them.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Starlit Pool]]&lt;br /&gt;
|Members of this sect who are performing a Stallia ceremony may use Black Sap instead of crystal mana. Every two measures of Black Sap counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Steel Pillar]]&lt;br /&gt;
|Members of this sect who are performing a Cervitas ceremony may use Forgesteel instead of crystal mana. Every two measures of Forgesteel counts as one crystal mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|&lt;br /&gt;
|10&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Warfletcher]]&lt;br /&gt;
|You gain two additional hitpoints.&lt;br /&gt;
|Weapon: Bow&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Warlocks Longknives]]&lt;br /&gt;
|You may either expend one energy to regain one personal mana or expend three personal mana to regain one energy.&lt;br /&gt;
|Weapon Pair: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|&lt;br /&gt;
|3&lt;br /&gt;
|3&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|[[Warriors Right Hand]]&lt;br /&gt;
|Gain one additional energy.&lt;br /&gt;
|Weapon: One Handed&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|5&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|4&lt;br /&gt;
|0&lt;br /&gt;
|-&lt;br /&gt;
|[[Weighted Scales]]&lt;br /&gt;
|Members of this sect who are performing a Panoply ceremony may use Shimmering Scales instead of crystal mana. Every two measures of Shimmering Scales counts as one Crystal Mana.&lt;br /&gt;
|Reliquary&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|[[Wolverines Bite]]&lt;br /&gt;
|Twice per day when you use Fracture you may strike two targets instead of one for no additional cost. You have only 10 seconds to deliver the second Fracture.&lt;br /&gt;
|Weapon: Pair One Handed&lt;br /&gt;
|5&lt;br /&gt;
|6&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|0&lt;br /&gt;
|5&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Artisan]]&lt;br /&gt;
[[Category:Crafting]]&lt;br /&gt;
[[Category:Craft]]&lt;br /&gt;
[[Category:Skills]]&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Betrayer%27s_Fleshcurse&amp;diff=4503</id>
		<title>Betrayer&#039;s Fleshcurse</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Betrayer%27s_Fleshcurse&amp;diff=4503"/>
		<updated>2026-09-07T12:11:17Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Fleshing out the TBC parts, and updating the effects. Reworded the core interaction with Traumatic Wounds to be more in line with how Wounds work, and removed the incurable Wounds effect as it would simply be a death sentence.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== A [[Cervitas Ceremonies|Cervitas Ceremony]] - Magnitude 35 - The Blooded Stone ==&lt;br /&gt;
&lt;br /&gt;
== Performing the Ceremony ==&lt;br /&gt;
Performing this Ceremony takes at least 10 minutes of roleplaying. This Ceremony targets a character who must be present throughout, but need not be one of the priests performing the Ceremony. They become the Prophet as described in the rules about [[Ceremonies Overview#Some Ceremonies are listed as Curses. The power to deliver a curse is imbued in one of the individuals who performed the ceremony.|Curses]].&lt;br /&gt;
&lt;br /&gt;
This Ceremony is a Curse, and therefore interacts with anything that would remove or affect Curses.&lt;br /&gt;
&lt;br /&gt;
== Effects ==&lt;br /&gt;
The Cursed character is constantly under the effect of Venom. This cannot be removed or interrupted in any way while the Curse is in effect.&lt;br /&gt;
&lt;br /&gt;
When the Cursed character suffers a Traumatic Wound, they should inform the Marshal supplying it. The Wound will then be replaced by one of a greater Severity. If receiving a Severe Wound, the character will instead have a chance to receive an additional Severe Wound, at the discretion of the Marshal.&lt;br /&gt;
&lt;br /&gt;
If the character becomes terminal while under this Curse, they are overwhelmed by feverish delirium and suffer a slow, agonizing death as the flesh rots from their bones. This agonizing death cannot be commuted by any way while the Curse is in effect - any lower level Ceremonies, herbs or surgeon actions will simply fail to do anything.&lt;br /&gt;
&lt;br /&gt;
As long as they are Cursed the target experiences a roleplaying effect: &#039;&#039;You are constantly sick and in discomfort - you experience fevers and itching constantly, and your wounds never seem to close properly.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The roleplaying and mechanical effect lasts for four events, including the one where it is given.&lt;br /&gt;
&lt;br /&gt;
== Description ==&lt;br /&gt;
The Fleshcurse takes many forms. In some cases, individuals Cursed suffer extreme rashes that will not dissipate. In others, cuts and bruises simply never heal. In the worst instances, the individual suffers both, and yet more and more and more. The Fleshcurse eats away at the very idea of hoping to heal. Graces find their trappings suffer in unique and mysterious ways, though it is unclear if this is an effect caused by the divine magic, or simply a result of the intense injuries. &lt;br /&gt;
&lt;br /&gt;
This Curse is one that is hard to not notice. Visually and physically, the Cursed individual is clearly in a constant state of suffering. This begins relatively minor, but by the end of the Curse it is impossible to avoid, as the two years take their toll on body and mind. This is not a Curse to be given lightly. &lt;br /&gt;
&lt;br /&gt;
== Performing the Ceremony ==&lt;br /&gt;
Perhaps one of the most vicious Curses available to priests of The Concord, Betrayer&#039;s Fleshcurse risks representing everything that Cervitas is not. Actions that cause fear and harm are encouraged. Letting blood, screaming words of hate. Creating a space within which the flesh is encouraged to be weak, with hammer, mallet and tools. Creating a world in which punishment is required, with words of broken trust, written promises torn and destroyed before the Prophet. &lt;br /&gt;
&lt;br /&gt;
The Prophet is expected to whether this storm of hate, particularly when the Prophet intends or is intended to keep the Curse themselves, but where they are not the target of the Curse they must be treated with kindness and forgiveness once they have completed their duty. The Anathemic qualities of this Curse should be mitigated by priests who were not a part of the Ceremony once it has concluded. &lt;br /&gt;
[[Category:Ceremonies]]&lt;br /&gt;
[[Category:Cervitas]]&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=What_to_Expect_at_a_Concordian_Summit&amp;diff=4383</id>
		<title>What to Expect at a Concordian Summit</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=What_to_Expect_at_a_Concordian_Summit&amp;diff=4383"/>
		<updated>2026-08-28T12:12:31Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Some updates to wording on Non-Combatants to better match the reality of events. (Did we ever use the markers? Who knows.) Some quick fixing to the appropriate threats that are expected. (No more Illsevir, Drowned and Severed Lords are my new best friends.) Possible further edits to the page post Summit, but this is serviceable for now!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
Expect a weekend of camping, with its included challenges. Currently showers are not easy to come by and your bed is as good as you can bring down. But for a lot of our players camping is a part of the appeal all the same.&lt;br /&gt;
&lt;br /&gt;
Concord is also a game with an expansive lore that is interwoven with the experience of playing the game. Expect a world with dedicated storytellers and writers, with a chance to read, explore and learn about a fantasy land.&lt;br /&gt;
&lt;br /&gt;
See also [[Event Information]] for further specifics and check out the excellent [[Character Creation]] page for advice on creating a character.&lt;br /&gt;
&lt;br /&gt;
== How do I play? ==&lt;br /&gt;
As a LARP, Concord has a series of rules, guidelines and advice that must be followed to allow the event to run enjoyable and safely. &lt;br /&gt;
&lt;br /&gt;
These rules are designed to offer depth to combat, but be easy enough to pick up and learn for new players. These range from how you cast powerful spells, all the way through to when vehicles are allowed on site for drop off and pick up. We ask that everyone make the time both in the lead up to the event and between events to look over these rules and guidelines so that everyone can have a safer experience.&lt;br /&gt;
&lt;br /&gt;
All players must undertake a [[Player Brief]] in order to play Concord LARP&lt;br /&gt;
&lt;br /&gt;
Players also get a chance to be a Non-Player Character (NPC) for confluxes - we have a dedicated page on this! See [[How to NPC at Concord]]&lt;br /&gt;
&lt;br /&gt;
== Children at Concord ==&lt;br /&gt;
Concord LARP is an event that aims to be open to LARPers of all ages, with the idea that having children and young people present in a world adds not only authenticity but also variety to the experiences of all involved. We encourage younger players to involve themselves in the world, to experience the story, and add to it in their own way, with the expectation that will do so to their fullest and with the support of the community and their guardians.&lt;br /&gt;
&lt;br /&gt;
There is a whole page on this. [[Children at Concord|Check it out]] if you are interested in bringing a future Concordian Citizen to Concord.&lt;br /&gt;
&lt;br /&gt;
== Confluxes ==&lt;br /&gt;
Each event is set during a Summit, a time when heroes, influential individuals and hopefuls attend the newly constructed Concordian Capital of Passage. Here they hope to change the course of history, make great wealth, meet with allies and ensure the survival of their people. Passage itself is home to powerful arcane stones known as Waystones. These Waystones allow mages to open temporary portals to locations held by the Concord or near to them. These portal events are known as Confluxes and occur in a variety of forms throughout the Summit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Confluxes&#039;&#039;&#039; - A small party of adventurers exploring a recently discovered tomb, assassins striking at an exposed general, or priests conducting a distant ritual. Minor Confluxes are short and moments of import.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skirmish Confluxes&#039;&#039;&#039; - A band of warriors striking a foe where they are weak, the last holdout of the final defenders, the mass meeting of strange shamans. Skirmish confluxes are larger events for between 10-30 people, sometimes organised by realm, but other times not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strategic Confluxes&#039;&#039;&#039; - The might of the Concord brought to the field. Half the players field as their heroes against the other half giving life to the Concord’s foes in battles that determine the fate of history. Twice an event, once on Saturday, once on Sunday.&amp;lt;blockquote&amp;gt;A word from the team. If you play your PC in one Strategic Conflux, you must be available to NPC the other. You can go to 0 Strategic Confluxes as your PC, and 0 as an NPC. You can go to 1-2 Strategic Confluxes as an NPC, and 0 as a PC. You cannot go to 1 as a PC and 0 as an NPC. If that happens, we just won’t have enough people to have the fights.&lt;br /&gt;
&lt;br /&gt;
There are also options to opt to NPC for Skirmishes as well – depending on PC numbers we may need additional NPCs for these as well, which will be signposted at game with the times and NPCs needed. Volunteer now! The Concord needs you!&lt;br /&gt;
&lt;br /&gt;
We will be providing basic costume to set apart NPCs , as well as some loaner equipment, but if you are able to bring spare armour/equipment you don’t mind using we would appreciate it. Armouring 50+ NPCs is beyond our budget at this point. If you are able to bring different kit to wear to set yourself apart as one of the NPC groups, there’s a short list below of general themes for the NPC.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Drowned&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Lots of armour. Shields, archers and strange magic. Blue or sea colours. Viking raiders with an oceanic twist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Severed Lords&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Lots of armour. Greatweapons, shields and illusions. Grey with dark base colours like black and brown. Viking raiders with a psychic twist.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Zekartaal&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
Lots of weapons or magic. Green or woodsy colours. Forest savagery (bones!).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Onyx Aristocracy:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Dark, drab colours. Ruined or torn clothing. The dead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Trade Principality of Aprivano:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Lots of varied weapons, armour and colours, but leaning towards oranges and yellows. Regular people, many with a greedy twist. &lt;br /&gt;
&lt;br /&gt;
It is worth noting that these groups might only appear in small numbers, or even not at all depending on PC choices – the strategic confluxes are your choices to engage in after all. But if you can bring extra equipment (especially armour), we appreciate it.&lt;br /&gt;
&lt;br /&gt;
Please also check out [[Rank and File - NPC Stats]] for some more information.&amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Non-combatants ==&lt;br /&gt;
What does being a non combatant character mean at Concord?&lt;br /&gt;
&lt;br /&gt;
Concord is designed as a game where &#039;&#039;&#039;you never need to participate in combat, and you will have a full game&#039;&#039;&#039;. You can participate in surgery (Traumatic Wounds are great fun), Ceremonies, making potions and items, trading, spying, magic, and there might even be some politics going on. None of that involves combat, without even mentioning just roleplaying, which will also likely occur at Concord.&lt;br /&gt;
&lt;br /&gt;
More than just not actively participating though, some players would prefer to opt entirely out of combat, and so we are making allowances for Non-Combat characters. Note that this doesn&#039;t mean just &#039;&#039;&amp;quot;I&#039;m not interested In combat&amp;quot;&#039;&#039; but &#039;&#039;&amp;quot;I do not want to do combat at all, even in my own defence&amp;quot;&#039;&#039;. You can leave your options open and just not engage in fights with any character, a Non-Combatant is a rules enforced choice for you and other players that interact with you.&lt;br /&gt;
&lt;br /&gt;
=== Being a Non Combatant ===&lt;br /&gt;
Any character can choose to be Non-Combatant, and they can engage fully with the entirety of the (non-combat) rules. We suggest if you make this choice, don&#039;t then take skills that require combat - weapon proficiencies are obviously a poor idea, but also some spells require you to engage in combat even if you don&#039;t want to use a weapon (offensive magic, and healing to an extent).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Any Non-Combat character should not attack, either with melee or ranged weapons, or with combat spells.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
They can be defeated, if you approach to within range where you can clearly strike them, announce clearly you are doing so, and they immediately reduce themselves to 0HP, with standard Bleed Out rules. It is up to the Non-Combatant to monitor the situation around them, and drop to Bleed Out if it looks like combat is likely to approach them. This can be difficult to ascertain, but as we do not have markers to differentiate types of combatants, it is important for the Non-Combatant themselves to stay aware of potential oncoming combat and act appropriately. &lt;br /&gt;
&lt;br /&gt;
This places an extra level of interaction that all players must be aware of - however for our non-combat players, please be aware we cannot absolutely guarantee you will never be struck. It is unlikely combat outside of organized duels will happen in Passage itself, and it should be clear to players engaging in it that non-combat characters can be interacted with, but not struck.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Non-combat characters may not enter Strategic Confluxes or Skirmishes, unless specified otherwise.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Both of those types of Conflux are essentially battlefields. They will frequently have 30+ combatants on the field, and likely a lot of them hostile and fast moving. Many Minor Confluxes will not have any, or heavy combat, but if unsure please check with the Marshall running the Conflux and they should be able to assist in deciding if you should attend. The In-Character responsible party for Skirmishes and Minors is also provided with an Accessibility notice for the conflux itself, to assist in prefacing what kind of content to expect.   &lt;br /&gt;
&lt;br /&gt;
Otherwise, as above, you can engage with a large portion of the game, including all the politics and drama and story, while never fighting. Hopefully this will allow players who are not interested in or unable to engage in combat a measure of out of character safety in our game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Play-guide]]&lt;br /&gt;
[[Category:Important]]&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Military_Orders_-_Autumn_226&amp;diff=4096</id>
		<title>Military Orders - Autumn 226</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Military_Orders_-_Autumn_226&amp;diff=4096"/>
		<updated>2026-05-02T07:51:09Z</updated>

		<summary type="html">&lt;p&gt;Mfell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
At the Autumn Summit of 226, The Concord needed to once again face the coming storm, and try not to break. As the Summit ends, Heroes disperse back to their homes or far from them, Military Orders begin to be sent from the desk of Commandant Khasim. Orders written by the Titles of The Warchamber, and ones that would define the coming Season, and possibly the future of The Concord. &lt;br /&gt;
&lt;br /&gt;
Welcome to the Military Orders page for E1 226! This page plainly lists the Orders of each Military force. This is posted publicly to assist in making the Downtime process smoother, while also giving a little bit more context to the immediate happenings of the military world post Summit. &lt;br /&gt;
&lt;br /&gt;
This page will list each force, where they have travelled and which action they have taken. If you have a Military or Naval Investment and want to Support an Army, Fortification or Fleet, this can help you know which one you may wish to choose! &lt;br /&gt;
&lt;br /&gt;
== Armies == &lt;br /&gt;
&#039;&#039;&#039;The Desert Whisperers;&#039;&#039;&#039; Through the powers of The Thunderbolt and his knowledge of good winds, The Black Corsair, General Rashid El’Tanebar, would see his Army &#039;&#039;&#039;Force Marched&#039;&#039;&#039; to &#039;&#039;&#039;The Kings Pass&#039;&#039;&#039;. An incredibly long journey for an army so large, Andash would only reach the Valley through the power of The Spheres. Nonetheless, reach them they would.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The First Banner of Bordevar;&#039;&#039;&#039; From one war to another, Ser Louisoix Leveilleur sends his Army to the &#039;&#039;&#039;Cautious Defence&#039;&#039;&#039; of &#039;&#039;&#039;Bayward South&#039;&#039;&#039;. But they would not fight across the salt-sprayed coasts of Bolsterlee without due reward, as The Senator of Windholme declares them as Ironblood Defenders, granting them the support of The High Valley in this State of Emergency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Iron Brawlers;&#039;&#039;&#039; &#039;&#039;“Dig in and make them bleed!”&#039;&#039; - Brigadier Griff Baker’s words were clear enough, as his Army marched into The &#039;&#039;&#039;Plateau of the Gods&#039;&#039;&#039; and prepared to hold a &#039;&#039;&#039;Cautious Defence&#039;&#039;&#039;. The Drowned of The Sinking City and beyond would need to break against the blooded fists of Bordevar if they wanted entry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Legion of the Blackheart Bear;&#039;&#039;&#039; The machinations of the War Chamber required the proven talents of General Wulfden to take an otherwise crippled force on the offensive in &#039;&#039;&#039;La Dove Dormani&#039;&#039;&#039;. With this came an outpouring of support from The Concord. No expense was spared on emergency war powers and ceremonies, ensuring the soldiers have every chance to succeed in a &#039;&#039;&#039;Strategic Attack&#039;&#039;&#039; to potentially close an entire warfront.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Valleys Own;&#039;&#039;&#039; In a display of co-operation and trust, General Thane would cede the prestige of recapturing Baelag’s Holdfast to the other half of the Bolsterlee Bastards, and in turn defend their people in &#039;&#039;&#039;The Priado Expanse&#039;&#039;&#039;.  Ancestral grudges from the Age of Stars would be invoked in a &#039;&#039;&#039;Bloody Defence&#039;&#039;&#039; against an openly declared Artebazzani force.&lt;br /&gt;
&lt;br /&gt;
== Fortresses ==&lt;br /&gt;
&#039;&#039;&#039;Deorlings Citadel;&#039;&#039;&#039; Despite its size and presence, there would be no opportunity for The Citadel to assist in the wars currently facing The Valley. Champion Baire Ironguard would grit his teeth and assign no order, knowing that there would be none that could assist in this time. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Border Forts;&#039;&#039;&#039; Opportunities befell The Border Forts in mass amounts, but no such opportunity would present itself on the warfront this past Season. Champion Landry Tremaine would allow The Forts to continue as they must, offering no additional order as it was not deemed necessary. &lt;br /&gt;
&lt;br /&gt;
== Fleets ==&lt;br /&gt;
&#039;&#039;&#039;Liberties Fist:&#039;&#039;&#039; New to the position but no less willing to make it known what he is willing to do, Admiral Gustave’s orders would be simple and clear. Fold sails and stay within &#039;&#039;&#039;The Guardian Strait&#039;&#039;&#039;, then &#039;&#039;&#039;Raid&#039;&#039;&#039; The Priado Expanse. Ensure that any foe within suffers the wrath of Lerona Mere, and bleeds for the actions they take against The Concord. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peoples Gift;&#039;&#039;&#039; Admiral Brulee, perhaps not seeking to be outdone by his compatriots, would send orders to sail to &#039;&#039;&#039;The Guardian Strait&#039;&#039;&#039; with an intention that would draw blood. The order would be to &#039;&#039;&#039;Raid&#039;&#039;&#039; The Priado Expanse, sending in marines of Lerona Mere once The Valley had finished with whichever foe would be so unlucky to face The People’s wrath.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See Also:&lt;br /&gt;
&lt;br /&gt;
* [[Military Orders|Historic Military Orders]]&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Military_Orders_-_Autumn_225&amp;diff=4095</id>
		<title>Military Orders - Autumn 225</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Military_Orders_-_Autumn_225&amp;diff=4095"/>
		<updated>2026-05-02T07:50:36Z</updated>

		<summary type="html">&lt;p&gt;Mfell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
==&#039;&#039;&#039;Overview&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
At the Autumn Summit of 225, The Concord found itself beset as always on multiple fronts. With many choices to make, The Warchamber and its Titleholders would once again face such a task and their orders would spread throughout The Concord soon after the Summit ends. &lt;br /&gt;
&lt;br /&gt;
Welcome to the Military Orders page for E1 225! This is a new yet simple page that plainly lists the Orders of each Military force. We have decided to post this publicly to assist in making the Downtime process smoother, while also giving a little bit more context to the immediate happenings of the military world post Summit. &lt;br /&gt;
&lt;br /&gt;
This page will list each force, where they have travelled and which action they have taken. If you have a Military or Naval Investment and want to Support an Army, Fortification or Fleet, this can help you know which one you may wish to choose! &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Armies&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Desert Whisperers;&#039;&#039;&#039; The strongest fighting force remaining in the Concord, General Nemaia El Ankashi and her forces would return to their homeland to stage a &#039;&#039;&#039;Strategic Defence&#039;&#039;&#039; against Sister Oak in Tanebar South.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The First Banner of Bordevar;&#039;&#039;&#039; Ever willing to march but finally happy to see a break in their future, those knights and nobles of The Banner would breathe a sigh of relief as Banneret Isambard Thoss orders a &#039;&#039;&#039;Billet&#039;&#039;&#039; in Heartsgrave. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Iron Brawlers;&#039;&#039;&#039; Brigadier Griff Baker took the first steps in honouring the pact between Iron Valley and Bordevar to retake their respective homelands. A &#039;&#039;&#039;Cautious Defence&#039;&#039;&#039; would keep their strength high in preparation for the coming offensive.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Legion of the Blackheart Bear;&#039;&#039;&#039; The only remaining combat-capable force to be able to reach the Priado Expanse in Mukarrem, General Valrick Thanshaw would once again traverse the reaches of the Concord. The Legion would &#039;&#039;&#039;Strategically Defend&#039;&#039;&#039; their Andashi allies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Valleys Own;&#039;&#039;&#039; At the order of General Godric Ericsson, a well deserved &#039;&#039;&#039;Billet&#039;&#039;&#039; takes place in Highward, allowing the Valley Soldiers to rest, recuperate and recruit for a Season. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Fortresses&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Deorlings Citadel;&#039;&#039;&#039; Champion Thorin of the Iron Valley would not see the Valley’s fortress remain idle, ordering that its warriors &#039;&#039;&#039;Sally Out&#039;&#039;&#039; to defend Windholme East against its invaders. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Border Forts;&#039;&#039;&#039; With no direct threats to fortify against, and no true chance to sally out against an enemy, Champion Landry Tremane chooses to take no action nor order. &lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Fleets&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Liberties Fist;&#039;&#039;&#039; Under the command of Admiral Pierre Capulet, Liberties Fist sails to the Guardian Strait. Their orders are simple, yet their task ever so important; &#039;&#039;&#039;Support&#039;&#039;&#039; the Legion of the Blackheart Bear. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peoples Gift;&#039;&#039;&#039; Sailing to the Central Great Trade Sea, Admiral Rosaria Meduse orders hostile action be taken. With the Motions of the Senate passed, and rumours of lands afar, it is not difficult to imagine who will face the brunt of this order.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See Also:&lt;br /&gt;
&lt;br /&gt;
* [[Military Orders|Historic Military Orders]]&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Military_Orders_-_Spring_225&amp;diff=4094</id>
		<title>Military Orders - Spring 225</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Military_Orders_-_Spring_225&amp;diff=4094"/>
		<updated>2026-05-02T07:50:02Z</updated>

		<summary type="html">&lt;p&gt;Mfell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
At the Spring Summit of 225, The Concord found itself beset as always on multiple fronts. With many choices to make, The Warchamber and its Titleholders would once again face such a task and their orders would spread throughout The Concord soon after the Summit ends. &lt;br /&gt;
&lt;br /&gt;
Welcome to the Military Orders page for E2 225! This is a hopefully simple page that plainly lists the Orders of each Military force. This is posted publicly to assist in making the Downtime process smoother, while also giving a little bit more context to the immediate happenings of the military world post Summit. &lt;br /&gt;
&lt;br /&gt;
This page will list each force, where they have travelled and which action they have taken. If you have a Military or Naval Investment and want to Support an Army, Fortification or Fleet, this can help you know which one you may wish to choose! &lt;br /&gt;
&lt;br /&gt;
== Armies ==&lt;br /&gt;
&#039;&#039;&#039;The Desert Whisperers;&#039;&#039;&#039; The Black Corsair, General Rashid El’Tanebar, would not see Andash give even an inch. Their orders coming from a captain of the sea and a leader of the land, the Priado Expanse would not fall before The Whisperers would march there to &#039;&#039;&#039;Strategically Defend&#039;&#039;&#039; it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The First Banner of Bordevar;&#039;&#039;&#039; Needing no convincing to range out against the undead, Ser Louisoix Leveilleur, The Sage, The First, Archmage of House Avalon would join the fight in the Sableheart against Danakka Rimortis. With the push into Royal Bordevar drawing near, the righteous fury of the questing knights was restrained down to a &#039;&#039;&#039;Cautious Defence&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Iron Brawlers;&#039;&#039;&#039; To be sent to the Madre Campo with nothing to do but &#039;&#039;&#039;Billett&#039;&#039;&#039; would come as blessed news to The Brawlers. Brigadier Griff Baker’s words would be toasted across various villas and wineries to raucous applause and minor property damage; “Rest Up Boys!”  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Legion of the Blackheart Bear;&#039;&#039;&#039; Masters of defence, fighters of wars. The Ritters of The Greenweald would read General Isolde Wulfden’s Orders and see them committed to action. With Pathfinders supplying questionable alchemical weapons after the victory of the Concordian Heroes in Vassertal, a &#039;&#039;&#039;Cautious Defence&#039;&#039;&#039; of The Sableheart would ensure everything goes to plan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Valleys Own;&#039;&#039;&#039; General Juka would see the recent Billett put well to use. Valley warriors would march once more across The Concord, coming once more to Mukarrem to fight against shared enemies. In the Priado Expanse, The Valley’s Own would strike up a &#039;&#039;&#039;Strategic Defence.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The God of War, Thorin of Bolsterlee;&#039;&#039;&#039; A Miracle performed and enacted upon Hero Thorin. A walking embodiment of strength and power, unmatched by any sole figure for so long as the power of Arcadian crushes and consumes this literal Champion of The Iron Valley. War-God Thorin declares The Bite of the Viper, and &#039;&#039;&#039;Bloody Attacks&#039;&#039;&#039; The King’s Pass and its coveted Holdfast. &lt;br /&gt;
&lt;br /&gt;
== Fortresses ==&lt;br /&gt;
&#039;&#039;&#039;Deorlings Citadel;&#039;&#039;&#039; Even amidst the glory of his newfound and temporary Godhood, Champion Thorin of the Iron Valley would place his orders for the great Fortification of Windholme. They would provide a &#039;&#039;&#039;Fortified Defence&#039;&#039;&#039; against any who would enter their land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Border Forts;&#039;&#039;&#039; With no direct threats to fortify against, and no true chance to sally out against an enemy, Champion Ser Landry Tremane once more chooses to take no action nor order. &lt;br /&gt;
&lt;br /&gt;
== Fleets ==&lt;br /&gt;
&#039;&#039;&#039;Liberties Fist:&#039;&#039;&#039; Under the command of Admiral Pierre Capulet, Liberties Fist once more sails to the Guardian Strait. Their orders identical to the Season just past; &#039;&#039;&#039;Support&#039;&#039;&#039; the Concordian Armies that fight against The Principality.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peoples Gift;&#039;&#039;&#039; Sailing beyond the Central Great Trade Sea, Admiral Rosaria Meduse sets their sights on Odrigan. The revolutionaries there will be supported by the full Naval might of The People’s Gift, their vessels set to disrupting Artebazzani trade routes and more.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See Also:&lt;br /&gt;
&lt;br /&gt;
* [[Military Orders|Historic Military Orders]]&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Autumn_226_Interlude&amp;diff=4093</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=4093"/>
		<updated>2026-05-02T07:45:46Z</updated>

		<summary type="html">&lt;p&gt;Mfell: &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;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>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Military_Orders_-_Autumn_226&amp;diff=4092</id>
		<title>Military Orders - Autumn 226</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Military_Orders_-_Autumn_226&amp;diff=4092"/>
		<updated>2026-05-02T07:45:24Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Created page with &amp;quot;== Overview == At the Autumn Summit of 226, The Concord needed to once again face the coming storm, and try not to break. As the Summit ends, Heroes disperse back to their homes or far from them, Military Orders begin to be sent from the desk of Commandant Khasim. Orders written by the Titles of The Warchamber, and ones that would define the coming Season, and possibly the future of The Concord.   Welcome to the Military Orders page for E1 226! This page plainly lists th...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
At the Autumn Summit of 226, The Concord needed to once again face the coming storm, and try not to break. As the Summit ends, Heroes disperse back to their homes or far from them, Military Orders begin to be sent from the desk of Commandant Khasim. Orders written by the Titles of The Warchamber, and ones that would define the coming Season, and possibly the future of The Concord. &lt;br /&gt;
&lt;br /&gt;
Welcome to the Military Orders page for E1 226! This page plainly lists the Orders of each Military force. This is posted publicly to assist in making the Downtime process smoother, while also giving a little bit more context to the immediate happenings of the military world post Summit. &lt;br /&gt;
&lt;br /&gt;
This page will list each force, where they have travelled and which action they have taken. If you have a Military or Naval Investment and want to Support an Army, Fortification or Fleet, this can help you know which one you may wish to choose! &lt;br /&gt;
&lt;br /&gt;
== Armies == &lt;br /&gt;
&#039;&#039;&#039;The Desert Whisperers;&#039;&#039;&#039; Through the powers of The Thunderbolt and his knowledge of good winds, The Black Corsair, General Rashid El’Tanebar, would see his Army &#039;&#039;&#039;Force Marched&#039;&#039;&#039; to &#039;&#039;&#039;The Kings Pass&#039;&#039;&#039;. An incredibly long journey for an army so large, Andash would only reach the Valley through the power of The Spheres. Nonetheless, reach them they would.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The First Banner of Bordevar;&#039;&#039;&#039; From one war to another, Ser Louisoix Leveilleur sends his Army to the &#039;&#039;&#039;Cautious Defence&#039;&#039;&#039; of &#039;&#039;&#039;Bayward South&#039;&#039;&#039;. But they would not fight across the salt-sprayed coasts of Bolsterlee without due reward, as The Senator of Windholme declares them as Ironblood Defenders, granting them the support of The High Valley in this State of Emergency.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Iron Brawlers;&#039;&#039;&#039; &#039;&#039;“Dig in and make them bleed!”&#039;&#039; - Brigadier Griff Baker’s words were clear enough, as his Army marched into The &#039;&#039;&#039;Plateau of the Gods&#039;&#039;&#039; and prepared to hold a &#039;&#039;&#039;Cautious Defence&#039;&#039;&#039;. The Drowned of The Sinking City and beyond would need to break against the blooded fists of Bordevar if they wanted entry. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Legion of the Blackheart Bear;&#039;&#039;&#039; The machinations of the War Chamber required the proven talents of General Wulfden to take an otherwise crippled force on the offensive in &#039;&#039;&#039;La Dove Dormani&#039;&#039;&#039;. With this came an outpouring of support from The Concord. No expense was spared on emergency war powers and ceremonies, ensuring the soldiers have every chance to succeed in a &#039;&#039;&#039;Strategic Attack&#039;&#039;&#039; to potentially close an entire warfront.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Valleys Own;&#039;&#039;&#039; In a display of co-operation and trust, General Thane would cede the prestige of recapturing Baelag’s Holdfast to the other half of the Bolsterlee Bastards, and in turn defend their people in &#039;&#039;&#039;The Priado Expanse&#039;&#039;&#039;.  Ancestral grudges from the Age of Stars would be invoked in a &#039;&#039;&#039;Bloody Defence&#039;&#039;&#039; against an openly declared Artebazzani force.&lt;br /&gt;
&lt;br /&gt;
== Fortresses ==&lt;br /&gt;
&#039;&#039;&#039;Deorlings Citadel;&#039;&#039;&#039; Despite its size and presence, there would be no opportunity for The Citadel to assist in the wars currently facing The Valley. Champion Baire Ironguard would grit his teeth and assign no order, knowing that there would be none that could assist in this time. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Border Forts;&#039;&#039;&#039; Opportunities befell The Border Forts in mass amounts, but no such opportunity would present itself on the warfront this past Season. Champion Landry Tremaine would allow The Forts to continue as they must, offering no additional order as it was not deemed necessary. &lt;br /&gt;
&lt;br /&gt;
== Fleets ==&lt;br /&gt;
&#039;&#039;&#039;Liberties Fist:&#039;&#039;&#039; New to the position but no less willing to make it known what he is willing to do, Admiral Gustave’s orders would be simple and clear. Fold sails and stay within &#039;&#039;&#039;The Guardian Strait&#039;&#039;&#039;, then &#039;&#039;&#039;Raid&#039;&#039;&#039; The Priado Expanse. Ensure that any foe within suffers the wrath of Lerona Mere, and bleeds for the actions they take against The Concord. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peoples Gift;&#039;&#039;&#039; Admiral Brulee, perhaps not seeking to be outdone by his compatriots, would send orders to sail to &#039;&#039;&#039;The Guardian Strait&#039;&#039;&#039; with an intention that would draw blood. The order would be to &#039;&#039;&#039;Raid&#039;&#039;&#039; The Priado Expanse, sending in marines of Lerona Mere once The Valley had finished with whichever foe would be so unlucky to face The People’s wrath.&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Autumn_226_Interlude&amp;diff=4091</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=4091"/>
		<updated>2026-05-02T07:40:50Z</updated>

		<summary type="html">&lt;p&gt;Mfell: &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;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;
==== 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>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Main_Page&amp;diff=4090</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Main_Page&amp;diff=4090"/>
		<updated>2026-05-02T07:39:07Z</updated>

		<summary type="html">&lt;p&gt;Mfell: &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;
* [[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>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Autumn_226_Interlude&amp;diff=4089</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=4089"/>
		<updated>2026-05-02T07:37:51Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Created page with &amp;quot;== Overview == 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!   Everything you can find here in the Interlude page will also hopefully assist in providing some further reasoning to actions between Summits. F...&amp;quot;&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;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 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 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>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Council_of_Six&amp;diff=3818</id>
		<title>Council of Six</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Council_of_Six&amp;diff=3818"/>
		<updated>2026-03-09T09:53:35Z</updated>

		<summary type="html">&lt;p&gt;Mfell: should be referred to as visionary, someone find my glasses&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The meeting chamber of The Concord’s High Priests, The Council of Six rules over the Church, its beliefs, and its goals. A place of great power equal to The Senate or the War Chamber. &lt;br /&gt;
&lt;br /&gt;
= Function =&lt;br /&gt;
While the Concordian Church of the Divine Spheres is fundamentally a faith held and governed through the consensus of thousands of priests and even more faithful, the Church as an institution answers to the Council of Six. This group of High Priests, each one representing one of the Divine Spheres, oversees the Churches&#039; many concerns, be they financial, political, or divine. Through the powers of this council they can move the vast faithful towards important undertakings, spend church funds, and more.&lt;br /&gt;
&lt;br /&gt;
Importantly, the Council of Six is not infused with any powers towards theology. While each of the High Priests of the Council wields immense personal and political power, it is not the place of the Council to define and decide how the faith of the Spheres is conducted or understood. Rather, this remains the purview of  the faithful as a whole. Instead the Council of Six can be seen as a political entity wielding the power granted to them as the foremost priests of The Concord. &lt;br /&gt;
&lt;br /&gt;
= Resources =&lt;br /&gt;
Like any part of the Concordian government, the Council of Six requires resources to pursue its tasks. Primarily these are The Church Treasury and Endeavours, which are both detailed below.&lt;br /&gt;
&lt;br /&gt;
== The Church Treasury ==&lt;br /&gt;
Much like The Senate, the Church maintains a central treasury. However, unlike the Senate, this treasury is not fed by any regular source. The Church treasury draws a vast amount of its income from donations. Heroic donations are simply funds given to the Church from the heroes of The Concord. Tithing Donations are given to The Church from Congregations across The Concord, reflecting their duty to maintain the Church. Any time a Congregation takes the ‘Tithing’ Downtime action, The Church gains a matching amount of income. &lt;br /&gt;
&lt;br /&gt;
The Church Treasury can hold currency, measures of resources, wains, artisan crafts, artifacts, and conceivably any other objects.&lt;br /&gt;
&lt;br /&gt;
The Church Treasury cannot be used in auctions (be it bidding or selling), make purchases or sales, or similar activities. The Church treasury can only be used to pay for Church costs or to be dispersed to individuals who then go on to take these actions. &lt;br /&gt;
&lt;br /&gt;
The Church Treasury is held by The Curates.&lt;br /&gt;
&lt;br /&gt;
== Endeavours ==&lt;br /&gt;
The Concordian Church is a vast apparatus that includes many members of the Civil Service to oversee its affairs, as well as hundreds of faithful who volunteer and support the organisation. This manpower can be utilised by The Council of Six in pursuit of its goals, but is a limited resource. To reflect this, some actions that the Council of Six can take are defined as ‘Endeavours’ and the Council of Six is limited in the amount of Endeavours it can pursue. &lt;br /&gt;
&lt;br /&gt;
By default, the Council can pursue 3 Endeavours. For every 30 Tiers of Congregations (not counting temporary enhancements such as enchantments), the Council of Six gains another endeavour.  The Curates will inform the Council of Six of their number of available Endeavours at the start of the first meeting of the Council each Summit.&lt;br /&gt;
&lt;br /&gt;
= Powers =&lt;br /&gt;
&#039;&#039;&#039;Conviction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Through its weight as leaders of The Church, The Council of Six can call upon the faithful and congregations of The Concord towards particular projects. When the Council of Six calls for a Conviction, it will create an appropriate downtime action for priests and congregations to pursue in the following season. Convictions are generally limited to actions within The Concord, granting support to crises or similar actions. When in doubt, the Council can confer with the Curates to create their Conviction. &lt;br /&gt;
&lt;br /&gt;
Each Conviction is an Endeavour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Study&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Calling for a Study reflects the Church descending into its archives and pursuing research in the wider world to answer questions or uncover mysteries relevant to the Council of Six. The following Summit, the Council will receive a written result of their request, for them to do with as they wish. A Study request requires a focus that can be as broad or as targeted as the Council wishes, however focused requests are advised if you want meaningful returns. Generally, it should be focused on matters of religious or divine history, theology, mythology or other similar pursuits. &lt;br /&gt;
&lt;br /&gt;
Each Study is an Endeavour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Consignment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Consignment is the Council of Six commissioning the construction on creation of a large piece of Church infrastructure or the purchase of goods and services in the support of the Church beyond simple dispersal of funds to heroes. The list of Consignments can be found [[Consignments of the Church|here]]. All funds and resources for each Consignment must be in The Church Treasury by the end of the summit it is commissioned.&lt;br /&gt;
&lt;br /&gt;
Each Consignment is an Endeavour.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Expedition&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pursuing an Expedition results in a delegation of priests, followers, and civil service workers departing The Concord for a particular foreign nation, location, or event, to represent The Church in foreign affairs or great moments. Unlike Convictions, Expeditions are composed of non-heroic characters pursuing distant causes and projects for the Council of Six such as ministering to non-spheric nations or attending vast Church meetings in foreign lands. Each new expedition costs the Church 3 Vaults and is an Endeavour. All ongoing Expeditions are managed by the Concordian Consular, who will receive their reports and manage their actions. &lt;br /&gt;
&lt;br /&gt;
Each Expedition can be maintained provided the Council passes another motion of Expedition for it. These subsequent motions cost fifteen locks a season to maintain, and consume an Endeavour. This would allow the Concordian Consular to manage these expeditions as continuing projects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Exaltation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Council of Six has the power to recognise individuals as Paragons, Locations as Holy Sites, individuals into the positions of Throne, and to grant individuals access to Past Life Visions. The power that collectively grants these options is Exaltation. The process for recognising a Paragon or Holy Site can be found on their respective pages, &lt;br /&gt;
&lt;br /&gt;
Unlike some other powers, Exaltations are automatically brought to the Council of Six as pieces of business requiring a response. As such they do not require a motion by a High Priest. Exaltations of Paragons and Holy Sites require the preceding motions to have passed through the Church Motions system, then their arguments must be brought before the Council of Six, which in turn prompts an Exaltation.&lt;br /&gt;
&lt;br /&gt;
Unlike other votes, Exaltation votes must be unanimous.&lt;br /&gt;
&lt;br /&gt;
The Council of Six must Exalt a visionary and guide for the Past Life Vision during their meeting on the second day of Summit. &lt;br /&gt;
&lt;br /&gt;
Exaltations are not Endeavours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endowment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Council of Six has the ability to spend and grant parts of the Church Treasury without requiring a Church Motion through standard channels. The Council of Six may Endow up to fifteen locks, and/or ten measures, and/or five wains, and/or 2 artisan crafts, and/or 1 artifact per endowment motion. &lt;br /&gt;
&lt;br /&gt;
Grants of funds or supplies from the Church are paid out in the following order:&lt;br /&gt;
&lt;br /&gt;
* The Bursar&#039;s due through the Coinmasters Hand&lt;br /&gt;
* Requests through the larger Church Motions of the Faithful.&lt;br /&gt;
* The High Priest of Panoply’s due.&lt;br /&gt;
* The payment of any Consignments or Expeditions.&lt;br /&gt;
* Council of Six Endowments (in order of motion)&lt;br /&gt;
&lt;br /&gt;
If at any point during this process (fulfilled following each Council of Six) the Church treasury would be empty, all subsequent endowments or requirements for funds are voided. &lt;br /&gt;
&lt;br /&gt;
Endowments are not Endeavours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proclamation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A proclamation is a public statement on behalf of the Council of Six that:&lt;br /&gt;
&lt;br /&gt;
* Clarify the position of the Council of Six.&lt;br /&gt;
* Support or Decry an action, individual, cause or event on behalf of the Council of Six.&lt;br /&gt;
* Offer guidance on an aspect of doctrine or theology.&lt;br /&gt;
* Make public announcements on behalf of the Council of Six.&lt;br /&gt;
&lt;br /&gt;
Proclamations are used to have the Council of Six communicate with the faithful across The Concord, rather than just the heroes of Passage. The Council of Six will do well to remember the importance of skilled articulation.&lt;br /&gt;
&lt;br /&gt;
Importantly, proclamations cannot be used to:&lt;br /&gt;
&lt;br /&gt;
* Change doctrine.&lt;br /&gt;
* Mimic any other Council of Six power.&lt;br /&gt;
&lt;br /&gt;
Proclamations are not Endeavours.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Veto&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Council of Six holds one of the two vetoes within the Concord, allowing them to halt and cancel a single senate motion that requires a greater majority. Every time a motion is passed in the Senate that prompts the Council’s veto, it will be brought up at the Council meeting that follows it. The Council may veto this motion following a successful vote. The Council may only veto one motion per summit in this manner. The Council only receives one opportunity to veto a motion and once this opportunity has passed they may not attempt to veto it again.&lt;br /&gt;
&lt;br /&gt;
The exception to this system is the final Senate session per summit, or any emergency Senate session that occurs after the final Council Session of a Summit. In both circumstances the Voice of the Church may use their power of ‘Voice’s Veto’, provided the Council of Six has not used their veto earlier in the Summit. &lt;br /&gt;
&lt;br /&gt;
= Membership =&lt;br /&gt;
Membership of the Council of Six is split into three forms:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;True Members&#039;&#039;&#039; of the Council of Six are High Priests. These are individuals whose attendance ensures that a Council of Six will begin and are responsible for decisions. True Members each have a vote on all matters requiring a vote, may speak at all times, and count towards quorum (known as having the True Right to Speak). &lt;br /&gt;
* &#039;&#039;&#039;Members&#039;&#039;&#039; of the Council Six are any Church title that is not a High Priest. These titles are granted seats at the Council of Six and may speak where they feel they should, but may be silenced or ejected at the request of either a True Member vote or a member of the Civil Service (known as having the Right to Speak). Members do not have votes.&lt;br /&gt;
* &#039;&#039;&#039;Civil Service&#039;&#039;&#039; of the Council of Six are Curates and other civil service members attached to the Church. They have control over the Council and its operation.&lt;br /&gt;
&lt;br /&gt;
= Chambers =&lt;br /&gt;
At present, the Council of Six sits its meetings within the Senate Chamber. Appropriate setup is the responsibility of Civil Service. While the Council of Six is in session, the Senate may not call emergency Senate sessions. If the Council of Six is still in session when a scheduled Senate session is about to occur, the Council of Six session ends. &lt;br /&gt;
&lt;br /&gt;
= Meetings =&lt;br /&gt;
The Council of Six meets twice per Summit, at midday each full day. Each Council of Six meeting requires the attendance of each High Priest and at least one curate. The Council may sit a maximum of an hour later than intended. If all elected High Priests cannot be brought to the Council chambers within an hour, the meeting is cancelled. Each meeting follows the same layout:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Introduction.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each of the High Priests introduces themselves to the assembled members of the Council. In circumstances where a new High Priest is being announced, it will be completed during this period.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Opening Words.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A single member of the faithful is given an opportunity to speak before the Council of Six. Traditionally an opportunity for prayer and blessings. Would be speakers are selected by the Curates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Essential Business.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Matters which are being prompted by external circumstances are completed. These include but are not limited to:&lt;br /&gt;
&lt;br /&gt;
* Elections&lt;br /&gt;
* Exaltations&lt;br /&gt;
* Vetoes&lt;br /&gt;
* Declaration of Motions from the Church&lt;br /&gt;
&lt;br /&gt;
Each matter of essential business has a maximum time of twenty minutes, at which point the motion is either dropped or a vote is called.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;High Priest Motions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each High Priest is given a maximum of twenty minutes to speak and put forward a single motion that utilises one of the appropriate powers of the Council of Six. Given the Councils limited meeting opportunities, motions may not be tabled. High Priests may end their motion time at any point.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Conclusions.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any clarifications that are required are given and the Council meeting is ended.&lt;br /&gt;
&lt;br /&gt;
== Speaking in the Council of Six ==&lt;br /&gt;
There are three types of right to speak at a meeting of the Council of Six;&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;True Right to Speak&#039;&#039;&#039; (Held by Civil Service members and the High Priest). These individuals may speak at any time, count towards quorum and may compel others (who do not have the true right to speak) to cease speaking.&lt;br /&gt;
* &#039;&#039;&#039;The Right to Speak&#039;&#039;&#039; (Held by any other Church title and The Throne). These individuals may speak at any time, do not count towards quorum and may be compelled to cease speaking by any individual with the True Right to Speak. They do not have any votes.&lt;br /&gt;
* &#039;&#039;&#039;Limited Right to Speak&#039;&#039;&#039; (Held by all other individuals). These individuals may indicate they wish to speak by raising a hand. If one member with the True Right to Speak recognises them (by stating “I recognise [Name] to speak, I seek a second”) followed by another member with the True Right to Speak seconding (by stating “I second the recognition of [Name].”) Following this, the individual may speak, provided they begin and end their speech with “In the light of the Spheres”. These individuals may still be compelled to cease speaking by a member with the True Right to Speak. They do not count towards Quorum. They do not have any votes.&lt;br /&gt;
&lt;br /&gt;
== Voting in the Council of Six ==&lt;br /&gt;
Each of the High Priests has a single vote in any circumstance where the Council of Six must pass a vote. For a vote to pass in the Council of Six it must obtain a majority of 4 total votes in favour. No Councils hold a veto over the Council of Six.&lt;br /&gt;
&lt;br /&gt;
=== Further Reading ===&lt;br /&gt;
&lt;br /&gt;
* [[Concordian Church of the Divine Spheres|The Concordian Church of the Divine Spheres]]&lt;br /&gt;
* [[Consignments of the Church]]&lt;br /&gt;
* [[Paragons of the Church]]&lt;br /&gt;
* [[Holy Site|Holy Sites]]&lt;br /&gt;
* [[Past Actions of the Council of Six|Past actions of the Council of Six]]&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Billmonger&amp;diff=3761</id>
		<title>Billmonger</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Billmonger&amp;diff=3761"/>
		<updated>2026-01-11T05:54:45Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Becoming a Billmonger! Woo!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;One of the [[Bordevarian Archetypes]]&lt;br /&gt;
[[File:Bilmongers.png|right|797x797px]]&lt;br /&gt;
&lt;br /&gt;
== Overview ==&lt;br /&gt;
A Bill is a polearm with a hacking head, not dissimilar to a halberd or poleaxe, but often less refined. The bill or other simmilar polearms are the standard issue weapon of the Bordevarian peasant armies. Issued in vast quantities, these simple weapons are used to devastating effect as massive ‘Bill blocks’ as Bordevarian soldiers keep their enemies at bay with reach and a slashing blade.&lt;br /&gt;
&lt;br /&gt;
To be a Billmonger is to be a skilled peasant soldier who makes a living at war. Maybe as a captain in a Bordevarian mercenary company, or as a sargent in the Bordevarian peasant militias. Regardless, you’re a tough-as-nails fighting soldier who knows battle.&lt;br /&gt;
&lt;br /&gt;
== Need: ==&lt;br /&gt;
&#039;&#039;&#039;Combatant / Weaponmaster / Peasant Character&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Billmongers are hard fighting peasant soldiers who are practiced in using long polearms as a part of blocks of soldiers. You might not always fight with a polearm but you are skilled in its use.&lt;br /&gt;
&lt;br /&gt;
== Recommended: ==&lt;br /&gt;
&#039;&#039;&#039;Armoured / Deathless / Juggernaut&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To fit the theme of a Billmonger, heavy armour and an unwillingness to die will help you embody the role well.&lt;br /&gt;
&lt;br /&gt;
== Shouldn’t: ==&lt;br /&gt;
&#039;&#039;&#039;Magus&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While you’re unlikely to have spare experience, magic is not really the realm of a Billmonger.&lt;br /&gt;
&lt;br /&gt;
== Costume Marker: ==&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Billmongers Campaign Helm&#039;&#039;&#039; ====&lt;br /&gt;
[[File:Billmonger helmet.png|600x600px|right]]&lt;br /&gt;
Over the decades Bordevarian soldiers have been issued and purchased many different kinds of helmets. While many of these get lost on campaign, sold on guard duty and turned into pots, you can recognise a Billmonger by the state and modifications they’ve made to their helmets.&lt;br /&gt;
&lt;br /&gt;
Billmongers will often tie souvenirs from previous campaigns, religious or superstitious trinkets or useful accessories to their helmets. They’ll have custom paint jobs featuring monsters, scantily clad figures or brutal slogans. They’ll be dented, repaired, and well used. A Billmonger’s helm is their life story and their head armour all rolled into one.&lt;br /&gt;
&lt;br /&gt;
== Becoming a Billmonger: ==&lt;br /&gt;
It is no difficult thing to become a common soldier. There is near always a war to be had, something to be guarded, or some conflict to shake out. The hard part is in surviving long enough to call yourself a veteran. This is the essence of becoming a Billmonger.&lt;br /&gt;
&lt;br /&gt;
As such, there is no extravagance or special task that must be accomplished to become a Billmonger. It simply requires time and survival against the enemy. A soldier, heroic or otherwise, can consider themselves a Billmonger once they have personally fought in and survived a full Tour of Duty, during which they may decorate their Campaign Helm for each major battle, event, or moment of particular impact.  &lt;br /&gt;
&lt;br /&gt;
While seemingly simple, what is defined as a Tour of Duty has changed over the many years. Originally, a Tour was only considered complete once certain objectives were met, such as in the earliest days of Bordevar’s conflict against the Endemani peoples. The Tour of Duty began with the start of the conquest, and was considered complete once the Endemani were dead and buried; an extremely long and taxing Tour. But there is historic knowledge of much shorter Tours as well, such as the quashing of a rebellion that had captured a stronghold on the edges of Royal Bordevar, a Tour that lasted around six months. &lt;br /&gt;
&lt;br /&gt;
In modern Bordevar, particularly with its surrounding threats and alliance with The Concord, a Tour of Duty has been more simply defined. A Tour is two years worth of soldiering, no more, no less. Once a soldier has fully committed themselves to two years worth of war, and survived, they can be considered a veteran and a Billmonger. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;OOC; To complete a Tour of Duty, the Character must spend 4 Downtime Actions Supporting an Army, ideally one after another though that is not a strict requirement. The Character must be a commoner during this time.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
== History: ==&lt;br /&gt;
Bordevarian armies come in two forms, Banners and Brigades. A Banner is composed largely of noble knights and their supporting troops. These heavily armed and equipped forces are powerful and decisive, if expensive and complex. A Brigade is around five thousand peasant soldiers, sometimes led by knights, but largely composed of Captains, Sargents, and other such commonfolk soldiers. Billmongers, while an unofficial title, are the backbone of a brigade, bringing experience, fighting skill, and campaign savvy to the Bordevarian army.&lt;br /&gt;
&lt;br /&gt;
The Billblock as a style of fighting is a moderately new Bordevarian method of fighting. While large banks of spears are hardly a revolution on the modern battlefield, the use of hacking polearms and some amounts of armour on a broad scale has grown from a series of needs. Fighting alongside knights requires peasant soldiers to be at least somewhat survivable (bringing forward heavier and heavier armour) and the wide variety of foes of Esterra (from monsters to armoured Valleyfolk to swift raiders) has pushed for a more multifaceted weapon that is still easy to create. Finally, Bordevar’s hunger for expansion and paranoid borders creates a need for a constant supply of trained soldiers that the nobility cannot serve on their own.&lt;br /&gt;
&lt;br /&gt;
This creates a role in Bordevarian society for a well-armed and armoured common soldier who is trained and professional in what they do, if not professional in tone. These Billmongers take orders and can lead others, they can be relied upon to hold against a charge as much as they can be relied upon to complain about the beer ration.&lt;br /&gt;
&lt;br /&gt;
In the new age of The Concord, plenty of once-patriotic Billmongers are finding new employment as mercenaries. Sometimes alone as bodyguards or bruisers, but also as Companies, ‘Hiring a Block’ often refers to gaining the employ of a group of Bordevarian Billmonger mercenaries. Just as many remain in the Bordevarian army, taking the King’s coin in support of the First Banner or patrolling along the front lines against the undead.&lt;br /&gt;
&lt;br /&gt;
== Three Things Billmongers Are: ==&lt;br /&gt;
&lt;br /&gt;
==== Tough as nails ====&lt;br /&gt;
Billmongers are trained and tenacious fighters. Courage and brute toughness are the order of the day. You need not be a bear of a soldier standing over 10ft tall, but you should snarl in the face of the enemy, hold your ground and make your foes regret running into your block.&lt;br /&gt;
&lt;br /&gt;
==== Veteran Warfighters ====&lt;br /&gt;
A good Billmonger has fought on campaign. They’ve marched long distances, know their way around a campfire and dug more than a few latrines. Not all soldering is massive battles and glorious deeds. You’re a common soldier, so have plenty of tips and stories that have helped you survive.&lt;br /&gt;
&lt;br /&gt;
==== Good Old Folks ====&lt;br /&gt;
While some Billmongers might long for a promotion or to lead their own company, they are all common people at the end of the day and have commonfolk joys. The harvest festival, a good keg of beer and the light of the Spheres are all you need.&lt;br /&gt;
&lt;br /&gt;
== One Thing Billmongers Aren&#039;t: ==&lt;br /&gt;
&lt;br /&gt;
==== Glorious Heroes ====&lt;br /&gt;
The story of the Billmonger is one of the common people, doing their best and doing it honestly. While they may complete heroic acts and have heroic tales, they remain common people. If you’re looking for grandeur and heroism, look to the Avowed Knights.&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=The_Wartribes_of_the_Zekartaal&amp;diff=3710</id>
		<title>The Wartribes of the Zekartaal</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=The_Wartribes_of_the_Zekartaal&amp;diff=3710"/>
		<updated>2025-11-03T10:40:53Z</updated>

		<summary type="html">&lt;p&gt;Mfell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;“Tear down the false world! Prove your strength! Live as Zekartaal! Die free!”&#039;&#039;&lt;br /&gt;
[[File:505233679 24539248195660209 3563560299909376510 n.jpg|thumb|575x575px|The Zekartaal are warriors eager to see the Concord fall]]&lt;br /&gt;
The Zekartaal are a people that live, breathe and embody the freedom of a truly natural world. While their history is shrouded in a mystery as yet uncovered, their fanatical goal of tearing down the civilised world is not one that is kept hidden from their foes. Originating from parts of Northern Esterra, it was the nations of Greenweald and Andash that would be the first to feel their bite, and it would be their regions that would be the first to fall to their wrath. &lt;br /&gt;
&lt;br /&gt;
== Wild Warmongers ==&lt;br /&gt;
Esterra is not a continent that takes kindly to occupation. Between the avalanches of the Iron Valley, the desert seas of Andash and the very nature of the Greenweald, it has demonstrated time and time again that the natural world has a spirit of its own - and it is a rebellious one. The Concord and many of the other Esterran nations see this as simply the price of doing business, and tackle the challenge with gusto. Yet to others, this is an unheard call, an invitation to greatness, to cast off the weakness of civilization and become strong. &lt;br /&gt;
&lt;br /&gt;
These are the Zekartaal.&lt;br /&gt;
&lt;br /&gt;
Somewhere between a vast cult and loose association of wilderness tribes, the Zekartaal is a way of life. It calls for people to surrender themselves to Esterra. To just let themselves become wild, free and strong. From there they take up stone, steel and strife in an attempt to tear down all they left behind. All will be put to Esterra’s test. The strong will join it. The weak will not survive.&lt;br /&gt;
&lt;br /&gt;
The Zekartaal take varied forms. Often they are lone warbands, groups of wandering wildfolk in great numbers, each with a hunger for conflict and a desire to return the world to its natural state. Allowed to rest too long they can become a serious danger, as they turn nature against civilization with their druidic rituals and draw powerful boons of all kinds to their side. Sometimes, the very forces of nature itself will join the Zekartaal in the form of beasts, creatures and yet greater mysteries. &lt;br /&gt;
&lt;br /&gt;
While not interested in stately ideas such as diplomacy or parley, the Zekartaal are nothing if not preachers. Their ethos of survival of the strong, freedom in wildness and the divinity of nature is constantly communicated in their threatening declarations, curses or actions. They welcome any to join their number who would embrace their savage devotion to serving Esterra against civilisation.&lt;br /&gt;
&lt;br /&gt;
The Zekartaal, in a broader military sense, currently raid the Greenweald and Andash, trying to push one from deepest wood and drag the other to inhospitable wilderness. Previously they were a considerable threat, but one that could at least be addressed regionally. However in years not too far past, a great Zekartaal wartribe formed and destroyed the lost Andashi city of Halibatha in an eruption of roots, vines and hatred, triggering the Pact of the Last Pine between Andash and the Baronies. Few now see them as a lesser danger. Few now question what they are capable of. &lt;br /&gt;
&lt;br /&gt;
== The Nation ==&lt;br /&gt;
The inner workings of a culture like the Zekartaal are simultaneously simple and intuitive, whilst also impossible to truly understand. Survival of the fittest in the purest natural world limits the more civilised possibilities, and, aside from the preached word of their way of life, little else is known about how their society truly functions. Regardless, it is clear that they are a people that value great strength and influence among their own, as some form of distinct hierarchy is clearly visible within their ranks.&lt;br /&gt;
&lt;br /&gt;
While the Wartribes are a nation that lives among the wilds, it would be false to say that they have no hospitable structures of their own. They are a people that still require shelter from weather and defences from their enemies, though the methods in which these structures are built vastly differs from what is considered to be “normal”. Examples of this are rare on the warfronts, but canvas or leaf-roofed tents of various sizes, and the occasional building built of condensed and intertwined wood, have been sighted in the past.  &lt;br /&gt;
&lt;br /&gt;
== Five things about The Zekartaal ==&lt;br /&gt;
&#039;&#039;&#039;Nature is the Only Choice&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Zekartaal are questionably sane fanatics of the natural world, believing that any other pursuit is the path to weakness and lies.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Esterra’s Boon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whatever is to be said about their philosophy, The Zekartaal are blessed by a powerful form of druidic magic, with rituals, allies and abilities unlike those of the Church or the Shardcircle of the Concord.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Nomadic Strikes&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The dispersed and transient forms of Zekartaal tribes makes them difficult to pin down, allowing them to strike deep within enemy territory anywhere that nature is wild and untamed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Priests and Propagandists&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Zekartaal know in their souls that Esterra is the true filter that will determine if all forms of life are worthy. While they aggressively want to tear down your walls and force you to live in their world, they are also invested in screaming at you, showing you their truth and corrupting your borderlands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A Threat Alone&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Zekartaal rarely find allies in the world, for their ethos abhors many of those around them. What allies they do find are often like-minded, such as brutish monster clans or powerful creatures of the wilderness.&lt;br /&gt;
&lt;br /&gt;
== What The Zekartaal are not ==&lt;br /&gt;
&#039;&#039;&#039;Mindless Barbarians&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Zekartaal are a people with a culture all their own, despite its often harsh and brutal requirements. They are, primarily, a people with families, emotions and ambitions that drive them to ever seek the greatest of their ethos. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tree-Loving Druids&#039;&#039;&#039;&lt;br /&gt;
[[File:505729872 24539248048993557 2466859930149359594 n.jpg|thumb|698x698px|The beasts of the Zekartaal bring the chaos and danger of the Weald to the fore.]]&lt;br /&gt;
While there are certainly druids among the Zekartaal, their perspective on nature is warped and driven by their culture. Nature is not to be loved, but respected and feared. It is a danger that is to be survived through personal strength and willpower, which cannot be accomplished if it is torn down and replaced with the buildings of civilization. &lt;br /&gt;
&lt;br /&gt;
== Known Forces ==&lt;br /&gt;
The history of war against the Zekartaal has uncovered, or perhaps given rise to, heroes and unique forces of their very own. Perhaps this is part of the natural order of things, or perhaps there is some unknown rule that must be followed by a people lost in the past. Regardless, The Concord has uncovered little beyond the intelligence of war. Below can be found a summary of the most notable of known Zekartaal forces or figures of military influence.&lt;br /&gt;
&lt;br /&gt;
=== Sister Oak ===&lt;br /&gt;
Perhaps the most renowned of the leaders of the Zekartaal, Sister Oak leads with an earned strength. Armed and armoured in Thunder Oak, one only needs to look to this leader to understand why she is followed by so many. Few to none feel any need to question why it is that Sister Oak fights or what her beliefs may be, for she and all that follow are simply the epitome of the Zekartaal. &lt;br /&gt;
&lt;br /&gt;
The Concord has warred against Sister Oak and her army many times, once even facing the warrior herself on the field of battle with the goal of disrupting her powerful war gear. Her army has proven to show little fear even in the face of death, throwing themselves at any foe that would stand between Sister Oak and her goals even if it meant throwing away their lives. These are the most dangerous and fanatical of the Zekartaal, and Oak has shown no qualms in simply replacing them should they fall. &lt;br /&gt;
&lt;br /&gt;
Sister Oak, while a great and powerful hero, rarely fights alone. Even in times where her army is destroyed, such as after the Battle of The Tribelands in 223AE, she remains guarded by those that have come to be known as “Oak’s Eagles”. These Eagles are famed for their skill in archery, keen eyes and use of Carrionwood-tipped arrows, and are rarely found far from Sister Oak, seemingly taking great pride in being the elites that guard the strongest of the Zekartaal heroes&lt;br /&gt;
&lt;br /&gt;
Further details on Oak and her army can be found [[here]]. &lt;br /&gt;
&lt;br /&gt;
=== Brother Ash ===&lt;br /&gt;
During The War of Molten Moon, Brother Ash made a name for himself as perhaps the most powerful druid of the Wartribes. With a known penchant for rituals of all types and severity, it is little wonder that the Heroes of The Concord have taken to the field to prevent such things many times over the years. Despite this, Brother Ash himself has not as yet faced off against the Heroes of The Concord. &lt;br /&gt;
&lt;br /&gt;
Ash, perhaps due to his nature as both a leader of the Zekartaal and a powerful druid, is joined in battle by more than just his people. Zekartaal follow and fight, as they do in all of the Wartribe’s armies, but no other known force in Esterra contains as many beasts and creatures of the wilds as Ash’s army. &lt;br /&gt;
&lt;br /&gt;
Forest Spirits, embodiments of root and vine, stalk the field alongside those that believe in the path of nature. Hulking creatures of either brutal strength or venomous speed fight in tandem just as those wielding blades would. To fight Brother Ash’s army is to expect more than simple ritualists and foragers.  &lt;br /&gt;
&lt;br /&gt;
Further details on Ash’s force can be found [[here]], but no further details on Ash himself are available. &lt;br /&gt;
&lt;br /&gt;
=== Alder ===&lt;br /&gt;
The newest of the leaders of the Wartribes, and as yet the most untested. Alder, having only become known to The Concord in the year 224AE, is a leader of their own force and little else. This army is known to be a Zekartaal militia of some kind, though perhaps that is simply a Concordian understanding. Having come from North of Ritterswald after Sister Oak’s first and greatest defeat, neither Alder nor her army have been faced in battle as of yet. &lt;br /&gt;
&lt;br /&gt;
No further details on Alder or her forces are available.  &lt;br /&gt;
&lt;br /&gt;
=== Thorn ===&lt;br /&gt;
A creature that was rumoured to be more bird than man, Thorn was known as the primary leader of the cults of The Zekartaal. Little to nothing is truly known about Thorn, but it is widely accepted that he was responsible for the success of the hidden cults of the Zekartaal that had plagued The Concord in its earliest years, particularly the cult once known as The Grain and Grail. The how and why of this is a topic of great discussion, but no true answers have come to light as yet. &lt;br /&gt;
&lt;br /&gt;
Thorn, while once the head of a force of his own, has been missing ever since Concordian armies massacred his forces in Vassertal during the Summer Season of 222. He remains one of the greatest mysteries of the Wartribes, and is still considered a major force within them until his fate is determined, for better or worse. &lt;br /&gt;
&lt;br /&gt;
No further details on Thorn or his forces are available.  &lt;br /&gt;
&lt;br /&gt;
== Magic in The Wartribes ==&lt;br /&gt;
The Zekartaal do not use magic in the same way that a common Concordian would understand it, and it is said that the Zekartaal hold a great hatred for the use of the arcane itself. There is much discussion across The Concord about how the Zekartaal could hold such animosity for magic whilst also harnessing arcane powers through more druidic methods, but it is widely accepted to be a cultural phenomenon born of an unknown history. &lt;br /&gt;
&lt;br /&gt;
Perhaps the druidic magics of the Zekartaal are a result of their origin in Northern Esterra, or perhaps it is simply a divergent form of magic culminating from their way of life. Regardless, it is an arcane power that seems to tap into the very essence of nature, drawing a particular wildness from the world around them and harnessing it in ways both familiar and strange. The mysteries of Zekartaal magic and its function are as yet unsolved by The Concord, but its effects are consistently felt throughout the continued war. &lt;br /&gt;
&lt;br /&gt;
== The Zekartaal in Play ==&lt;br /&gt;
The Wartribes are a historic enemy of The Concord. The war against them was inherited when The Greenweald Baronies and Andash united with the other Realms, and the war has continued ever since. The Zekartaal are an enemy, pure and simple, and this fact has been proven again and again as The Concord persists. While there is no telling what the future may hold, the present facts are not to be ignored. &lt;br /&gt;
&lt;br /&gt;
With this in mind, it is not possible for any characters to have a background originating from within the Zekartaal. Characters are more than welcome to have a history of fighting against the Zekartaal, and it is highly recommended for Andash or Greenweald Characters in particular, but ‘Traitor Zekartaal’ and similar concepts are not themes the Team wishes to allow in a Heroic backstory.  &lt;br /&gt;
&lt;br /&gt;
As an influential antagonist, it is likely that the Zekartaal may appear at a Summit, particularly during Confluxes. As such, this presents the possibility that some Summits will allow for players to NPC as a member of the Wartribes, filling a role as required by the circumstance. When NPCing as a Zekartaal, the GOD Team will provide you with a base costume marker and a stat block, the latter indicating what you are playing within the Zekartaal. This will usually contain a rough vibe of character alongside all necessary mechanical details such as hitpoints and abilities. &lt;br /&gt;
&lt;br /&gt;
The costume marker for the Zekartaal is a green and yellow hood, though certain roles may come with additional and unique costume markers. A handy guide to NPCing as a member of The Zekartaal, including an example of costuming, can be found [[here]]! &lt;br /&gt;
&lt;br /&gt;
== The Zekartaal in Your Events ==&lt;br /&gt;
As such a primary antagonist in the world of Concord, the Zekartaal are a perfect bad guy to have present at Sanctioned Events. Utilising information found on this page and beyond, especially the Known Forces section and available stat blocks, there exists a framework that can be drawn from to ensure that The Zekartaal at your event feel just the same as they do at Summit. &lt;br /&gt;
&lt;br /&gt;
To add to this, the Team has some Do’s and Don&#039;ts when including the Zekartaal in a Sanctioned Event that should help guide you when including them!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Do’s&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Make the Zekartaal feel like the bad guys. The Concord and its realms have been at odds with them for a very long time, do not be afraid to portray them in a way that reflects that! The Team is happy to work with you in your Event Submission if you have concerns about what that looks like! &lt;br /&gt;
* Emphasise the core ideals of the Zekartaal. Their briefings should draw from a lot of the information on this page, especially the Five Things about the Zekartaal and What the Zekartaal are not sections. We love seeing NPCs that bring the lore to life!&lt;br /&gt;
* Use the existing stat blocks to come up with something unique for your event, and come up with a lore justification for why! Do you want a unique bad guy to be the main villain for your event, or a series of events? Find a stat block that matches the vibe you want for them, and feel free to take and add as you feel necessary to come up with a truly unique Zekarataal character that will be engaging to take down! &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Don&#039;ts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Try to solve existing Summit-based plots at a Sanctioned Event. It may feel tempting to progress or solve existing plots, but the Team will not approve the event if that is your intent. &lt;br /&gt;
* Create new and powerful Heroes of the Zekartaal. While there is some flexibility here, creation of characters of the same power and scale as the current leaders of the Wartribes is unlikely to be approved. Instead, work within the Known Forces to create a bad guy that fits beneath or within that power structure, rather than atop it. &lt;br /&gt;
&lt;br /&gt;
==== Further Reading ====&lt;br /&gt;
&lt;br /&gt;
* [[The History of the Zekartaal]] &lt;br /&gt;
* [[Threats to Esterra]]&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Spring_225_Interlude&amp;diff=3584</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=3584"/>
		<updated>2025-10-04T04:08:28Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Downtime will be up shortly and closes in two weeks!&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;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;
* [[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>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Spring_225_Interlude&amp;diff=3583</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=3583"/>
		<updated>2025-10-04T03:57:33Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Linked to updated Church Motions&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 is not Currently Available&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;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;
* [[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>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Spring_225_Interlude&amp;diff=3577</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=3577"/>
		<updated>2025-10-03T04:19:05Z</updated>

		<summary type="html">&lt;p&gt;Mfell: &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 is not Currently Available&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;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 - 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>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Military_Orders&amp;diff=3576</id>
		<title>Military Orders</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Military_Orders&amp;diff=3576"/>
		<updated>2025-10-03T04:18:32Z</updated>

		<summary type="html">&lt;p&gt;Mfell: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page holds a record of all Military Orders given from The Warchamber as of Autumn 225. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, such orders were not taken in as much detail prior to 225, however The Civil Service will endeavor to keep better records moving forward.&lt;br /&gt;
&lt;br /&gt;
*[[Military Orders - Autumn 225]]&lt;br /&gt;
*[[Military Orders - Spring 225]]&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Spring_225_Interlude&amp;diff=3575</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=3575"/>
		<updated>2025-10-03T04:17:42Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Military Orders linked!&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 is not Currently Available&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;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 - 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 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 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>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Military_Orders_-_Spring_225&amp;diff=3574</id>
		<title>Military Orders - Spring 225</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Military_Orders_-_Spring_225&amp;diff=3574"/>
		<updated>2025-10-03T04:17:21Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Military Orders for Spring 225! Enjoy!&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Overview ==&lt;br /&gt;
At the Spring Summit of 225, The Concord found itself beset as always on multiple fronts. With many choices to make, The Warchamber and its Titleholders would once again face such a task and their orders would spread throughout The Concord soon after the Summit ends. &lt;br /&gt;
&lt;br /&gt;
Welcome to the Military Orders page for E2 225! This is a hopefully simple page that plainly lists the Orders of each Military force. This is posted publicly to assist in making the Downtime process smoother, while also giving a little bit more context to the immediate happenings of the military world post Summit. &lt;br /&gt;
&lt;br /&gt;
This page will list each force, where they have travelled and which action they have taken. If you have a Military or Naval Investment and want to Support an Army, Fortification or Fleet, this can help you know which one you may wish to choose! &lt;br /&gt;
&lt;br /&gt;
== Armies ==&lt;br /&gt;
&#039;&#039;&#039;The Desert Whisperers;&#039;&#039;&#039; The Black Corsair, General Rashid El’Tanebar, would not see Andash give even an inch. Their orders coming from a captain of the sea and a leader of the land, the Priado Expanse would not fall before The Whisperers would march there to &#039;&#039;&#039;Strategically Defend&#039;&#039;&#039; it. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The First Banner of Bordevar;&#039;&#039;&#039; Needing no convincing to range out against the undead Louisoix Leveilleur, The Sage, The First, Archmage of House Avalon would join the fight in the Sableheart against Danakka Rimortis. With the push into Royal Bordevar drawing near, the righteous fury of the questing knights was restrained down to a &#039;&#039;&#039;Cautious Defence&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Iron Brawlers;&#039;&#039;&#039; To be sent to the Madre Campo with nothing to do but &#039;&#039;&#039;Billett&#039;&#039;&#039; would come as blessed news to The Brawlers. Brigadier Griff Baker’s words would be toasted across various villas and wineries to raucous applause and minor property damage; “Rest Up Boys!”  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Legion of the Blackheart Bear;&#039;&#039;&#039; Masters of defence, fighters of wars. The Ritters of The Greenweald would read General Isolde Wulfden’s Orders and see them committed to action. With Pathfinders supplying questionable alchemical weapons after the victory of the Concordian Heroes in Vassertal, a &#039;&#039;&#039;Cautious Defence&#039;&#039;&#039; of The Sableheart would ensure everything goes to plan.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Valleys Own;&#039;&#039;&#039; General Juka would see the recent Billett put well to use. Valley warriors would march once more across The Concord, coming once more to Mukarrem to fight against shared enemies. In the Priado Expanse, The Valley’s Own would strike up a &#039;&#039;&#039;Strategic Defence.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The God of War, Thorin of Bolsterlee;&#039;&#039;&#039; A Miracle performed and enacted upon Hero Thorin. A walking embodiment of strength and power, unmatched by any sole figure for so long as the power of Arcadian crushes and consumes this literal Champion of The Iron Valley. War-God Thorin declares The Bite of the Viper, and &#039;&#039;&#039;Bloody Attacks&#039;&#039;&#039; The King’s Pass and its coveted Holdfast. &lt;br /&gt;
&lt;br /&gt;
== Fortresses ==&lt;br /&gt;
&#039;&#039;&#039;Deorlings Citadel;&#039;&#039;&#039; Even amidst the glory of his newfound and temporary Godhood, Champion Thorin of the Iron Valley would place his orders for the great Fortification of Windholme. They would provide a &#039;&#039;&#039;Fortified Defence&#039;&#039;&#039; against any who would enter their land. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Border Forts;&#039;&#039;&#039; With no direct threats to fortify against, and no true chance to sally out against an enemy, Champion Landry Tremane once more chooses to take no action nor order. &lt;br /&gt;
&lt;br /&gt;
== Fleets ==&lt;br /&gt;
&#039;&#039;&#039;Liberties Fist:&#039;&#039;&#039; Under the command of Admiral Pierre Capulet, Liberties Fist once more sails to the Guardian Strait. Their orders identical to the Season just past; &#039;&#039;&#039;Support&#039;&#039;&#039; the Concordian Armies that fight against The Principality.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Peoples Gift;&#039;&#039;&#039; Sailing beyond the Central Great Trade Sea, Admiral Rosaria Meduse sets their sights on Odrigan. The revolutionaries there will be supported by the full Naval might of The People’s Gift, their vessels set to disrupting Artebazzani trade routes and more.&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Main_Page&amp;diff=3573</id>
		<title>Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Main_Page&amp;diff=3573"/>
		<updated>2025-10-03T04:14:50Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Updated to link to the up to date Interlude Page!&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/1400445 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>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Spring_225_Interlude&amp;diff=3572</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=3572"/>
		<updated>2025-10-03T04:14:04Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Welcome to the Interlude Page for Spring 225, have a read! Downtime Link currently pending, but will be up soon&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;
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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;
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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;
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&#039;&#039;&#039;The Downtime Form is not Currently Available&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;&#039;Downtime Form Link Here!&#039;&#039;&#039;&lt;br /&gt;
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== 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;
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=== 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 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;
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==== 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;
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=== 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 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;
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===== 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;
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===== 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;
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===== 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;
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===== 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;
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===== 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;
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===== 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;
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==== 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;
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==== 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>Mfell</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Historic_Interludes&amp;diff=3571</id>
		<title>Historic Interludes</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Historic_Interludes&amp;diff=3571"/>
		<updated>2025-10-03T04:08:26Z</updated>

		<summary type="html">&lt;p&gt;Mfell: Historic page to help find old Interludes! An Important record keeping page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Welcome to the Historic Interlude Page! Here you can find a link to all of the previous Interludes, should you ever wish to go back and see how things have changed. As the Interludes are always linked to the main page, it is likely this one shall exist for the sole purpose of record keeping rather than providing any additional information or details. &lt;br /&gt;
&lt;br /&gt;
* [[Autumn 225 Interlude]]&lt;br /&gt;
* Spring 225 Interlude&lt;/div&gt;</summary>
		<author><name>Mfell</name></author>
	</entry>
</feed>