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	<updated>2026-11-03T14:57:39Z</updated>
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	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Senate_Motions_-_Spring_226&amp;diff=4782</id>
		<title>Senate Motions - Spring 226</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Senate_Motions_-_Spring_226&amp;diff=4782"/>
		<updated>2026-10-25T01:31:21Z</updated>

		<summary type="html">&lt;p&gt;Mharris: Additional information regarding the senate pardon.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elections ==&lt;br /&gt;
&#039;&#039;&#039;[[Captain of the Watch]]:&#039;&#039;&#039; Huntsmarshall Yelena Helbrecht&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[High Historian]]:&#039;&#039;&#039; Lady Modwenna Galendor of House Galendor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spymaster|Spymaster of the Saltknives]]:&#039;&#039;&#039; Elected&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spymaster|Spymaster of the Tyrants Curse]]:&#039;&#039;&#039; Elected&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Warmaster]]:&#039;&#039;&#039; Free Captain Pierre Capulet&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Vallthane of King’s Pass|Vallthane]]:&#039;&#039;&#039; Revna of Brotherslee&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Warden of the Pass]]:&#039;&#039;&#039; Sir Merek the Merchantile&lt;br /&gt;
&lt;br /&gt;
== Concordian Business ==&lt;br /&gt;
&lt;br /&gt;
=== Future Organisation of Spoils of War ===&lt;br /&gt;
Where the Concord reclaims territories or regions that were held by The Concord within the last twenty years, the spoils of war reclaimed from our enemies in those territories will be distributed to The Champions of the Realm that previously held it, rather than the War Chamber. This would only be for Spoils of War from territories or regions, not from defeated enemy forces.&lt;br /&gt;
&lt;br /&gt;
=== Changes to the Functions of the Senate Treasury ===&lt;br /&gt;
The Concordian Senate Treasury may now hold wains and measures for the duration of a summit, however any wains or measures held at the end of the Summit will be placed for auction at the Exchange. &lt;br /&gt;
&lt;br /&gt;
=== Assignment of King’s Pass ===&lt;br /&gt;
King’s Pass has been assigned to the Iron Valley.&lt;br /&gt;
&lt;br /&gt;
=== Sovereignty of the Isles of the Bay of Promised Gold ===&lt;br /&gt;
The Concord claims the Isles of the Bay of Promised Gold as part of its sovereign territory, to be returned to Concordian Control. &lt;br /&gt;
&lt;br /&gt;
=== Exchange of the Isles of the Bay of Promised Gold ===&lt;br /&gt;
Private citizens who are in control of Isles within The Bay of Promised Gold are not permitted to sell part or all of those islands to foreign nations or individuals. &lt;br /&gt;
&lt;br /&gt;
=== Pardons for the Heroes of the Al’Mai ===&lt;br /&gt;
Concordian heroes who assisted the Al’Mai do not have the pardon of the Al’Mai extended to them. Their writs of investigation for treason are still valid and they should be trialled if sufficient evidence is found.&lt;br /&gt;
&lt;br /&gt;
== Senator Motions ==&lt;br /&gt;
&lt;br /&gt;
=== Declaration of the High Reeves Support for the Great Stone Carvers ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Bolsterlee&lt;br /&gt;
&lt;br /&gt;
The Senate declares that the High Reeve’s Council of the Iron Valley supports the cause of the Great Stone Carvers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration Against Slavery ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Lerona Mere&lt;br /&gt;
&lt;br /&gt;
The Concord will not ally or seek allyship with any nation that practices slavery, whilst the practice is still active and legal within their nation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion tabled. Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Recognition of Lerona Mere’s Claim to Ventarossa ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; The Senator of Mancante Terra&lt;br /&gt;
&lt;br /&gt;
The Senate recognises that Lerona Mere has claim to the island of Ventarossa within the Bay of Promised Gold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Appraisal of a La Calidez Pass ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Mukarrem&lt;br /&gt;
&lt;br /&gt;
Appraisal of a pass and road through the La Calidez Mountains between Mukarrem and Mancante Terra.&lt;br /&gt;
&lt;br /&gt;
Note: Civil Service assessments estimated that this action would require either three vaults in cost, or an additional season in works as The Concord is not currently aware of a suitable pass in this area. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed. Appraisal Superceeded.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Creation of the Senatorial Pardon ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Baroness of Resinderholz&lt;br /&gt;
&lt;br /&gt;
Creation of a senatorial pardon, requiring a supreme majority, prompting the Church veto, requiring a senator motion, and only applying to punishments levied by a Magistrate, usable once per Summit. This would not be usable on punishment&#039;s levied by a magistrate prior to this motion, in order to better protect case law already establishing in the past six years.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Nationalise the Opal Oasis ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Tribelands&lt;br /&gt;
&lt;br /&gt;
Nationalising the Thunder Oak Orchard in Civisello Hills known as the Opal Oasis to Andash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Failed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration of Encouragement for the Barrow Hounds ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Weiland&lt;br /&gt;
&lt;br /&gt;
The Senate supports and encourages the Barrow Hounds and their actions against the Onyx Aristocracy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Grand Inquest into the Chosen of the Stag in Windholme ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Windholme&lt;br /&gt;
&lt;br /&gt;
A grand inquest into the organisation known as the Chosen of the Stag within Windholme, at a cost of two vaults. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Appraisal for Defensive Measures on Rickon’s Tier ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Bolsterlee&lt;br /&gt;
&lt;br /&gt;
Appraisal for defensive measures in Rickon’s Tier to defend the island from raiding, predations of monsters, and similar. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.  Appraisal Upheld.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Rename the Voyant’s Steel Vanguard ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Lerona Mere&lt;br /&gt;
&lt;br /&gt;
Rename the Lerona Mere army known as The Voyant’s Steel Vanguard to The Voyant’s Vanguard. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade the Iron Brawlers ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Mancante Terra&lt;br /&gt;
&lt;br /&gt;
Commission to increase the strength of the Bordevarian commonfolk army to be able to support a maximum size of seven thousand, five hundred soldiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Publish the Map of Villacres ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Mukarrem&lt;br /&gt;
&lt;br /&gt;
Publish the Map of Villacres obtained by the Senator of Mukarrem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration of Support for Military Investments Supporting the Vanguard ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Baroness of Resinderholz&lt;br /&gt;
&lt;br /&gt;
The Senate supports private military investments that travel to assist the Voyant’s Vanguard army in Ravensreach Wilds this season.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration of Restraint of Deadspeaker for Students in Obregon ===&lt;br /&gt;
&#039;&#039;&#039;Motioned by:&#039;&#039;&#039; Senator of the Tribelands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“It is the opinion of The Senate of The Concord that the Thaumaturgy Major at the School of Gifts is currently tumultuous enough in nature that its precedents, studies, and practices are a burden on the wellbeing of The Tribelands. While pursuit of arcane knowledge is a worthy one, the ongoing curiosity of students is having pervasive impacts on the commonfolk, magistrates, and grieving families. Until the headmaster of the School is able to ascertain the exact nature, intention, and dangers of student activity, all study of the Deadspeaker spell by students must take place on school grounds, during working hours, under supervision of an attending mage-priest. Other study of the spell is prohibited strictly within the Tribelands. Study of the spell under these conditions will be slower and it is recommended that the students pursuing this major do so with careful consideration for their moral and spheric obligations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Additionally,  bodies are not to be actively sought after by students, rather the School will accept donations.”&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Tabled. Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Nationalise the Tyrants Curse ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; The Senator of Weiland &lt;br /&gt;
&lt;br /&gt;
Nationalise the spy network known as the Tyrant’s Curse, to the Kingdom of Bordevar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration of allowance of Dendari Support ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Windholme&lt;br /&gt;
&lt;br /&gt;
The Concordian Senate supports and condones the arrival of Dendari soldiers from the Kingdom of Phaleron to aid in the reclaiming of Royal Bordevar. These foreign soldiers shall be permitted to transit our lands, and fight alongside our forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Movement of the Baronial Quarters to Eisen ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Lerona Mere&lt;br /&gt;
&lt;br /&gt;
The movement of the Baronial Quarters from Krezenberg to Eisen at the cost of One Vault.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Commission The Depth of Stone ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Mancante Terra&lt;br /&gt;
&lt;br /&gt;
Commissioning the Depth of Stone improvement to Athermer’s Folly at a cost of Five Arcstone, Twenty Essencite, Twenty Hartswood, and Five Vaults.&lt;br /&gt;
&lt;br /&gt;
This commission will be finished for the Spring Summit 227.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Commission La Bevanda Dei ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Mukarrem&lt;br /&gt;
&lt;br /&gt;
Commissioning the Tavern Town improvement to La Bevanda Dei as proposed by the Frontier’s League, at a cost of Three Vaults and Three Arcstone. &lt;br /&gt;
&lt;br /&gt;
This commission will be finished for Autumn Summit 227.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Commission the Sanctum of the Talervocht ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Baroness of Resinderholz&lt;br /&gt;
&lt;br /&gt;
Commissioning the Sanctum of the Talervocht in the Hunter’s Wood at a cost of Eight Vaults, Four Arcstone, and Fifteen Sun’s Iron. &lt;br /&gt;
&lt;br /&gt;
This commission will be completed for Spring Summit 227.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Commission Improvements to Agriculture in Loricazzo ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Tribelands&lt;br /&gt;
&lt;br /&gt;
Commission Improvements to Agriculture in Loricazzo, at a cost of Ten Vaults and Ten Thunder Oak. &lt;br /&gt;
&lt;br /&gt;
This commission will be completed for Spring Summit 227.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Commission the Warden’s Road ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Weiland&lt;br /&gt;
&lt;br /&gt;
Commission The Warden’s Road through the Steinvault Pass, at a cost of Eighteen Vaults, Eight Arcstone, Thirty Hartswood, and Twenty Forgesteel. &lt;br /&gt;
&lt;br /&gt;
This commission will be completed for Autumn Summit 228.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Request for Funds ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Windholme&lt;br /&gt;
&lt;br /&gt;
Request for Nine Vaults.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Request for Wains ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Bolsterlee&lt;br /&gt;
&lt;br /&gt;
Withdraw two wains of Thunderoak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Request for Funds ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Lerona Mere&lt;br /&gt;
&lt;br /&gt;
Withdraw Four Vaults, Sixteen Locks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration on the End of the State of Emergency ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Mancante Terra&lt;br /&gt;
&lt;br /&gt;
The Concordian Senate declares that the State of Emergency will end by the end of Spring 227AE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration of Gratitude ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Mukarrem&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“A declaration of gratitude to the heroes who donated crystal mana to the purification of the wells of Obregon. Particularly the Archmage Zarja, and Clan Al Bevan who between them provided over half of the one-hundred and twenty crystal mana required. And the Baroness Wealdsage Grasshoff Von Einfell for her compassion, support, and charity to the people of Andash.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration Refuting Maximilian Hanselvacht ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Baroness Resinderholz&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Herr Maximilian Hanselvacht is a traitor to the Greenweald Baronies and the Concord. The people who support Hanselvacht will not see punishment if they cease supporting him now. I would like to offer advice from one Baroness to a so-called Baron. Resinderholz only exists today because the Concord exists. We would not have endured The Sableheart outbreak of Blasserstreit, The Shadowroot War, the defense of our people from the Onyx Aristocracy and the Zekertaal, the construction of the Mortensen Manor, and the Schloss Mortis if not for the Concord. I would remind Hanselvacht that the only True Baron is one decided by people, and I would like to extend an invitation to Maximilian Hanselvacht to attend Passage himself next year and stand in the Dark Vote. “&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Appraisal for a Public Leyline ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of The Tribelands.&lt;br /&gt;
&lt;br /&gt;
Appraisal for a public leyline in The Tribelands, to provide income to the Archmage of the Shardcircle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed. Motion removed appraisal for the La Calidez Pass.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration of Gratitude ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Vallthane&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“The Arcstone Fortress that is Baelag’s Holdfast has stood for near three thousands winters as a bulwark against those that would bring woe upon the peoples of the Iron Valley.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Generation after generation of Valleyfolk have watched The Pass, carved our stories on the walls, and ensured that those living in its shadows and beyond might cultivate peace, trade, and civilization without threat. In recent days, months, and years, The Valley have not stood alone. It took many hands to reclaim my people’s honoured fortress, and as such, I, the Vallthane of King’s Pass would like to extend the upmost and most profound gratitude for both aiding in securing The King’s Pass, but also for granting its oversight to my kin. I shall ensure that the fortress once more serves the people, that being not just of The Valley, but of Bordevar, Lerona Mere, The Greenweald, and Andash.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration of Support for Mivara ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Weiland&lt;br /&gt;
&lt;br /&gt;
The Concordian Senate requests the assistance of congregations regarding the mines held by the Abbot of Mivara and their current crisis.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration of Jafnrot ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Windholme&lt;br /&gt;
&lt;br /&gt;
The Senate recognises that the Iron Valley  has claim to the island of Jafnrot within the Bay of Promised Gold.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
The Church Veto was not used during this summit.&lt;br /&gt;
&lt;br /&gt;
An emergency senate session was used at this summit. &lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[The Senate]]&lt;br /&gt;
* [[Senate Motions]]&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Senate_Motions_-_Spring_226&amp;diff=4781</id>
		<title>Senate Motions - Spring 226</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Senate_Motions_-_Spring_226&amp;diff=4781"/>
		<updated>2026-10-25T01:29:41Z</updated>

		<summary type="html">&lt;p&gt;Mharris: /* Creation of the Senatorial Pardon */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elections ==&lt;br /&gt;
&#039;&#039;&#039;[[Captain of the Watch]]:&#039;&#039;&#039; Huntsmarshall Yelena Helbrecht&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[High Historian]]:&#039;&#039;&#039; Lady Modwenna Galendor of House Galendor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spymaster|Spymaster of the Saltknives]]:&#039;&#039;&#039; Elected&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spymaster|Spymaster of the Tyrants Curse]]:&#039;&#039;&#039; Elected&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Warmaster]]:&#039;&#039;&#039; Free Captain Pierre Capulet&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Vallthane of King’s Pass|Vallthane]]:&#039;&#039;&#039; Revna of Brotherslee&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Warden of the Pass]]:&#039;&#039;&#039; Sir Merek the Merchantile&lt;br /&gt;
&lt;br /&gt;
== Concordian Business ==&lt;br /&gt;
&lt;br /&gt;
=== Future Organisation of Spoils of War ===&lt;br /&gt;
Where the Concord reclaims territories or regions that were held by The Concord within the last twenty years, the spoils of war reclaimed from our enemies in those territories will be distributed to The Champions of the Realm that previously held it, rather than the War Chamber. This would only be for Spoils of War from territories or regions, not from defeated enemy forces.&lt;br /&gt;
&lt;br /&gt;
=== Changes to the Functions of the Senate Treasury ===&lt;br /&gt;
The Concordian Senate Treasury may now hold wains and measures for the duration of a summit, however any wains or measures held at the end of the Summit will be placed for auction at the Exchange. &lt;br /&gt;
&lt;br /&gt;
=== Assignment of King’s Pass ===&lt;br /&gt;
King’s Pass has been assigned to the Iron Valley.&lt;br /&gt;
&lt;br /&gt;
=== Sovereignty of the Isles of the Bay of Promised Gold ===&lt;br /&gt;
The Concord claims the Isles of the Bay of Promised Gold as part of its sovereign territory, to be returned to Concordian Control. &lt;br /&gt;
&lt;br /&gt;
=== Exchange of the Isles of the Bay of Promised Gold ===&lt;br /&gt;
Private citizens who are in control of Isles within The Bay of Promised Gold are not permitted to sell part or all of those islands to foreign nations or individuals. &lt;br /&gt;
&lt;br /&gt;
=== Pardons for the Heroes of the Al’Mai ===&lt;br /&gt;
Concordian heroes who assisted the Al’Mai do not have the pardon of the Al’Mai extended to them. Their writs of investigation for treason are still valid and they should be trialled if sufficient evidence is found.&lt;br /&gt;
&lt;br /&gt;
== Senator Motions ==&lt;br /&gt;
&lt;br /&gt;
=== Declaration of the High Reeves Support for the Great Stone Carvers ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Bolsterlee&lt;br /&gt;
&lt;br /&gt;
The Senate declares that the High Reeve’s Council of the Iron Valley supports the cause of the Great Stone Carvers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration Against Slavery ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Lerona Mere&lt;br /&gt;
&lt;br /&gt;
The Concord will not ally or seek allyship with any nation that practices slavery, whilst the practice is still active and legal within their nation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion tabled. Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Recognition of Lerona Mere’s Claim to Ventarossa ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; The Senator of Mancante Terra&lt;br /&gt;
&lt;br /&gt;
The Senate recognises that Lerona Mere has claim to the island of Ventarossa within the Bay of Promised Gold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Appraisal of a La Calidez Pass ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Mukarrem&lt;br /&gt;
&lt;br /&gt;
Appraisal of a pass and road through the La Calidez Mountains between Mukarrem and Mancante Terra.&lt;br /&gt;
&lt;br /&gt;
Note: Civil Service assessments estimated that this action would require either three vaults in cost, or an additional season in works as The Concord is not currently aware of a suitable pass in this area. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed. Appraisal Superceeded.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Creation of the Senatorial Pardon ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Baroness of Resinderholz&lt;br /&gt;
&lt;br /&gt;
Creation of a senatorial pardon, requiring a supreme majority, prompting the Church veto, requiring a senator motion, and only applying to punishments levied by a Magistrate, usable once per Summit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Nationalise the Opal Oasis ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Tribelands&lt;br /&gt;
&lt;br /&gt;
Nationalising the Thunder Oak Orchard in Civisello Hills known as the Opal Oasis to Andash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Failed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration of Encouragement for the Barrow Hounds ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Weiland&lt;br /&gt;
&lt;br /&gt;
The Senate supports and encourages the Barrow Hounds and their actions against the Onyx Aristocracy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Grand Inquest into the Chosen of the Stag in Windholme ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Windholme&lt;br /&gt;
&lt;br /&gt;
A grand inquest into the organisation known as the Chosen of the Stag within Windholme, at a cost of two vaults. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Appraisal for Defensive Measures on Rickon’s Tier ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Bolsterlee&lt;br /&gt;
&lt;br /&gt;
Appraisal for defensive measures in Rickon’s Tier to defend the island from raiding, predations of monsters, and similar. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.  Appraisal Upheld.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Rename the Voyant’s Steel Vanguard ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Lerona Mere&lt;br /&gt;
&lt;br /&gt;
Rename the Lerona Mere army known as The Voyant’s Steel Vanguard to The Voyant’s Vanguard. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade the Iron Brawlers ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Mancante Terra&lt;br /&gt;
&lt;br /&gt;
Commission to increase the strength of the Bordevarian commonfolk army to be able to support a maximum size of seven thousand, five hundred soldiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Publish the Map of Villacres ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Mukarrem&lt;br /&gt;
&lt;br /&gt;
Publish the Map of Villacres obtained by the Senator of Mukarrem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration of Support for Military Investments Supporting the Vanguard ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Baroness of Resinderholz&lt;br /&gt;
&lt;br /&gt;
The Senate supports private military investments that travel to assist the Voyant’s Vanguard army in Ravensreach Wilds this season.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration of Restraint of Deadspeaker for Students in Obregon ===&lt;br /&gt;
&#039;&#039;&#039;Motioned by:&#039;&#039;&#039; Senator of the Tribelands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“It is the opinion of The Senate of The Concord that the Thaumaturgy Major at the School of Gifts is currently tumultuous enough in nature that its precedents, studies, and practices are a burden on the wellbeing of The Tribelands. While pursuit of arcane knowledge is a worthy one, the ongoing curiosity of students is having pervasive impacts on the commonfolk, magistrates, and grieving families. Until the headmaster of the School is able to ascertain the exact nature, intention, and dangers of student activity, all study of the Deadspeaker spell by students must take place on school grounds, during working hours, under supervision of an attending mage-priest. Other study of the spell is prohibited strictly within the Tribelands. Study of the spell under these conditions will be slower and it is recommended that the students pursuing this major do so with careful consideration for their moral and spheric obligations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Additionally,  bodies are not to be actively sought after by students, rather the School will accept donations.”&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Tabled. Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Nationalise the Tyrants Curse ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; The Senator of Weiland &lt;br /&gt;
&lt;br /&gt;
Nationalise the spy network known as the Tyrant’s Curse, to the Kingdom of Bordevar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration of allowance of Dendari Support ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Windholme&lt;br /&gt;
&lt;br /&gt;
The Concordian Senate supports and condones the arrival of Dendari soldiers from the Kingdom of Phaleron to aid in the reclaiming of Royal Bordevar. These foreign soldiers shall be permitted to transit our lands, and fight alongside our forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Movement of the Baronial Quarters to Eisen ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Lerona Mere&lt;br /&gt;
&lt;br /&gt;
The movement of the Baronial Quarters from Krezenberg to Eisen at the cost of One Vault.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Commission The Depth of Stone ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Mancante Terra&lt;br /&gt;
&lt;br /&gt;
Commissioning the Depth of Stone improvement to Athermer’s Folly at a cost of Five Arcstone, Twenty Essencite, Twenty Hartswood, and Five Vaults.&lt;br /&gt;
&lt;br /&gt;
This commission will be finished for the Spring Summit 227.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Commission La Bevanda Dei ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Mukarrem&lt;br /&gt;
&lt;br /&gt;
Commissioning the Tavern Town improvement to La Bevanda Dei as proposed by the Frontier’s League, at a cost of Three Vaults and Three Arcstone. &lt;br /&gt;
&lt;br /&gt;
This commission will be finished for Autumn Summit 227.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Commission the Sanctum of the Talervocht ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Baroness of Resinderholz&lt;br /&gt;
&lt;br /&gt;
Commissioning the Sanctum of the Talervocht in the Hunter’s Wood at a cost of Eight Vaults, Four Arcstone, and Fifteen Sun’s Iron. &lt;br /&gt;
&lt;br /&gt;
This commission will be completed for Spring Summit 227.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Commission Improvements to Agriculture in Loricazzo ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Tribelands&lt;br /&gt;
&lt;br /&gt;
Commission Improvements to Agriculture in Loricazzo, at a cost of Ten Vaults and Ten Thunder Oak. &lt;br /&gt;
&lt;br /&gt;
This commission will be completed for Spring Summit 227.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Commission the Warden’s Road ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Weiland&lt;br /&gt;
&lt;br /&gt;
Commission The Warden’s Road through the Steinvault Pass, at a cost of Eighteen Vaults, Eight Arcstone, Thirty Hartswood, and Twenty Forgesteel. &lt;br /&gt;
&lt;br /&gt;
This commission will be completed for Autumn Summit 228.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Request for Funds ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Windholme&lt;br /&gt;
&lt;br /&gt;
Request for Nine Vaults.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Request for Wains ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Bolsterlee&lt;br /&gt;
&lt;br /&gt;
Withdraw two wains of Thunderoak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Request for Funds ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Lerona Mere&lt;br /&gt;
&lt;br /&gt;
Withdraw Four Vaults, Sixteen Locks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration on the End of the State of Emergency ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Mancante Terra&lt;br /&gt;
&lt;br /&gt;
The Concordian Senate declares that the State of Emergency will end by the end of Spring 227AE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration of Gratitude ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Mukarrem&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“A declaration of gratitude to the heroes who donated crystal mana to the purification of the wells of Obregon. Particularly the Archmage Zarja, and Clan Al Bevan who between them provided over half of the one-hundred and twenty crystal mana required. And the Baroness Wealdsage Grasshoff Von Einfell for her compassion, support, and charity to the people of Andash.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration Refuting Maximilian Hanselvacht ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Baroness Resinderholz&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Herr Maximilian Hanselvacht is a traitor to the Greenweald Baronies and the Concord. The people who support Hanselvacht will not see punishment if they cease supporting him now. I would like to offer advice from one Baroness to a so-called Baron. Resinderholz only exists today because the Concord exists. We would not have endured The Sableheart outbreak of Blasserstreit, The Shadowroot War, the defense of our people from the Onyx Aristocracy and the Zekertaal, the construction of the Mortensen Manor, and the Schloss Mortis if not for the Concord. I would remind Hanselvacht that the only True Baron is one decided by people, and I would like to extend an invitation to Maximilian Hanselvacht to attend Passage himself next year and stand in the Dark Vote. “&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Appraisal for a Public Leyline ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of The Tribelands.&lt;br /&gt;
&lt;br /&gt;
Appraisal for a public leyline in The Tribelands, to provide income to the Archmage of the Shardcircle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed. Motion removed appraisal for the La Calidez Pass.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration of Gratitude ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Vallthane&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“The Arcstone Fortress that is Baelag’s Holdfast has stood for near three thousands winters as a bulwark against those that would bring woe upon the peoples of the Iron Valley.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Generation after generation of Valleyfolk have watched The Pass, carved our stories on the walls, and ensured that those living in its shadows and beyond might cultivate peace, trade, and civilization without threat. In recent days, months, and years, The Valley have not stood alone. It took many hands to reclaim my people’s honoured fortress, and as such, I, the Vallthane of King’s Pass would like to extend the upmost and most profound gratitude for both aiding in securing The King’s Pass, but also for granting its oversight to my kin. I shall ensure that the fortress once more serves the people, that being not just of The Valley, but of Bordevar, Lerona Mere, The Greenweald, and Andash.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration of Support for Mivara ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Weiland&lt;br /&gt;
&lt;br /&gt;
The Concordian Senate requests the assistance of congregations regarding the mines held by the Abbot of Mivara and their current crisis.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration of Jafnrot ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Windholme&lt;br /&gt;
&lt;br /&gt;
The Senate recognises that the Iron Valley  has claim to the island of Jafnrot within the Bay of Promised Gold.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
The Church Veto was not used during this summit.&lt;br /&gt;
&lt;br /&gt;
An emergency senate session was used at this summit. &lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[The Senate]]&lt;br /&gt;
* [[Senate Motions]]&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Iron_Valley_Borough&amp;diff=4723</id>
		<title>Iron Valley Borough</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Iron_Valley_Borough&amp;diff=4723"/>
		<updated>2026-10-18T03:50:35Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Ever since the fall of King Baelag the Ninth, the Borough has been the building block of the Valley.  It was a conscious turning away from the conqueror Valley of the past towards a focus within, a focus on community, home and faith, rather than on war, strength and conquest. As the power fled from the Kings and Warlords of the Valley, it found a new home in the stone halls of the Borough, in its people and in the strength of shared toil.&lt;br /&gt;
&lt;br /&gt;
The Borough is an all encompassing community. It is the halls in which they live and the stone under which they are buried. It is the smiles of young children being taught the history of their ancestors who stood where they did. It is the snarl of the warrior holding the line to protect those they left behind. It is the Reeve overseeing their hard work being exchanged for cold coin. It is the people of the Borough raising a tankard in celebration of another good season.  The Borough is the meeting of social life, work and history.&lt;br /&gt;
&lt;br /&gt;
Boroughs vary widely in size, focus and history given that they make up nearly the entire Valley, but there are a few elements that carry through.&lt;br /&gt;
&lt;br /&gt;
=== Toil ===&lt;br /&gt;
Every Borough is focused around its work; an industry, cause or trade that everyone in the Borough is either directly involved in or works supporting it.  Every member of a Borough should know how their work and role supports the overall work. It is likely that every character&#039;s investment is a part of this overall focus. It is also likely that the Borough has an intense rivalry with every other Borough that shares interests with them. Sometimes this is a light competition for quality. Other times it is a centuries long blood feud with iron in its bite.&lt;br /&gt;
&lt;br /&gt;
=== Legends ===&lt;br /&gt;
Like the larger Valley, Boroughs are guided by the myths and stories of their Ancestors. Every Borough should have a handful of heroic ancestors from across history who exemplify the virtues they hold dear. Retold as children’s tales, bawdy drinking songs and in colourful exclamations.&lt;br /&gt;
&lt;br /&gt;
=== Vigour ===&lt;br /&gt;
Boroughs are not only places of work, but also of life. Large complexes of workplaces, farms, personal quarters and shared spaces. All part of life is part of the Borough. The footsteps of children patter under the sound of the smithy’s hammer. The mutter of conversation matches the carpenters saw. Boroughs should live together in play, share meals, share tasks and share life.&lt;br /&gt;
&lt;br /&gt;
=== Ironclad ===&lt;br /&gt;
While their imperial past might have gone with Baelag to the grave, the Iron Valley are still a people of war. Iron beats in their veins as true as blood. Every member of the Borough is expected to be able to defend the Borough when the time comes, be that with blade, magic or supporting hand. Each Borough trains, arms and fights differently, with a warculture handed down from Heroes of the past.&lt;br /&gt;
&lt;br /&gt;
=== Citadel ===&lt;br /&gt;
Every space in the Valley has been fought for. Has been carved deep. Has had blood and ale spilled upon it. The space that your Borough occupies, its home hall, its workyards, its docks, its muster halls and its homes, is more important to it than the people within. It&#039;s their history, their connection to the past. Every member of the Borough should be able to point it out on the map and describe their home. Because it is all they are.&lt;br /&gt;
&lt;br /&gt;
A fleet of longships, their crews and their Jarls, led by a Captain-Reeve both while on the seas and at dock. Those that remain behind ready to repair, resupply and grow. Its legends of the last great Walehunter and the wealth the beasts of the Icereach can bring. This is a Borough.&lt;br /&gt;
&lt;br /&gt;
An ancient Suns Iron mine that winds deeper and deeper in the bedrock and still flows with wealth. The chambers above it contain a school, the finest subterranean tavern this side of the Steinvaults and an old armoury. A mineshaft, turned home that is defended by those raised in its darkness. This is a Borough.&lt;br /&gt;
&lt;br /&gt;
A mountain top hall, made of old creaking oak beams that still threaten to buckle under every winter snowfall. Festooned with artefacts from far off forests and long-lost wars. Surrounded by tents, cabins and towering cliffs. Young people trying on their first summiters packs and looking down at a world that is there for the finding. Old timers tending to the fire and putting to tome the latest piece of news from the frontier. This is a Borough.&lt;br /&gt;
&lt;br /&gt;
The last three warriors. The charred remnants of their shattered home collapsing around them. Their families, their friends, their comrades dead or scattered to the wind. Their history is written on their shield and in their hearts. Their blood on the ground. Their enemy returning to end this. Their hands clasped and their shields hefted one last time. This is a Borough.&lt;br /&gt;
&lt;br /&gt;
The Valley is its Boroughs. The Boroughs are the Valley. They stand together.&lt;br /&gt;
&lt;br /&gt;
= Creating a Borough =&lt;br /&gt;
&lt;br /&gt;
== In Character ==&lt;br /&gt;
Outsiders often interpret a Borough as a Valley name for any business enterprise or village. In reality there are a few important elements that separate any other undertaking by a group of Valleyfolk from a true Borough.&lt;br /&gt;
&lt;br /&gt;
The first is that they ‘lay stones’, a phrase synonymous with putting down roots or setting up camp. An endeavour that Valleyfolk complete and then leave is just another opportunity. A Borough begins to grow when families arrive and those involved begin to make a life around the work, not just after it. This process may take years or a hundred Valleyfolk may arrive on your doorstep and start setting up a meadhall with little warning.&lt;br /&gt;
&lt;br /&gt;
Once stones are laid and the work has begun, it is time for Carving of Legends. Each Borough has its own mythos of heroic and villainous forebears that reflect who they are now. For some Boroughs they may draw from famous Valleyfolk who worked, fought, or travelled where they now dwell. Others may draw from the bloodline of notable families in the Borough.  Some may go all the way back into history, calling upon the names of famous Valleyfolks to act as their guiding stars. In this the nascent Borough begins to build its mythos and internal culture, more than just ‘a settlement of Valleyfolk’. It is worth noting that these famous legends may be of dubious truth, but to the Valleyfolk (who pride themselves on record keeping) it would be a great insult to insinuate that these stories are not as true as stone.&lt;br /&gt;
&lt;br /&gt;
The final step to crafting a new Borough is recognition. For most, this will come when the Reeve of the Borough is recognised at the local Reeves council, be that for the region, township or even the whole Valley. The moment when the Borough’s Reeve first sits is such a simple act, but is often followed by raucous applause and shouting, for among the Valley it is so essential to be seen as a part of the greater whole.&lt;br /&gt;
&lt;br /&gt;
For those Boroughs that are out on the ragged edge of the Valley’s frontier alone, a strange thing occurs. Often during the Laying of Stones and Carving of Legends, there will be some disagreements. Normally these are simple things, placated with a Sokn Duel or payment. But on the frontier a would-be-Borough may split in two. Perhaps pursuing a different toil in the same area, perhaps the same. This odd predilection towards division means that there will always be a Reeves council for a locality, rather than a single Reeve holding court unopposed. These splits are the start of a true Valleyfolk settlement. It also has the odd effect that many centuries old Iron Valley feuds of blood and violence track down to a simple need for there to be more than one Borough in a section of land.&lt;br /&gt;
&lt;br /&gt;
== Out of Character ==&lt;br /&gt;
When you’re putting together a Borough it is best to look over the core elements of Toil, Legends, Vigour, Ironclad and Citadel. Answering these ideas should form a well-rounded and grounded Iron Valley Group.&lt;br /&gt;
&lt;br /&gt;
Your Toil is likely the foundation of your Borough. What does your Borough do? While not every member needs to be directly pursuing this action, it should inform their character concept. A Borough that focuses on mining might have miners and artisans, but also warriors to guard the mines and caravans, traders to haggle for a good deal and priests to minister to the miners. A Borough of Farseers may also have Summiters who venture out to find hidden arcane relics, alchemists to provide empowering concoctions and so on. Your Toil should be at the centre of the Borough, but recognise that Boroughs are holistic groups.&lt;br /&gt;
&lt;br /&gt;
Your Legend is a chance to evoke the feel of your Borough. Are you loud and proud Valleyfolk who are patriots and partiers? Then maybe your Legends are a great Warlord who led the Valley to strength and her husband who was a renowned brewer! Perhaps her weapon was a mighty spear that crossed with a tankard to form your mark. Your people cheer “We are the Spear!” on the battlefield and “May your tankard be nothing but holes” to their enemies. Your Legends are where you can create these fun turns of phrase and forge a mythos that channels the feel of your Borough.&lt;br /&gt;
&lt;br /&gt;
Your Vigour is about how your Borough lives. What is the biggest celebration of the year and how do you celebrate it? How does your Borough teach children their place in the world and their work? How do you treat your dead? Boroughs are the meeting of work and life, knowing how that functions will show you how you can bring that same life to your active play. Perhaps meals are rotated around the Borough, with one family cooking for everyone else each night? So at the Summit you rotate meals through the Band. Perhaps everyone is expected to take a child on as an Apprentice each day so they can find their place, and so you do the same at the Summit.&lt;br /&gt;
&lt;br /&gt;
Your Ironclad is how you bring your Boroughs history, style and feel to the battlefield. There are plenty of elements to consider, ranging from weapon styles, how you fight individually and as a group, as well as war cries and how you treat vanquished foes. It is also a good opportunity to consider how you train. As a martial people with a conqueror&#039;s past, the Valleyfolk know the strength that skill-at-arms carries and how your borough shows that can evoke your themes and also bring you closer together.&lt;br /&gt;
&lt;br /&gt;
Your Citadel is about place. Valleyfolk by their nature are not transient and where you lay down stones says a lot about your people. You should know where your Borough is based, be able to point it out on a map and describe what living there is like in real terms. Spending some time with your Band mates talking about little quirks about the Borough helps to infuse this off screen place with a sense of home that will mimic your character’s love for it. It is recommended that you keep the specifics of your Burough slightly vague in regards to the area it controls (“We have our mine here” as opposed to “We control all the mines in this whole area”) to allow space for others to grow in the area.&lt;br /&gt;
&lt;br /&gt;
You may submit your Borough through the Player Group submission link found [https://docs.google.com/forms/d/e/1FAIpQLSfs5PK55UuYUo6MSvzwRGFeBMerAavh61ADhYZK7oJmO2A0qw/viewform Here]. Your Borough may be both a Band and a Sect. A Borough requires at least three members to be active and recognised by both the story and the Valley.&lt;br /&gt;
&lt;br /&gt;
= Joining a Borough =&lt;br /&gt;
Joining a Borough is straightforward, much like the Valleyfolk themselves. A Valleyfolk is expected to speak to their current Reeve and advise them that they are looking for a new home in another Borough. This may be a surprise, it may not. Reeves are forbidden from forcing a member of their Borough to stay, they are not kings after all, but it is polite to inform your Reeve first.&lt;br /&gt;
&lt;br /&gt;
Next, they must present themselves to the Reeve of the Borough they wish to join. It is the Reeves duty and power to bring new members into the fold but they must balance this with the goodwill of the Borough. Some Reeves may ask for a demonstration of skills they may bring to the Borough or may even call the whole Borough to give a vote, perhaps even Sokn Duelling the newcomer. Regardless of the particulars, if the Reeve agrees to their joining, then the individual is taken to a Sanctified Square and allowed to demonstrate their loyalty by saying the oath before the Spheres, their new Borough and their new Reeve.&lt;br /&gt;
&lt;br /&gt;
Given the all-encompassing nature of a Borough, it is not surprising that families are entirely contained within it. Married couples are expected to be in the same Borough and any children (be they born or adopted) are a part of their parents&#039; Borough. In many large Boroughs, marriage within the Borough is common as many families make up the total group. But marriage outside the Borough is not uncommon, although the discussion for where a new family should lay its own stone can be a difficult one, with many new families forming the embers for whole new Boroughs.&lt;br /&gt;
&lt;br /&gt;
When children become adults (normally after passing their citizenship test) they are traditionally presented to their Reeve who will offer them to join the Borough. A largely ceremonial offer, since the young person was already a member of the Borough, this is a moment for them to strike off on their own and recognition of their new role as an adult within society.&lt;br /&gt;
&lt;br /&gt;
= Leadership in a Borough =&lt;br /&gt;
Boroughs are led by a Reeve, one of them members chosen by the communal whole. The tenure of  a Reeve and the method of election vary from borough to borough, but a Sokn Duel is the most common format. Reeves are answerable to their borough and should always be able to have their position challenged. This ensures that Reeves remains accountable and is never perfectly sure of their position.&lt;br /&gt;
&lt;br /&gt;
Reeves acts as both representative and leader. They take the issues of their borough to the local Reeves council (and higher if required). They rule on disputes, coordinate the efforts of the borough as a whole and act as the figurehead of the borough when needed. Functionally they have a lot of power, but any of their decisions can be questioned at any point. A good Reeve is never questioned, not out of fear or crushing power, but because they are working with their Borough, not having their Borough work for them.&lt;br /&gt;
&lt;br /&gt;
=== Further Reading ===&lt;br /&gt;
&lt;br /&gt;
* [[The Iron Valley]]&lt;br /&gt;
* [[Player Groups]]&lt;br /&gt;
* [[Reeves Council]]&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Senate_Motions&amp;diff=4694</id>
		<title>Senate Motions</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Senate_Motions&amp;diff=4694"/>
		<updated>2026-10-11T03:46:51Z</updated>

		<summary type="html">&lt;p&gt;Mharris: Spring 226&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page holds a record of all Senate motions passed by the Senate throughout its history. &lt;br /&gt;
&lt;br /&gt;
Unfortunately, weather and malady have conspired to rob The Concord of records pertaining to the first two Summits, The Civil Service will endeavor to keep safer records in the future.&lt;br /&gt;
&lt;br /&gt;
* [[Senate Motions - Winter 222]]&lt;br /&gt;
* [[Senate Motions - Summer 222]]&lt;br /&gt;
* [[Senate Motions - Winter 223]]&lt;br /&gt;
* [[Senate Motions - Summer 223]]&lt;br /&gt;
* [[Senate Motions - Winter 224]]&lt;br /&gt;
* [[Senate Motions - Summer 224]]&lt;br /&gt;
* [[Senate Motions - Autumn 225]]&lt;br /&gt;
* [[Senate Motions - Spring 225]]&lt;br /&gt;
* [[Senate Motions - Autumn 226]]&lt;br /&gt;
* [[Senate Motions - Spring 226]]&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Senate_Motions_-_Spring_226&amp;diff=4693</id>
		<title>Senate Motions - Spring 226</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Senate_Motions_-_Spring_226&amp;diff=4693"/>
		<updated>2026-10-11T03:46:24Z</updated>

		<summary type="html">&lt;p&gt;Mharris: Created page with &amp;quot;== Elections == &amp;#039;&amp;#039;&amp;#039;Captain of the Watch:&amp;#039;&amp;#039;&amp;#039; Huntsmarshall Yelena Helbrecht  &amp;#039;&amp;#039;&amp;#039;High Historian:&amp;#039;&amp;#039;&amp;#039; Lady Modwenna Galendor of House Galendor  &amp;#039;&amp;#039;&amp;#039;Spymaster of the Saltknives:&amp;#039;&amp;#039;&amp;#039; Elected  &amp;#039;&amp;#039;&amp;#039;Spymaster of the Tyrants Curse:&amp;#039;&amp;#039;&amp;#039; Elected  &amp;#039;&amp;#039;&amp;#039;Warmaster:&amp;#039;&amp;#039;&amp;#039; Free Captain Pierre Capulet  &amp;#039;&amp;#039;&amp;#039;Vallthane:&amp;#039;&amp;#039;&amp;#039; Revna of Brotherslee  &amp;#039;&amp;#039;&amp;#039;Warden of the Pass:&amp;#039;&amp;#039;&amp;#039; Sir Merek the Merchantile  == Concordian Business ==  ===...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Elections ==&lt;br /&gt;
&#039;&#039;&#039;[[Captain of the Watch]]:&#039;&#039;&#039; Huntsmarshall Yelena Helbrecht&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[High Historian]]:&#039;&#039;&#039; Lady Modwenna Galendor of House Galendor&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spymaster|Spymaster of the Saltknives]]:&#039;&#039;&#039; Elected&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Spymaster|Spymaster of the Tyrants Curse]]:&#039;&#039;&#039; Elected&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Warmaster]]:&#039;&#039;&#039; Free Captain Pierre Capulet&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Vallthane of King’s Pass|Vallthane]]:&#039;&#039;&#039; Revna of Brotherslee&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;[[Warden of the Pass]]:&#039;&#039;&#039; Sir Merek the Merchantile&lt;br /&gt;
&lt;br /&gt;
== Concordian Business ==&lt;br /&gt;
&lt;br /&gt;
=== Future Organisation of Spoils of War ===&lt;br /&gt;
Where the Concord reclaims territories or regions that were held by The Concord within the last twenty years, the spoils of war reclaimed from our enemies in those territories will be distributed to The Champions of the Realm that previously held it, rather than the War Chamber. This would only be for Spoils of War from territories or regions, not from defeated enemy forces.&lt;br /&gt;
&lt;br /&gt;
=== Changes to the Functions of the Senate Treasury ===&lt;br /&gt;
The Concordian Senate Treasury may now hold wains and measures for the duration of a summit, however any wains or measures held at the end of the Summit will be placed for auction at the Exchange. &lt;br /&gt;
&lt;br /&gt;
=== Assignment of King’s Pass ===&lt;br /&gt;
King’s Pass has been assigned to the Iron Valley.&lt;br /&gt;
&lt;br /&gt;
=== Sovereignty of the Isles of the Bay of Promised Gold ===&lt;br /&gt;
The Concord claims the Isles of the Bay of Promised Gold as part of its sovereign territory, to be returned to Concordian Control. &lt;br /&gt;
&lt;br /&gt;
=== Exchange of the Isles of the Bay of Promised Gold ===&lt;br /&gt;
Private citizens who are in control of Isles within The Bay of Promised Gold are not permitted to sell part or all of those islands to foreign nations or individuals. &lt;br /&gt;
&lt;br /&gt;
=== Pardons for the Heroes of the Al’Mai ===&lt;br /&gt;
Concordian heroes who assisted the Al’Mai do not have the pardon of the Al’Mai extended to them. Their writs of investigation for treason are still valid and they should be trialled if sufficient evidence is found.&lt;br /&gt;
&lt;br /&gt;
== Senator Motions ==&lt;br /&gt;
&lt;br /&gt;
=== Declaration of the High Reeves Support for the Great Stone Carvers ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Bolsterlee&lt;br /&gt;
&lt;br /&gt;
The Senate declares that the High Reeve’s Council of the Iron Valley supports the cause of the Great Stone Carvers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration Against Slavery ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Lerona Mere&lt;br /&gt;
&lt;br /&gt;
The Concord will not ally or seek allyship with any nation that practices slavery, whilst the practice is still active and legal within their nation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion tabled. Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Recognition of Lerona Mere’s Claim to Ventarossa ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; The Senator of Mancante Terra&lt;br /&gt;
&lt;br /&gt;
The Senate recognises that Lerona Mere has claim to the island of Ventarossa within the Bay of Promised Gold.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Appraisal of a La Calidez Pass ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Mukarrem&lt;br /&gt;
&lt;br /&gt;
Appraisal of a pass and road through the La Calidez Mountains between Mukarrem and Mancante Terra.&lt;br /&gt;
&lt;br /&gt;
Note: Civil Service assessments estimated that this action would require either three vaults in cost, or an additional season in works as The Concord is not currently aware of a suitable pass in this area. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed. Appraisal Superceeded.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Creation of the Senatorial Pardon ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Baroness of Resinderholz&lt;br /&gt;
&lt;br /&gt;
Creation of a senatorial pardon, requiring a supreme majority, prompting the Church veto, requiring a senator motion, and only applying to punishments levied by a Magistrate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Nationalise the Opal Oasis ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Tribelands&lt;br /&gt;
&lt;br /&gt;
Nationalising the Thunder Oak Orchard in Civisello Hills known as the Opal Oasis to Andash.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Failed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration of Encouragement for the Barrow Hounds ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Weiland&lt;br /&gt;
&lt;br /&gt;
The Senate supports and encourages the Barrow Hounds and their actions against the Onyx Aristocracy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Grand Inquest into the Chosen of the Stag in Windholme ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Windholme&lt;br /&gt;
&lt;br /&gt;
A grand inquest into the organisation known as the Chosen of the Stag within Windholme, at a cost of two vaults. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Appraisal for Defensive Measures on Rickon’s Tier ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Bolsterlee&lt;br /&gt;
&lt;br /&gt;
Appraisal for defensive measures in Rickon’s Tier to defend the island from raiding, predations of monsters, and similar. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.  Appraisal Upheld.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Rename the Voyant’s Steel Vanguard ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Lerona Mere&lt;br /&gt;
&lt;br /&gt;
Rename the Lerona Mere army known as The Voyant’s Steel Vanguard to The Voyant’s Vanguard. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Upgrade the Iron Brawlers ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Mancante Terra&lt;br /&gt;
&lt;br /&gt;
Commission to increase the strength of the Bordevarian commonfolk army to be able to support a maximum size of seven thousand, five hundred soldiers.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Publish the Map of Villacres ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Mukarrem&lt;br /&gt;
&lt;br /&gt;
Publish the Map of Villacres obtained by the Senator of Mukarrem.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration of Support for Military Investments Supporting the Vanguard ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Baroness of Resinderholz&lt;br /&gt;
&lt;br /&gt;
The Senate supports private military investments that travel to assist the Voyant’s Vanguard army in Ravensreach Wilds this season.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration of Restraint of Deadspeaker for Students in Obregon ===&lt;br /&gt;
&#039;&#039;&#039;Motioned by:&#039;&#039;&#039; Senator of the Tribelands&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“It is the opinion of The Senate of The Concord that the Thaumaturgy Major at the School of Gifts is currently tumultuous enough in nature that its precedents, studies, and practices are a burden on the wellbeing of The Tribelands. While pursuit of arcane knowledge is a worthy one, the ongoing curiosity of students is having pervasive impacts on the commonfolk, magistrates, and grieving families. Until the headmaster of the School is able to ascertain the exact nature, intention, and dangers of student activity, all study of the Deadspeaker spell by students must take place on school grounds, during working hours, under supervision of an attending mage-priest. Other study of the spell is prohibited strictly within the Tribelands. Study of the spell under these conditions will be slower and it is recommended that the students pursuing this major do so with careful consideration for their moral and spheric obligations.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Additionally,  bodies are not to be actively sought after by students, rather the School will accept donations.”&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Tabled. Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Nationalise the Tyrants Curse ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; The Senator of Weiland &lt;br /&gt;
&lt;br /&gt;
Nationalise the spy network known as the Tyrant’s Curse, to the Kingdom of Bordevar.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration of allowance of Dendari Support ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Windholme&lt;br /&gt;
&lt;br /&gt;
The Concordian Senate supports and condones the arrival of Dendari soldiers from the Kingdom of Phaleron to aid in the reclaiming of Royal Bordevar. These foreign soldiers shall be permitted to transit our lands, and fight alongside our forces.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Movement of the Baronial Quarters to Eisen ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Lerona Mere&lt;br /&gt;
&lt;br /&gt;
The movement of the Baronial Quarters from Krezenberg to Eisen at the cost of One Vault.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Commission The Depth of Stone ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Mancante Terra&lt;br /&gt;
&lt;br /&gt;
Commissioning the Depth of Stone improvement to Athermer’s Folly at a cost of Five Arcstone, Twenty Essencite, Twenty Hartswood, and Five Vaults.&lt;br /&gt;
&lt;br /&gt;
This commission will be finished for the Spring Summit 227.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Commission La Bevanda Dei ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Mukarrem&lt;br /&gt;
&lt;br /&gt;
Commissioning the Tavern Town improvement to La Bevanda Dei as proposed by the Frontier’s League, at a cost of Three Vaults and Three Arcstone. &lt;br /&gt;
&lt;br /&gt;
This commission will be finished for Autumn Summit 227.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Commission the Sanctum of the Tallervoct ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Baroness of Resinderholz&lt;br /&gt;
&lt;br /&gt;
Commissioning the Sanctum of the Tallervoct in the Hunter’s Wood at a cost of Eight Vaults, Four Arcstone, and Fifteen Sun’s Iron. &lt;br /&gt;
&lt;br /&gt;
This commission will be completed for Spring Summit 227.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Commission Improvements to Agriculture in Loricazzo ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Tribelands&lt;br /&gt;
&lt;br /&gt;
Commission Improvements to Agriculture in Loricazzo, at a cost of Ten Vaults and Ten Thunder Oak. &lt;br /&gt;
&lt;br /&gt;
This commission will be completed for Spring Summit 227.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Commission the Warden’s Road ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Weiland&lt;br /&gt;
&lt;br /&gt;
Commission The Warden’s Road through the Steinvault Pass, at a cost of Eighteen Vaults, Eight Arcstone, Thirty Hartswood, and Twenty Forgesteel. &lt;br /&gt;
&lt;br /&gt;
This commission will be completed for Autumn Summit 228.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Request for Funds ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Windholme&lt;br /&gt;
&lt;br /&gt;
Request for Nine Vaults.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Request for Wains ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Bolsterlee&lt;br /&gt;
&lt;br /&gt;
Withdraw two wains of Thunderoak.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Request for Funds ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Lerona Mere&lt;br /&gt;
&lt;br /&gt;
Withdraw Four Vaults, Sixteen Locks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration on the End of the State of Emergency ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Mancante Terra&lt;br /&gt;
&lt;br /&gt;
The Concordian Senate declares that the State of Emergency will end by the end of Spring 227AE.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration of Gratitude ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Mukarrem&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“A declaration of gratitude to the heroes who donated crystal mana to the purification of the wells of Obregon. Particularly the Archmage Zarja, and Clan Al Bevan who between them provided over half of the one-hundred and twenty crystal mana required. And the Baroness Wealdsage Grasshoff Von Einfell for her compassion, support, and charity to the people of Andash.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration Refuting Maximilian Hanselvacht ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Baroness Resinderholz&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Herr Maximilian Hanselvacht is a traitor to the Greenweald Baronies and the Concord. The people who support Hanselvacht will not see punishment if they cease supporting him now. I would like to offer advice from one Baroness to a so-called Baron. Resinderholz only exists today because the Concord exists. We would not have endured The Sableheart outbreak of Blasserstreit, The Shadowroot War, the defense of our people from the Onyx Aristocracy and the Zekertaal, the construction of the Mortensen Manor, and the Schloss Mortis if not for the Concord. I would remind Hanselvacht that the only True Baron is one decided by people, and I would like to extend an invitation to Maximilian Hanselvacht to attend Passage himself next year and stand in the Dark Vote. “&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Appraisal for a Public Leyline ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of The Tribelands.&lt;br /&gt;
&lt;br /&gt;
Appraisal for a public leyline in The Tribelands, to provide income to the Archmage of the Shardcircle.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed. Motion removed appraisal for the La Calidez Pass.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration of Gratitude ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Vallthane&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“The Arcstone Fortress that is Baelag’s Holdfast has stood for near three thousands winters as a bulwark against those that would bring woe upon the peoples of the Iron Valley.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Generation after generation of Valleyfolk have watched The Pass, carved our stories on the walls, and ensured that those living in its shadows and beyond might cultivate peace, trade, and civilization without threat. In recent days, months, and years, The Valley have not stood alone. It took many hands to reclaim my people’s honoured fortress, and as such, I, the Vallthane of King’s Pass would like to extend the upmost and most profound gratitude for both aiding in securing The King’s Pass, but also for granting its oversight to my kin. I shall ensure that the fortress once more serves the people, that being not just of The Valley, but of Bordevar, Lerona Mere, The Greenweald, and Andash.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration of Support for Mivara ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Weiland&lt;br /&gt;
&lt;br /&gt;
The Concordian Senate requests the assistance of congregations regarding the mines held by the Abbot of Mivara and their current crisis.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Motion Passed.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Declaration of Jafnrot ===&lt;br /&gt;
&#039;&#039;&#039;Motioned By:&#039;&#039;&#039; Senator of Windholme&lt;br /&gt;
&lt;br /&gt;
The Senate recognises that the Iron Valley  has claim to the island of Jafnrot within the Bay of Promised Gold.&lt;br /&gt;
&lt;br /&gt;
== Additional Notes ==&lt;br /&gt;
The Church Veto was not used during this summit.&lt;br /&gt;
&lt;br /&gt;
An emergency senate session was used at this summit. &lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[The Senate]]&lt;br /&gt;
* [[Senate Motions]]&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=High_Historian&amp;diff=4637</id>
		<title>High Historian</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=High_Historian&amp;diff=4637"/>
		<updated>2026-10-04T08:11:03Z</updated>

		<summary type="html">&lt;p&gt;Mharris: Linkin&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;See [[Concordian Titles]] for other important figures of the Concord.&lt;br /&gt;
&lt;br /&gt;
= High Historian =&lt;br /&gt;
The High Historian works closely with the Concordian Archives and the Civil Service to guide research into the history, world and society that The Concord inhabits. In doing so they can reveal lost mysteries, forgotten techniques and useful knowledge.&lt;br /&gt;
&lt;br /&gt;
== Election ==&lt;br /&gt;
By nomination of a [[Senator]] and the vote of the [[The Senate|Senate]] conducted every Spring Summit. Any Concordian citizen who does not hold a [[Concordian Titles|title]] may be nominated to the position of High Historian.&lt;br /&gt;
&lt;br /&gt;
== Term ==&lt;br /&gt;
As of Winter 224 High Historians serve for two Seasons. They may immediately stand for re-election and there is no term limit. Elections are conducted at the Spring Summit.&lt;br /&gt;
&lt;br /&gt;
== Powers ==&lt;br /&gt;
&#039;&#039;&#039;Research:&#039;&#039;&#039; The High Historian guides the Archival staff of the Civil Service towards aspects of research. Each Summit they may define the focus of the research for the next season. At the following Summit they will receive a report on that subject, which they may redact as much or as little as they wish. They may also request that the document be placed within the Secret Records of the Senate if they believe they have uncovered dangerous information.&lt;br /&gt;
&lt;br /&gt;
==== History ====&lt;br /&gt;
The Civil Service requested the creation of this title in response to fears that the Civil Service should not be defining its own goals. The motion of the Senate to create the position was passed in Summer of 221.&lt;br /&gt;
&lt;br /&gt;
Adeline Rossetti perished during the Winter Summit of 223, some time after their election to the title of High Historian. As a replacement was not elected by The Senate, the position remained unfilled, resulting in no historic research for the Winter of 223.&lt;br /&gt;
&lt;br /&gt;
In Winter 224 the Senate modified the title to hold its term for one year, rather than a single season. &lt;br /&gt;
&lt;br /&gt;
== Previous High Historians ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!&lt;br /&gt;
==== Name ====&lt;br /&gt;
!&lt;br /&gt;
==== Term ====&lt;br /&gt;
|-&lt;br /&gt;
|Lady Modwena Galendor&lt;br /&gt;
|Spring 226 - &#039;&#039;Incumbent&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Houndspriest Wenche Vanatoure&lt;br /&gt;
|Spring 225 - Spring 226&lt;br /&gt;
|-&lt;br /&gt;
|Houndspriest Wenche Vanatoure&lt;br /&gt;
|Summer 224 - Spring 225&lt;br /&gt;
|-&lt;br /&gt;
|Houndspriest Wenche Vanatoure&lt;br /&gt;
|Winter 224 - Summer 224&lt;br /&gt;
|-&lt;br /&gt;
|Dhahab El&#039;Murjil&lt;br /&gt;
|Summer 223 - Winter 224&lt;br /&gt;
|-&lt;br /&gt;
|Caelan Pinesfollow&lt;br /&gt;
|Summer 223 (Deceased)&lt;br /&gt;
|-&lt;br /&gt;
|Adeline Rossetti&lt;br /&gt;
|Winter 223 (Deceased)&lt;br /&gt;
|-&lt;br /&gt;
|Stallarian Starmantle&lt;br /&gt;
|Summer 222 - Winter 223&lt;br /&gt;
|-&lt;br /&gt;
|Adeline Rossetti&lt;br /&gt;
|Winter 222 - Summer 222&lt;br /&gt;
|-&lt;br /&gt;
|Father Winston the Faithful&lt;br /&gt;
|Summer 221 - Winter 222&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of High Historian Research ==&lt;br /&gt;
Below is a list of all prior research completed by the Concordian Civil Service on behalf of the High Historian. If the High Historian decides that research is dangerous to the public, they may have it restricted, only being available to [[The Senate]]. The High Historian can also have their research restricted, with some sections removed. They may not have their research altered beyond this.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;[[Historic Research - Summer 221|An Assessment of the Economic Concerns and Historical Trading Natures of the Prominent Nations of Esterra and Beyond.]]&#039;&#039; Commissioned by Father Winston the Faithful. Summer 221.&lt;br /&gt;
* &#039;&#039;[[Historic Research - Winter 222|Mythological Starvation - A study into the Witch of Legend]]&#039;&#039; Commissioned by Adeline Rossetti. Winter 222.&lt;br /&gt;
* &#039;&#039;[[Historic Research - Summer 222|The Conquered: The History and Faith of the Endemani of Central Esterra]]&#039;&#039; Commissioned by Stallarion Starmantle, Summer 222.&lt;br /&gt;
* [[Historic Research - Summer 223|&#039;&#039;The Old Iron Gods&#039;&#039;]] Commissioned by Dahab Al&#039;Murjil,  Summer 223&lt;br /&gt;
* &#039;&#039;[[Historic Research - Winter 224|The Reminder-Wood: A History of Resinderholz]]&#039;&#039; Commissioned by Houndspriest Wenche Vanatoure, Winter 224&lt;br /&gt;
* [[Historic Research - Summer - 224|&#039;&#039;The Wars between the Iron Valley and Bailite Kingdoms&#039;&#039;]] Commissioned by Houndspriest Wenche Vanatoure, Summer 224&lt;br /&gt;
* &#039;&#039;[[Historic Research - Spring - 225|No Law in Empire: The History of the Artebazzani Empire]]&#039;&#039; Commissioned by Houndspriest Wenche Vanatoure, Autumn 225&lt;br /&gt;
* &#039;&#039;[[Historic Research - Autumn- 226|The Sunken Barony of Stars: The Barony of Vassertal]]&#039;&#039; Commisssioned by Houndspriest Wenche Vanatoure, Spring 225&lt;br /&gt;
* &#039;&#039;[[Historic Research Spring 226|Magiaforma - The Three Stones of Obregon]]&#039;&#039; - Commissioned by Houndspriest Wenche Vanatoure, Autumn 226.&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Historic_Research_Spring_226&amp;diff=4636</id>
		<title>Historic Research Spring 226</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Historic_Research_Spring_226&amp;diff=4636"/>
		<updated>2026-10-04T08:10:45Z</updated>

		<summary type="html">&lt;p&gt;Mharris: Created page with &amp;quot; = Magiaforma - The Three Stones of Obregon = ----  === Forenote and Thanks === Respected High Historian, friends in the Civil Service, Shardcircle notables, and all those who carry an interest in these matter,  I wish to first note that I am not a magus, nor an arcanist, a warmage, a sage, or any similar master of the arcane. My respect for those who seek to master the magic of the mortal sphere is paramount, and ever more so following this season&amp;#039;s work. But I myself l...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Magiaforma - The Three Stones of Obregon =&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
=== Forenote and Thanks ===&lt;br /&gt;
Respected High Historian, friends in the Civil Service, Shardcircle notables, and all those who carry an interest in these matter,&lt;br /&gt;
&lt;br /&gt;
I wish to first note that I am not a magus, nor an arcanist, a warmage, a sage, or any similar master of the arcane. My respect for those who seek to master the magic of the mortal sphere is paramount, and ever more so following this season&#039;s work. But I myself lack this particular set of skills. &lt;br /&gt;
&lt;br /&gt;
What I am, is a book keeper, and a librarian. Previously it was the baronial records of Baron Eugen Arnmeyer that were my charge (as it was the charge of my mother, and her mother), but since the dawning of The Concord I have been adopted into the arms of the Civil Service, where I maintain the ever growing records of One Concordian Plaza. This library is one of modern texts, and of managed recreations. An evergreen library, where its arrangement and expansion is a challenge of planning and forethought not discovery.&lt;br /&gt;
&lt;br /&gt;
As much as I love this charge, and I hope ardently that it shall be my life’s work, the chance to step into the past, into one of The Concord’s oldest records of any kind, a place replete the weight of history, complete with dust, cobwebs, and mystery, has been a pleasure I never thought I would have. The work in the Deep Stacks of the Obregon School of Gifts is not done, and I wager it would take many more attempts to fully reckon with it, but I do hope my small set of works might contribute to this overall effort.&lt;br /&gt;
&lt;br /&gt;
My immense thanks to the High Historian for her focus and guidance on this matter, to the Shardcircle for its attention, the School of Gifts for its hospitality, and for my darling Walter, who survived a winter without my presence so that I might holiday in the sands and the dust.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Civil Service Archivist, Friederike Bierwurth, Head Librarian of the Concordian Records&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Introduction - To Know and Know Fully ==&lt;br /&gt;
----There are multiple thousands of individual tomes, scrolls, and miscellaneous records spread throughout the deep stacks. My task this season has been to examine them in regards to a single topic as defined by the High Historian, that being;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The frameworks (theoretical and practical) for the demi-plane structuring, accounts of the original conjuration of The School of Gifts demi-plane, and any other records relating to tethering rituals of the School’s founding and beyond.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While the original records of the School are so incredibly diverse, I have been able to identify five separate cataloguing systems which I have been able to use to guide my search. Once I have identified a set of relevant documentation, I have isolated particular passages, which have been assessed by sets of the Schools pupils. These were then arranged and further isolated to form the document you see here. My overall commentary will be somewhat minimal, primarily focusing on providing missing context to the documentation, and commentary on the overall state of the records when and where it is appropriate.&lt;br /&gt;
&lt;br /&gt;
== First Section - Discovery, Installation, and Use ==&lt;br /&gt;
----Contrary to our expectations, the establishment of any demi-planes within the School of Gifts did not originate in extra-spheric exploration or any other similar pseudo-heresy, but in the experimentations of one Neizan Ramirezo, a founding member of the mage-circle that would become the School of Gifts. &lt;br /&gt;
&lt;br /&gt;
Ramierzo was an arcanist very much focused on the core underpinnings of magic, and much of his notes and documentation we have discovered has been on the topics of how and why arcane magic exists at all. The document that we refer to now is the culmination of research in the crystal mana, or as he referred to it as; ‘Magiaforma’. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“To think of magiaforma as comparable to iron, copper, or gold is incorrect. It is not a function of the movement of stone, rain, and wind. Rather it is a creation of the raw spark of existence. It is this spark that differentiates the unmoving stone or sand, from the acting deer, or the thinking man. It is entropy, that majestic randomness and spark of beautiful existence that causes it.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Magiaforma is crystalline opportunity, entropy given form, physicalised doing.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Once we begin to consider that it is not simply an ounce of a material, our mind begins to separate from this enshacklement of thought. Just as one spark may be a brushfire, one piece of magiaforma may be many things far larger than its size may indicate. Not only is the power of each piece of magiaforma not a set value, but its internal size is not a set value either.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sufficiently complex pieces of magiaforma, particularly those of immense size and internal consistency are capable of containing far more than would be believed. Through experimentation I have been able to ascertain that each piece has a thaumic mass, and a thaumic complexity.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Increases in thaumic mass increase power that can be present within a piece before it catastrophically fails. This is not new knowledge, we have always known that each varies in its amount of power. However my experiments to measure this value have revealed the startling discovery that our assumptions were an order of magnitude lower than what is true. While an exact scale for measurement is not currently possible, I posit that if we assumed that a common piece of Magiaforma was a single value of thaumic mass, in reality this value was actually ten times this. The limitation is that we are only capable of harnessing and utilising one tenth of this value, the rest being released back to the magia of the world upon construction. If we could instead focus our efforts on utilising the magiaforma as the focus of our arcanism, rather than our own form, the opportunities for greater use of thaumic mass is immense.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Increased in thaumic complexity speaks less to the volume of a piece of magiaforma, and more to the nature of its thaumic resonance. Shards with high thaumic complexity (commonly seen through internal schisming while retaining a singular form) result in thaumic expression that is more pliable and erratic. In this discovery we learn that not all magiaforma is best utilised equally, and that particularly complex pieces may be best used for more complex enchantment and other arcane pursuits.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I believe that if we could discover a piece of magiaforma of sufficient thaumic mass and complexity we would be able to use it as the basis of a significant and complex, long-term arcane action. One which would be able to assist many magi rather than being consumed towards the actions and pursuits of a single event for a single individual.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
By best estimates, Ramirezo wrote this tract in approximately 341BE, after which he began the pursuit of a piece of crystal mana that would meet his requirements. During this time the construction of the School began, and the city that we would call Obregon began alongside it, because of it. It was not until 337BE that a quarry in the Eyes of Viak, known to the old Andashi as ‘Peligrossamu’, located a sufficient piece. This shard measures nearly one metre across at the midpoint, is slightly over two metres tall, and more than fifty centimetres deep. I know this as it is still installed in the basement levels of the School of Gifts, glowing a pale green light.&lt;br /&gt;
&lt;br /&gt;
This shard was named ‘Primachico’ by Ramirezo and was the focus of two years of work on the topic of thaumic mass and complexity. The result of which is detailed below;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“We have reached the point where the completed use of Primachico is not only theoretically possible, but practically possible.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The sufficient levels of thaumic mass and complexity within Primachico has allowed me to arrange a complex embracement enchantment allowing the immense internal entropic space within Primachico to form an immense internal storage possibility. If sufficiently supported by construction and centrality, Primachico could be bonded with all manner of elements within the capital to empower the actions and experimentation of magi.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In essence, we could use Primachico as a home for amounts of realised magia beyond what can be used or consumed easily by a single magi, and by sufficiently bonding this with our arcane entrapments, could be rid of the need to personally consume magiaforma and engage in the immense waste that has been established to be occurring.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I have contacted Gabriel Aragonio and Ines Moliandro and we are in alignment. Installation shall begin at once.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This places the installation of Primachico in the bowels of the School of Gifts somewhere between 337BE and 335BE. After this point it became somewhat of a curiosity, allowing the School to function cheaper, since less crystal mana was being consumed and wasted by experiments conducted with the assistance of Primachico than other schools, and there was also a possibility for one-off examples of extreme expenditures of magical energy, which would not normally be possible due to the volumes of crystal mana required. &lt;br /&gt;
&lt;br /&gt;
As a note, it appears Ramirezo was a member of the ‘Primera Ordena’, a band of magi intent on replacing the political leadership of Grand Andash with a cabal of magi, based in Obregon, thus his reference to Obregon as a ‘capital’ rather than a school. It was this allegiance to the Primera Ordena which would see Ramierzo, Aragonio, and Molandro, along with many other members of the order collected and executed by the Maestro of the time, Ismael Ballestro, in 332BE. &lt;br /&gt;
&lt;br /&gt;
Ramierzo and his compatriots appeared to have been in the process of installing five more shards of sufficient mass and complexity when they were executed, leaving the large shards unused in the lower levels of the School for some time. Records indicate that one of these shards was broken up with hammers and picks and used as presents for new magi when the school reopened in 331BE. Leaving four examples behind. It was not until 321BE that Ramirezo’s work was rediscovered. During this time Primachico remained in use, but only for its immense storage capabilities, rather than its constant consumption capabilities. Essentially, the new occupants of the School treated it as an immense store of mana, unaware how extensively it was interconnected within the School’s structure.&lt;br /&gt;
&lt;br /&gt;
By 321BE, the School had stabilised enough that research was once again being conducted on Primachico, and how it was functioning to support the school. Resulting in the rediscovery of Ramierzo’s work more than a decade after his death. This resulted in a strange occurrence in 321BE when an apprentice, by the name of Noemi Ramos, was a part of an experiment on Primachio, a report written by her master, Tania Solanteria, discussed it as follows;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Following the expansion of Ramirezo’s first principal; that Thaumic Mass is expansive beyond initial expectations of physical size. Apprentice Ramos was placed within the arcane circle above the Shard and the appropriate ointments were performed. Upon the expending of nineteen Ramirs of magiaforma, she was transported from her position.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The student placed before the shard reported seeing a small silhouette of a person within the shard, which he guessed could not have been more than the size of his hand. He was unable to measure the form as the shard illuminated itself with a bright light and the silhouette was not visible when his vision returned.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Attempts to recover Apprentice Ramos have since failed. It is likely that within Primachico is a vast amount of active magia, which consumed her form as fire consumes tinder. The possible bounds of this level of storage must be understood to be possibly as large as one hundred times the size of Primachico’s physical form.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This expansion on the understanding of Primachico was our first breakthrough of the research. The shardcircle’s understanding had been that the School was tapping into some sort of extra-spheric space composed entirely of mana. Some sort of font of mana unending. In reality they had been accessing the massive store of mana within Primachico, which still remained in the bowels of the School, retaining its stores of energy as it ever had. &lt;br /&gt;
&lt;br /&gt;
Following this event a rash of research occurred and even the installation of the remaining four shards that had been obtained by the Primera Ordena. It appears that during this time, the ability for Primachico to power the School as a whole was never recovered, and rather it was used rarely to power the most immense magical experiments of the Magi who dwelled within. A record from an auditor who assessed the School on behalf of Maestra Anna Aguinaldo explained it thusly;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Regarding the records of Obregon’s discrepancy in cost, we must assume that subversive traitors present within the School during its founding were obscuring resources and influence in its construction and early use. It is known that nearly forty traitors were acting against Maestro Ballestro in the School at this time, and were lawfully executed for their crimes. It is my assessment that the modern costs to operate the School are accurate and we cannot trust the book keeping of traitors.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I asked the faculty present if they knew that Primachico was capable of empowering simple, low intensity magical experimentation throughout the laboratories in the School’s oldest spire, and they were not aware. I believe that when this knowledge died with Ramirezo it was never recovered, even up to our present day. &lt;br /&gt;
&lt;br /&gt;
With this lack of knowledge in mind, it makes sense that the additional four shards, named using Ramirezo’s naming method as; Primahija, Segundahija, and Segundachico, were installed directly into experimental chambers across the lower levels of the School. They were installed and enchanted without the lower level capabilities of Primachico, and as such were simply vast vats of magical energy which could only be emptied entirely at once, creating a destructive deluge of power that wasn’t of much use to anyone. They appear to fall into disuse for some time, their primary purpose being illuminating the chambers they remained within for students seeking quiet chambers to study within. It was not until the city of Obregon began to outpace the School of Gifts that they would once again come into use.&lt;br /&gt;
&lt;br /&gt;
What we have discovered in this history is that crystal mana has an internal thaumic storage capability far beyond what is normally used (which makes crafts such as the common Crystal Hunger Robe make more sense as it augments the ability for the body to consume mana, rather than multiplicating the amount of mana in the first place), and uses beyond what it is normal. Powerful shards of crystal mana were installed within the School of Gifts during the height of the Grand Andashi Empire, and were capable of being accessed, producing what we believed were extra-spheric locations, but instead are the magical confines of a particularly notable shard of crystal mana, which have internal dimensions that could be more than one hundred times their physical form.&lt;br /&gt;
&lt;br /&gt;
== Second Section - Need, Expansion, and Greatest Use ==&lt;br /&gt;
----By 284BE Obregon as a settlement had outpaced the School of Gifts. As the largest South Eastern settlement it was a point of trade with the Esterran polities to the east, a point of administration for all the lands that surrounded it, and benefited from the foundation that was the School of Gifts. While the twin elements of the city and the School fed off of each other, they were largely separate, save for times of great trouble. But in 284AE it began to change when the School was asked by the city to help address a series of crises that were plaguing the region. Notably; sandstorms and earthquakes. The request is as follows;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“... as I am sure you are aware. But we must discover some method of overcoming these storms and quakes or else more than just the city is in danger, surely the School shall be as well! We beseech you to search within your artifactory and discover any path forwards!”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This plaintive tone and insistence that the School of Gifts was also in danger was a skilled piece of manoeuvring on the City Council’s part and we discovered two dozen records of experimentation and works in attempts to forestall the storms. In the end it was a student mage by the name of Gael Sanguesa who suggested the use of Segundahija. His submission to the School masters contains the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“We understand that living matter cannot survive within the bounds of Segundahija, but soil and stone may be of use here. If we can bind Segundahija to the bedrock of the city, we can infuse the very bones of our home with the weight and entropy that can be used to shield it against further quakes! Using the teachings of Aya Peresio, I believe such attunements can be made.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sanguesa’s submission was denied, but a nearly identical submission that was made by Master Miquel Perenalto was approved shortly after. The works began with the carving of six deep mineshafts below the lowest levels of the School, until they reached the sandstone bedrock the city sat upon, and even then they delved deeper. Once sufficient space was arranged, the appropriate enchantment works (lost to us at this time) were conducted, binding Segundahija and the bedrock. The enchantment was ‘fired’ (much in the same way a clay pot is fired), which promptly caused an earthquake.&lt;br /&gt;
&lt;br /&gt;
This earthquake was the worst that had been seen so far, and completely collapsed a whole spire of the School of Gifts, which explains the long held mystery of what fate befell the ninth spire of the School. Following this disaster, the works were stopped and the School refused any further business with quake prevention. The cause of the quake was chalked up to misapplication of runes, or an impossibility of the task.&lt;br /&gt;
&lt;br /&gt;
But this was not the case. The truth was understood by the one who originally suggested it; Gael Sanguesa. Sanguesa supposed that by connecting and firing Segundahija, the School had channeled the immense entropy of the magiaforma into the bedrock, causing it to agitate the stone and forcing the earthquake. Sanguesa tried thrice to have the School Masters reexamine the circumstances and his proof, but he was denied each time, with his last punishment resulting in expulsion. &lt;br /&gt;
&lt;br /&gt;
We are led to believe that the earthquakes continued throughout the year 284BE into 283BE. A full half of the city was rendered uninhabitable and even the School was considering ceasing to inhabit the place. However, during a particularly large quake in April 283BE, the tremors suddenly ceased. A month after this event (noted in municipal records), we have this graduation notice from the School of Gifts;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“For the heroism, ingenuity, and exceptional arcane intelligence during a time of great strife and danger to both himself, his companions, and the School of Gifts, Gael Sanguesa is granted an immediate graduation from the School of Gifts and recognised as a Magi of the Andashi people.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Contrary to the misinformed minority of the Council of Masters, Gael Sanguesa entered the bedrock works below the School of Gifts during a quake to conduct an unknown piece of arcane works, and in doing so not only succeed in empowering the magiaforma known as Segundahija, but saved the School itself from collapse.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sanguesa’s later writings describe his reasoning, being that quakes and other motion are examples of entropy, which is known to be contained in Magiaforma. By forging a bond between Segundahija when it was fully empowered from lack of use and the bedrock, that entropy had been released into the bedrock, causing the quake. Out of fear, the work had been undone, when in reality, all that needed to be done was a refiring. Segundahija was depleted, and just like a pair of lungs, needed to breathe back in. This void of entropy (referred to as negentropy by Sanguesa) could be connected to the bedrock, acting as a sacrificial void for future movement. An act which appears to have worked.&lt;br /&gt;
&lt;br /&gt;
Most peculiarly, the matter of Obregon’s sandstorms was not solved by this act, but appears to have been solved regardless. There are no records in parallel to this one referring to the notable sandstorms again, so they must have been combated some other way. &lt;br /&gt;
&lt;br /&gt;
Importantly, the works of Sanguesa (and in their own way, Master Peranalto), had also bonded the School and the City Council. Now the City could begin to look to the School of Gifts for solutions to its owes and the School may actually be able to assist. During the time of Master Sanguesa’s leadership of the School Masters Council, this happened often.&lt;br /&gt;
&lt;br /&gt;
Notable in this was the twin use of the remaining two Magiaforma; Primahija and Segundachico towards elements for the city. Primahija was bound to the city&#039;s web of cisterns and wells, allowing water to flow through the Magiaforma’s immense entropically charged form to purify and even pressurise the water to some extent, allowing it to flow uphill short distances around large enough cisterns. This improvement facilitated much growth within the more affluent areas of the city.&lt;br /&gt;
&lt;br /&gt;
It is unknown what binding was completed for Segundachico, or if it was ever successfully bound. It remains in the bowels of the School of Gifts, its nameplaque intact and its form whole. However it is darkened and black. &lt;br /&gt;
&lt;br /&gt;
In these last decades of Grand Andash, Obregon stood as one of the great cities of the empire, its eastern jewel, the equal of other great places such as Aprivano, Estevandi, and more whose names have been last to the sands. Much of this greatness was infused with arcane energies, which the commonfolk thanked the Schools for, and the Schools accepted those thanks with pride, knowing that they owed their power to the Magiaforma and the work of great arcanists such as Ramirezo and Sanguesa. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;code&amp;gt;Segundachico was certainly bound, but I can find very little records of it, save for the following damaged passage, penned near the year 251BE :&amp;lt;/code&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;lt;code&amp;gt;“... does not fully contend with the magnitude of the beast that he engages with. The mirroring of the spires across our land is not some matter of land grants and priestly availability. It is a sigil, and a sigil most foul. Were it not for Segundachico’s grounding influence, this entire School would have long ago fallen to Her influence. But no, it is only us and the School of Fates in Cielazul that stands defiant, stands remembering. Please Maestro, I beg of you, read my words and REMEMBER…”&amp;lt;/code&amp;gt;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Third Section - Loss and Darkening ==&lt;br /&gt;
----But even the arcane gifts of Obregon could not protect it in the end. As the rest of the Andashi empire fell in and around the years of 225BE, Obregon was certainly a part of this fall, although in what matters that was done, it is hard to say and is certainly beyond the scope of this research (although research into this history of Grand Andash and its fall would be an astounding concept for future research!). What we have been able to ascertain is that Obregon’s ‘light went out’ sometime between 223BE and 219BE. &lt;br /&gt;
&lt;br /&gt;
The fact that we have traced this over an extended period of years, rather than just a single catastrophic event, along with the exact details that we have been able to locate, paints a picture of a city slipping into darkness and the sands. As opposed to a city that was dashed and lost in a matter of moments from some great calamity or invasion.&lt;br /&gt;
&lt;br /&gt;
Four records that we have been able to locate elucidate on this hypothesis. The first, detailed below, is the records of a member of the city council from 224BE;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“It has been four months since the last messenger from Estevandi and I fear we shall be receiving no more. I fear that they are already among us. Although if truth is told I do not know who THEY are. Do we fear the disgraced priests? Surely they were felled at Sarimento.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Surely we were not defeated.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I have spoken to Masters Diana and Ingeila and I fear they are drifting away from me, from the Council, from the city as a whole. Ever since we stopped receiving word from the north they have spoken with me less and less. There is no longer a representative of the School on the Council sessions. The few guards we have remaining tell me that the gates to the School grounds are locked at night and their students no longer leave to see their families.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I fear we shall tear ourselves apart before they come for us.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Following the defeat in Sarimento, it appears that Obregon was left to stand alone, cut off from whatever other outposts of the Grand Andashi Empire remained. This unnamed member of the city council refers to fears of infiltrators of some kind and this sewing discord both in his own mind and among the leaders of the city. The private notes of a student were found tucked into an unrelated tome within the deep stacks. Seemingly the student hid here during later conflicts on the School Grounds and sought to keep their last days secure by hiding their thoughts in the stately, leather bound book;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“The warrior ones are in the school now. I do not know what weapons they are carrying but their bearing is that of madmen. I can hear them laughing in the halls beyond even now. If I am lucky, the priests will come for them and they will do battle with each other rather than with me. But were it not for their maddened eyes or their bloody hands I would not know them from other men.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I cannot get out. I can only go deeper into the School and hope they will not find me.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I only wanted to see light in the dark places.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whatever force it was that came to Obregon to extinguish its light contained both warriors and priests, who were themselves in conflict. These saboteurs likely entered the city as refugees from the larger conflict and then fell upon its inhabitants when they reached a sufficient strength. We know not the name or the fate of this student, I can only hope it was quick.&lt;br /&gt;
&lt;br /&gt;
The last note we have details the Primachico’s final darkening by a surviving member of the Masters council. We found it behind a stone a few paces away from Primachico sits, ensconced in the wall. It was a simple thing, but one which spelled the end of Obregon;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“The city is lost. They walk among us, they know our fates, they know our ways and will know our deaths. I cannot let what we know fall into their hands to be consumed. I will not let it. I have struck the runes and broken the forms. The first son of Ramirezo will go dark, and in going dark it will cut the tie that binds. There will be no water and there will be great calamity. But they will not have the son’s might, nor the might of his siblings. I can only hope that in some future there are good people here, people who seek the light in the dark, the lines between stars, and the truth of their questions.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;When those people are here, I hope the first son of Ramierzo will be with them, giving them his magia, so that they might know more, and know fully.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Without the balancing and interconnected presence of Primachico, it is likely that great earthquakes befell the city, that its water stopped flowing, and that its great School was abandoned. Even if this unknown enemy was repulsed, there would be no Obregon without the School of Gifts, and there would be no School of Gifts without the three great Magiaforma.&lt;br /&gt;
&lt;br /&gt;
== Conclusion - There are Good People Here ==&lt;br /&gt;
----Unfortunately, the reclamation of Obregon and the School of Gifts from the sands is a topic that is both not entirely agreed upon, and extensively politicised. There are still many great Clans and Tribes that claim they were the ones to discover this quarter of the city, or this spire of the School, and who did what remains important for ownership and simple bragging rights.&lt;br /&gt;
&lt;br /&gt;
Because of this, it is unclear how the Magiaforma were rebonded. What is clear is the state of matters now.&lt;br /&gt;
&lt;br /&gt;
There are three magiaforma; Primachico, Primahija, and Segundahija. All three of which once again glow with the inner thaumic energy within the lower levels of the School of Gifts.&lt;br /&gt;
&lt;br /&gt;
Primachico is used for half of its original intent. It provides reserves of magical power for particularly powerful arcane experimentation and serves as a balancing force on the other two magiaforma. &lt;br /&gt;
&lt;br /&gt;
Primahija is bound in the same way it always was; to the bedrock of the city. Unfortunately it is the most difficult of the magiaforma to maintain, as the lowest levels of the School which access its experimental chamber, which is in turn connected to the delvings down to the bedrock, are mostly still full of desert sands. Accessing Primahija is done, but sparingly, and often by experienced students who are agile enough to crawl, dig, and climb to it, but also skilled enough to complete the required ministrations. It is these students who the State of Emergency utilises to support Concordian concerns around Southern Esterra and there is considerable concern that the poor conditions of Primajija&#039;s location that Obregon may once again be wracked by quakes and sandstorms. Indeed, the latter already appears to have returned. &lt;br /&gt;
&lt;br /&gt;
Finally, Segundahija. Easily accessible in the eastern spire’s lowest levels, it is of the most note to The Concord. Following the disastrous actions of the cult of Grain and Grail, a vast plant entrapt much of the School and city, resulting in many deaths. Concordian heroes managed to kill the plant, known as ‘The Aeonstem’, through meddling in elements of the School’s Grand Andashi functions (including Segundahija). But in doing so they bound saplings of the Aeonstem within the magiaforma, poisoning the wells and cisterns of Obregon, and resulting in the malady known as the Arboreal Putrefaction. Indeed, if one goes to the lower levels of the eastern spire and gazes into Segundahija, you can see what appears to be the darkened shapes of thousands of briars or roots forged in green glass.  Truly a shame to see such a wonder of Grand Andash’s arcane history so corrupted. &lt;br /&gt;
&lt;br /&gt;
This research has shown that no things are truly separate. The story of the magiaforma is a story of empire, of ambition (both great and small), of rebellion, and of loss. In the end, while I remain only slightly more knowledgeable about matters arcane, I certainly feel closer to our Andashi cousins in the west.&lt;br /&gt;
&lt;br /&gt;
For sand and stone,&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Civil Service Archivist, Friederike Bierwurth, Head Librarian of the Concordian Records&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[High Historian]]&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=The_Senate&amp;diff=4602</id>
		<title>The Senate</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=The_Senate&amp;diff=4602"/>
		<updated>2026-09-20T09:17:17Z</updated>

		<summary type="html">&lt;p&gt;Mharris: Clarified how removal and abrogation work.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Senate stands as the Concords highest governmental council and its primary legislative body. It is the power of the Senate to pass laws, decree expenditures of the treasury, handle foreign policy and really whatever they feel is under their purview.&lt;br /&gt;
&lt;br /&gt;
See [[Senate Motions]] for a list of previous proposals put forward by this council.&lt;br /&gt;
&lt;br /&gt;
= Function =&lt;br /&gt;
It is the role of the Senate to govern The Concord and its control extends to all aspects of life not covered by another council. It is important to recognise that in this, the Senate is superior to any local or Realm-based organisation, such was part of the sovereignty ceded by each Realm during the creation of the Concord.&lt;br /&gt;
&lt;br /&gt;
Any major commission or task requires the support of the Senate, who has full control over the Treasury. While it cannot force the Exchange to provide materials, the vast wealth of the Treasury means that it has great power to control the Exchange and resources.&lt;br /&gt;
&lt;br /&gt;
While the Senate cannot interfere in the functions of the War Chamber, it is the duty of the Senate to appoint Generals and Admirals to control the forces of the Concord. It is the role of the Senate to start and end wars with foriegn powers and local dangers, as well as decide upon ownership of new territories captured by the Concord. With this in mind, matters of Foreign Diplomacy fall to the Senate with decisions of the Concord’s position being foremost in many discussions.&lt;br /&gt;
&lt;br /&gt;
The Senate also has the ability to control the Laws of the land, determining what is and is not a crime and the punishments possible.&lt;br /&gt;
&lt;br /&gt;
All of these actions are governed by the original agreement of The Concord as well as by the power of Veto held by the Church of the Divine Spheres and the Throne.&lt;br /&gt;
&lt;br /&gt;
= Powers =&lt;br /&gt;
Powers of the Senate are separated into Legislative powers, Economic powers and Diplomatic powers, they are as follows.&lt;br /&gt;
&lt;br /&gt;
== Legislative Powers ==&lt;br /&gt;
&#039;&#039;&#039;Changes to Concordian Law&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate may change what is deemed illegal or legal within The Concord. This does need to remain within the bounds of the original Concord and will be arbitrated by the Symposiarch and other Concordians. The Senate may also change or define punishments that are available for such crimes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appointment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate has the ability to grant titles to citizens of the Concord that it has control over. The exact requirements and nature of each title depends on the title in question. The Senate may also appoint titles of individual Realms if the Realm is unable to.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Creation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate has the ability to create new titles that are not connected to commissions. These titles may include funds, resources or powers. They will be defined when created and will be overseen by the Symposiarch to ensure they remain within the bounds of the original Concord.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assignment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When a region comes under the control of The Concord that region is assigned to a Realm by the Senate. Once assigned a region can only be relinquished by a realm if its national assembly agrees to relinquish it or if it is lost and reconquered.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abrogation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Where it is allowed, the Senate has the ability to abrogate a previous Senate decision. If the vote is successful, the decision is nullified in the most effective way possible. This may be requested at any point by a senator, at which point it requires seconding by an additional senator. If the request is seconded, then a motion is held, requiring a Supreme Majority, but not prompting the Church Veto. Each senator may only request one abrogation each summit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Enthronement&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate has the ability to name a Concordian citizen to the Throne, placing them upon the Throne for the remainder of their life or until they step down. There is an appointment method by which Thrones are elected. It is as follows:&lt;br /&gt;
&lt;br /&gt;
# A motion is raised that there should be a Throne. If the motion passes a Throne vote will be held at the next senate session.&lt;br /&gt;
# At the next session, any senator may nominate a candidate.&lt;br /&gt;
# Each candidate may give a short speech in order of nomination.&lt;br /&gt;
# Each senator then stands behind the candidate they support or moves to the ‘none of the above’ area.&lt;br /&gt;
# If any candidate received two thirds of all senators (a supreme majority) then the decision is given the Church to consider their veto. If successful there, then the candidate is named as Throne and will be crowned at the next Summit.&lt;br /&gt;
# If no candidate receives a supreme majority, then all senators are given a short amount of time to reconsider their position, wherein they may change their support.&lt;br /&gt;
# If no senators move, or if after three recounts there is no Supreme Majority, then the motion has failed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Removal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate has the ability to remove the title of Senator from a Senator. If the vote passes, the Senator in question has their title removed, is removed from the chamber and barred from re-entering for the remainder of the session. They may not stand as Senator until a year has passed. This requires a supreme majority. This may be requested at any point by a senator, at which point it requires seconding by an additional senator. If the request is seconded, then a motion is held, requiring a Supreme Majority, but not prompting the Church Veto. Each senator may only request one removal each summit.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Grand Inquest&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate can request that Concordian Magistrates begin a Grand Inquest into a legal concern, crime or event. If the vote passes, Magistrates will organise to investigate the chosen concern over the coming season, returning with results or options to continue at the coming Summit. Grand Inquests incur a cost as Magistrates requisition travel costs, guards and assistants for the investigation. The cost is estimated during the motion by the Symposiarch and is paid upon completion of the vote. The Civil Service currently has the ability to engage in one Grand Inquest per season.&lt;br /&gt;
&lt;br /&gt;
== Economic Powers ==&lt;br /&gt;
&#039;&#039;&#039;Commission&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate may call for a commission. If called for by the Senate during Concordian business then it is automatically a Concordian Commission, however if raised during Senator Motions, they may define it as a Realmic Commission. In which case it is the duty of that Senator to produce the required funds and resources. It is also during the motion raising a Realmic commission that a senator may request funds or resources from The Concord to assist. Funds allocated for this use may not be spent at The Exchange.&lt;br /&gt;
&lt;br /&gt;
A motion of commission can also be used to transfer ownership of a commission to a realm or from a realm from the Concord. Both options require a Supreme Majority&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also: [[Campaign: Commissions]]&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Endeavour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate may call for an Endeavour. An Endeavour is an action undertaken but the Senate which requires its resources but does not necessarily result in a Commission. An example Endeavour might be using Senate resources to purchase potions for an upcoming conflux. Funds allocated for this use may not be spent at The Exchange.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Appraisal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate can raise requests for Appraisal towards custom commissions up to twice each Summit. These requests will be assessed in the season that follows, becoming available for Senate construction during the Winds of the World for the following Summit.&lt;br /&gt;
&lt;br /&gt;
== Diplomatic Powers ==&lt;br /&gt;
&#039;&#039;&#039;Declaration of War&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate can declare war on any foreign power. The nation and its people are considered enemies of The Concord and trade with them is ruled as illegal.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Declaration of Peace&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate can end wars with foreign powers. The nation and its people are no longer considered enemies and trade with them may resume.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ratification of Treaties&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Concordian Ambassador, acting within the powers granted to them by their title may submit a treaty to the Senate to be ratified. A ratified treaty is accepted into Concordian law and foreign policy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concedence&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate may opt to cede control of a region to a foreign power. Doing so declares that Concordian citizens will not oppose the annexation once it occurs.&lt;br /&gt;
&lt;br /&gt;
== Executive Powers ==&lt;br /&gt;
&#039;&#039;&#039;Publication&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Senate can approve documents for publication. Doing so distributes copies of the document to libraries and makes the document available to Civil Service offices. This will make the information available to the people of The Concord. These documents will be available on the [[Concordian Documents]] page of the Wiki for any player to read and have their character know.&lt;br /&gt;
&lt;br /&gt;
= Resources =&lt;br /&gt;
The primary resource the Senate draws from is the Concordian Treasury. The Treasury is a collection of taxation and donation from across the Concord. The exact methods and values for which are kept below a level of abstraction for the game. What is presented are the;&lt;br /&gt;
&lt;br /&gt;
* Incomes of the Concord&lt;br /&gt;
* Costs of the Concord&lt;br /&gt;
* The Total Funds available in the Treasury&lt;br /&gt;
&lt;br /&gt;
This information can be requested by a Senator from the Symposiarch at any time.&lt;br /&gt;
&lt;br /&gt;
The Senate cannot maintain stocks of magical items, strategic resources, crafting resources or herbs unless they are a part of an active Commission or Endeavour.&lt;br /&gt;
&lt;br /&gt;
It is important to note that The Concord may not become bankrupt. In such a circumstance, the Concordians will adjourn to liquify commissions and resources to bring the Concord back into solvency.&lt;br /&gt;
&lt;br /&gt;
= Membership =&lt;br /&gt;
Members of Senate are split into three forms:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;True Members&#039;&#039;&#039; of Senate are Senators and the Throne. These are individuals who attendance ensures that senate will begin and are responsible for the actual function of government. True Members have the &#039;True Right to Speak&#039;.&lt;br /&gt;
* &#039;&#039;&#039;Members&#039;&#039;&#039; of Senate are additional titles with the &#039;Right to Speak&#039;. These titles are granted a seat in the senate Chamber but are not voting members and do not add to the majority.&lt;br /&gt;
* &#039;&#039;&#039;Civil Service&#039;&#039;&#039; of Senate are members of  the Civil Service responsible for the operation of the council, such as the Symposiarch. They have control over the council.&lt;br /&gt;
&lt;br /&gt;
== Senators ==&lt;br /&gt;
Concordian Senators have a certain set of rights and responsibilities that their title grants, they are follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Absention&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Senators lack the right of abstention, as such they are legally required to vote whenever it is possible for them do so within Senate meetings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Address&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Senators have the right of address before the senate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proposal&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each Senator may raise one motion during the Senators Motions section of a Senate meeting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executor&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If a motion passes that requires a significant amount of work outside of the Senate meeting, such as purchasing the required materials for a Commission, the Senator who raised the motion is interested as the Executor of that motion. If there are any resources granted to such a motion they are given to the Executor of that motion. It is up to the Senate if excess funds are to be returned after the motion is complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curtailment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A senator may call for a vote of Curtailment once per Senate session, this does not constitute their single motion. If passed, the Senate session ends.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Escalation&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once per Senate Session a Senator may call for escalation at which point the current matter being voted on now requires a Supreme Majority, not a Simple Majority.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proxy&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A Senator may place another in their place as a proxy for any amount of time. Doing so requires that the Senator to submit this action in writing to the Symposiarch.&lt;br /&gt;
&lt;br /&gt;
= Chambers =&lt;br /&gt;
The Chambers of the Senate are largely open to the public, as is befitting their role. They contain a chair for each Senator, The Throne and open central area for speaking and addressing the Senate as a whole. Additional chairs are added for partial members of the Senate and other civil service staff. While there are provided seats for the public, they are not guaranteed.&lt;br /&gt;
&lt;br /&gt;
= Meetings =&lt;br /&gt;
The Senate meets in Senate Sessions on every day of the Summit, more than any other Council. These sessions are open to the public, but space for the audience is not always guaranteed, if you are interested in observing then it is best that you get there early. Senate sessions are called and wait for a maximum of ten minutes. If two thirds of the true members of Senate (those with the &#039;True Right to Speak&#039;) are present, senate will begin. If two thirds cannot be obtained after fifteen minutes, senate will be cancelled for the day. Senate cannot begin without a Symposiarch (be it the standard one or a stand-in). Sessions are generally split into four sections:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Introduction&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wherein the Senators, Throne, Symposiarch and any important guests are introduced.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Address&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wherein individuals may speak to the Senate on any number of issues. Addresses are submitted to the Senate prior to its meeting by speaking to the Symposiarch. In certain circumstances individuals may be granted address on the spot. There are also certain titles within The Concord which have the right of Address. Before an address may begin, a vote against the individual is taken. If passed, their address is cancelled. Emergency address and address granted by a title may not be cancelled.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Concordian Business&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wherein matters are raised by the Symposiarch. This may be responding to particular important events, appointments that are required by The Concord, maintaining in-progress commissions or the reading of intelligence.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Senator Motions&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Wherein each senator may raise a single motion.&lt;br /&gt;
&lt;br /&gt;
=== Speaking in Senate ===&lt;br /&gt;
In order to maintain civility and procedure within the Senate chamber, there are a number of regulations regarding who gets to speak and when. There are a general set of regulations that apply to all, and then a set of specific rights which enable individuals to speak at certain times.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The general rules are as follows:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Any individual can be found to be disrupting the Senate at any time by the Symposiarch, requiring their removal, first by their own act, then by the Watch.&lt;br /&gt;
* Individuals who wish to speak and are not afforded the right by any other circumstance must stand and raise their hand. They will be acknowledged by either the Symposiarch or the Senator responsible for the current motion (during Senate business) which will allow them to speak. Any other senator or the Symposiarch can order this individual to cease speaking. If this is disputed by another senator a standard majority vote will be called to allow them to continue speaking.&lt;br /&gt;
&lt;br /&gt;
===== Public Address =====&lt;br /&gt;
&lt;br /&gt;
* Following introductions, the Senate allows for public address. Individuals with the Right to Speak, the Right of Address or who have requested a Public Address will be granted some time to speak during this period. If you have requested Public Address during this time, you will require the support of at least one Senator to begin speaking. Support will be sought after you have been announced.&lt;br /&gt;
&lt;br /&gt;
==== Types of Right to Speak: ====&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Right of Address&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Any Concordian Titleholder may address the Senate during the public addresses without requesting an address prior and without requiring a Senator’s support. This address is limited to 2 minutes. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Limited Right to Speak&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Titles with a Limited Right to Speak are permitted to speak freely during motions or senate business that is deemed relevant to their right. This will be indicated by the Symposiarch when each item of business begins.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Right to Speak&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Titles with the Right to Speak are permitted to speak freely during any piece of senate business. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;True Right to Speak&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Titles with the True Right to Speak are permitted to speak freely during any piece of senate business and whose attendance adds to the majority required to begin a senate session.&lt;br /&gt;
&lt;br /&gt;
== Voting ==&lt;br /&gt;
Every senator within the Senate has a single vote during each vote. They may not vote to abstain. Votes come in one of two forms;&lt;br /&gt;
&lt;br /&gt;
; Standard Vote&lt;br /&gt;
: requiring a half plus one of the senators present minimum to agree for a motion to pass.&lt;br /&gt;
; Supreme vote&lt;br /&gt;
: requiring a two thirds majority of senators present to agree for a motion to pass. In addition, any supreme vote must be reviewed by the Church, as such it will not go into effect until that has been completed.&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Then_We_Do_Onto_Others&amp;diff=4601</id>
		<title>Then We Do Onto Others</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Then_We_Do_Onto_Others&amp;diff=4601"/>
		<updated>2026-09-20T05:59:59Z</updated>

		<summary type="html">&lt;p&gt;Mharris: Updated Corsair Predators&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Across The Concord, there are likely more than a hundred taverns. Some are little more than roadside lean-tos, while others are settlements in their own right. Some have great legends, some are barely known to the people who live nearby. Some of these reputations are deserved, while others are bought with gold.  The Edge of the World is all of these and more. It is barely known, as one must be a sailor who frequents Legend City to know how to find it. It is quite small, as it only caters to those crew who have completed ‘The Three Rigs’. But its legend is great, perhaps it settles as the greatest seaside tavern in The Concord, if not all of Esterra. &lt;br /&gt;
&lt;br /&gt;
Quidano Porenza is a sailor through and through. The son of an Andashi Corsair and a Lerona Mere shipwright, for tonight he is your drinking partner, and as long as the spirits are flowing and the music is just quiet enough that he can still be heard, he’ll tell you every rumour that has fled to his ears across the sea. Now drink up, because the waves rarely bring good news. &lt;br /&gt;
[[File:690775710 10163113462333129 3180891449241739196 n.jpg|center|thumb|469x469px|Always depart in good spirits, for you never know when you will meet again.]]&lt;br /&gt;
&lt;br /&gt;
== News from the East ==&lt;br /&gt;
“Someone best be getting to renaming the Explorers Sea sometime soon I think. A few years back I would’ve called it ‘The Blackgold Sea’ or ‘The Pirate’s Purse’ for all the wealth those swine were pulling from it. But no longer. That damned mad duke Rottmour and his fleet have sailed out of Manacle Harbour and joined up with Adimeas they have, sailed down the coast and kicked The Seaknight and all his Golden Goons all the way south. Now I ain’t heard the particulars of it, but Bulsker couldn’t have gone out east with more’n six thousand sailors, which isn’t a great number against either o’ those fleets, let alone both of the bastards. Frankly, I’m surprised that Dendarri prick is still alive, particularly when the Stormqueen ain’t been seen sail nor tail in a year to come pull him out of this shitsquall.”&lt;br /&gt;
&lt;br /&gt;
Porenzo knocks back a tumbler of dark red wine like its a shot of rum, grinning with stained teeth.&lt;br /&gt;
[[File:699928243 122145039908993969 3181460487526323982 n.jpg|thumb|20 vaults is a lot for any captain to consider...]]&lt;br /&gt;
“But kick the shit out of him they did. I’m sure Rottmour and Haves are sitting pretty good back home right about now. Won’t be another Crownsport that’s for sure, let that Duke Rayleigh moulder in his keep like an old throwline.”&lt;br /&gt;
&lt;br /&gt;
“That Bulsker though, he’s not nothing. Sure he’s as angry as a drowned cat and half as likeable, but he’ll do a lot to stay out of his peoples heathen death. So I’m not too surprised that his bastard fleet, or what’s left of it, is docked off of Ushal Vakkan getting fixed up. I’m not sure if these new Bailites have a thought on how to mend a keel, but they’ve got the timbers for it. Considering how many ships Bulsker’s got left, I’d wager he’s just looking to mend up and sail home. No more heroics for that fool.”&lt;br /&gt;
&lt;br /&gt;
Porenzo lets this thought germinate for a moment, swishing his wine back and forth like a river-rock he’s trying to smooth over. &lt;br /&gt;
&lt;br /&gt;
“But that bein’ said, plenty of crews have seen his own ship around the eastern children, Tartassini, Legassini, and the like. Maybe he’s not done with adventures yet.”&lt;br /&gt;
&lt;br /&gt;
His glance carries around the room for a moment, before conspiratorially returning to yours.&lt;br /&gt;
&lt;br /&gt;
“Not if we’ve got something to say about it though? You’ve heard what everyone’s talkin’ about? Twenty doors to the Captains who can tell the Senate to shove their heads up their ass, sail down to the Bailes and finish what those madmen out east started. Now I’m not sure about you, but a cut on twenty doors sounds pretty good to me.”&lt;br /&gt;
&lt;br /&gt;
His eyes take on a far away wistful look, as if imagining all that wealth. &lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
Rumours from the east have it that a combined force of Drummondite ships under the command of Duke Alswin Rottmour, and a fleet out of Kameiros lead by Axos Lokhagos Adimeas Haves has routed half of the Golden Fleet under the command of Ottandios Bulsker, also known as ‘The Seaknight’. Bulsker has fled south, limping back in the direction of Banathea, with his fleet anchored some distance off of Baile Lochra in the Cape of the Bailes. The Fleet has a current strength of 1500 and is likely being repaired for payment at Ushal Vakkan.&lt;br /&gt;
&lt;br /&gt;
There will be additional information and decisions relating to the Golden Fleet for the [[Ambassador]] to [[The Fealties of Drummond|Drummond]] and the [[Ambassador]] to [[The Dendarr Nations|Dendarr]]. &lt;br /&gt;
&lt;br /&gt;
Ottandios Bulsker’s personal ship, ‘Havek’s Halberd’ has been seen numerous times in and around the Outer Isle’s East and the Cape of the Bailes.    &lt;br /&gt;
&lt;br /&gt;
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 the 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. A fleet could also move into The Cape of the Bailes sea territory and take a hostile action, but this hostile action would need to be marked as targeting the Golden Fleet, and would also be illegal unless any changes to the Concordian diplomatic circumstances with the Golden Fleet are made by the Senate. &lt;br /&gt;
&lt;br /&gt;
The same ports in Drummond remain open to Concordian ships this season, including:&lt;br /&gt;
&lt;br /&gt;
* Crownsport (Tier 1 Required)&lt;br /&gt;
* Bleakstarbe (Tier 2 Required due to summer storms)&lt;br /&gt;
* Manacle Harbour (Tier 3 Required due to increased militarisation)&lt;br /&gt;
&lt;br /&gt;
The same port in the Dendarri nations remains open to Concordian ships this season:&lt;br /&gt;
&lt;br /&gt;
* Kameiros (Tier 1 Required)&lt;br /&gt;
&lt;br /&gt;
== News from the West ==&lt;br /&gt;
Porenzo sighs, glances down the neck of the bottle of wine and sighs again. He waves a hand at the bartender who pretends not to see it and then looks at you emploringly. When you return to the table, this time with a short clay pitcher of ‘Crabfever’ (which turns out to be some Andashi spiced liquor as thick as glue), your companion has a dour expression.&lt;br /&gt;
&lt;br /&gt;
“Aye, but I’d rather be chasing Golden’s out east rather’n getting chased by them out west.”&lt;br /&gt;
&lt;br /&gt;
He shakes his head, like an old timer watching a storm roll in, despite his age being somewhere between seventeen and twenty five.&lt;br /&gt;
&lt;br /&gt;
“Now look, I ain’t sayin’ that the Fist or the Gift couldn’t roll up any damned fleet this side of Port Gargant, but they’re busy, they’ve got wars to win. But it’s a certain sight less safe in the Guardian Strait and further west now that the Senate sent the Corsair’s treaty to the bottom of Big Bev’s Bay. I’m not sure if the Concord has the burnin’ desire to go and take back the Guardian, maybe it’ll make the Andashi feel less burned about Nazafeza.”&lt;br /&gt;
&lt;br /&gt;
He shrugs with a noncommittal apathy.&lt;br /&gt;
&lt;br /&gt;
“I’d just be happy to have somewhere to dock out west without careening.”&lt;br /&gt;
&lt;br /&gt;
He takes a thick gulp.&lt;br /&gt;
[[File:699968579 122145041522993969 4795475294013705525 n.jpg|thumb|Missing, last seen in the company of the Headmaster of the Andashi School of Gifts.]]&lt;br /&gt;
“Bad news about that headmaster and that Al’Jadis. The Incendio was a damn pretty boat.”&lt;br /&gt;
&lt;br /&gt;
A rueful shake of the head, another slurp. &lt;br /&gt;
&lt;br /&gt;
“And now Majeed’s angry girl is back, and with more Adanji ships than I can even bother to count. Which to be fair isn’t that high, when it comes to Adanji ships that is, my ‘rithmetic is as good as anyone elses. But between Carine’s fleet sitting in the strait, the Ar’ebazzani in the north, and the Golden bastards doing whatever they can to turn The Guardian into the least fun place this side of Parliament House…”&lt;br /&gt;
&lt;br /&gt;
He shakes his head again, this time with a defiant energy.&lt;br /&gt;
&lt;br /&gt;
“And what&#039;s the point in sailing out west anyway? You want to go to Ar’ebazzan? Fuckin’ muss around in the Beastlands? Unlikely.”&lt;br /&gt;
&lt;br /&gt;
He tips his head to one side with a curl of his lips as something does recall into his mind.&lt;br /&gt;
&lt;br /&gt;
“All that bein’ said, no one’s made a run off to Odrigan lately. I mean, we owe a lot to those mad swamp people for throwin’ off their oppressors and being the biggest pain in Ar’ebazzani ass since…well, us” &lt;br /&gt;
&lt;br /&gt;
“Someone should really head over there and make sure they’re alright.”&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
While not particularly hostile, the forces of the Golden Fleet have made it clear in this past season that the Guardian Strait is no longer friendly territory for Concordian ships. The Guardian Strait has gained the ‘Corsair Predators’ trait.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Name&lt;br /&gt;
|Casualties Inflicted Mod&lt;br /&gt;
|Casualties Suffered Mod&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|Corsair Predators&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;
|This trait only affects fleets that do not belong to the Golden Fleet. &lt;br /&gt;
&lt;br /&gt;
Fleets that move into this territory have their upkeep increased by 50%. Fleets that campaign in this territory have their upkeep doubled instead. Fleets that start their season in this territory do not automatically incur this traits effect, but will if they return or remain in it. &lt;br /&gt;
|}&lt;br /&gt;
Following predations in the Guardian Strait, an expedition from the Shardcircle has gone missing. [[Keeper of Coin]] Omaira Al’Jadis and [[Headmaster]] Azime Rais Del’Elysium have not been seen since. These characters should not attend sanctioned events from this point onwards and should report to the hub two hours before game-in at Summit to resolve their characters&#039; danger. More information will be provided in a handout to these characters, which is encouraged to be read before reporting to the hub. &lt;br /&gt;
&lt;br /&gt;
Concordian ships cannot trade with The Golden Fleet at Banathea any longer.&lt;br /&gt;
&lt;br /&gt;
A large fleet flying Carine El’Majeeds banner has docked in Nazafeza, but information on this circumstance is thin on the waves for Concordian sailors. &lt;br /&gt;
&lt;br /&gt;
There has been no news from Free Odrigan far to the west this season. Concordian ships are welcome to sail to this far flung friend of the Concord who may very well need Concordian help. Ships wishing to do so can trade with foreign ports as below:&lt;br /&gt;
&lt;br /&gt;
* Free Odrigan (Tier 3 Required)&lt;br /&gt;
&lt;br /&gt;
Artebazzani and Adanji ports remain closed to Concordian ships.&lt;br /&gt;
[[File:699671567 122145058256993969 9066016262776513737 n.jpg|center|thumb|587x587px|Compared to the Concord&#039;s normal enemies, perhaps pirates aren&#039;t so bad?]]&lt;br /&gt;
&lt;br /&gt;
== News from the South ==&lt;br /&gt;
At this point in the night, Porenzo is nearly horizontal as is his right arm, jaw, and the right side of his face splayed out on the rickety table. Strangely enough, The Edge of the World has only gotten busier, and there is standing room only all around you as a dozen accents fill the air as thick as the smoke from pipes. Porenzo grips the neck of a bottle of rum like the wheel of a ship, subconsciously leaning it back and forth, feeling for the sea that only he can sense.&lt;br /&gt;
&lt;br /&gt;
“Maybee thats the problem. We keep lookin’ for sailin’ places in other people. Places where there’s already people. We should dooo what those Jarls doo, and just fuck off! Go places where there ain’t nobody.”&lt;br /&gt;
&lt;br /&gt;
He points at you with his prone right hand, his face makes you second guess whether or not you owe him money. You don’t, but Porenzo has an energy that seems like people owe him money. &lt;br /&gt;
&lt;br /&gt;
“You hear about all those Valleyfolk who sailed off south? They got to Vulpossa and Tartassini they did. Found all them goats, all that treasure of whatever the damn. I heard that they’re getting paid by some Lerona Mere scumbag to do it, going to start a prison on the islands to take all the people who disagree with the-” He releases a wet burp “- church.”&lt;br /&gt;
&lt;br /&gt;
The sailor allows his indigestion to settle for a moment, fights off the lingering hand of a Valleyfolk longshipman who was reaching for his rum, and then rubs his face aggressively, trying to work life back into his stumbling brain through his cheeks. &lt;br /&gt;
&lt;br /&gt;
“But more folk’re havin’ luck south. Those Cabal lads are a good hand to trade with. Crystal mana ain’t ‘eavy and they’ve got plenty of it. Folks’re saying the ice flows are meek and they’ll stay meek if they know whats good for ‘em!” &lt;br /&gt;
&lt;br /&gt;
His sentence and energy trails off, you’re not sure if he has a particular bone to pick with frozen water or if his ire is being transplanted from one source of misfortune to another. You let him settle for a moment, but quickly realise that Porenzo is asleep. You consider trying to wake him for the third time, but your coinpurse is empty and your mind is full. As you stand, someone unceremoniously dumps your one-time companion onto the floor, and your table becomes the sight of a lively game of body and soul before you’re out of the tavern.&lt;br /&gt;
&lt;br /&gt;
Tide comes in, tide comes out, so they say.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
Valleyfolk ships have successfully made landfall on Hraksol and Bloodsnaudr, returning from both isles without being smashed against them. There will be information and decisions to be made for the captains of these Naval Investments following their landfall, about what they wish to do with their new knowledge and islands. There will be decisions for the Senate regarding the ownership of these isles in the Bay of Promised Gold.&lt;br /&gt;
&lt;br /&gt;
Concordian ships have also returned from explorations into the Icereach Sea, reporting that the way still remains open for future travels into this space, although are unlikely to remain so beyond Summer.&lt;br /&gt;
&lt;br /&gt;
Concordian ships wishing to travel into the Icereach can trade with the Idrian Cabal at Rakham’s Cove, easier than normal this season.&lt;br /&gt;
&lt;br /&gt;
* Rakham’s Cove (Tier 1 Required)&lt;br /&gt;
&lt;br /&gt;
Thanks to the intervention of the Senator of Lerona Mere, Concordian ships that travelled to Ushal Vakkan have returned without being much worse for wear, bringing with them supplies of Bailite crafts, herbs, and thunder oak. Travelling to Ushal Vakkan remains a complex uncertainty which can be attempted by Concordian ships this season, but your safety cannot be guaranteed until a more permanent arrangement can be found.&lt;br /&gt;
&lt;br /&gt;
* Ushal Vakkan (Tier 1 Required)&lt;br /&gt;
&lt;br /&gt;
[[File:698979361 27001329539557384 5155729999641022341 n.jpg|center|thumb|745x745px|Its not a bad day to be a Jarl...]]&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>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=The_Dendarr_Nations&amp;diff=4600</id>
		<title>The Dendarr Nations</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=The_Dendarr_Nations&amp;diff=4600"/>
		<updated>2026-09-19T09:37:38Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;blockquote&amp;gt;“Long ago we made our transgressions, something we can never be forgiven for and something we can never regret. Our future is one of righteous struggle and a glorious heart. Strive, Strike and Stride, for the world owes you no favours.”&amp;lt;/blockquote&amp;gt;The Dendarr Nations are a place of great life and ambition, whose people are quick to smile and quicker to stand firm in the face of their enemies. Believers in true heroism and a life well lived, the Dendarri are welcomed all over the seas as skilled sailors, warriors and partiers. Prone to independence and a social directness which could be construed as clumsy, they can sometimes let their larger-than-life personalities get ahead of them.&lt;br /&gt;
&lt;br /&gt;
Beneath the golden armour and golden promises is a history that holds the fate of existence in balance. A story of gods, heroes and danger that the Dendarri can never forget. For all of this is simply preparation for what comes next.&lt;br /&gt;
&lt;br /&gt;
= Known History and Geography =&lt;br /&gt;
It is likely that the Dendarri trace their history back to a number of local tribes in the far northeast of Esterra, combining hillfolk, plains farmers and sailors of the Northern Explorers Sea. Many nations that this great ocean touches have histories with travellers, raiders and traders aboard angular ships bearing painted eyes for hundreds of years. It is likely that this history empowered the foremost nation of Dendarr, known as Kameiros.&lt;br /&gt;
&lt;br /&gt;
Kameiros is a city-state of considerable size and holdings. The eponymous city of Kameiros is a place of luxury and wealth, with a long history of both purchasing the wealth of the North East as well as taking it at swordpoint. For many travellers, its powerful reinforced quay set between two sea breaking mountain ridges, its long stone promenades and fine fortress temples is all they see of the Dendarri lands.&lt;br /&gt;
&lt;br /&gt;
West of Kameiros, as the mountain ridges drive northwest and southwest, the lands open up into the landed Kingdom of Phaleron, ruled by the Emerald Kings of Aggamaris. In the breadbasket of the Dendarri, it is said that Kameiros holds the coinpurse, Aptheos the scabbard and Phaleron the cookpot. Historically the largest in both population and in land, Phaleron is a place of rolling scrub hills, farm-filled flood plains and crag-top settlements.&lt;br /&gt;
&lt;br /&gt;
North of both Phaleron and Kameiros, atop a vast plateau lies the Kingdom of Aptheos, the crucible of the Dendarri. Little is known of this hermit kingdom, save for a reputation to produce ‘Dendarri Vandekotos’, warriors regarded equally for their skill as well as their headstrong stubbornness. Entry for outsiders is forbidden and the people of these lands rarely travel.&lt;br /&gt;
&lt;br /&gt;
Many ports recall rumours of Dendarri wars and rivalries, but the rugged terrain and Kameiros’ monopoly on the seas meant that tales were often focused on the wealthy port kingdom and its ambitions. But it is generally thought that the Dendarri have a long history of petty wars, rebellions and skirmishes between each other, as well as the knowledge that the royal lines within the three current kingdoms are certainly not ancient lineages, with there being plenty of lost crowns within the graves of the Dendarri. But as far as is known there has not been a Dendarri war of kings in nearly a hundred years.&lt;br /&gt;
&lt;br /&gt;
The Dendarri are also known to not carry the faith of the Spheres. In the past, this objection has been stringent, with those being the images of the Divine not being allowed entry into Kameiros, but this has lessened in recent decades. What is known is that the Dendarri religion, known as ‘Agonas’, pushes the Dendarri on a life-long pursuit of wealth, power, scholarly study and physical strength.&lt;br /&gt;
&lt;br /&gt;
= Recent History =&lt;br /&gt;
While details remain rare, it is known that the Dendarri fought a war against the Onyx Aristocracy over the last twenty years. While the results of the conflict are as unknown as the particulars of the war, in the year 218 it is widely reported that the Dendarri nations entered into a peace agreement with The Onyx Aristocracy. Since then Dendarri ships have once again been seen upon the waves, trading as they did before. Notably, the Dendarri maritime raids on nearby nations have also ceased in the last twenty years.&lt;br /&gt;
&lt;br /&gt;
The Dendarri are common sights in ports across Esterra and beyond, their triremes and biremes are a welcome sight for those seeking mercenaries and raw goods such as Beast Bone and Suns Iron.&lt;br /&gt;
&lt;br /&gt;
In the year 222 The Concord established an embassy to the Dendarri Nations based in Weiland. The embassy has been accepted by the Kingdom of Kameiros and currently maintains a consulate in the city. Following this, the Archkonos Rhota of Queen Thestori of Kameiros has made herself the receiver for Concordian correspondence and is contactable through the ‘Call Winged Messenger’ Ceremony.&lt;br /&gt;
&lt;br /&gt;
In the year 224, The Concordian Senate published a summary of the Dendarri religion (&#039;The Chrisma&#039;), written by the lead envoy in Kameiros, Count William Talbot of House Whitefeather. This document is now publicly available despite its heretical nature. [[Concordian Documents - Chrisma Of The Argonas]]&lt;br /&gt;
&lt;br /&gt;
= Look and Feel =&lt;br /&gt;
The Dendarri Nations draw predominantly from heroic ancient Greece of myth and legend for their aesthetic and feel. Clothes tend towards large single pieces for both masculine and femine stylings such as long tunics and sweeping gowns. Colours tend towards dark and deep colours, particularly blue and green. Metals are often gold or bronze, with silver and steel being seen as ‘without the warmth of life.’ The most well-known style of Dendarri equipment is the muscled breastplate, which has been spread across the world by their sailors.&lt;br /&gt;
&lt;br /&gt;
= The Dendarri Nations in Play =&lt;br /&gt;
The Dendarri Nations are nearly as far from The Concord as possible while still being a part of Esterra, laying on the North Eastern coast facing onto the Explorers Sea. They speak both their own ceremonial and high language known as ‘Freetongue’ but the wealth of Kameiros has made Tradespeak (represented by English) universal over much of the Kingdoms.&lt;br /&gt;
&lt;br /&gt;
On the whole, the Dendarri treat The Concord well and the future before the two groups looks promising, however, the looming spectre of the Onyx Aristocracy and mysteries of the Dendarri are constantly felt. The exact opinion on The Concord held by the various kingdoms is still a growing one. In this distant past, Iron Valley holdings in Anderslee as well as the Bailes would have been targets for the since lapsed Dendarri sea raids.&lt;br /&gt;
&lt;br /&gt;
The Dendarri Nations are tradeable through the port city of Kameiros. Naval investments travelling to this distant luxury will likely return with Beast Bone, Suns Iron and Hartswood, as well as with rumours of this land of heroes.&lt;br /&gt;
&lt;br /&gt;
Characters may contact the Dendarri through the &#039;Calling Winged Messenger&#039; ceremony, addressing the communication to Archkonos Rhota in Kameiros.&lt;br /&gt;
&lt;br /&gt;
The information here should be sufficient to create a character who has a background connection to the Dendarri Nations, likely as someone who has traded with them (either in Kameiros or in the Ports of The Concord such as Lerona Mere) or perhaps fought alongside Dendarri mercenaries at some point. A background that includes additional travels within Dendarr or requires more information than is presented here is unlikely to be approved.&lt;br /&gt;
&lt;br /&gt;
As the Concord has only recently reentered into considerable contact with the Dendarri, much of this information will be out of date, founded on rumour or likely to change.&lt;br /&gt;
&lt;br /&gt;
=== Further Reading ===&lt;br /&gt;
&lt;br /&gt;
* [[Local Foreign Powers]]&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Concordian_Documents&amp;diff=4586</id>
		<title>Concordian Documents</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Concordian_Documents&amp;diff=4586"/>
		<updated>2026-09-17T07:56:27Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains documents, reports and other important written works that have been created by the official arms of The Concord (such as The Church of the Divine Spheres of the Civil Service). These documents can be added to through the requisitioning of research (such as through the High Historian&#039;s power of Research) or through making a document public and dispersed among The Concord (such as through the Senates power of Publication or the Church&#039;s power of Dogma).&lt;br /&gt;
&lt;br /&gt;
=== High Historian&#039;s Research ===&lt;br /&gt;
Research commissioned by the [[High Historian]] can be found on the High Historian page.&lt;br /&gt;
&lt;br /&gt;
=== Published Documents of the Senate ===&lt;br /&gt;
The following documents have been made public and widely spread throughout The Concord by Senate decree:&lt;br /&gt;
&lt;br /&gt;
[[Concordian Documents - Nature of the Harbringer Stands|The Nature of Harbringer Stands]] - Published Summer 223&lt;br /&gt;
&lt;br /&gt;
[[Concordian Documents - Chrisma Of The Argonas|The Chrisma of the Argonas]] - Published Summer 224&lt;br /&gt;
&lt;br /&gt;
[[Concordian Documents - Gildenrat|Gildenrat]] - Published Spring 225&lt;br /&gt;
&lt;br /&gt;
[[Treaty of the Corsairs]] - Signed 222&lt;br /&gt;
&lt;br /&gt;
=== Published Documents of the Church ===&lt;/div&gt;</summary>
		<author><name>Mharris</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=4582</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=4582"/>
		<updated>2026-09-15T10:55:01Z</updated>

		<summary type="html">&lt;p&gt;Mharris: Added crownlands traits.&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 / 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>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Senator&amp;diff=4560</id>
		<title>Senator</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Senator&amp;diff=4560"/>
		<updated>2026-09-15T09:31:25Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= Overview =&lt;br /&gt;
Those few who sit upon the Concordian Senate ultimately lead The Concord and represent its people. They control the laws, taxation, foreign policy and direction of the nation, for good or ill.&lt;br /&gt;
&lt;br /&gt;
== Election ==&lt;br /&gt;
Senators are elected during the Autumn Summit earlier in the year. Each region of The Concord elects one senator through a method dependent on their Realmic Traditions.&lt;br /&gt;
&lt;br /&gt;
== Term ==&lt;br /&gt;
Senators serve a term of two years, including the Summit where they are elected. They may immediately stand for re-election after this term if they wish. There is no term limit.&lt;br /&gt;
&lt;br /&gt;
== Powers and Responsibilities ==&lt;br /&gt;
The powers of a Senator are broadly split into two categories; those they hold outside the Senate Session and those they Hold within it.&lt;br /&gt;
&lt;br /&gt;
Outside of a Senate Session Senators hold the following powers:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Request the Archives:&#039;&#039;&#039; Senators have access to documents and reports from prior Summits to inform their decisions. They can request these documents from the Symposiarch who will endeavor to make them available.&lt;br /&gt;
&lt;br /&gt;
Documents come in two forms: Open and Secret. Open documents represent copies of reports that the Civil Service holds and their restriction is more a matter of preserving copies than security. These include Redacted Copies of Historic Research, Treasurers&#039; reports that are more than a year old, and any other documents considered ‘Open’. Open documents must be returned to the Symposiarch before the end of the Summit and copies are permitted.&lt;br /&gt;
&lt;br /&gt;
Secret Documents are those whose public availability would damage The Concord, its reputation or its stability. These include Unredacted Historic Research, Treasurers Reports less than a year old (noting that the current treasurer&#039;s report is not available to Senators), and other secret documentation. Secret documents must be returned within an hour, copies are not permitted and they are reserved for Senators (or their proxies) eyes only.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Call Emergency Session:&#039;&#039;&#039; Once per Summit, the Senate may sit an emergency session. To do so, a senator must make their intention known to the Symposiarch who will confirm or deny if the Session is appropriate. At this point the Senator has half an hour to gather every elected Senator or a proxy (following the requirements on a senator proxy) within the Senate. If successful, an emergency session will be sat.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Name a Proxy:&#039;&#039;&#039; Senators can name a Proxy to serve in their place for no longer than a single day. Proxy submissions must be submitted to the Symposiarch in writing and must bear the Senators sigil or signature.&lt;br /&gt;
&lt;br /&gt;
Within a Senate Session, Senators have the following Powers and Responsibilities:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Abstention:&#039;&#039;&#039; Senators lack the right of abstention, as such, they are legally required to vote whenever it is possible for them to do so within Senate Sessions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;True Member:&#039;&#039;&#039; Senators have the &#039;True Right to Speak&#039; within Senate and are counted towards the two thirds majority required to begin Senate.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Address:&#039;&#039;&#039; Senators have the Right of Address and are permitted to speak during Senate Addresses without a vote.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Vote:&#039;&#039;&#039; Senators are permitted one vote per motion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proposal:&#039;&#039;&#039; During Senator Business, each senator is permitted a single motion. During their motion, it is the responsibility of the senator to determine when the motion should come to a vote, if they wish to withdraw their motion and if they wish to table their motion. If a vote has been completed by twenty minutes, the motion is withdrawn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Executor:&#039;&#039;&#039; If a motion passes that require a significant amount of work outside of the Senate meeting, such as purchasing the required materials for a Commission, the Senator who raised the motion is interested as the Executor of that motion. If there are any resources granted to such a motion they are given to the Executor of that motion. It is up to the Senate if excess funds are to be returned after the motion is complete.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Curtailment:&#039;&#039;&#039; A senator may call for a vote of Curtailment once per Senate session, this does not constitute their single motion. This is a simple majority vote that, if passed, ends the current Senate Session. This is the only example wherein a supreme vote would not go to Church to prompt the veto, due to its nature.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Escalation:&#039;&#039;&#039; Once per Session a senator may call for escalation on a vote. At which point the current vote requires a Supreme Majority if it did not before. This new supreme vote would prompt the Church and Throne vetoes.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Recess:&#039;&#039;&#039; Each Senator is permitted to call a five-minute recess once per Summit. These recesses may be chained together for a longer recess.&lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The central figures of The Concordian government, Senators arrived at their existence through the amalgamation of communal leadership groups from across the Concord’s member Realms. The Ducal Councils of Bordevar, the Reeves Moots of the Iron Valley, the small councils of the Barons of the Weald, Tribal gatherings of Andash and revolutionary Brigades of Lerona Mere.&lt;br /&gt;
&lt;br /&gt;
While no one realm will truly recognise the particular powers and responsibilities of the Senators, they appear to be a close enough approximation to make all realms happy. With this in mind, the Civil Service is constantly amending the processes of the Senate to ensure the smooth and productive function of the Concords foremost council. Examples of this include the tabling of motions, limitations on Recesses and Emergency Sessions and the process of Requesting Archives.&lt;br /&gt;
&lt;br /&gt;
== Past Holders ==&lt;br /&gt;
&lt;br /&gt;
=== Senator of [[Bolsterlee]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Name&lt;br /&gt;
|Date&lt;br /&gt;
|-&lt;br /&gt;
|Sigi Bolsterborn&lt;br /&gt;
|Autumn 226 - &#039;&#039;Incumbent&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Jarl Rannhilde&lt;br /&gt;
|Winter 225 - Autumn 226&lt;br /&gt;
|-&lt;br /&gt;
|Jarl Rannhilde&lt;br /&gt;
|Winter 224 - Winter 225&lt;br /&gt;
|-&lt;br /&gt;
|Athermer of Baelags Starcast&lt;br /&gt;
|Winter 223 - Winter 224&lt;br /&gt;
|-&lt;br /&gt;
|Eodwulf&lt;br /&gt;
|Summer 222 to Winter 223&lt;br /&gt;
|-&lt;br /&gt;
|Agney of Bolsterlee&lt;br /&gt;
|Winter 222 to Summer 222 (Abdicated)&lt;br /&gt;
|-&lt;br /&gt;
|Athermer of Baelags Starcast&lt;br /&gt;
|Winter 221 to Winter 222&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Senator of [[Lerona Mere]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Name&lt;br /&gt;
|Date&lt;br /&gt;
|-&lt;br /&gt;
|Gisett Triboulett&lt;br /&gt;
|Autumn 226 - &#039;&#039;Incumbent&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Gisett Triboulett&lt;br /&gt;
|Autumn 225 - Autumn 226&lt;br /&gt;
|-&lt;br /&gt;
|Jalen Van Voyant &lt;br /&gt;
|Winter 224 - Winter 225&lt;br /&gt;
|-&lt;br /&gt;
|Jalen Van Voyant&lt;br /&gt;
|Winter 223 - Winter 224&lt;br /&gt;
|-&lt;br /&gt;
|Jalen Van Voyant&lt;br /&gt;
|Summer 222 to Winter 223&lt;br /&gt;
|-&lt;br /&gt;
|Marciana Fuchs&lt;br /&gt;
|Winter 222 to Summer 222 (Abdicated)&lt;br /&gt;
|-&lt;br /&gt;
|Marciana Fuchs&lt;br /&gt;
|Summer 221 to Winter 222&lt;br /&gt;
|-&lt;br /&gt;
|Luca Aquileia&lt;br /&gt;
|Winter 221 to Summer 221 (Abdicated)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Senator of Mancante Terra ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Name&lt;br /&gt;
|Date&lt;br /&gt;
|-&lt;br /&gt;
|Jacques d&#039;Zisseau&lt;br /&gt;
|Autumn 226 - &#039;&#039;Incumbent&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Jacques d&#039;Zisseau&lt;br /&gt;
|Autumn 225 - Autumn 226&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Senator of [[Mukarrem]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Name&lt;br /&gt;
|Date&lt;br /&gt;
|-&lt;br /&gt;
|Daud El&#039;Priado Del&#039;Anarch Al&#039;Sabre Los Valientes&lt;br /&gt;
|Autumn 226 - &#039;&#039;Incumbent&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Daud El&#039;Priado Del&#039;Anarch Al&#039;Sabre&lt;br /&gt;
|Autumn 225 - Autumn 226&lt;br /&gt;
|-&lt;br /&gt;
|Daud El&#039;Priado Del&#039;Anarch Al&#039;Sabre&lt;br /&gt;
|Summer 224 - Winter 225&lt;br /&gt;
|-&lt;br /&gt;
|Rasheed El&#039;Tanebar Al&#039;Jadis Del&#039;Stallia&lt;br /&gt;
|Winter 224 - Winter 224 (Abdicated)&lt;br /&gt;
|-&lt;br /&gt;
|Rasheed El&#039;Tanebar Al&#039;Jadis Del&#039;Stallia&lt;br /&gt;
|Winter 223 - Winter 224&lt;br /&gt;
|-&lt;br /&gt;
|Captain Johannes El&#039;Westwind&lt;br /&gt;
|Winter 222 to Winter 223&lt;br /&gt;
|-&lt;br /&gt;
|Razil Del&#039;Panoply&lt;br /&gt;
|Winter 221 to Winter 222&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Senator of [[Resinderholz]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Name&lt;br /&gt;
|Date&lt;br /&gt;
|-&lt;br /&gt;
|Wealdsage Grasshoff&lt;br /&gt;
|Autumn 226 - &#039;&#039;Incumbent&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Wealdsage Grasshoff&lt;br /&gt;
|Autumn 225 - Autumn 226&lt;br /&gt;
|-&lt;br /&gt;
|Wealdsage Grasshoff&lt;br /&gt;
|Winter 224 - Winter 225&lt;br /&gt;
|-&lt;br /&gt;
|Valentin Voght&lt;br /&gt;
|Summer 223 - Winter 224&lt;br /&gt;
|-&lt;br /&gt;
|Gilbert Schwarz&lt;br /&gt;
|Winter 223 - Summer 223 (Deceased)&lt;br /&gt;
|-&lt;br /&gt;
|Saskia&lt;br /&gt;
|Winter 221 to Winter 222&lt;br /&gt;
|-&lt;br /&gt;
|Saskia&lt;br /&gt;
|Winter 222 to Winter 223&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Senator of [[The Tribelands]] ===&lt;br /&gt;
Following the construction of La Escudo Plaza, the Senator of The Tribelands receives a small supply of resources from the traders in the city of Obregon. This averages 10 measures per Summit. &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Name&lt;br /&gt;
|Date&lt;br /&gt;
|-&lt;br /&gt;
|Ash El-Andash Al-Jadis &lt;br /&gt;
|Autumn 226 - &#039;&#039;Incumbent&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Ajir Alsafir&lt;br /&gt;
|Autumn 226 - Autumn 226 (Abdicated)&lt;br /&gt;
|-&lt;br /&gt;
|Zora El Andash&lt;br /&gt;
|Spring 225 - Autumn 226&lt;br /&gt;
|-&lt;br /&gt;
|Arachelli El&#039;Obregon&lt;br /&gt;
|Autumn 225 - Spring 225 (Deceased)&lt;br /&gt;
|-&lt;br /&gt;
|Mowgli El&#039;Tanebar&lt;br /&gt;
|Winter 224 - Winter 225&lt;br /&gt;
|-&lt;br /&gt;
|Mowgli El&#039;Tanebar&lt;br /&gt;
|Winter 223 - Winter 224&lt;br /&gt;
|-&lt;br /&gt;
|Talitha El&#039;Andash&lt;br /&gt;
|Winter 223 - Winter 223 (Deceased)&lt;br /&gt;
|-&lt;br /&gt;
|Catalina El’Obregon&lt;br /&gt;
|Winter 222 to Winter 223&lt;br /&gt;
|-&lt;br /&gt;
|Catalina El’Obregon&lt;br /&gt;
|Winter 221 to Winter 222&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Senator of [[Weiland]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Name&lt;br /&gt;
|Date&lt;br /&gt;
|-&lt;br /&gt;
|Lord Sigismund of the House Silvergard&lt;br /&gt;
|Autumn 226 - &#039;&#039;Incumbent&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Lord Arthur Shepherd&lt;br /&gt;
|Autumn 225 - Autumn 226&lt;br /&gt;
|-&lt;br /&gt;
|Ser Louisoix of House Avalon&lt;br /&gt;
|Winter 224 - Winter 225&lt;br /&gt;
|-&lt;br /&gt;
|Baron Kal&#039;Killion Mon&#039;Star&lt;br /&gt;
|Winter 223 - Winter 224&lt;br /&gt;
|-&lt;br /&gt;
|Ser Louisoix of House Avalon&lt;br /&gt;
|Winter 222 to Winter 223&lt;br /&gt;
|-&lt;br /&gt;
|Ser Louisoix of House Avalon&lt;br /&gt;
|Winter 221 to Winter 222&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Senator of [[Windholme]] ===&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Name&lt;br /&gt;
|Date&lt;br /&gt;
|-&lt;br /&gt;
|Ivern the Inheritor&lt;br /&gt;
|Autumn 226 - &#039;&#039;Incumbent&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Ivern the Inheritor&lt;br /&gt;
|Autumn 225 - Autumn 226&lt;br /&gt;
|-&lt;br /&gt;
|Ivern the Inheritor&lt;br /&gt;
|Winter 224 - Winter 225&lt;br /&gt;
|-&lt;br /&gt;
|Finanric of Brakenloh&lt;br /&gt;
|Winter 224 - Winter 224 (Deceased)&lt;br /&gt;
|-&lt;br /&gt;
|Finnanric of Brakenloh&lt;br /&gt;
|Winter 223 - Winter 224&lt;br /&gt;
|-&lt;br /&gt;
|Hrothmaer Ironhide&lt;br /&gt;
|Winter 222 to Winter 223&lt;br /&gt;
|-&lt;br /&gt;
|Hrothmaer Ironhide&lt;br /&gt;
|Winter 221 to Winter 222&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Winds_of_the_World_-_Spring_226&amp;diff=4559</id>
		<title>Winds of the World - Spring 226</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Winds_of_the_World_-_Spring_226&amp;diff=4559"/>
		<updated>2026-09-15T09:31:21Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Banner.jpg|center|thumb|1063x1063px|Even in the darkest times, there is hope to be found.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Concord has a history of gambling, be that with the money held in its treasury, its reputation across the Mortal Sphere, or with the lives of its citizens. As the State of Emergency continues, The Concord knows that there is blood in the water, and even its supposed allies can sense that The Concord is weak. But it is in this pained thrashing that this would-be-empire is at its most dangerous. The Concord has held onto its existence for the past five years through gambling, and through winning. &lt;br /&gt;
&lt;br /&gt;
Over the past winter The Concord has fought across its southern arc, it has reclaimed lost territory, and it has pushed forward from weakness to strength. But it remains to be seen if the pendulum’s swing against The Concord can be survived, or if they have simply raised up a higher tower of cards.&lt;br /&gt;
----Welcome to the Winds of the World for Spring 226!&lt;br /&gt;
&lt;br /&gt;
The Winds of the World detail the changes and progression of the world of Concord over the last season, detailing the wars, fortunes and opportunities that have arisen over time. These are intended to show how the world has moved, provide prompts and guides for characters as well as let you see the results of your actions.&lt;br /&gt;
&lt;br /&gt;
This page will detail the Winds of the World as a summary, with a short introduction for each individual section of the Winds. If any particular section draws your attention or has game information that might affect you, click into it and read the full text which will be substantially longer and contain game information. These pages are in a slightly new format, broken up into subheadings allowing the Concord Team to focus information and provide a better cause and effect.&lt;br /&gt;
&lt;br /&gt;
It is important to note that The Winds of The World are not an In-Character document. Rather, it represents a collection of documents, rumours, reports and tales that have swept The Concord. Any character is more than welcome to know as little or as much of the Winds as possible, reflecting how well informed they like to keep themselves. It is perfectly acceptable to arrive in Passage having heard nothing or to only seek out the Winds that apply to you. Particularly studious, influential or well-travelled characters may know all or most of it. When referring to the Winds in character, you are welcome to characterise it as &#039;rumours heard in tavern houses&#039; or &#039;the latest report from Weiland!&#039; rather than the idea of the Civil Service putting out a gigantic almanac of goings on and gossip.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve attempted to tag each entry in the Winds in regards to who it affects - hopefully this will make it easier to navigate. Each sub-section will be updated as the Spring Summit draws nearer, with an entry being posted every Monday, Wednesday and Friday until they are all posted. The Winds will be posted in the order that they are listed here.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[Wet Work - The War in Mancante Terra]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The War Chamber / Lerona Mere&#039;&#039;&#039;&lt;br /&gt;
The war against The Drowned has never been an easy one. Fighting these accursed creatures strains the body of a soldier, forces the mind to its breaking point, and tests the soul in seeing how such horrors can be possible. But the Concord has no choice. The western cape of southern Esterra is not only a dangerous thorn in the Concord’s side, but it is home to lands once held by Lerona Mere, lands that could be the Concords once again.&lt;br /&gt;
&lt;br /&gt;
If these lands are still recognisable. If these lands are still habitable. If these lands still exist within the holy gaze of the Spheres. All of these things and less are guaranteed.&lt;br /&gt;
&lt;br /&gt;
This past season the Concord has given the lion&#039;s share of its might to this war, battling the Drowned on two fronts, not only on the defence, but also in attempts to push these foul creatures even further from the Concordian heartland.&lt;br /&gt;
&lt;br /&gt;
We pray for our soldiers, we pray for their souls.&lt;br /&gt;
&lt;br /&gt;
== [[In Victory: Magnanimity - The War in Mukarrem]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The War Chamber / Andash&#039;&#039;&#039;&lt;br /&gt;
The War in Mukarrem has become as ubiquitous as the weather, a constant that will always be present for empty, cursory discussion.&lt;br /&gt;
&lt;br /&gt;
“It&#039;s supposed to rain tomorrow.”&lt;br /&gt;
&lt;br /&gt;
“Are you going to see the new bard at the tavern?”&lt;br /&gt;
&lt;br /&gt;
“Did you hear the latest news from the war in Mukarrem?”&lt;br /&gt;
&lt;br /&gt;
And so on. &lt;br /&gt;
&lt;br /&gt;
Of course, for the people living there it is anything but routine. The Trade Principality and their Artebazzani allies have been able to rotate their forces, bringing fresh warriors to the fight season after season, while The Concord has marched troops up and down the length of southern Esterra to simply hold onto what they have.&lt;br /&gt;
&lt;br /&gt;
But the state of emergency hopes to change all of that by bringing fire and steel to the hearts of the Concord&#039;s armies. To push its people to the very edge of defeat in the name of victory. &lt;br /&gt;
&lt;br /&gt;
Only time will tell if this has brought success.&lt;br /&gt;
&lt;br /&gt;
== [[Wickedness Where the Deep Water Starts - The War in Bolsterlee]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The War Chamber / Iron Valley&#039;&#039;&#039;&lt;br /&gt;
As an army emerges from the darkest depths, brine-covered and blood-hungry, The Concord marches to protect its shores. Against these foes most oceanic and obscure, Bordevar’s most vigilant and venerable veterans once more enter the fray.&lt;br /&gt;
&lt;br /&gt;
But what weight will step upon which neck?&lt;br /&gt;
&lt;br /&gt;
The boot of plated steel, or the one of sodden flesh?&lt;br /&gt;
&lt;br /&gt;
How will The Concord fare against their fathomless foes?&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[Wild Men Caught and Sang the Sun in Flight - The War in Resinderholz]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The War Chamber / The Greenweald Baronies&#039;&#039;&#039;&lt;br /&gt;
Many in the War Chamber theorised that the Zekartaal would struggle to recover from the brutal blows The Concord dealt to them early in its existence. With such a wide warfront to hold, these ramshackle alliances of weald-bands had far too many territories to hold and far too few forces. The Zekartaal slowly retreated, abandoning territory in the west in the face of possible Trade Principality aggression.&lt;br /&gt;
&lt;br /&gt;
But they have not forgotten The Concord. Over the winter numerous small attacks are felt across Resinderholz, and the Weald appears to be turning its baleful eye on the Baronies in preparation for a sortie from Sister Oak. With the Baronial Household in Krezenberg close over the border, the danger is considerable. &lt;br /&gt;
&lt;br /&gt;
With Concordian ambitions elsewhere, and the Legion of the Blackheart Bear deeply wounded, it remains to be seen what resources can be brought to aid this northern warfront.  &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[I Cannot Save You From Yourself]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Greenweald Baronies&#039;&#039;&#039;&lt;br /&gt;
The law of the forest of retribution; for each threat mitigated, two will inevitably take its place. For as much as Resinderholz may wish otherwise, life in the Weald does not wait for warfronts to close, and the tough choices that befall us hit all the harder in times of crisis.&lt;br /&gt;
&lt;br /&gt;
For the first time in decades, the Baronies sits on the cusp of all five of its Guilds being functional once more. But not all of Resinderholz’s hallowed halls are filled with noise.&lt;br /&gt;
&lt;br /&gt;
In some stretches of the Weald, the woods are quiet for the first time in years. In other parts, the forest shrieks at all hours of the day. The Wealders must wait, in equal parts peaceful and paranoid, to see what these strange silences and songs will bring.&lt;br /&gt;
&lt;br /&gt;
What hopes and horrors, both fresh and long-forgotten, await the Greenweald Baronies?&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[Reach Forward as You Bleed]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lerona Mere&#039;&#039;&#039;&lt;br /&gt;
Salve, come va? Oh my dear friend, how weary and glum you look! I suppose trudging through endless tales of war and dour forestfolk can do that to a person’s aspect. Such nasty business, but you’re in a much better place now hmm? Better, but not necessarily safer in any case. Come, gather close and I will pour you some wine.&lt;br /&gt;
&lt;br /&gt;
Perhaps you’d like to trade in gossip for a glass? Let’s see, let’s see. Well, everybody knows about the shake up in the Parliament. A little bit of a sweep and purge shall we say. There’s disbanded rats running for the gutters, and gutters running for the hills. Students who are putting their cunning minds to purses rather than to spells.&lt;br /&gt;
&lt;br /&gt;
What else, what else… ah! A merry band of Bailles have come to stay, by invitation of our very own Senatrice Triboulet no less. Hopefully they’re not too repelled by that odd business in the sewers. If that matter isn’t resolved soon they’d surely be sending that shiny new steel vanguard for a bit of spick-and-span.&lt;br /&gt;
&lt;br /&gt;
Well, I suppose I should let you on your way amico. Ah, but do take off those gloves before you head inside my friend, they’re rather unseemly don’t you think?&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[Retaken from Hands Lost]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Iron Valley / The War Chamber&#039;&#039;&#039;&lt;br /&gt;
Claiming Baelag’s Holdfast has meant many things to many people over the years that it has stood. For some it meant strength. For others it was simply a means to an end. Some crowned themselves as rulers atop its heights, and others simply took its stones to be used elsewhere when they had the chance.&lt;br /&gt;
&lt;br /&gt;
As far as Valley history is concerned, the last ruler of The Holdfast was The Ninth. Their story is well known.&lt;br /&gt;
&lt;br /&gt;
How shall The Tenth rule?&lt;br /&gt;
&lt;br /&gt;
== [[Fear is an Old Thing]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Iron Valley&#039;&#039;&#039;&lt;br /&gt;
The Valleyfolk are renowned for making their sentiments known, loudly, often, and often louder. It’s good advice to steel one&#039;s ears before engaging in a spirited conversation with a citizen of the Iron Valley, lest you find opinions that aren’t yours rattling around in your skull.&lt;br /&gt;
&lt;br /&gt;
But it’s more important to pay attention to the words unsaid during a Reeves Council. It’s far more important to pay attention when the Valleyfolk get quiet rather than when they shout “We stand together!”. And it’s even more important still to be concerned for a time when you enter the Valley and are met with silence.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[Nomads Know No Borders]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Andash&#039;&#039;&#039;&lt;br /&gt;
The sun beats down.&lt;br /&gt;
&lt;br /&gt;
In this land of buried history, the sun is an ever present reality. The people of sand travel the dunes from well to well, and the people of stone take shelter in their homes from the midday glare.&lt;br /&gt;
&lt;br /&gt;
The sun beats down and the desert winds blow, uncovering things long thought lost. Ancient magics, valued treasures, and relics of the past. A people in two parts, pulled to understand where they came from to know where they go.&lt;br /&gt;
&lt;br /&gt;
The sun beats down, but Andash beats back.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[But Darkness was Here Yesterday]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Kingdom of Bordevar&#039;&#039;&#039;&lt;br /&gt;
Our Steel! Our Blood! Our Souls!&lt;br /&gt;
&lt;br /&gt;
That is the cry of The Barrow Hounds. The children of common Bordevar who have taken the fight to Draemoor. Who have pledged their lives to take back a Duchy of Royal Bordevar on behalf of The Concord, without the presence of an army. They have shed blood, they have forged loyalties, and they have gained and lost so much more than any could have imagined. &lt;br /&gt;
&lt;br /&gt;
But their tale is not yet over. Their saga is not yet sung. Their souls still beat within their chest, like a hammer upon a burning anvil. &lt;br /&gt;
&lt;br /&gt;
Will the tale end in sorrow and heartbreak? Broken steel, poisoned blood and fallen souls?&lt;br /&gt;
&lt;br /&gt;
Is there any other way it could end?&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[A Mortal Life in Pursuit of Legacy]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Kingdom of Bordevar&#039;&#039;&#039;&lt;br /&gt;
Did you enjoy your evening meal, my lord? Fantastic, I shall pass your compliments to the local chef. Can I interest you in a complimentary wine, perhaps? Ah, the news instead? Certainly, we hear much of interest and are happy to oblige in what may be to your fancy.&lt;br /&gt;
&lt;br /&gt;
Much has occurred here in our very own Weiland! Do you wish to hear of strangeness in Everguarde? The rise of fallen animals? Beasts and monsters that belong in The Weald but roam our Lake? The state of The Manor? Constructions happening along The Border Forts?&lt;br /&gt;
&lt;br /&gt;
Hmm, no I think you are perhaps most interested in the result of Duke Vespera of Heartsgrave and her Mandates! Well, let me be the first to say how surprised I was to hear the result….&lt;br /&gt;
&lt;br /&gt;
== [[Power Makes All Things Right]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Shardcircle&#039;&#039;&#039;&lt;br /&gt;
Magic is a peculiar thing. The special few who have learnt to wield it do so in a manner that draws wonder and suspicion in equal measure.&lt;br /&gt;
&lt;br /&gt;
A studious mage in Lerona Mere pouring over scroll after scroll seeking knowledge with fervour. A Bordevarian waving a wand and speaking riddles to draw forward sorcery. An Andashi drawing runes into the sand, a Valleyfolk carving runes into their skin. And a Wealdsage drawing power from the very forest that seeks to consume them.&lt;br /&gt;
&lt;br /&gt;
But misconceptions about the arcane are as bothersome as they are plenty. So often it is folk too mundane for magic who think that the answer to all of their problems lies in spells and enchantments. But far too often there are mages who cannot think past their teachings to find the logical conclusion.&lt;br /&gt;
&lt;br /&gt;
It is important to not get too lost in the peculiar, lest we forget how to find our way home. &lt;br /&gt;
&lt;br /&gt;
== [[An Easy Life, or A Difficult Truth]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Church&#039;&#039;&#039; &lt;br /&gt;
O Esteem, grant me this stage, grant me your light and grant me your eyes. Witness me perform for your favour and lay upon me your judgement. See me now before you in all that I am worth and weigh my soul.&lt;br /&gt;
&lt;br /&gt;
I spread Whispers of a fall from grace. A misstep so bathed in shame that one would think a man becomes a babe from their crawling form. O Esteem may we learn from their failings by quietly reminding each other of their dishonour behind their back.&lt;br /&gt;
&lt;br /&gt;
I choose now to Speak only to your Heralds, for I am not worthy to Speak to you. Let my words Speak with ink on a page infused with my soul and carried to their ears by the wings of my faith. O Esteem, may I show poise to those who doubt me, and seek guidance from those who see through me.&lt;br /&gt;
&lt;br /&gt;
I Promise to show my belief in action. I bring water to a man when he is thirsty, I attend council when I am called and I sanctify these mortal monuments to bring me closer to you. O Esteem, let me feel happiness in upholding my word and misery in falling short.&lt;br /&gt;
&lt;br /&gt;
O Esteem, if I have performed for you well and pleased you truly, if I am worthy to make the Journey with your blessing, let all others see my Glory, and cast their votes in my favour once the Golden Ballot opens!&lt;br /&gt;
&lt;br /&gt;
In the Sphere’s Light, we pray.&lt;br /&gt;
&lt;br /&gt;
== [[To Watch Pretty Puppets]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weird Events.&#039;&#039;&#039;&lt;br /&gt;
There is nothing simple to see here. You may think that you can explain it away as a mystery unsolvable. You may even declare it so unusual that you should have nothing to do with it. You might not even be given a choice between the two.&lt;br /&gt;
&lt;br /&gt;
There are strange events occurring across The Concord. Far too many to allow the rumour-mill to turn accurately. But there are a scant few that cut through the chaff. Just enough to pique interest, or invite disdain.&lt;br /&gt;
&lt;br /&gt;
Tell me, oh Hero, which is it for you? &lt;br /&gt;
&lt;br /&gt;
== [[First it is Done to Us]] ==&lt;br /&gt;
* &#039;&#039;&#039;Appraisals&#039;&#039;&#039;&lt;br /&gt;
Roads and halls. Mountains and woods. Both deserving of the circumspective eye of Civil Service Appraisers, and both rather simple in their innate request. A road is a simple thing. A hall for merchants is a simple thing. Nonetheless, it is the duty of The Civil Service (particularly its notable inventors, engineers and planners) to take a simple concept and find a way to make it cost an amount that causes various Senators a headache.  &lt;br /&gt;
&lt;br /&gt;
== [[Then We Do Onto Others]] ==&lt;br /&gt;
* &#039;&#039;&#039;Foreign Nations and the Wider World&#039;&#039;&#039;&lt;br /&gt;
Across The Concord, there are likely more than a hundred taverns. Some are little more than roadside lean-tos, while others are settlements in their own right. Some have great legends, some are barely known to the people who live nearby. Some of these reputations are deserved, while others are bought with gold.  The Edge of the World is all of these and more. It is barely known, as one must be a sailor who frequents Legend City to know how to find it. It is quite small, as it only caters to those crew who have completed ‘The Three Rigs’. But its legend is great, perhaps it settles as the greatest seaside tavern in The Concord, if not all of Esterra. &lt;br /&gt;
&lt;br /&gt;
Quidano Porenza is a sailor through and through. The son of an Andashi Corsair and a Lerona Mere shipwright, for tonight he is your drinking partner, and as long as the spirits are flowing and the music is just quiet enough that he can still be heard, he’ll tell you every rumour that has fled to his ears across the sea. Now drink up, because the waves rarely bring good news. &lt;br /&gt;
&lt;br /&gt;
== [[Then We Order it Done, Such is the Way of Things]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Civil Service Report&#039;&#039;&#039;&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;
== [[We Defy That What Threatens Our Downfall]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Conflux Report&#039;&#039;&#039;&lt;br /&gt;
Rumours are more common than fact when it comes to the actions of heroes during a Summit. Publicised documents, motions of the Senate and Church, orders given by Generals of The Warchamber; these are the things that are clear and well-communicated to the wider populace, where time and limitations allow. But what happens beyond the infamous Waystones? What is it, truly, that heroes accomplish through the magic of the portal? The populace will never know the factual and singular truth, but they will whisper and shout of rumours all the same.&lt;br /&gt;
&lt;br /&gt;
What follows is a rough summary of last Summit’s Confluxes, defined in thematic tones that can be expected to be known by the wider Concord, as well as a simple table defining locations, results and the responsible party of each Conflux. &lt;br /&gt;
&lt;br /&gt;
=== Further Reading ===&lt;br /&gt;
&lt;br /&gt;
* [[Winds of the World]]&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=The_Concordian_Throne&amp;diff=4558</id>
		<title>The Concordian Throne</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=The_Concordian_Throne&amp;diff=4558"/>
		<updated>2026-09-15T09:31:18Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Throne exists as the single most powerful title and organisation within The Concord. Enshrined in the original Concord, The Throne exists so that in times of great trials or if a suitably great person arises, then The Concord could benefit from their leadership. However the title is not one taken for granted. While its power is immense, The Concord is intended to operate without a Throne, for its entire existence if that is what is required.&lt;br /&gt;
&lt;br /&gt;
It is worth noting the nature of the Throne and how it affects and is affected by the game. Should a Throne be coronated it is very likely that such a role would not only be extremely important to the story of Concord, but also to the function of the government ingame. With that in mind it is recommended that before campaigning for The Throne that you consider if you will be able to confidently attend Concord events and will be willing to work closely with the Concord Team to bring the story of Concord to life.&lt;br /&gt;
&lt;br /&gt;
== Election ==&lt;br /&gt;
The Throne is elected as per the enthronement power of The Senate, duplicated here for ease.&lt;br /&gt;
&lt;br /&gt;
The Senate must first pass a motion requesting a throne be elected. This motion requires a greater majority and prompts the Church’s veto. &lt;br /&gt;
&lt;br /&gt;
If the motion passes, at the following full Senate Session, during Concordian business, each senator may nominate a candidate for throne. This candidate can be any Concordian citizen, including the senator themselves.&lt;br /&gt;
&lt;br /&gt;
Each candidate may then give a speech no longer than two minutes. &lt;br /&gt;
&lt;br /&gt;
Each senator must then stand behind the candidate they support, or in the designated ‘no support’ area. A single candidate must receive a two thirds majority to be victorious. If no candidate gains the required support, each senator is given two minutes to reassess. If after three attempts no candidate has the required support, the vote stops and will be reattempted at the next full senate session.&lt;br /&gt;
&lt;br /&gt;
If the vote is successful, then the election prompts the Church veto. If the veto is not used following a successful enthronement vote, that candidate is named the ‘Throne Elect’ and will be crowned at the following Summit. While acting as the Throne Elect, they do not have any of their powers or responsibilities, but may not take another title.&lt;br /&gt;
&lt;br /&gt;
== Term ==&lt;br /&gt;
The Concordian Throne rules for life or until:&lt;br /&gt;
&lt;br /&gt;
* They are found invalid to stand for the title&lt;br /&gt;
* They retire from public life.&lt;br /&gt;
&lt;br /&gt;
== Powers and Responsibilities ==&lt;br /&gt;
&#039;&#039;&#039;Master of The Concord&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once per Summit, the Throne may submit a statement in writing to The Civil Service. This statement will be communicated across the Concord, functioning similarly to the senates power of declaration. The Throne will be granted private office at The Summit from which to conduct the duties of The Throne from. Any document within The Concord, regarding The Concord is to be made available to The Throne upon request, within reasonable time.  Once per Summit, The Throne may request the removal of any Concordian from any Realmic title. A request to do so must be submitted, in writing, by The Throne’s own hand, to the Civil Service. At which point the title will be re-elected (if possible and feasible). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Crown&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Upon their Coronation, the Throne may select their title and form of address. Throughout their remaining time as Throne, the Throne is required to uphold the honour and image of The Concord and themselves in their actions, bearing, and conduct. The Throne may never have a proxy, and none of its powers may be delegated to any other. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Veto&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Throne may veto any motion passed by the senate. This includes any vote on a motion, to accept a motion or speaker, or similar. If the Senate would vote, the Throne may veto that vote. There is no limit on the number of these vetoes that may be used. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Senate&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Throne may attend any senate session, being seated in the Throne as they do. No emergency senate session may seat without the Thrones presence, although a Throne is counted as a member of senate with the True Right to Speak for the purposes of quorum in all other senate sessions.  Once per session, the Throne may order a single senator to be removed from the session. This senator may not return for the remainder of the session and may not be proxied or replaced, their vote and seat will remain empty for the remainder of the session. The Throne does not have the ability to put forward motions in the Senate, and does not have a vote within the Senate. The Throne may elect to not attend a standard senate session, however if they do so, they may not utilise their powers to remove a senator or enforce their veto.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the War Chamber&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
The Throne is permitted a single vote within the War Chamber, they must be present to utilise this vote. Once per summit the Throne may remove a General or Admiral (but not champion) from their title. Doing so places the force that the General or Admiral would normally command at the command of the Throne, who will functionally act as that force&#039;s commander for the remainder of the Summit. At the following Summit that General or Admiral title will be re-elected. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Exchange&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
At the beginning of a Summit, one quarter of the Concordian treasury will be made available to The Throne to be used. These funds may not be spent at The Exchange, but all other uses are allowed (provided they are lawful). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Law&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once per year, the Throne may pardon a single individual for all or some of their committed crimes. This can be completed before an investigation or trail is completed, or after. If after, any punishments will cease (to the best of the Civil Services ability), but any removed belongings, properties, titles, or similar will not be returned. This pardon must be completed in writing and handed to the Civil Service by the Throne’s own hand. This power may not be used to pardon civil cases, or circumstances of religious crime. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Master of the Shardcircle&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once per Summit the Throne may request to attend a Conflux that they would not normally be able to attend due to Realmic membership. If a Conflux is limited by Archetype or more specific requirements, then they will still not be able to attend. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Member of the Faithful&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Once per Summit, the Throne may select a single motion on the Church voting board. This motion now requires a Greater Majority if it did not before. &lt;br /&gt;
&lt;br /&gt;
== History ==&lt;br /&gt;
The Throne has been a part of Concordian structure since its founding. However the title underwent modernisation and expansion in Spring 226AE, following expansions in the Civil Service’s understanding of powers made available by The Concord. &lt;br /&gt;
&lt;br /&gt;
== Historic Thrones ==&lt;br /&gt;
None.&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[History of The Concord]]&lt;br /&gt;
* [[The Senate]]&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Abbot_of_Mivara&amp;diff=4557</id>
		<title>Abbot of Mivara</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Abbot_of_Mivara&amp;diff=4557"/>
		<updated>2026-09-15T09:31:16Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Abbot of Mivara acts as the responsible party for a small township and Abbey that serve as the home of the miners and administrators that run the two mines officially owned by the Church in the region - they serve as both the leader of the community and also the person in charge of the two mines overall outputs. They receive income and tend to any concerns that may arise with the location, though the Church will likely expect their due from the Abbot due to owning the mines in the end.&lt;br /&gt;
&lt;br /&gt;
==Election==&lt;br /&gt;
The Abbot of Mivara is elected each Spring Summit by the Council of Six. They may choose whoever they wish, though of course as the role involves spiritually guiding the people of the town it is preferable they are a Priest. There is no limit on how many times someone can be named Abbot of Mivara.&lt;br /&gt;
&lt;br /&gt;
This title is nationalized to Lerona Mere - only characters registered as citizens of that realm can hold this title.&lt;br /&gt;
&lt;br /&gt;
== Term ==&lt;br /&gt;
The Abbot of Mivara serves in this title for one year, two summits as standard, being elected each Spring Summit. There is no term limit.&lt;br /&gt;
&lt;br /&gt;
==Powers and Responsibilities==&lt;br /&gt;
&#039;&#039;&#039;Income -&#039;&#039;&#039; The Mines of Mivara produce Sun&#039;s Iron and Forge Steel as though they were each Tier 3 Mines specialized for those resources, this income is granted to the Abbot of Mivara and can be collected from the Exchange. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protection –&#039;&#039;&#039; The Abbot is expected to maintain the Mines of Mivara and ensure they stay in good condition.&lt;br /&gt;
==History==&lt;br /&gt;
When The Low came to Passage, it offered a number of wealthy individuals opportunities to invest in the ambitions of others, to bring them out of their own lowly suffering. In the aftermath of this, there was a resounding success by one of those who had been invested in, and they saw fit to return the investment in their prospecting with not just a large volume of resources, but also the initial work on the mines that had been purchased - all assisted by the Grace of The Low.&lt;br /&gt;
&lt;br /&gt;
The Church did not immediately act to assign these boons to anyone in particular, though the workforce set aside to work them was immediately tasked with assisting in repairs to Athemer&#039;s Folly, and with the mines left in the hands of the Curateship and thus the Civil Service, they began to decline.&lt;br /&gt;
&lt;br /&gt;
In Winter 224, the Church chose to spend a sizeable number of locks to establish a township for the workers, and finally get to work fully establishing the mines through re-recruiting the lost workforce and so forth. To oversee the mines, the position of Abbot of Mivara was created to ensure the proper functionality of the mines.&lt;br /&gt;
==Historic Abbots==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Name&lt;br /&gt;
|Summit&lt;br /&gt;
|-&lt;br /&gt;
|Zoharian&lt;br /&gt;
|Autumn 226&lt;br /&gt;
|-&lt;br /&gt;
|Napoleon Le Livre&lt;br /&gt;
|Spring 225&lt;br /&gt;
|-&lt;br /&gt;
|Natalia De Rose&lt;br /&gt;
|Autumn 225&lt;br /&gt;
|-&lt;br /&gt;
|Maximilien Villeneuve&lt;br /&gt;
|Summer 224&lt;br /&gt;
|-&lt;br /&gt;
|Julius Di Strozzi&lt;br /&gt;
|Summer 224  (Abdicated)&lt;br /&gt;
|}&lt;br /&gt;
===Game Design===&lt;br /&gt;
It should be noted that while the Abbey of Mivara functions similarly to an investment, it does not replace the characters investment. Rather, it acts in addition to it. It provides income but does not provide any other possible actions and cannot be upgrade through standard investment-upgrade methods.&lt;br /&gt;
[[Category:Titles]]&lt;br /&gt;
[[Category:Church]]&lt;br /&gt;
[[Category:Mine]]&lt;br /&gt;
[[Category:Elected positions]]&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=We_Defy_That_What_Threatens_Our_Downfall&amp;diff=4556</id>
		<title>We Defy That What Threatens Our Downfall</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=We_Defy_That_What_Threatens_Our_Downfall&amp;diff=4556"/>
		<updated>2026-09-15T09:31:13Z</updated>

		<summary type="html">&lt;p&gt;Mharris: Created page with &amp;quot;Rumours are more common than fact when it comes to the actions of heroes during a Summit. Publicised documents, motions of the Senate and Church, orders given by Generals of The Warchamber; these are the things that are clear and well-communicated to the wider populace, where time and limitations allow. But what happens beyond the infamous Waystones? What is it, truly, that heroes accomplish through the magic of the portal? The populace will never know the factual and si...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Rumours are more common than fact when it comes to the actions of heroes during a Summit. Publicised documents, motions of the Senate and Church, orders given by Generals of The Warchamber; these are the things that are clear and well-communicated to the wider populace, where time and limitations allow. But what happens beyond the infamous Waystones? What is it, truly, that heroes accomplish through the magic of the portal? The populace will never know the factual and singular truth, but they will whisper and shout of rumours all the same.&lt;br /&gt;
&lt;br /&gt;
What follows is a rough summary of last Summit’s Confluxes, defined in thematic tones that can be expected to be known by the wider Concord, as well as a simple table defining locations, results and the responsible party of each Conflux.&lt;br /&gt;
&lt;br /&gt;
== The First Day; ==&lt;br /&gt;
[[File:699987874 122145039428993969 3684005743830818407 n.jpg|thumb|Andashi forces found themselves trapped between honour and the law.]]&lt;br /&gt;
Pathfinders found themselves aligning Waystones and Portals all across The Concord on the first evening of The Autumn Summit of 226. From Andash to Bordevar to The Iron Valley, with yet others preparing over the night to have their Waystones ready for the next day. Pathfinders are ever busy, and it is well known that they have the front-row seat to the greatest dangers The Concord has to offer, while at the same time seeing the greatest actions of its heroes. While not known as rumour-mongers and tattle-tales, perhaps the Pathfinders have begun to believe that in sharing what they see from a distance, the greater Concord can come to appreciate the efforts its most powerful go to to protect it.&lt;br /&gt;
&lt;br /&gt;
The first to be seen were Andashi, large in number and supported by a cohort of Bordevarian Knights. They stepped onto the expanses of Mukarrems plains, near to The Salt Road, and met a force of enemy combatants that could be no other than those that served Questor Vikandius. Artebazzani, supported by various hired mercenaries and Principality bottom-rung. What unfolded appeared to be a terse conversation between leaders and a parting of ways, but no steel clashed, no blood was shed, and no lives were lost on either side. &lt;br /&gt;
&lt;br /&gt;
By the time the Portal became ready to open, night had well and truly fallen. This time, it was to Bordevar that it was directed, towards some hidden clearing somewhere in Heartsgrave, where it was clear something untoward was planned. Led by the Sheriff of Weiland, the heroes could barely be seen by the eagle-eyed Pathfinders as they positioned themselves to garner information that would perhaps prove tantamount to uncovering a plot so far unstopped. Pathfinders know better than any that there is value in simply gathering information, but what was learnt remains a mystery even to them. &lt;br /&gt;
&lt;br /&gt;
Finally, as the night drags on and the world begins to settle into its panicked evening rhythm, the Portal would open a final time for the day. It would open in The Kings Pass, at the top of its Highest Keep within the walls of Baelag’s Holdfast. What occurred within that room remains a story that could only be told by those that were present, but all within The Holdfast at the time could feel the deeply magical pulses that were emitted, and feel the arcane power that once again began to seep into the stones of Baelag’s itself from places both near and far. Whatever was achieved, however it was achieved, it must have been a great victory.   &lt;br /&gt;
&lt;br /&gt;
== The Second Day; ==&lt;br /&gt;
[[File:699968572 122145047138993969 1630374284380339426 n.jpg|thumb|512x512px|&amp;quot;HEALER!&amp;quot;]]&lt;br /&gt;
As the sun would rise on the second day, so too would Concordian Pathfinders. The earliest to rise would be those responsible for preparing the most durable of Waystones, those that would allow for a mass of heroes to appear before a Strategic Opportunity and enforce their might and strength, or falter under the enemy’s. They waited with well-earned patience for the Call Winged Messenger to arrive, to inform them of who was to expect heroic arrival. One waited in Bolsterlee, ready to see The Concord rebuff The Drowned from its shores, while another waited just beyond the city limits of Mandrianos, ready to see heroes destroy some hidden mining efforts of The Cursed Choir. &lt;br /&gt;
&lt;br /&gt;
It would be to Mandrianos that the Portal would be opened. The Pathfinder watched as over a hundred powerful Concordians flooded from the Waystones and split into two groups. Even from a distance, the plan was clear. Tackle each mine entrance with a roughly even number, have flankers run between the two to support whoever was suffering more, use banners to communicate at a distance. Fighters of Bordevar, Lerona Mere and Andash would work together to attempt to seize a full victory, but they would fall short by a matter of seconds. The mines were cleared, but with a slight delay between them. Enough to throw off the greatest of victory, but still a feat that claimed it nonetheless. This victory would be enough to support the coming warfront against The Drowned in Mandrianos, but it was not the boon The Warchamber hoped for. &lt;br /&gt;
&lt;br /&gt;
Not long after the Strategic Opportunity had passed, the Portal opened once more for those who perhaps needed it most. The Academy, small heroes in their own right, would find themselves on adventures of puzzling nature, requiring them to use agility, finesse and smarts to overcome the challenges that awaited them. The Pathfinder responsible for the Waystones used would chuckle as they imagined what difficulties awaited the youngest of heroes, but could only speculate as it was within an enclosed space that betrayed no information to distant overseers. &lt;br /&gt;
[[File:699355195 122145053078993969 3490994702037164428 n.jpg|thumb|More than any other force, The Concord clashed with the Severed Lords last season.]]&lt;br /&gt;
As the day turned to afternoon, The Iron Valley would seize their moment. The Dawning Fastness and Inner Hold of Baelag’s required heroic intervention, and Pathfinders would ensure the chance was given. Two times would the Portal open, with a scant few hours between them. Both times would see Valleyfolk and some allies warring against The Severed Lords that sought to keep a hold of The King’s Pass. The first Pathfinder watched as Valleyfolk seized a crumbled gateway from the enemy, and held firm against two more surges of reinforcements. The second Pathfinder watched as the heroes held points of strategic value against what felt to be a never-ending wave of foes. Both would claim victory. Both would see their ancestors made proud, if they were still watching. &lt;br /&gt;
&lt;br /&gt;
Pathfinders are trained experts, but not immune to failure and accident. Fighters of Lerona Mere would learn this fact firsthand as they found themselves through the Portal and in front of a cave entrance along the edge of The Plateau of The Gods in Mancante Terra. Armed with limited alchemical explosives and expecting to fight The Drowned in the waning light as evening set, Lerona Mere and their allies would find themselves beset with choices. One, to save the Pathfinders who had found themselves trapped and injured by sudden rockfall, and three others. The Pathfinders were too wounded to remember clearly, but the resolve of heroes to save them before making any other choice was not easily forgotten. Lerona Mereian strength and decision making saved lives that day, and surely there is no greater victory than that. Whatever else decision was made would be known by those present alone, and would remain their grandeur to boast of. &lt;br /&gt;
&lt;br /&gt;
Darkness had well and truly set in The True Wilds as midnight fast approached the shivering Pathfinders sharing a warm cup by a campfire. Their Waystones were set, but they just could not seem to remember why they had been set, or where exactly they were. Perhaps it was a habit, a faltering from some plan gone astray. Perhaps they were just tired. As they drank from their cup, and looked up to the stars, it was almost as if the looming obsidian tower was not even there at all. &lt;br /&gt;
&lt;br /&gt;
Once more on the second day would there be a call for the use of Portals. Once more, before heroes could begin to forget about the stress of their calling. Once more, Baelag’s Holdfast would call to those that wished to claim it. The Valley would strike against their foe that have called themselves Lords firmly, quickly, and with such devastating force that the sapper equipment carted around by the enemy would combust and explode, lighting the night ever so briefly and throwing all near it across the field. The watching Pathfinder surmised that whatever plan there was for the sapping equipment was simply not a plan that could survive against the steel of The Valley.&lt;br /&gt;
&lt;br /&gt;
== The Final Day; ==&lt;br /&gt;
[[File:699737575 122145061832993969 6179983402911225245 n.jpg|thumb|Dark weather could not darken Concordian spirits.]]&lt;br /&gt;
The last day of a Concordian Summit usually begins as the second does, with Pathfinders awaiting the decision of The Warchamber regarding where the mass Concordian effort is to be focused. This time, there was no question. The Strategic Opportunity was to be directed at Baelag’s Holdfast, and was to hamper the retreat of The Severed Lords. To remove from them any item of interest they tried to take with them. To reclaim any ancestral belongings that were in the hands of those who did not deserve them. To stake a hold in Baelag’s and firmly earn it with blood, sweat and iron. &lt;br /&gt;
&lt;br /&gt;
The Pathfinders were not surprised in any way to see that The Iron Valley were present for this Strategic Opportunity. It simply made sense. But they could not do so alone, as they would be outnumbered beyond three to one. The heroes of The Greenweald would support them, and together they would utilise Portals to their most powerful effect seen so far. Multiple Waystones, set up along intercepting paths, allowing Concordians to strike out near-instantly at unsuspecting fleeing parties. &lt;br /&gt;
&lt;br /&gt;
The Valley and The Weald would fight together, and would fight to protect the belongings of an ancestral home that has been lost for too many years. Two fights, two Portals, two victories. &lt;br /&gt;
&lt;br /&gt;
But this would not be the last time the Portal wavered and opened on the last day of Summit, and would not be the last victory sought by Wealders this Autumn. The Sableheart called, and its Queen along with it. An anxious Pathfinder watched from a distance as twenty heroes of The Greenweald held an audience with The Fae Queen, fighting hard against a vicious horde of Boghoffens and barely holding together to slay them, just to have to treat face to face with a great power of The Weald itself. The Pathfinder watched as heroes knelt in placation, and a scant three stepped forward. This would not last, as blades would be swung by heroes, sacrifices would be made, and the screech of a dying Weald-Thing would spark changes unforeseen and unknowable.&lt;br /&gt;
&lt;br /&gt;
The Pathfinder who remained to collect the Waystones, and all others throughout the Summit, would grit their teeth and calm their minds as they dwelled on what they saw and heard. It is difficult to speak to the truth of the happening, and even harder to feel comfortable sharing it with the wider Concord, but rumours will spread no matter how hard one tries to prevent it. It remains to be seen if this will be a boon or bane, but as with all things, time will tell. &lt;br /&gt;
&lt;br /&gt;
== A Simplified Summary; ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Location&lt;br /&gt;
|Time&lt;br /&gt;
|Forces&lt;br /&gt;
|Responsible Party&lt;br /&gt;
|Result&lt;br /&gt;
|-&lt;br /&gt;
|Mukarrem, along the border of The Salt Road and The Priado Expanse&lt;br /&gt;
|5:30pm, Day 1&lt;br /&gt;
|25 Andashi&lt;br /&gt;
|The Champion of the Tribes&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|Weiland, somewhere in Heartsgrave&lt;br /&gt;
|8pm, Day 1&lt;br /&gt;
|10 Bordevarians&lt;br /&gt;
|The Sheriff of Weiland&lt;br /&gt;
|Victory&lt;br /&gt;
|-&lt;br /&gt;
|The High Keep Chamber, within Baelag’s Holdfast&lt;br /&gt;
|10pm, Day 1&lt;br /&gt;
|10 Valleyfolk&lt;br /&gt;
|The Champion of the Valley&lt;br /&gt;
|Full Victory&lt;br /&gt;
|-&lt;br /&gt;
|Near the city limits of Mandrianos, Mancante Terra&lt;br /&gt;
|10am, Day 2&lt;br /&gt;
|Half of the Concordian Cohort&lt;br /&gt;
|The Field Marshal&lt;br /&gt;
|Partial&lt;br /&gt;
&lt;br /&gt;
Victory&lt;br /&gt;
|-&lt;br /&gt;
|Along the shores near Jaalstead, Bolsterlee&lt;br /&gt;
|10am, Day 2&lt;br /&gt;
|Half of the Concordian Cohort&lt;br /&gt;
|The Field Marshal&lt;br /&gt;
|Not&lt;br /&gt;
&lt;br /&gt;
Taken&lt;br /&gt;
|-&lt;br /&gt;
|Unknown&lt;br /&gt;
|12pm, Day 2&lt;br /&gt;
|The Academy&lt;br /&gt;
|The Academy&lt;br /&gt;
|Victory&lt;br /&gt;
|-&lt;br /&gt;
|The Dawning Fastness, Baelag’s Holdfast, The Kings Pass&lt;br /&gt;
|2:30pm, Day 2&lt;br /&gt;
|20 Valleyfolk and 10 Allies&lt;br /&gt;
|The Champion of the Valley&lt;br /&gt;
|Full Victory&lt;br /&gt;
|-&lt;br /&gt;
|The Inner Hold, Baelag’s Holdfast, The Kings Pass&lt;br /&gt;
|4pm, Day 2&lt;br /&gt;
|20 Valleyfolk and 10 Allies&lt;br /&gt;
|The Champion of the Valley&lt;br /&gt;
|Full Victory&lt;br /&gt;
|-&lt;br /&gt;
|Near the border of Plateau of the Gods and La Dove Dormani, Mancante Terra&lt;br /&gt;
|6pm, Day 2&lt;br /&gt;
|20 Lerona Mere and 5 Allies&lt;br /&gt;
|The Champion of the Revolution&lt;br /&gt;
|Full Victory&lt;br /&gt;
|-&lt;br /&gt;
|Unknown&lt;br /&gt;
|8pm, Day 2&lt;br /&gt;
|Unknown&lt;br /&gt;
|Unknown&lt;br /&gt;
|Unknown&lt;br /&gt;
|-&lt;br /&gt;
|Near the Arcane Stones, Baelag’s Holdfast, The Kings Pass&lt;br /&gt;
|9:30pm, Day 2&lt;br /&gt;
|15 Valleyfolk&lt;br /&gt;
|The Champion of the Valley&lt;br /&gt;
|Full Victory&lt;br /&gt;
|-&lt;br /&gt;
|Baelag’s Holdfast, The Kings Pass&lt;br /&gt;
|10am, Day 3&lt;br /&gt;
|Half of the Concordian Cohort&lt;br /&gt;
|The Field Marshal&lt;br /&gt;
|Victory&lt;br /&gt;
|-&lt;br /&gt;
|Somewhere in the Sableheart, Resinderholz&lt;br /&gt;
|1:30pm, Day 3&lt;br /&gt;
|20 Greenwealders&lt;br /&gt;
|The Sage Superior&lt;br /&gt;
|Victory &lt;br /&gt;
|}&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>Mharris</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=4555</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=4555"/>
		<updated>2026-09-15T09:31:07Z</updated>

		<summary type="html">&lt;p&gt;Mharris: Created page with &amp;quot;It is best to be magnanimous with power. 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&amp;#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...&amp;quot;&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;
&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;
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 / 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>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=File:699737575_122145061832993969_6179983402911225245_n.jpg&amp;diff=4554</id>
		<title>File:699737575 122145061832993969 6179983402911225245 n.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=File:699737575_122145061832993969_6179983402911225245_n.jpg&amp;diff=4554"/>
		<updated>2026-09-15T09:28:31Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photo by Reuben Weir&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=File:699355195_122145053078993969_3490994702037164428_n.jpg&amp;diff=4553</id>
		<title>File:699355195 122145053078993969 3490994702037164428 n.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=File:699355195_122145053078993969_3490994702037164428_n.jpg&amp;diff=4553"/>
		<updated>2026-09-15T09:27:38Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photo by Reuben Weir&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=File:699968572_122145047138993969_1630374284380339426_n.jpg&amp;diff=4552</id>
		<title>File:699968572 122145047138993969 1630374284380339426 n.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=File:699968572_122145047138993969_1630374284380339426_n.jpg&amp;diff=4552"/>
		<updated>2026-09-15T09:26:29Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photo by Reuben Weir&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=File:557634972_1109428094716763_4173635658160738043_n.jpg&amp;diff=4551</id>
		<title>File:557634972 1109428094716763 4173635658160738043 n.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=File:557634972_1109428094716763_4173635658160738043_n.jpg&amp;diff=4551"/>
		<updated>2026-09-15T09:21:21Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photo by James Bylund&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=File:557901959_1109427854716787_3134061519445626031_n.jpg&amp;diff=4550</id>
		<title>File:557901959 1109427854716787 3134061519445626031 n.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=File:557901959_1109427854716787_3134061519445626031_n.jpg&amp;diff=4550"/>
		<updated>2026-09-15T09:20:41Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photo by James Bylund&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=File:558660921_1109427081383531_1678189204303592703_n.jpg&amp;diff=4549</id>
		<title>File:558660921 1109427081383531 1678189204303592703 n.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=File:558660921_1109427081383531_1678189204303592703_n.jpg&amp;diff=4549"/>
		<updated>2026-09-15T09:19:14Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photo by James Bylund&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Then_We_Do_Onto_Others&amp;diff=4546</id>
		<title>Then We Do Onto Others</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Then_We_Do_Onto_Others&amp;diff=4546"/>
		<updated>2026-09-13T07:48:45Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Across The Concord, there are likely more than a hundred taverns. Some are little more than roadside lean-tos, while others are settlements in their own right. Some have great legends, some are barely known to the people who live nearby. Some of these reputations are deserved, while others are bought with gold.  The Edge of the World is all of these and more. It is barely known, as one must be a sailor who frequents Legend City to know how to find it. It is quite small, as it only caters to those crew who have completed ‘The Three Rigs’. But its legend is great, perhaps it settles as the greatest seaside tavern in The Concord, if not all of Esterra. &lt;br /&gt;
&lt;br /&gt;
Quidano Porenza is a sailor through and through. The son of an Andashi Corsair and a Lerona Mere shipwright, for tonight he is your drinking partner, and as long as the spirits are flowing and the music is just quiet enough that he can still be heard, he’ll tell you every rumour that has fled to his ears across the sea. Now drink up, because the waves rarely bring good news. &lt;br /&gt;
[[File:690775710 10163113462333129 3180891449241739196 n.jpg|center|thumb|469x469px|Always depart in good spirits, for you never know when you will meet again.]]&lt;br /&gt;
&lt;br /&gt;
== News from the East ==&lt;br /&gt;
“Someone best be getting to renaming the Explorers Sea sometime soon I think. A few years back I would’ve called it ‘The Blackgold Sea’ or ‘The Pirate’s Purse’ for all the wealth those swine were pulling from it. But no longer. That damned mad duke Rottmour and his fleet have sailed out of Manacle Harbour and joined up with Adimeas they have, sailed down the coast and kicked The Seaknight and all his Golden Goons all the way south. Now I ain’t heard the particulars of it, but Bulsker couldn’t have gone out east with more’n six thousand sailors, which isn’t a great number against either o’ those fleets, let alone both of the bastards. Frankly, I’m surprised that Dendarri prick is still alive, particularly when the Stormqueen ain’t been seen sail nor tail in a year to come pull him out of this shitsquall.”&lt;br /&gt;
&lt;br /&gt;
Porenzo knocks back a tumbler of dark red wine like its a shot of rum, grinning with stained teeth.&lt;br /&gt;
[[File:699928243 122145039908993969 3181460487526323982 n.jpg|thumb|20 vaults is a lot for any captain to consider...]]&lt;br /&gt;
“But kick the shit out of him they did. I’m sure Rottmour and Haves are sitting pretty good back home right about now. Won’t be another Crownsport that’s for sure, let that Duke Rayleigh moulder in his keep like an old throwline.”&lt;br /&gt;
&lt;br /&gt;
“That Bulsker though, he’s not nothing. Sure he’s as angry as a drowned cat and half as likeable, but he’ll do a lot to stay out of his peoples heathen death. So I’m not too surprised that his bastard fleet, or what’s left of it, is docked off of Ushal Vakkan getting fixed up. I’m not sure if these new Bailites have a thought on how to mend a keel, but they’ve got the timbers for it. Considering how many ships Bulsker’s got left, I’d wager he’s just looking to mend up and sail home. No more heroics for that fool.”&lt;br /&gt;
&lt;br /&gt;
Porenzo lets this thought germinate for a moment, swishing his wine back and forth like a river-rock he’s trying to smooth over. &lt;br /&gt;
&lt;br /&gt;
“But that bein’ said, plenty of crews have seen his own ship around the eastern children, Tartassini, Legassini, and the like. Maybe he’s not done with adventures yet.”&lt;br /&gt;
&lt;br /&gt;
His glance carries around the room for a moment, before conspiratorially returning to yours.&lt;br /&gt;
&lt;br /&gt;
“Not if we’ve got something to say about it though? You’ve heard what everyone’s talkin’ about? Twenty doors to the Captains who can tell the Senate to shove their heads up their ass, sail down to the Bailes and finish what those madmen out east started. Now I’m not sure about you, but a cut on twenty doors sounds pretty good to me.”&lt;br /&gt;
&lt;br /&gt;
His eyes take on a far away wistful look, as if imagining all that wealth. &lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
Rumours from the east have it that a combined force of Drummondite ships under the command of Duke Alswin Rottmour, and a fleet out of Kameiros lead by Axos Lokhagos Adimeas Haves has routed half of the Golden Fleet under the command of Ottandios Bulsker, also known as ‘The Seaknight’. Bulsker has fled south, limping back in the direction of Banathea, with his fleet anchored some distance off of Baile Lochra in the Cape of the Bailes. The Fleet has a current strength of 1500 and is likely being repaired for payment at Ushal Vakkan.&lt;br /&gt;
&lt;br /&gt;
There will be additional information and decisions relating to the Golden Fleet for the [[Ambassador]] to [[The Fealties of Drummond|Drummond]] and the [[Ambassador]] to [[The Dendarr Nations|Dendarr]]. &lt;br /&gt;
&lt;br /&gt;
Ottandios Bulsker’s personal ship, ‘Havek’s Halberd’ has been seen numerous times in and around the Outer Isle’s East and the Cape of the Bailes.    &lt;br /&gt;
&lt;br /&gt;
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 the 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. A fleet could also move into The Cape of the Bailes sea territory and take a hostile action, but this hostile action would need to be marked as targeting the Golden Fleet, and would also be illegal unless any changes to the Concordian diplomatic circumstances with the Golden Fleet are made by the Senate. &lt;br /&gt;
&lt;br /&gt;
The same ports in Drummond remain open to Concordian ships this season, including:&lt;br /&gt;
&lt;br /&gt;
* Crownsport (Tier 1 Required)&lt;br /&gt;
* Bleakstarbe (Tier 2 Required due to summer storms)&lt;br /&gt;
* Manacle Harbour (Tier 3 Required due to increased militarisation)&lt;br /&gt;
&lt;br /&gt;
The same port in the Dendarri nations remains open to Concordian ships this season:&lt;br /&gt;
&lt;br /&gt;
* Kameiros (Tier 1 Required)&lt;br /&gt;
&lt;br /&gt;
== News from the West ==&lt;br /&gt;
Porenzo sighs, glances down the neck of the bottle of wine and sighs again. He waves a hand at the bartender who pretends not to see it and then looks at you emploringly. When you return to the table, this time with a short clay pitcher of ‘Crabfever’ (which turns out to be some Andashi spiced liquor as thick as glue), your companion has a dour expression.&lt;br /&gt;
&lt;br /&gt;
“Aye, but I’d rather be chasing Golden’s out east rather’n getting chased by them out west.”&lt;br /&gt;
&lt;br /&gt;
He shakes his head, like an old timer watching a storm roll in, despite his age being somewhere between seventeen and twenty five.&lt;br /&gt;
&lt;br /&gt;
“Now look, I ain’t sayin’ that the Fist or the Gift couldn’t roll up any damned fleet this side of Port Gargant, but they’re busy, they’ve got wars to win. But it’s a certain sight less safe in the Guardian Strait and further west now that the Senate sent the Corsair’s treaty to the bottom of Big Bev’s Bay. I’m not sure if the Concord has the burnin’ desire to go and take back the Guardian, maybe it’ll make the Andashi feel less burned about Nazafeza.”&lt;br /&gt;
&lt;br /&gt;
He shrugs with a noncommittal apathy.&lt;br /&gt;
&lt;br /&gt;
“I’d just be happy to have somewhere to dock out west without careening.”&lt;br /&gt;
&lt;br /&gt;
He takes a thick gulp.&lt;br /&gt;
[[File:699968579 122145041522993969 4795475294013705525 n.jpg|thumb|Missing, last seen in the company of the Headmaster of the Andashi School of Gifts.]]&lt;br /&gt;
“Bad news about that headmaster and that Al’Jadis. The Incendio was a damn pretty boat.”&lt;br /&gt;
&lt;br /&gt;
A rueful shake of the head, another slurp. &lt;br /&gt;
&lt;br /&gt;
“And now Majeed’s angry girl is back, and with more Adanji ships than I can even bother to count. Which to be fair isn’t that high, when it comes to Adanji ships that is, my ‘rithmetic is as good as anyone elses. But between Carine’s fleet sitting in the strait, the Ar’ebazzani in the north, and the Golden bastards doing whatever they can to turn The Guardian into the least fun place this side of Parliament House…”&lt;br /&gt;
&lt;br /&gt;
He shakes his head again, this time with a defiant energy.&lt;br /&gt;
&lt;br /&gt;
“And what&#039;s the point in sailing out west anyway? You want to go to Ar’ebazzan? Fuckin’ muss around in the Beastlands? Unlikely.”&lt;br /&gt;
&lt;br /&gt;
He tips his head to one side with a curl of his lips as something does recall into his mind.&lt;br /&gt;
&lt;br /&gt;
“All that bein’ said, no one’s made a run off to Odrigan lately. I mean, we owe a lot to those mad swamp people for throwin’ off their oppressors and being the biggest pain in Ar’ebazzani ass since…well, us” &lt;br /&gt;
&lt;br /&gt;
“Someone should really head over there and make sure they’re alright.”&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
While not particularly hostile, the forces of the Golden Fleet have made it clear in this past season that the Guardian Strait is no longer friendly territory for Concordian ships. The Guardian Strait has gained the ‘Corsair Predators’ trait.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Name&lt;br /&gt;
|Casualties Inflicted Mod&lt;br /&gt;
|Casualties Suffered Mod&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|Corsair Predators&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;
|This trait only affects fleets that do not belong to the Golden Fleet. &lt;br /&gt;
&lt;br /&gt;
Fleets that move through this territory have their upkeep increased by 50%. Fleets that campaign in this territory have their upkeep doubled instead. &lt;br /&gt;
|}&lt;br /&gt;
Following predations in the Guardian Strait, an expedition from the Shardcircle has gone missing. [[Keeper of Coin]] Omaira Al’Jadis and [[Headmaster]] Azime Rais Del’Elysium have not been seen since. These characters should not attend sanctioned events from this point onwards and should report to the hub two hours before game-in at Summit to resolve their characters&#039; danger. More information will be provided in a handout to these characters, which is encouraged to be read before reporting to the hub. &lt;br /&gt;
&lt;br /&gt;
Concordian ships cannot trade with The Golden Fleet at Banathea any longer.&lt;br /&gt;
&lt;br /&gt;
A large fleet flying Carine El’Majeeds banner has docked in Nazafeza, but information on this circumstance is thin on the waves for Concordian sailors. &lt;br /&gt;
&lt;br /&gt;
There has been no news from Free Odrigan far to the west this season. Concordian ships are welcome to sail to this far flung friend of the Concord who may very well need Concordian help. Ships wishing to do so can trade with foreign ports as below:&lt;br /&gt;
&lt;br /&gt;
* Free Odrigan (Tier 3 Required)&lt;br /&gt;
&lt;br /&gt;
Artebazzani and Adanji ports remain closed to Concordian ships.&lt;br /&gt;
[[File:699671567 122145058256993969 9066016262776513737 n.jpg|center|thumb|587x587px|Compared to the Concord&#039;s normal enemies, perhaps pirates aren&#039;t so bad?]]&lt;br /&gt;
&lt;br /&gt;
== News from the South ==&lt;br /&gt;
At this point in the night, Porenzo is nearly horizontal as is his right arm, jaw, and the right side of his face splayed out on the rickety table. Strangely enough, The Edge of the World has only gotten busier, and there is standing room only all around you as a dozen accents fill the air as thick as the smoke from pipes. Porenzo grips the neck of a bottle of rum like the wheel of a ship, subconsciously leaning it back and forth, feeling for the sea that only he can sense.&lt;br /&gt;
&lt;br /&gt;
“Maybee thats the problem. We keep lookin’ for sailin’ places in other people. Places where there’s already people. We should dooo what those Jarls doo, and just fuck off! Go places where there ain’t nobody.”&lt;br /&gt;
&lt;br /&gt;
He points at you with his prone right hand, his face makes you second guess whether or not you owe him money. You don’t, but Porenzo has an energy that seems like people owe him money. &lt;br /&gt;
&lt;br /&gt;
“You hear about all those Valleyfolk who sailed off south? They got to Vulpossa and Tartassini they did. Found all them goats, all that treasure of whatever the damn. I heard that they’re getting paid by some Lerona Mere scumbag to do it, going to start a prison on the islands to take all the people who disagree with the-” He releases a wet burp “- church.”&lt;br /&gt;
&lt;br /&gt;
The sailor allows his indigestion to settle for a moment, fights off the lingering hand of a Valleyfolk longshipman who was reaching for his rum, and then rubs his face aggressively, trying to work life back into his stumbling brain through his cheeks. &lt;br /&gt;
&lt;br /&gt;
“But more folk’re havin’ luck south. Those Cabal lads are a good hand to trade with. Crystal mana ain’t ‘eavy and they’ve got plenty of it. Folks’re saying the ice flows are meek and they’ll stay meek if they know whats good for ‘em!” &lt;br /&gt;
&lt;br /&gt;
His sentence and energy trails off, you’re not sure if he has a particular bone to pick with frozen water or if his ire is being transplanted from one source of misfortune to another. You let him settle for a moment, but quickly realise that Porenzo is asleep. You consider trying to wake him for the third time, but your coinpurse is empty and your mind is full. As you stand, someone unceremoniously dumps your one-time companion onto the floor, and your table becomes the sight of a lively game of body and soul before you’re out of the tavern.&lt;br /&gt;
&lt;br /&gt;
Tide comes in, tide comes out, so they say.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
Valleyfolk ships have successfully made landfall on Hraksol and Bloodsnaudr, returning from both isles without being smashed against them. There will be information and decisions to be made for the captains of these Naval Investments following their landfall, about what they wish to do with their new knowledge and islands. There will be decisions for the Senate regarding the ownership of these isles in the Bay of Promised Gold.&lt;br /&gt;
&lt;br /&gt;
Concordian ships have also returned from explorations into the Icereach Sea, reporting that the way still remains open for future travels into this space, although are unlikely to remain so beyond Summer.&lt;br /&gt;
&lt;br /&gt;
Concordian ships wishing to travel into the Icereach can trade with the Idrian Cabal at Rakham’s Cove, easier than normal this season.&lt;br /&gt;
&lt;br /&gt;
* Rakham’s Cove (Tier 1 Required)&lt;br /&gt;
&lt;br /&gt;
Thanks to the intervention of the Senator of Lerona Mere, Concordian ships that travelled to Ushal Vakkan have returned without being much worse for wear, bringing with them supplies of Bailite crafts, herbs, and thunder oak. Travelling to Ushal Vakkan remains a complex uncertainty which can be attempted by Concordian ships this season, but your safety cannot be guaranteed until a more permanent arrangement can be found.&lt;br /&gt;
&lt;br /&gt;
* Ushal Vakkan (Tier 1 Required)&lt;br /&gt;
&lt;br /&gt;
[[File:698979361 27001329539557384 5155729999641022341 n.jpg|center|thumb|745x745px|Its not a bad day to be a Jarl...]]&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>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Winds_of_the_World_-_Spring_226&amp;diff=4543</id>
		<title>Winds of the World - Spring 226</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Winds_of_the_World_-_Spring_226&amp;diff=4543"/>
		<updated>2026-09-13T07:38:26Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Banner.jpg|center|thumb|1063x1063px|Even in the darkest times, there is hope to be found.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Concord has a history of gambling, be that with the money held in its treasury, its reputation across the Mortal Sphere, or with the lives of its citizens. As the State of Emergency continues, The Concord knows that there is blood in the water, and even its supposed allies can sense that The Concord is weak. But it is in this pained thrashing that this would-be-empire is at its most dangerous. The Concord has held onto its existence for the past five years through gambling, and through winning. &lt;br /&gt;
&lt;br /&gt;
Over the past winter The Concord has fought across its southern arc, it has reclaimed lost territory, and it has pushed forward from weakness to strength. But it remains to be seen if the pendulum’s swing against The Concord can be survived, or if they have simply raised up a higher tower of cards.&lt;br /&gt;
----Welcome to the Winds of the World for Spring 226!&lt;br /&gt;
&lt;br /&gt;
The Winds of the World detail the changes and progression of the world of Concord over the last season, detailing the wars, fortunes and opportunities that have arisen over time. These are intended to show how the world has moved, provide prompts and guides for characters as well as let you see the results of your actions.&lt;br /&gt;
&lt;br /&gt;
This page will detail the Winds of the World as a summary, with a short introduction for each individual section of the Winds. If any particular section draws your attention or has game information that might affect you, click into it and read the full text which will be substantially longer and contain game information. These pages are in a slightly new format, broken up into subheadings allowing the Concord Team to focus information and provide a better cause and effect.&lt;br /&gt;
&lt;br /&gt;
It is important to note that The Winds of The World are not an In-Character document. Rather, it represents a collection of documents, rumours, reports and tales that have swept The Concord. Any character is more than welcome to know as little or as much of the Winds as possible, reflecting how well informed they like to keep themselves. It is perfectly acceptable to arrive in Passage having heard nothing or to only seek out the Winds that apply to you. Particularly studious, influential or well-travelled characters may know all or most of it. When referring to the Winds in character, you are welcome to characterise it as &#039;rumours heard in tavern houses&#039; or &#039;the latest report from Weiland!&#039; rather than the idea of the Civil Service putting out a gigantic almanac of goings on and gossip.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve attempted to tag each entry in the Winds in regards to who it affects - hopefully this will make it easier to navigate. Each sub-section will be updated as the Spring Summit draws nearer, with an entry being posted every Monday, Wednesday and Friday until they are all posted. The Winds will be posted in the order that they are listed here.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[Wet Work - The War in Mancante Terra]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The War Chamber / Lerona Mere&#039;&#039;&#039;&lt;br /&gt;
The war against The Drowned has never been an easy one. Fighting these accursed creatures strains the body of a soldier, forces the mind to its breaking point, and tests the soul in seeing how such horrors can be possible. But the Concord has no choice. The western cape of southern Esterra is not only a dangerous thorn in the Concord’s side, but it is home to lands once held by Lerona Mere, lands that could be the Concords once again.&lt;br /&gt;
&lt;br /&gt;
If these lands are still recognisable. If these lands are still habitable. If these lands still exist within the holy gaze of the Spheres. All of these things and less are guaranteed.&lt;br /&gt;
&lt;br /&gt;
This past season the Concord has given the lion&#039;s share of its might to this war, battling the Drowned on two fronts, not only on the defence, but also in attempts to push these foul creatures even further from the Concordian heartland.&lt;br /&gt;
&lt;br /&gt;
We pray for our soldiers, we pray for their souls.&lt;br /&gt;
&lt;br /&gt;
== [[In Victory: Magnanimity - The War in Mukarrem]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The War Chamber / Andash&#039;&#039;&#039;&lt;br /&gt;
The War in Mukarrem has become as ubiquitous as the weather, a constant that will always be present for empty, cursory discussion.&lt;br /&gt;
&lt;br /&gt;
“It&#039;s supposed to rain tomorrow.”&lt;br /&gt;
&lt;br /&gt;
“Are you going to see the new bard at the tavern?”&lt;br /&gt;
&lt;br /&gt;
“Did you hear the latest news from the war in Mukarrem?”&lt;br /&gt;
&lt;br /&gt;
And so on. &lt;br /&gt;
&lt;br /&gt;
Of course, for the people living there it is anything but routine. The Trade Principality and their Artebazzani allies have been able to rotate their forces, bringing fresh warriors to the fight season after season, while The Concord has marched troops up and down the length of southern Esterra to simply hold onto what they have.&lt;br /&gt;
&lt;br /&gt;
But the state of emergency hopes to change all of that by bringing fire and steel to the hearts of the Concord&#039;s armies. To push its people to the very edge of defeat in the name of victory. &lt;br /&gt;
&lt;br /&gt;
Only time will tell if this has brought success.&lt;br /&gt;
&lt;br /&gt;
== [[Wickedness Where the Deep Water Starts - The War in Bolsterlee]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The War Chamber / Iron Valley&#039;&#039;&#039;&lt;br /&gt;
As an army emerges from the darkest depths, brine-covered and blood-hungry, The Concord marches to protect its shores. Against these foes most oceanic and obscure, Bordevar’s most vigilant and venerable veterans once more enter the fray.&lt;br /&gt;
&lt;br /&gt;
But what weight will step upon which neck?&lt;br /&gt;
&lt;br /&gt;
The boot of plated steel, or the one of sodden flesh?&lt;br /&gt;
&lt;br /&gt;
How will The Concord fare against their fathomless foes?&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[Wild Men Caught and Sang the Sun in Flight - The War in Resinderholz]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The War Chamber / The Greenweald Baronies&#039;&#039;&#039;&lt;br /&gt;
Many in the War Chamber theorised that the Zekartaal would struggle to recover from the brutal blows The Concord dealt to them early in its existence. With such a wide warfront to hold, these ramshackle alliances of weald-bands had far too many territories to hold and far too few forces. The Zekartaal slowly retreated, abandoning territory in the west in the face of possible Trade Principality aggression.&lt;br /&gt;
&lt;br /&gt;
But they have not forgotten The Concord. Over the winter numerous small attacks are felt across Resinderholz, and the Weald appears to be turning its baleful eye on the Baronies in preparation for a sortie from Sister Oak. With the Baronial Household in Krezenberg close over the border, the danger is considerable. &lt;br /&gt;
&lt;br /&gt;
With Concordian ambitions elsewhere, and the Legion of the Blackheart Bear deeply wounded, it remains to be seen what resources can be brought to aid this northern warfront.  &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[I Cannot Save You From Yourself]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Greenweald Baronies&#039;&#039;&#039;&lt;br /&gt;
The law of the forest of retribution; for each threat mitigated, two will inevitably take its place. For as much as Resinderholz may wish otherwise, life in the Weald does not wait for warfronts to close, and the tough choices that befall us hit all the harder in times of crisis.&lt;br /&gt;
&lt;br /&gt;
For the first time in decades, the Baronies sits on the cusp of all five of its Guilds being functional once more. But not all of Resinderholz’s hallowed halls are filled with noise.&lt;br /&gt;
&lt;br /&gt;
In some stretches of the Weald, the woods are quiet for the first time in years. In other parts, the forest shrieks at all hours of the day. The Wealders must wait, in equal parts peaceful and paranoid, to see what these strange silences and songs will bring.&lt;br /&gt;
&lt;br /&gt;
What hopes and horrors, both fresh and long-forgotten, await the Greenweald Baronies?&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[Reach Forward as You Bleed]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lerona Mere&#039;&#039;&#039;&lt;br /&gt;
Salve, come va? Oh my dear friend, how weary and glum you look! I suppose trudging through endless tales of war and dour forestfolk can do that to a person’s aspect. Such nasty business, but you’re in a much better place now hmm? Better, but not necessarily safer in any case. Come, gather close and I will pour you some wine.&lt;br /&gt;
&lt;br /&gt;
Perhaps you’d like to trade in gossip for a glass? Let’s see, let’s see. Well, everybody knows about the shake up in the Parliament. A little bit of a sweep and purge shall we say. There’s disbanded rats running for the gutters, and gutters running for the hills. Students who are putting their cunning minds to purses rather than to spells.&lt;br /&gt;
&lt;br /&gt;
What else, what else… ah! A merry band of Bailles have come to stay, by invitation of our very own Senatrice Triboulet no less. Hopefully they’re not too repelled by that odd business in the sewers. If that matter isn’t resolved soon they’d surely be sending that shiny new steel vanguard for a bit of spick-and-span.&lt;br /&gt;
&lt;br /&gt;
Well, I suppose I should let you on your way amico. Ah, but do take off those gloves before you head inside my friend, they’re rather unseemly don’t you think?&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[Retaken from Hands Lost]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Iron Valley / The War Chamber&#039;&#039;&#039;&lt;br /&gt;
Claiming Baelag’s Holdfast has meant many things to many people over the years that it has stood. For some it meant strength. For others it was simply a means to an end. Some crowned themselves as rulers atop its heights, and others simply took its stones to be used elsewhere when they had the chance.&lt;br /&gt;
&lt;br /&gt;
As far as Valley history is concerned, the last ruler of The Holdfast was The Ninth. Their story is well known.&lt;br /&gt;
&lt;br /&gt;
How shall The Tenth rule?&lt;br /&gt;
&lt;br /&gt;
== [[Fear is an Old Thing]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Iron Valley&#039;&#039;&#039;&lt;br /&gt;
The Valleyfolk are renowned for making their sentiments known, loudly, often, and often louder. It’s good advice to steel one&#039;s ears before engaging in a spirited conversation with a citizen of the Iron Valley, lest you find opinions that aren’t yours rattling around in your skull.&lt;br /&gt;
&lt;br /&gt;
But it’s more important to pay attention to the words unsaid during a Reeves Council. It’s far more important to pay attention when the Valleyfolk get quiet rather than when they shout “We stand together!”. And it’s even more important still to be concerned for a time when you enter the Valley and are met with silence.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[Nomads Know No Borders]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Andash&#039;&#039;&#039;&lt;br /&gt;
The sun beats down.&lt;br /&gt;
&lt;br /&gt;
In this land of buried history, the sun is an ever present reality. The people of sand travel the dunes from well to well, and the people of stone take shelter in their homes from the midday glare.&lt;br /&gt;
&lt;br /&gt;
The sun beats down and the desert winds blow, uncovering things long thought lost. Ancient magics, valued treasures, and relics of the past. A people in two parts, pulled to understand where they came from to know where they go.&lt;br /&gt;
&lt;br /&gt;
The sun beats down, but Andash beats back.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[But Darkness was Here Yesterday]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Kingdom of Bordevar&#039;&#039;&#039;&lt;br /&gt;
Our Steel! Our Blood! Our Souls!&lt;br /&gt;
&lt;br /&gt;
That is the cry of The Barrow Hounds. The children of common Bordevar who have taken the fight to Draemoor. Who have pledged their lives to take back a Duchy of Royal Bordevar on behalf of The Concord, without the presence of an army. They have shed blood, they have forged loyalties, and they have gained and lost so much more than any could have imagined. &lt;br /&gt;
&lt;br /&gt;
But their tale is not yet over. Their saga is not yet sung. Their souls still beat within their chest, like a hammer upon a burning anvil. &lt;br /&gt;
&lt;br /&gt;
Will the tale end in sorrow and heartbreak? Broken steel, poisoned blood and fallen souls?&lt;br /&gt;
&lt;br /&gt;
Is there any other way it could end?&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[A Mortal Life in Pursuit of Legacy]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Kingdom of Bordevar&#039;&#039;&#039;&lt;br /&gt;
Did you enjoy your evening meal, my lord? Fantastic, I shall pass your compliments to the local chef. Can I interest you in a complimentary wine, perhaps? Ah, the news instead? Certainly, we hear much of interest and are happy to oblige in what may be to your fancy.&lt;br /&gt;
&lt;br /&gt;
Much has occurred here in our very own Weiland! Do you wish to hear of strangeness in Everguarde? The rise of fallen animals? Beasts and monsters that belong in The Weald but roam our Lake? The state of The Manor? Constructions happening along The Border Forts?&lt;br /&gt;
&lt;br /&gt;
Hmm, no I think you are perhaps most interested in the result of Duke Vespera of Heartsgrave and her Mandates! Well, let me be the first to say how surprised I was to hear the result….&lt;br /&gt;
&lt;br /&gt;
== [[Power Makes All Things Right]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Shardcircle&#039;&#039;&#039;&lt;br /&gt;
Magic is a peculiar thing. The special few who have learnt to wield it do so in a manner that draws wonder and suspicion in equal measure.&lt;br /&gt;
&lt;br /&gt;
A studious mage in Lerona Mere pouring over scroll after scroll seeking knowledge with fervour. A Bordevarian waving a wand and speaking riddles to draw forward sorcery. An Andashi drawing runes into the sand, a Valleyfolk carving runes into their skin. And a Wealdsage drawing power from the very forest that seeks to consume them.&lt;br /&gt;
&lt;br /&gt;
But misconceptions about the arcane are as bothersome as they are plenty. So often it is folk too mundane for magic who think that the answer to all of their problems lies in spells and enchantments. But far too often there are mages who cannot think past their teachings to find the logical conclusion.&lt;br /&gt;
&lt;br /&gt;
It is important to not get too lost in the peculiar, lest we forget how to find our way home. &lt;br /&gt;
&lt;br /&gt;
== [[An Easy Life, or A Difficult Truth]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Church&#039;&#039;&#039; &lt;br /&gt;
O Esteem, grant me this stage, grant me your light and grant me your eyes. Witness me perform for your favour and lay upon me your judgement. See me now before you in all that I am worth and weigh my soul.&lt;br /&gt;
&lt;br /&gt;
I spread Whispers of a fall from grace. A misstep so bathed in shame that one would think a man becomes a babe from their crawling form. O Esteem may we learn from their failings by quietly reminding each other of their dishonour behind their back.&lt;br /&gt;
&lt;br /&gt;
I choose now to Speak only to your Heralds, for I am not worthy to Speak to you. Let my words Speak with ink on a page infused with my soul and carried to their ears by the wings of my faith. O Esteem, may I show poise to those who doubt me, and seek guidance from those who see through me.&lt;br /&gt;
&lt;br /&gt;
I Promise to show my belief in action. I bring water to a man when he is thirsty, I attend council when I am called and I sanctify these mortal monuments to bring me closer to you. O Esteem, let me feel happiness in upholding my word and misery in falling short.&lt;br /&gt;
&lt;br /&gt;
O Esteem, if I have performed for you well and pleased you truly, if I am worthy to make the Journey with your blessing, let all others see my Glory, and cast their votes in my favour once the Golden Ballot opens!&lt;br /&gt;
&lt;br /&gt;
In the Sphere’s Light, we pray.&lt;br /&gt;
&lt;br /&gt;
== [[To Watch Pretty Puppets]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weird Events.&#039;&#039;&#039;&lt;br /&gt;
There is nothing simple to see here. You may think that you can explain it away as a mystery unsolvable. You may even declare it so unusual that you should have nothing to do with it. You might not even be given a choice between the two.&lt;br /&gt;
&lt;br /&gt;
There are strange events occurring across The Concord. Far too many to allow the rumour-mill to turn accurately. But there are a scant few that cut through the chaff. Just enough to pique interest, or invite disdain.&lt;br /&gt;
&lt;br /&gt;
Tell me, oh Hero, which is it for you? &lt;br /&gt;
&lt;br /&gt;
== [[First it is Done to Us]] ==&lt;br /&gt;
* &#039;&#039;&#039;Appraisals&#039;&#039;&#039;&lt;br /&gt;
Roads and halls. Mountains and woods. Both deserving of the circumspective eye of Civil Service Appraisers, and both rather simple in their innate request. A road is a simple thing. A hall for merchants is a simple thing. Nonetheless, it is the duty of The Civil Service (particularly its notable inventors, engineers and planners) to take a simple concept and find a way to make it cost an amount that causes various Senators a headache.  &lt;br /&gt;
&lt;br /&gt;
== [[Then We Do Onto Others]] ==&lt;br /&gt;
* &#039;&#039;&#039;Foreign Nations and the Wider World&#039;&#039;&#039;&lt;br /&gt;
Across The Concord, there are likely more than a hundred taverns. Some are little more than roadside lean-tos, while others are settlements in their own right. Some have great legends, some are barely known to the people who live nearby. Some of these reputations are deserved, while others are bought with gold.  The Edge of the World is all of these and more. It is barely known, as one must be a sailor who frequents Legend City to know how to find it. It is quite small, as it only caters to those crew who have completed ‘The Three Rigs’. But its legend is great, perhaps it settles as the greatest seaside tavern in The Concord, if not all of Esterra. &lt;br /&gt;
&lt;br /&gt;
Quidano Porenza is a sailor through and through. The son of an Andashi Corsair and a Lerona Mere shipwright, for tonight he is your drinking partner, and as long as the spirits are flowing and the music is just quiet enough that he can still be heard, he’ll tell you every rumour that has fled to his ears across the sea. Now drink up, because the waves rarely bring good news. &lt;br /&gt;
&lt;br /&gt;
== [[Then We Order it Done, Such is the Way of Things]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Civil Service Report&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[We Defy That What Threatens Our Downfall]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Conflux Report&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Further Reading ===&lt;br /&gt;
&lt;br /&gt;
* [[Winds of the World]]&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Then_We_Do_Onto_Others&amp;diff=4542</id>
		<title>Then We Do Onto Others</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Then_We_Do_Onto_Others&amp;diff=4542"/>
		<updated>2026-09-13T07:38:23Z</updated>

		<summary type="html">&lt;p&gt;Mharris: Created page with &amp;quot;Across The Concord, there are likely more than a hundred taverns. Some are little more than roadside lean-tos, while others are settlements in their own right. Some have great legends, some are barely known to the people who live nearby. Some of these reputations are deserved, while others are bought with gold.  The Edge of the World is all of these and more. It is barely known, as one must be a sailor who frequents Legend City to know how to find it. It is quite small,...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Across The Concord, there are likely more than a hundred taverns. Some are little more than roadside lean-tos, while others are settlements in their own right. Some have great legends, some are barely known to the people who live nearby. Some of these reputations are deserved, while others are bought with gold.  The Edge of the World is all of these and more. It is barely known, as one must be a sailor who frequents Legend City to know how to find it. It is quite small, as it only caters to those crew who have completed ‘The Three Rigs’. But its legend is great, perhaps it settles as the greatest seaside tavern in The Concord, if not all of Esterra. &lt;br /&gt;
&lt;br /&gt;
Quidano Porenza is a sailor through and through. The son of an Andashi Corsair and a Lerona Mere shipwright, for tonight he is your drinking partner, and as long as the spirits are flowing and the music is just quiet enough that he can still be heard, he’ll tell you every rumour that has fled to his ears across the sea. Now drink up, because the waves rarely bring good news. &lt;br /&gt;
[[File:690775710 10163113462333129 3180891449241739196 n.jpg|center|thumb|469x469px|Always depart in good spirits, for you never know when you will meet again.]]&lt;br /&gt;
&lt;br /&gt;
== News from the East ==&lt;br /&gt;
“Someone best be getting to renaming the Explorers Sea sometime soon I think. A few years back I would’ve called it ‘The Blackgold Sea’ or ‘The Pirate’s Purse’ for all the wealth those swine were pulling from it. But no longer. That damned mad duke Rottmour and his fleet have sailed out of Manacle Harbour and joined up with Adimeas they have, sailed down the coast and kicked The Seaknight and all his Golden Goons all the way south. Now I ain’t heard the particulars of it, but Bulsker couldn’t have gone out east with more’n six thousand sailors, which isn’t a great number against either o’ those fleets, let alone both of the bastards. Frankly, I’m surprised that Dendarri prick is still alive, particularly when the Stormqueen ain’t been seen sail nor tail in a year to come pull him out of this shitsquall.”&lt;br /&gt;
&lt;br /&gt;
Porenzo knocks back a tumbler of dark red wine like its a shot of rum, grinning with stained teeth.&lt;br /&gt;
[[File:699928243 122145039908993969 3181460487526323982 n.jpg|thumb|20 vaults is a lot for any captain to consider...]]&lt;br /&gt;
“But kick the shit out of him they did. I’m sure Rottmour and Haves are sitting pretty good back home right about now. Won’t be another Crownsport that’s for sure, let that Duke Rayleigh moulder in his keep like an old throwline.”&lt;br /&gt;
&lt;br /&gt;
“That Bulsker though, he’s not nothing. Sure he’s as angry as a drowned cat and half as likeable, but he’ll do a lot to stay out of his peoples heathen death. So I’m not too surprised that his bastard fleet, or what’s left of it, is docked off of Ushal Vakkan getting fixed up. I’m not sure if these new Bailites have a thought on how to mend a keel, but they’ve got the timbers for it. Considering how many ships Bulsker’s got left, I’d wager he’s just looking to mend up and sail home. No more heroics for that fool.”&lt;br /&gt;
&lt;br /&gt;
Porenzo lets this thought germinate for a moment, swishing his wine back and forth like a river-rock he’s trying to smooth over. &lt;br /&gt;
&lt;br /&gt;
“But that bein’ said, plenty of crews have seen his own ship around the eastern children, Tartassini, Legassini, and the like. Maybe he’s not done with adventures yet.”&lt;br /&gt;
&lt;br /&gt;
His glance carries around the room for a moment, before conspiratorially returning to yours.&lt;br /&gt;
&lt;br /&gt;
“Not if we’ve got something to say about it though? You’ve heard what everyone’s talkin’ about? Twenty doors to the Captains who can tell the Senate to shove their heads up their ass, sail down to the Bailes and finish what those madmen out east started. Now I’m not sure about you, but a cut on twenty doors sounds pretty good to me.”&lt;br /&gt;
&lt;br /&gt;
His eyes take on a far away wistful look, as if imagining all that wealth.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
Rumours from the east have it that a combined force of Drummondite ships under the command of Duke Alswin Rottmour, and a fleet out of Kameiros lead by Axos Lokhagos Adimeas Haves has routed half of the Golden Fleet under the command of Ottandios Bulsker, also known as ‘The Seaknight’. Bulsker has fled south, limping back in the direction of Banathea, with his fleet anchored some distance off of Baile Lochra in the Cape of the Bailes. The Fleet has a current strength of 1500 and is likely being repaired for payment at Ushal Vakkan.&lt;br /&gt;
&lt;br /&gt;
There will be additional information and decisions relating to the Golden Fleet for the [[Ambassador]] to [[Fealties of Drummond|Drummond]] and the [[Ambassador]] to [[Dendari Nations|Dendarr]]. &lt;br /&gt;
&lt;br /&gt;
Ottandios Bulsker’s personal ship, ‘Havek’s Halberd’ has been seen numerous times in and around the Outer Isle’s East and the Cape of the Bailes.    &lt;br /&gt;
&lt;br /&gt;
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 the 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. A fleet could also move into The Cape of the Bailes sea territory and take a hostile action, but this hostile action would need to be marked as targeting the Golden Fleet, and would also be illegal unless any changes to the Concordian diplomatic circumstances with the Golden Fleet are made by the Senate. &lt;br /&gt;
&lt;br /&gt;
The same ports in Drummond remain open to Concordian ships this season, including:&lt;br /&gt;
&lt;br /&gt;
* Crownsport (Tier 1 Required)&lt;br /&gt;
* Bleakstarbe (Tier 2 Required due to summer storms)&lt;br /&gt;
* Manacle Harbour (Tier 3 Required due to increased militarisation)&lt;br /&gt;
&lt;br /&gt;
The same port in the Dendarri nations remains open to Concordian ships this season:&lt;br /&gt;
&lt;br /&gt;
* Kameiros (Tier 1 Required)&lt;br /&gt;
&lt;br /&gt;
== News from the West ==&lt;br /&gt;
Porenzo sighs, glances down the neck of the bottle of wine and sighs again. He waves a hand at the bartender who pretends not to see it and then looks at you emploringly. When you return to the table, this time with a short clay pitcher of ‘Crabfever’ (which turns out to be some Andashi spiced liquor as thick as glue), your companion has a dour expression.&lt;br /&gt;
&lt;br /&gt;
“Aye, but I’d rather be chasing Golden’s out east rather’n getting chased by them out west.”&lt;br /&gt;
&lt;br /&gt;
He shakes his head, like an old timer watching a storm roll in, despite his age being somewhere between seventeen and twenty five.&lt;br /&gt;
&lt;br /&gt;
“Now look, I ain’t sayin’ that the Fist or the Gift couldn’t roll up any damned fleet this side of Port Gargant, but they’re busy, they’ve got wars to win. But it’s a certain sight less safe in the Guardian Strait and further west now that the Senate sent the Corsair’s treaty to the bottom of Big Bev’s Bay. I’m not sure if the Concord has the burnin’ desire to go and take back the Guardian, maybe it’ll make the Andashi feel less burned about Nazafeza.”&lt;br /&gt;
&lt;br /&gt;
He shrugs with a noncommittal apathy.&lt;br /&gt;
&lt;br /&gt;
“I’d just be happy to have somewhere to dock out west without careening.”&lt;br /&gt;
&lt;br /&gt;
He takes a thick gulp.&lt;br /&gt;
[[File:699968579 122145041522993969 4795475294013705525 n.jpg|thumb|Missing, last seen in the company of the Headmaster of the Andashi School of Gifts.]]&lt;br /&gt;
“Bad news about that headmaster and that Al’Jadis. The Incendio was a damn pretty boat.”&lt;br /&gt;
&lt;br /&gt;
A rueful shake of the head, another slurp. &lt;br /&gt;
&lt;br /&gt;
“And now Majeed’s angry girl is back, and with more Adanji ships than I can even bother to count. Which to be fair isn’t that high, when it comes to Adanji ships that is, my ‘rithmetic is as good as anyone elses. But between Carine’s fleet sitting in the strait, the Ar’ebazzani in the north, and the Golden bastards doing whatever they can to turn The Guardian into the least fun place this side of Parliament House…”&lt;br /&gt;
&lt;br /&gt;
He shakes his head again, this time with a defiant energy.&lt;br /&gt;
&lt;br /&gt;
“And what&#039;s the point in sailing out west anyway? You want to go to Ar’ebazzan? Fuckin’ muss around in the Beastlands? Unlikely.”&lt;br /&gt;
&lt;br /&gt;
He tips his head to one side with a curl of his lips as something does recall into his mind.&lt;br /&gt;
&lt;br /&gt;
“All that bein’ said, no one’s made a run off to Odrigan lately. I mean, we owe a lot to those mad swamp people for throwin’ off their oppressors and being the biggest pain in Ar’ebazzani ass since…well, us” &lt;br /&gt;
&lt;br /&gt;
“Someone should really head over there and make sure they’re alright.”&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
While not particularly hostile, the forces of the Golden Fleet have made it clear in this past season that the Guardian Strait is no longer friendly territory for Concordian ships. The Guardian Strait has gained the ‘Corsair Predators’ trait.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Name&lt;br /&gt;
|Casualties Inflicted Mod&lt;br /&gt;
|Casualties Suffered Mod&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|Corsair Predators&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;
|This trait only affects fleets that do not belong to the Golden Fleet. &lt;br /&gt;
&lt;br /&gt;
Fleets that move through this territory have their upkeep increased by 50%. Fleets that campaign in this territory have their upkeep doubled instead. &lt;br /&gt;
|}&lt;br /&gt;
Following predations in the Guardian Strait, an expedition from the Shardcircle has gone missing. [[Keeper of Coin]] Omaira Al’Jadis and [[Headmaster]] Azime Rais Del’Elysium have not been seen since. These characters should not attend sanctioned events from this point onwards and should report to the hub two hours before game-in at Summit to resolve their characters&#039; danger. More information will be provided in a handout to these characters, which is encouraged to be read before reporting to the hub. &lt;br /&gt;
&lt;br /&gt;
Concordian ships cannot trade with The Golden Fleet at Banathea any longer.&lt;br /&gt;
&lt;br /&gt;
A large fleet flying Carine El’Majeeds banner has docked in Nazafeza, but information on this circumstance is thin on the waves for Concordian sailors. &lt;br /&gt;
&lt;br /&gt;
There has been no news from Free Odrigan far to the west this season. Concordian ships are welcome to sail to this far flung friend of the Concord who may very well need Concordian help. Ships wishing to do so can trade with foreign ports as below:&lt;br /&gt;
&lt;br /&gt;
* Free Odrigan (Tier 3 Required)&lt;br /&gt;
&lt;br /&gt;
Artebazzani and Adanji ports remain closed to Concordian ships.&lt;br /&gt;
[[File:699671567 122145058256993969 9066016262776513737 n.jpg|center|thumb|587x587px|Compared to the Concord&#039;s normal enemies, perhaps pirates aren&#039;t so bad?]]&lt;br /&gt;
&lt;br /&gt;
== News from the South ==&lt;br /&gt;
At this point in the night, Porenzo is nearly horizontal as is his right arm, jaw, and the right side of his face splayed out on the rickety table. Strangely enough, The Edge of the World has only gotten busier, and there is standing room only all around you as a dozen accents fill the air as thick as the smoke from pipes. Porenzo grips the neck of a bottle of rum like the wheel of a ship, subconsciously leaning it back and forth, feeling for the sea that only he can sense.&lt;br /&gt;
&lt;br /&gt;
“Maybee thats the problem. We keep lookin’ for sailin’ places in other people. Places where there’s already people. We should dooo what those Jarls doo, and just fuck off! Go places where there ain’t nobody.”&lt;br /&gt;
&lt;br /&gt;
He points at you with his prone right hand, his face makes you second guess whether or not you owe him money. You don’t, but Porenzo has an energy that seems like people owe him money. &lt;br /&gt;
&lt;br /&gt;
“You hear about all those Valleyfolk who sailed off south? They got to Vulpossa and Tartassini they did. Found all them goats, all that treasure of whatever the damn. I heard that they’re getting paid by some Lerona Mere scumbag to do it, going to start a prison on the islands to take all the people who disagree with the-” He releases a wet burp “- church.”&lt;br /&gt;
&lt;br /&gt;
The sailor allows his indigestion to settle for a moment, fights off the lingering hand of a Valleyfolk longshipman who was reaching for his rum, and then rubs his face aggressively, trying to work life back into his stumbling brain through his cheeks. &lt;br /&gt;
&lt;br /&gt;
“But more folk’re havin’ luck south. Those Cabal lads are a good hand to trade with. Crystal mana ain’t ‘eavy and they’ve got plenty of it. Folks’re saying the ice flows are meek and they’ll stay meek if they know whats good for ‘em!” &lt;br /&gt;
&lt;br /&gt;
His sentence and energy trails off, you’re not sure if he has a particular bone to pick with frozen water or if his ire is being transplanted from one source of misfortune to another. You let him settle for a moment, but quickly realise that Porenzo is asleep. You consider trying to wake him for the third time, but your coinpurse is empty and your mind is full. As you stand, someone unceremoniously dumps your one-time companion onto the floor, and your table becomes the sight of a lively game of body and soul before you’re out of the tavern.&lt;br /&gt;
&lt;br /&gt;
Tide comes in, tide comes out, so they say.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
Valleyfolk ships have successfully made landfall on Hraksol and Bloodsnaudr, returning from both isles without being smashed against them. There will be information and decisions to be made for the captains of these Naval Investments following their landfall, about what they wish to do with their new knowledge and islands. There will be decisions for the Senate regarding the ownership of these isles in the Bay of Promised Gold.&lt;br /&gt;
&lt;br /&gt;
Concordian ships have also returned from explorations into the Icereach Sea, reporting that the way still remains open for future travels into this space, although are unlikely to remain so beyond Summer.&lt;br /&gt;
&lt;br /&gt;
Concordian ships wishing to travel into the Icereach can trade with the Idrian Cabal at Rakham’s Cove, easier than normal this season.&lt;br /&gt;
&lt;br /&gt;
* Rakham’s Cove (Tier 1 Required)&lt;br /&gt;
&lt;br /&gt;
Thanks to the intervention of the Senator of Lerona Mere, Concordian ships that travelled to Ushal Vakkan have returned without being much worse for wear, bringing with them supplies of Bailite crafts, herbs, and thunder oak. Travelling to Ushal Vakkan remains a complex uncertainty which can be attempted by Concordian ships this season, but your safety cannot be guaranteed until a more permanent arrangement can be found.&lt;br /&gt;
&lt;br /&gt;
* Ushal Vakkan (Tier 1 Required)&lt;br /&gt;
&lt;br /&gt;
[[File:698979361 27001329539557384 5155729999641022341 n.jpg|center|thumb|745x745px|Its not a bad day to be a Jarl...]]&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>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=File:698979361_27001329539557384_5155729999641022341_n.jpg&amp;diff=4541</id>
		<title>File:698979361 27001329539557384 5155729999641022341 n.jpg</title>
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		<updated>2026-09-13T07:37:06Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photo by Robyn Garner&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
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		<updated>2026-09-13T07:33:57Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photo by Reuben Weir&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=File:699671567_122145058256993969_9066016262776513737_n.jpg&amp;diff=4539</id>
		<title>File:699671567 122145058256993969 9066016262776513737 n.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=File:699671567_122145058256993969_9066016262776513737_n.jpg&amp;diff=4539"/>
		<updated>2026-09-13T07:32:54Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photo by Reuben Weir&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=File:699928243_122145039908993969_3181460487526323982_n.jpg&amp;diff=4538</id>
		<title>File:699928243 122145039908993969 3181460487526323982 n.jpg</title>
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		<updated>2026-09-13T07:28:33Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photo by Reuben Weir&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=File:690775710_10163113462333129_3180891449241739196_n.jpg&amp;diff=4537</id>
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		<updated>2026-09-13T07:25:40Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photo by Sylphide Photography&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=First_it_is_Done_to_Us&amp;diff=4521</id>
		<title>First it is Done to Us</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=First_it_is_Done_to_Us&amp;diff=4521"/>
		<updated>2026-09-10T08:30:05Z</updated>

		<summary type="html">&lt;p&gt;Mharris: fifth=sixth&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Roads and halls. Mountains and woods. Both deserving of the circumspective eye of Civil Service Appraisers, and both rather simple in their innate request. A road is a simple thing. A hall for merchants is a simple thing. Nonetheless, it is the duty of The Civil Service (particularly its notable inventors, engineers and planners) to take a simple concept and find a way to make it cost an amount that causes various Senators a headache.   &lt;br /&gt;
&lt;br /&gt;
It is the opinion of The Civil Service that these estimates would remain accurate for a year, requiring reappraisal by Spring 227. The Senate is welcome to commission any or none of the following options, and the projects mentioned in ‘[[Legends Are Not Found, They Are Built|Legends are Not Found, They are Built]]’ also remain available. The following Appraisals are no longer available for commission;&lt;br /&gt;
&lt;br /&gt;
* Defensive Palisade (Athermer’s Folly)&lt;br /&gt;
* The Mithril Fortress (Athermer’s Folly)&lt;br /&gt;
&lt;br /&gt;
== Road through the Steinvault Pass ==&lt;br /&gt;
&#039;&#039;“An Appraisal for a road through the Steinvault Pass, to allow movement throughout the year.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Steinvault Pass represents some of the most inhospitable terrain within The Concord. Massive glacially carved canyons of cold grey stone, unmelting stonedrifts, cruel wildlife, and a frost so pervasive it can kill even in the depths of Summer. &lt;br /&gt;
[[File:699752116 122145048740993969 5900649503569467826 n.jpg|thumb|If only we could take Waystones everywhere throughout the year...]]&lt;br /&gt;
But where there is a will, we can purchase a way. &lt;br /&gt;
&lt;br /&gt;
Concordian surveyors have managed to mark out a path which should be possible to carve. It would not be a quick process, and by no means would it be a cheap process, but it would be the only way to accomplish such a feat. Those who know how difficult such matters would be would certainly laud it as a great achievement, even if the common wanderer would scarcely notice. The question becomes, how complex and hospitable should this road be?&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
The first option is a military road and it is the simplest option. Crushed stone marks the path, carved and sheltered campgrounds along the path offer places to rest an army on the march, but there is little else in the way of niceties. Certainly not enough for civilians, merchants, and priests to bother with the travel.&lt;br /&gt;
&lt;br /&gt;
=== The Brawler’s Road ===&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039; The Steinvault Pass&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 12 Vaults / 6 Arcstone / 20 Hartswood&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction Time:&#039;&#039;&#039; 2 Seasons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; 2 Vaults 15 Locks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; The Steinvault Pass will lose its ‘Iceheart’ trait, allowing forces to move through it during the winter season. The Warden of the Pass will also receive a small amount of income each time this occurs. &lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
The second option is a greater expense, but routes the road through calmer paths (which will require more work to tame) and reinforces the campgrounds with stone walls, shelters for livestock, and even a handful of cabins. This will allow military forces to travel the pass in Winter, but so will civilians on their way between Windholme and Weiland. The tolls that these people will pay ensures that the way can be maintained, removing any need for taxes to pay the upkeep.&lt;br /&gt;
&lt;br /&gt;
=== The Merchant’s Road ===&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039; The Steinvault Pass&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 16 Vaults / 8 Arcstone / 20 Hartswood &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction Time:&#039;&#039;&#039; 2 Seasons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; None&lt;br /&gt;
[[File:700003370 122145040748993969 2894715686194853408 n.jpg|thumb|The wealthiest of Bordevar or even the Iron Valley will not use just any road.]]&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; The Steinvault Pass will lose its ‘Iceheart’ trait, allowing forces to move through it during the winter season. The Warden of the Pass will also receive a small amount of income each time this occurs.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
The final option, and perhaps the most extravagant, is to augment the Merchant’s Road with efforts to construct a settlement deep within the Steinvault Pass. The settlement would ensure that travellers in need of medical aid, resupply, and warmth, have somewhere that they can find such succor. It would also allow the Iron Valley in particular, to make good on their intent to better settle this wild land. But this is not without significant cost and work.&lt;br /&gt;
&lt;br /&gt;
=== The Warden’s Road ===&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039; The Steinvault Pass&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 18 Vaults / 8 Arcstone / 30 Hartswood / 20 Forgesteel &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction Time:&#039;&#039;&#039; 3 Seasons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; The Steinvault Pass will lose its ‘Iceheart’ trait, allowing forces to move through it during the winter season. The Warden of the Pass will also receive a small amount of income each time this occurs. &lt;br /&gt;
&lt;br /&gt;
A settlement will be constructed within the Steinvaults, capable of shielding its inhabitants from the worst of these mountain maladies, granting additional opportunities, choices, and development to the Warden of the Pass, and the people interested in residing there. This would increase tax income within the Steinvault Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Note:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only one of these commissions may be purchased.&lt;br /&gt;
&lt;br /&gt;
== Merchant Hall in the Hunter’s Wood ==&lt;br /&gt;
&#039;&#039;“An Appraisal for a Merchant Hall within the Hunter’s Wood, including the involvement of Diplomats of Coin wherever possible.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Gap is one of The Concord’s busiest roads, and one of its most dangerous. Passing through the Hunters Wood at its thinnest point, it allows travellers from Andash and Lerona Mere to cross this stretch of blighted forest as swiftly as their carts can travel. But the road is poorly appointed. With no notable inns, certainly no settlements, and no watch stations, it is home to bandits, monsters, and apparently sedition. &lt;br /&gt;
&lt;br /&gt;
A settlement in this space has long been discussed, but never put to hand, until now. Civil Service workers have identified a central location that would be advantageous and will be able to support a settlement of some kind. While opinions differ now on what this waystation should look like.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
The first is that of a minor settlement, with an inn, a stockyard, and a handful of homes. Enough to ensure that merchants within the space have a safe haven to rest their bones, and perhaps do a small amount of trading. Centralised settlements like this are always of use within the Weald, but are rarely worth writing home about.&lt;br /&gt;
&lt;br /&gt;
=== Hamlet on the Road ===&lt;br /&gt;
&#039;&#039;&#039;Location: &#039;&#039;&#039; The Hunters Wood, along The Gap&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 8 Vaults / 4 Thunder Oak / 15 Forgesteel&lt;br /&gt;
[[File:698346872 27001291089561229 4308995154602255174 n.jpg|thumb|New safe homes in the Weald are always welcome, no matter how small.]]&lt;br /&gt;
&#039;&#039;&#039;Construction Time:&#039;&#039;&#039; 2 Seasons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; A small settlement will be constructed along The Gap in the Hunter’s Wood, providing a waystation for travellers passing through the Weald between Lerona Mere and Andash. This will increase trade income in The Hunters Wood, reduce (but not remove) the likelihood of negative economic effects within the region for both taxation, and investments / enterprises, and provide additional opportunities, choices, and developments for the Baroness of Resinderholz regarding the township.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
The second proposal instead doubles down on this core ideal, investing more time, more money, and more attention, in creating a township within the territory that is worthy of note. This new settlement, if it is successful, would be larger than Krezenberg, and would intend to be a destination in its own right, providing easy access to Wolstad, but also including additional constructions such as churches and artisans.&lt;br /&gt;
&lt;br /&gt;
=== Town at the Crossroads ===&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039; The Hunters Wood, along The Gap&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 12 Vaults / 6 Thunder Oak / 15 Suns Iron / 15 Forgesteel / 2 Mithril&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction Time:&#039;&#039;&#039; 3 Seasons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; A town will be constructed along The Gap in the Hunter’s Wood, providing a waystation for travellers passing through the Weald between Lerona Mere and Andash, as well as a new township within the territory to centralise the Havens, while also housing a sizable Merchant Hall. This will increase trade income in The Hunters Wood, reduce (but not remove) the likelihood of negative economic effects within the region for both taxation, and investments / enterprises, and provide additional opportunities, choices, and developments for the Baroness of Resinderholz regarding the township.  This commission will also include a road from this township to Wolstad.&lt;br /&gt;
&lt;br /&gt;
In addition, the Baroness of Resinderholz title will gain a small income, proportional to tax income within the territory.  This income will tend to be in the form of currency. &lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
The final option is perhaps the most esoteric. Within the Weald, Priests of Panoply have a cultural role as travellers, diplomats, assayers, arbitrators, and world-wanderers. This tradition of ‘Diplomats of Coin’ (more commonly known as ‘Talervochts’) is sometimes seen as the sixth guild, albeit one never recognised. While this tradition has fallen into abandonment in recent years (particularly since the death of Baron Gilbert Schwarzand the defeat of Baron Valentin Vought), giving these priests of Panoply a chance to oversee this settlement would perhaps reignite this dwindling golden flame.&lt;br /&gt;
[[File:Pic.jpg|thumb|The glory of Panoply can buy a brighter dawn.]]&lt;br /&gt;
&lt;br /&gt;
=== The Sanctum of the Talervocht ===&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039; The Hunters Wood, along The Gap&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost: &#039;&#039;&#039; 8 Vaults / 4 Arcstone  / 15 Suns Iron&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction Time:&#039;&#039;&#039; 2 Seasons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; A small waystation and church will be built along The Gap in the Hunter’s Wood, providing a waystation for travellers passing through the Weald between Lerona Mere and Andash. This will increase trade income in The Hunter’s Wood.  This commission will also include a road from this township to Wolstad.&lt;br /&gt;
&lt;br /&gt;
This waystation will act as the base for Talervocht’s (Taal-er-vokt) and the progression of this priestly pursuit into becoming a Guild within Resinderholz. If this pursuit was completed to its fullest extent, this site would qualify as a Sanctum. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Note:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only one of these commissions may be purchased.&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>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Winds_of_the_World_-_Spring_226&amp;diff=4520</id>
		<title>Winds of the World - Spring 226</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Winds_of_the_World_-_Spring_226&amp;diff=4520"/>
		<updated>2026-09-10T08:01:10Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Banner.jpg|center|thumb|1063x1063px|Even in the darkest times, there is hope to be found.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Concord has a history of gambling, be that with the money held in its treasury, its reputation across the Mortal Sphere, or with the lives of its citizens. As the State of Emergency continues, The Concord knows that there is blood in the water, and even its supposed allies can sense that The Concord is weak. But it is in this pained thrashing that this would-be-empire is at its most dangerous. The Concord has held onto its existence for the past five years through gambling, and through winning. &lt;br /&gt;
&lt;br /&gt;
Over the past winter The Concord has fought across its southern arc, it has reclaimed lost territory, and it has pushed forward from weakness to strength. But it remains to be seen if the pendulum’s swing against The Concord can be survived, or if they have simply raised up a higher tower of cards.&lt;br /&gt;
----Welcome to the Winds of the World for Spring 226!&lt;br /&gt;
&lt;br /&gt;
The Winds of the World detail the changes and progression of the world of Concord over the last season, detailing the wars, fortunes and opportunities that have arisen over time. These are intended to show how the world has moved, provide prompts and guides for characters as well as let you see the results of your actions.&lt;br /&gt;
&lt;br /&gt;
This page will detail the Winds of the World as a summary, with a short introduction for each individual section of the Winds. If any particular section draws your attention or has game information that might affect you, click into it and read the full text which will be substantially longer and contain game information. These pages are in a slightly new format, broken up into subheadings allowing the Concord Team to focus information and provide a better cause and effect.&lt;br /&gt;
&lt;br /&gt;
It is important to note that The Winds of The World are not an In-Character document. Rather, it represents a collection of documents, rumours, reports and tales that have swept The Concord. Any character is more than welcome to know as little or as much of the Winds as possible, reflecting how well informed they like to keep themselves. It is perfectly acceptable to arrive in Passage having heard nothing or to only seek out the Winds that apply to you. Particularly studious, influential or well-travelled characters may know all or most of it. When referring to the Winds in character, you are welcome to characterise it as &#039;rumours heard in tavern houses&#039; or &#039;the latest report from Weiland!&#039; rather than the idea of the Civil Service putting out a gigantic almanac of goings on and gossip.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve attempted to tag each entry in the Winds in regards to who it affects - hopefully this will make it easier to navigate. Each sub-section will be updated as the Spring Summit draws nearer, with an entry being posted every Monday, Wednesday and Friday until they are all posted. The Winds will be posted in the order that they are listed here.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[Wet Work - The War in Mancante Terra]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The War Chamber / Lerona Mere&#039;&#039;&#039;&lt;br /&gt;
The war against The Drowned has never been an easy one. Fighting these accursed creatures strains the body of a soldier, forces the mind to its breaking point, and tests the soul in seeing how such horrors can be possible. But the Concord has no choice. The western cape of southern Esterra is not only a dangerous thorn in the Concord’s side, but it is home to lands once held by Lerona Mere, lands that could be the Concords once again.&lt;br /&gt;
&lt;br /&gt;
If these lands are still recognisable. If these lands are still habitable. If these lands still exist within the holy gaze of the Spheres. All of these things and less are guaranteed.&lt;br /&gt;
&lt;br /&gt;
This past season the Concord has given the lion&#039;s share of its might to this war, battling the Drowned on two fronts, not only on the defence, but also in attempts to push these foul creatures even further from the Concordian heartland.&lt;br /&gt;
&lt;br /&gt;
We pray for our soldiers, we pray for their souls.&lt;br /&gt;
&lt;br /&gt;
== [[In Victory: Magnanimity - The War in Mukarrem]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The War Chamber / Andash&#039;&#039;&#039;&lt;br /&gt;
The War in Mukarrem has become as ubiquitous as the weather, a constant that will always be present for empty, cursory discussion.&lt;br /&gt;
&lt;br /&gt;
“It&#039;s supposed to rain tomorrow.”&lt;br /&gt;
&lt;br /&gt;
“Are you going to see the new bard at the tavern?”&lt;br /&gt;
&lt;br /&gt;
“Did you hear the latest news from the war in Mukarrem?”&lt;br /&gt;
&lt;br /&gt;
And so on. &lt;br /&gt;
&lt;br /&gt;
Of course, for the people living there it is anything but routine. The Trade Principality and their Artebazzani allies have been able to rotate their forces, bringing fresh warriors to the fight season after season, while The Concord has marched troops up and down the length of southern Esterra to simply hold onto what they have.&lt;br /&gt;
&lt;br /&gt;
But the state of emergency hopes to change all of that by bringing fire and steel to the hearts of the Concord&#039;s armies. To push its people to the very edge of defeat in the name of victory. &lt;br /&gt;
&lt;br /&gt;
Only time will tell if this has brought success.&lt;br /&gt;
&lt;br /&gt;
== [[Wickedness Where the Deep Water Starts - The War in Bolsterlee]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The War Chamber / Iron Valley&#039;&#039;&#039;&lt;br /&gt;
As an army emerges from the darkest depths, brine-covered and blood-hungry, The Concord marches to protect its shores. Against these foes most oceanic and obscure, Bordevar’s most vigilant and venerable veterans once more enter the fray.&lt;br /&gt;
&lt;br /&gt;
But what weight will step upon which neck?&lt;br /&gt;
&lt;br /&gt;
The boot of plated steel, or the one of sodden flesh?&lt;br /&gt;
&lt;br /&gt;
How will The Concord fare against their fathomless foes?&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[Wild Men Caught and Sang the Sun in Flight - The War in Resinderholz]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The War Chamber / The Greenweald Baronies&#039;&#039;&#039;&lt;br /&gt;
Many in the War Chamber theorised that the Zekartaal would struggle to recover from the brutal blows The Concord dealt to them early in its existence. With such a wide warfront to hold, these ramshackle alliances of weald-bands had far too many territories to hold and far too few forces. The Zekartaal slowly retreated, abandoning territory in the west in the face of possible Trade Principality aggression.&lt;br /&gt;
&lt;br /&gt;
But they have not forgotten The Concord. Over the winter numerous small attacks are felt across Resinderholz, and the Weald appears to be turning its baleful eye on the Baronies in preparation for a sortie from Sister Oak. With the Baronial Household in Krezenberg close over the border, the danger is considerable. &lt;br /&gt;
&lt;br /&gt;
With Concordian ambitions elsewhere, and the Legion of the Blackheart Bear deeply wounded, it remains to be seen what resources can be brought to aid this northern warfront.  &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[I Cannot Save You From Yourself]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Greenweald Baronies&#039;&#039;&#039;&lt;br /&gt;
The law of the forest of retribution; for each threat mitigated, two will inevitably take its place. For as much as Resinderholz may wish otherwise, life in the Weald does not wait for warfronts to close, and the tough choices that befall us hit all the harder in times of crisis.&lt;br /&gt;
&lt;br /&gt;
For the first time in decades, the Baronies sits on the cusp of all five of its Guilds being functional once more. But not all of Resinderholz’s hallowed halls are filled with noise.&lt;br /&gt;
&lt;br /&gt;
In some stretches of the Weald, the woods are quiet for the first time in years. In other parts, the forest shrieks at all hours of the day. The Wealders must wait, in equal parts peaceful and paranoid, to see what these strange silences and songs will bring.&lt;br /&gt;
&lt;br /&gt;
What hopes and horrors, both fresh and long-forgotten, await the Greenweald Baronies?&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[Reach Forward as You Bleed]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lerona Mere&#039;&#039;&#039;&lt;br /&gt;
Salve, come va? Oh my dear friend, how weary and glum you look! I suppose trudging through endless tales of war and dour forestfolk can do that to a person’s aspect. Such nasty business, but you’re in a much better place now hmm? Better, but not necessarily safer in any case. Come, gather close and I will pour you some wine.&lt;br /&gt;
&lt;br /&gt;
Perhaps you’d like to trade in gossip for a glass? Let’s see, let’s see. Well, everybody knows about the shake up in the Parliament. A little bit of a sweep and purge shall we say. There’s disbanded rats running for the gutters, and gutters running for the hills. Students who are putting their cunning minds to purses rather than to spells.&lt;br /&gt;
&lt;br /&gt;
What else, what else… ah! A merry band of Bailles have come to stay, by invitation of our very own Senatrice Triboulet no less. Hopefully they’re not too repelled by that odd business in the sewers. If that matter isn’t resolved soon they’d surely be sending that shiny new steel vanguard for a bit of spick-and-span.&lt;br /&gt;
&lt;br /&gt;
Well, I suppose I should let you on your way amico. Ah, but do take off those gloves before you head inside my friend, they’re rather unseemly don’t you think?&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[Retaken from Hands Lost]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Iron Valley / The War Chamber&#039;&#039;&#039;&lt;br /&gt;
Claiming Baelag’s Holdfast has meant many things to many people over the years that it has stood. For some it meant strength. For others it was simply a means to an end. Some crowned themselves as rulers atop its heights, and others simply took its stones to be used elsewhere when they had the chance.&lt;br /&gt;
&lt;br /&gt;
As far as Valley history is concerned, the last ruler of The Holdfast was The Ninth. Their story is well known.&lt;br /&gt;
&lt;br /&gt;
How shall The Tenth rule?&lt;br /&gt;
&lt;br /&gt;
== [[Fear is an Old Thing]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Iron Valley&#039;&#039;&#039;&lt;br /&gt;
The Valleyfolk are renowned for making their sentiments known, loudly, often, and often louder. It’s good advice to steel one&#039;s ears before engaging in a spirited conversation with a citizen of the Iron Valley, lest you find opinions that aren’t yours rattling around in your skull.&lt;br /&gt;
&lt;br /&gt;
But it’s more important to pay attention to the words unsaid during a Reeves Council. It’s far more important to pay attention when the Valleyfolk get quiet rather than when they shout “We stand together!”. And it’s even more important still to be concerned for a time when you enter the Valley and are met with silence.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[Nomads Know No Borders]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Andash&#039;&#039;&#039;&lt;br /&gt;
The sun beats down.&lt;br /&gt;
&lt;br /&gt;
In this land of buried history, the sun is an ever present reality. The people of sand travel the dunes from well to well, and the people of stone take shelter in their homes from the midday glare.&lt;br /&gt;
&lt;br /&gt;
The sun beats down and the desert winds blow, uncovering things long thought lost. Ancient magics, valued treasures, and relics of the past. A people in two parts, pulled to understand where they came from to know where they go.&lt;br /&gt;
&lt;br /&gt;
The sun beats down, but Andash beats back.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[But Darkness was Here Yesterday]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Kingdom of Bordevar&#039;&#039;&#039;&lt;br /&gt;
Our Steel! Our Blood! Our Souls!&lt;br /&gt;
&lt;br /&gt;
That is the cry of The Barrow Hounds. The children of common Bordevar who have taken the fight to Draemoor. Who have pledged their lives to take back a Duchy of Royal Bordevar on behalf of The Concord, without the presence of an army. They have shed blood, they have forged loyalties, and they have gained and lost so much more than any could have imagined. &lt;br /&gt;
&lt;br /&gt;
But their tale is not yet over. Their saga is not yet sung. Their souls still beat within their chest, like a hammer upon a burning anvil. &lt;br /&gt;
&lt;br /&gt;
Will the tale end in sorrow and heartbreak? Broken steel, poisoned blood and fallen souls?&lt;br /&gt;
&lt;br /&gt;
Is there any other way it could end?&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[A Mortal Life in Pursuit of Legacy]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Kingdom of Bordevar&#039;&#039;&#039;&lt;br /&gt;
Did you enjoy your evening meal, my lord? Fantastic, I shall pass your compliments to the local chef. Can I interest you in a complimentary wine, perhaps? Ah, the news instead? Certainly, we hear much of interest and are happy to oblige in what may be to your fancy.&lt;br /&gt;
&lt;br /&gt;
Much has occurred here in our very own Weiland! Do you wish to hear of strangeness in Everguarde? The rise of fallen animals? Beasts and monsters that belong in The Weald but roam our Lake? The state of The Manor? Constructions happening along The Border Forts?&lt;br /&gt;
&lt;br /&gt;
Hmm, no I think you are perhaps most interested in the result of Duke Vespera of Heartsgrave and her Mandates! Well, let me be the first to say how surprised I was to hear the result….&lt;br /&gt;
&lt;br /&gt;
== [[Power Makes All Things Right]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Shardcircle&#039;&#039;&#039;&lt;br /&gt;
Magic is a peculiar thing. The special few who have learnt to wield it do so in a manner that draws wonder and suspicion in equal measure.&lt;br /&gt;
&lt;br /&gt;
A studious mage in Lerona Mere pouring over scroll after scroll seeking knowledge with fervour. A Bordevarian waving a wand and speaking riddles to draw forward sorcery. An Andashi drawing runes into the sand, a Valleyfolk carving runes into their skin. And a Wealdsage drawing power from the very forest that seeks to consume them.&lt;br /&gt;
&lt;br /&gt;
But misconceptions about the arcane are as bothersome as they are plenty. So often it is folk too mundane for magic who think that the answer to all of their problems lies in spells and enchantments. But far too often there are mages who cannot think past their teachings to find the logical conclusion.&lt;br /&gt;
&lt;br /&gt;
It is important to not get too lost in the peculiar, lest we forget how to find our way home. &lt;br /&gt;
&lt;br /&gt;
== [[An Easy Life, or A Difficult Truth]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Church&#039;&#039;&#039; &lt;br /&gt;
O Esteem, grant me this stage, grant me your light and grant me your eyes. Witness me perform for your favour and lay upon me your judgement. See me now before you in all that I am worth and weigh my soul.&lt;br /&gt;
&lt;br /&gt;
I spread Whispers of a fall from grace. A misstep so bathed in shame that one would think a man becomes a babe from their crawling form. O Esteem may we learn from their failings by quietly reminding each other of their dishonour behind their back.&lt;br /&gt;
&lt;br /&gt;
I choose now to Speak only to your Heralds, for I am not worthy to Speak to you. Let my words Speak with ink on a page infused with my soul and carried to their ears by the wings of my faith. O Esteem, may I show poise to those who doubt me, and seek guidance from those who see through me.&lt;br /&gt;
&lt;br /&gt;
I Promise to show my belief in action. I bring water to a man when he is thirsty, I attend council when I am called and I sanctify these mortal monuments to bring me closer to you. O Esteem, let me feel happiness in upholding my word and misery in falling short.&lt;br /&gt;
&lt;br /&gt;
O Esteem, if I have performed for you well and pleased you truly, if I am worthy to make the Journey with your blessing, let all others see my Glory, and cast their votes in my favour once the Golden Ballot opens!&lt;br /&gt;
&lt;br /&gt;
In the Sphere’s Light, we pray.&lt;br /&gt;
&lt;br /&gt;
== [[To Watch Pretty Puppets]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weird Events.&#039;&#039;&#039;&lt;br /&gt;
There is nothing simple to see here. You may think that you can explain it away as a mystery unsolvable. You may even declare it so unusual that you should have nothing to do with it. You might not even be given a choice between the two.&lt;br /&gt;
&lt;br /&gt;
There are strange events occurring across The Concord. Far too many to allow the rumour-mill to turn accurately. But there are a scant few that cut through the chaff. Just enough to pique interest, or invite disdain.&lt;br /&gt;
&lt;br /&gt;
Tell me, oh Hero, which is it for you? &lt;br /&gt;
&lt;br /&gt;
== [[First it is Done to Us]] ==&lt;br /&gt;
* &#039;&#039;&#039;Appraisals&#039;&#039;&#039;&lt;br /&gt;
Roads and halls. Mountains and woods. Both deserving of the circumspective eye of Civil Service Appraisers, and both rather simple in their innate request. A road is a simple thing. A hall for merchants is a simple thing. Nonetheless, it is the duty of The Civil Service (particularly its notable inventors, engineers and planners) to take a simple concept and find a way to make it cost an amount that causes various Senators a headache.  &lt;br /&gt;
&lt;br /&gt;
== [[Then We Do Onto Others]] ==&lt;br /&gt;
* &#039;&#039;&#039;Foreign Nations and the Wider World&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Then We Order it Done, Such is the Way of Things]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Civil Service Report&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[We Defy That What Threatens Our Downfall]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Conflux Report&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Further Reading ===&lt;br /&gt;
&lt;br /&gt;
* [[Winds of the World]]&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=First_it_is_Done_to_Us&amp;diff=4519</id>
		<title>First it is Done to Us</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=First_it_is_Done_to_Us&amp;diff=4519"/>
		<updated>2026-09-10T08:01:05Z</updated>

		<summary type="html">&lt;p&gt;Mharris: Created page with &amp;quot; Roads and halls. Mountains and woods. Both deserving of the circumspective eye of Civil Service Appraisers, and both rather simple in their innate request. A road is a simple thing. A hall for merchants is a simple thing. Nonetheless, it is the duty of The Civil Service (particularly its notable inventors, engineers and planners) to take a simple concept and find a way to make it cost an amount that causes various Senators a headache.     It is the opinion of The Civil...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
Roads and halls. Mountains and woods. Both deserving of the circumspective eye of Civil Service Appraisers, and both rather simple in their innate request. A road is a simple thing. A hall for merchants is a simple thing. Nonetheless, it is the duty of The Civil Service (particularly its notable inventors, engineers and planners) to take a simple concept and find a way to make it cost an amount that causes various Senators a headache.   &lt;br /&gt;
&lt;br /&gt;
It is the opinion of The Civil Service that these estimates would remain accurate for a year, requiring reappraisal by Spring 227. The Senate is welcome to commission any or none of the following options, and the projects mentioned in ‘[[Legends Are Not Found, They Are Built|Legends are Not Found, They are Built]]’ also remain available. The following Appraisals are no longer available for commission;&lt;br /&gt;
&lt;br /&gt;
* Defensive Palisade (Athermer’s Folly)&lt;br /&gt;
* The Mithril Fortress (Athermer’s Folly)&lt;br /&gt;
&lt;br /&gt;
== Road through the Steinvault Pass ==&lt;br /&gt;
&#039;&#039;“An Appraisal for a road through the Steinvault Pass, to allow movement throughout the year.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Steinvault Pass represents some of the most inhospitable terrain within The Concord. Massive glacially carved canyons of cold grey stone, unmelting stonedrifts, cruel wildlife, and a frost so pervasive it can kill even in the depths of Summer. &lt;br /&gt;
[[File:699752116 122145048740993969 5900649503569467826 n.jpg|thumb|If only we could take Waystones everywhere throughout the year...]]&lt;br /&gt;
But where there is a will, we can purchase a way. &lt;br /&gt;
&lt;br /&gt;
Concordian surveyors have managed to mark out a path which should be possible to carve. It would not be a quick process, and by no means would it be a cheap process, but it would be the only way to accomplish such a feat. Those who know how difficult such matters would be would certainly laud it as a great achievement, even if the common wanderer would scarcely notice. The question becomes, how complex and hospitable should this road be?&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
The first option is a military road and it is the simplest option. Crushed stone marks the path, carved and sheltered campgrounds along the path offer places to rest an army on the march, but there is little else in the way of niceties. Certainly not enough for civilians, merchants, and priests to bother with the travel.&lt;br /&gt;
&lt;br /&gt;
=== The Brawler’s Road ===&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039; The Steinvault Pass&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 12 Vaults / 6 Arcstone / 20 Hartswood&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction Time:&#039;&#039;&#039; 2 Seasons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; 2 Vaults 15 Locks&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; The Steinvault Pass will lose its ‘Iceheart’ trait, allowing forces to move through it during the winter season. The Warden of the Pass will also receive a small amount of income each time this occurs. &lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
The second option is a greater expense, but routes the road through calmer paths (which will require more work to tame) and reinforces the campgrounds with stone walls, shelters for livestock, and even a handful of cabins. This will allow military forces to travel the pass in Winter, but so will civilians on their way between Windholme and Weiland. The tolls that these people will pay ensures that the way can be maintained, removing any need for taxes to pay the upkeep.&lt;br /&gt;
&lt;br /&gt;
=== The Merchant’s Road ===&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039; The Steinvault Pass&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 16 Vaults / 8 Arcstone / 20 Hartswood &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction Time:&#039;&#039;&#039; 2 Seasons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; None&lt;br /&gt;
[[File:700003370 122145040748993969 2894715686194853408 n.jpg|thumb|The wealthiest of Bordevar or even the Iron Valley will not use just any road.]]&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; The Steinvault Pass will lose its ‘Iceheart’ trait, allowing forces to move through it during the winter season. The Warden of the Pass will also receive a small amount of income each time this occurs.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
The final option, and perhaps the most extravagant, is to augment the Merchant’s Road with efforts to construct a settlement deep within the Steinvault Pass. The settlement would ensure that travellers in need of medical aid, resupply, and warmth, have somewhere that they can find such succor. It would also allow the Iron Valley in particular, to make good on their intent to better settle this wild land. But this is not without significant cost and work.&lt;br /&gt;
&lt;br /&gt;
=== The Warden’s Road ===&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039; The Steinvault Pass&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 18 Vaults / 8 Arcstone / 30 Hartswood / 20 Forgesteel &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction Time:&#039;&#039;&#039; 3 Seasons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; The Steinvault Pass will lose its ‘Iceheart’ trait, allowing forces to move through it during the winter season. The Warden of the Pass will also receive a small amount of income each time this occurs. &lt;br /&gt;
&lt;br /&gt;
A settlement will be constructed within the Steinvaults, capable of shielding its inhabitants from the worst of these mountain maladies, granting additional opportunities, choices, and development to the Warden of the Pass, and the people interested in residing there. This would increase tax income within the Steinvault Pass.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Note:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only one of these commissions may be purchased.&lt;br /&gt;
&lt;br /&gt;
== Merchant Hall in the Hunter’s Wood ==&lt;br /&gt;
&#039;&#039;“An Appraisal for a Merchant Hall within the Hunter’s Wood, including the involvement of Diplomats of Coin wherever possible.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Gap is one of The Concord’s busiest roads, and one of its most dangerous. Passing through the Hunters Wood at its thinnest point, it allows travellers from Andash and Lerona Mere to cross this stretch of blighted forest as swiftly as their carts can travel. But the road is poorly appointed. With no notable inns, certainly no settlements, and no watch stations, it is home to bandits, monsters, and apparently sedition. &lt;br /&gt;
&lt;br /&gt;
A settlement in this space has long been discussed, but never put to hand, until now. Civil Service workers have identified a central location that would be advantageous and will be able to support a settlement of some kind. While opinions differ now on what this waystation should look like.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
The first is that of a minor settlement, with an inn, a stockyard, and a handful of homes. Enough to ensure that merchants within the space have a safe haven to rest their bones, and perhaps do a small amount of trading. Centralised settlements like this are always of use within the Weald, but are rarely worth writing home about.&lt;br /&gt;
&lt;br /&gt;
=== Hamlet on the Road ===&lt;br /&gt;
&#039;&#039;&#039;Location: &#039;&#039;&#039; The Hunters Wood, along The Gap&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 8 Vaults / 4 Thunder Oak / 15 Forgesteel&lt;br /&gt;
[[File:698346872 27001291089561229 4308995154602255174 n.jpg|thumb|New safe homes in the Weald are always welcome, no matter how small.]]&lt;br /&gt;
&#039;&#039;&#039;Construction Time:&#039;&#039;&#039; 2 Seasons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; A small settlement will be constructed along The Gap in the Hunter’s Wood, providing a waystation for travellers passing through the Weald between Lerona Mere and Andash. This will increase trade income in The Hunters Wood, reduce (but not remove) the likelihood of negative economic effects within the region for both taxation, and investments / enterprises, and provide additional opportunities, choices, and developments for the Baroness of Resinderholz regarding the township.&lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
The second proposal instead doubles down on this core ideal, investing more time, more money, and more attention, in creating a township within the territory that is worthy of note. This new settlement, if it is successful, would be larger than Krezenberg, and would intend to be a destination in its own right, providing easy access to Wolstad, but also including additional constructions such as churches and artisans.&lt;br /&gt;
&lt;br /&gt;
=== Town at the Crossroads ===&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039; The Hunters Wood, along The Gap&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 12 Vaults / 6 Thunder Oak / 15 Suns Iron / 15 Forgesteel / 2 Mithril&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction Time:&#039;&#039;&#039; 3 Seasons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; A town will be constructed along The Gap in the Hunter’s Wood, providing a waystation for travellers passing through the Weald between Lerona Mere and Andash, as well as a new township within the territory to centralise the Havens, while also housing a sizable Merchant Hall. This will increase trade income in The Hunters Wood, reduce (but not remove) the likelihood of negative economic effects within the region for both taxation, and investments / enterprises, and provide additional opportunities, choices, and developments for the Baroness of Resinderholz regarding the township.  This commission will also include a road from this township to Wolstad.&lt;br /&gt;
&lt;br /&gt;
In addition, the Baroness of Resinderholz title will gain a small income, proportional to tax income within the territory.  This income will tend to be in the form of currency. &lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
The final option is perhaps the most esoteric. Within the Weald, Priests of Panoply have a cultural role as travellers, diplomats, assayers, arbitrators, and world-wanderers. This tradition of ‘Diplomats of Coin’ (more commonly known as ‘Talervochts’) is sometimes seen as the fifth guild, albeit one never recognised. While this tradition has fallen into abandonment in recent years (particularly since the death of Baron Gilbert Schwarzand the defeat of Baron Valentin Vought), giving these priests of Panoply a chance to oversee this settlement would perhaps reignite this dwindling golden flame.&lt;br /&gt;
[[File:Pic.jpg|thumb|The glory of Panoply can buy a brighter dawn.]]&lt;br /&gt;
&lt;br /&gt;
=== The Sanctum of the Talervocht ===&lt;br /&gt;
&#039;&#039;&#039;Location:&#039;&#039;&#039; The Hunters Wood, along The Gap&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost: &#039;&#039;&#039; 8 Vaults / 4 Arcstone  / 15 Suns Iron&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction Time:&#039;&#039;&#039; 2 Seasons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Upkeep:&#039;&#039;&#039; None&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Effect:&#039;&#039;&#039; A small waystation and church will be built along The Gap in the Hunter’s Wood, providing a waystation for travellers passing through the Weald between Lerona Mere and Andash. This will increase trade income in The Hunter’s Wood.  This commission will also include a road from this township to Wolstad.&lt;br /&gt;
&lt;br /&gt;
This waystation will act as the base for Talervocht’s (Taal-er-vokt) and the progression of this priestly pursuit into becoming a Guild within Resinderholz. If this pursuit was completed to its fullest extent, this site would qualify as a Sanctum. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Additional Note:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Only one of these commissions may be purchased.&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>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=File:698346872_27001291089561229_4308995154602255174_n.jpg&amp;diff=4518</id>
		<title>File:698346872 27001291089561229 4308995154602255174 n.jpg</title>
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		<updated>2026-09-10T07:58:06Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photo by Reuben Weir&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=File:700003370_122145040748993969_2894715686194853408_n.jpg&amp;diff=4517</id>
		<title>File:700003370 122145040748993969 2894715686194853408 n.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=File:700003370_122145040748993969_2894715686194853408_n.jpg&amp;diff=4517"/>
		<updated>2026-09-10T07:57:06Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photo by Reuben Weir&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=File:699752116_122145048740993969_5900649503569467826_n.jpg&amp;diff=4516</id>
		<title>File:699752116 122145048740993969 5900649503569467826 n.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=File:699752116_122145048740993969_5900649503569467826_n.jpg&amp;diff=4516"/>
		<updated>2026-09-10T07:54:58Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photo by Reuben Weir&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=To_Watch_Pretty_Puppets&amp;diff=4513</id>
		<title>To Watch Pretty Puppets</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=To_Watch_Pretty_Puppets&amp;diff=4513"/>
		<updated>2026-09-08T05:00:28Z</updated>

		<summary type="html">&lt;p&gt;Mharris: Added another photo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is nothing simple to see here. You may think that you can explain it away as a mystery unsolvable. You may even declare it so unusual that you should have nothing to do with it. You might not even be given a choice between the two. &lt;br /&gt;
[[File:701254864 122145039290993969 6217720572422458898 n.jpg|thumb|Be careful of what you read.]]&lt;br /&gt;
There are strange events occurring across The Concord. Far too many to allow the rumour-mill to turn accurately. But there are a scant few that cut through the chaff. Just enough to pique interest, or invite disdain. &lt;br /&gt;
&lt;br /&gt;
Tell me, oh Hero, which is it for you? &lt;br /&gt;
&lt;br /&gt;
== To Dig Too Deep is to Lose the Air From Your Lungs ==&lt;br /&gt;
The pickaxe is heavy in your calloused hands. Each strike against the rock sends sparks, its song ringing through the tunnels to form the beat of your own. Your friends are nearby, working on other parts of the forgesteel vein. Your work is hard, but the chants you share make it a little easier. The fruits of your labour will soon travel east, to Passage and the waiting hands of the Abbot.&lt;br /&gt;
&lt;br /&gt;
Your pick bites into the rock wall before you, punching through into something beyond. Another tunnel? Unlikely, your maps and plans are well drafted enough that the tunnels go where you want them. You can hear the faintest sounds of air moving, so it must be something that leads back to the surface in any case. Curious, you pull your pick down, opening up a hole into this new space. You see the briefest arc of blue, brighter than the midday sun, before your world becomes dust and noise.&lt;br /&gt;
&lt;br /&gt;
You struggle to your feet, barely able to hear the screams above the rushing winds. The cave-in alarm starts to peal further up the mineshaft, other crews already evacuating before whatever instability has befallen you spreads through the earth. You reach out to Giacomo, helping him to his feet as you mutter a prayer to the Star Sailor for a path out. There is an arcing flash of blue, and the weight pulling against your arm is gone. Giacomo is gone. The rushing winds get louder.&lt;br /&gt;
&lt;br /&gt;
Veins of blue chase you through the ground as you start to run towards the surface, your muttered prayer becoming a desperate chant. You pass a body, trapped beneath fallen rocks. She is not moving, not speaking, and then - as the lights catch up - not there. The rushing winds get louder.&lt;br /&gt;
&lt;br /&gt;
Your legs burn, and your lungs burn with them. The winds whip dust into your eyes and clog your nose and mouth. The pressure all around you bursts your ear drums and almost seems to pull the air from inside you to join its cacophony. But you are so close to the surface, so close to safety. So you grit your teeth and suck the air down, forcing it back out in pleas to every Herald you can remember.&lt;br /&gt;
&lt;br /&gt;
Others run alongside you, making the same offerings to the Spheres as they do. Somehow, you settle into unison, singing songs of prayer like this is just another day of work. You drive each other forwards, striving to make it out and to do so together. Bella trips to your left, but her voice does not falter. The lines of light seem to almost shy away as she is helped along by Carlo and they continue to run. To your right, Jean collapses against the tunnel wall, his body betraying him. He gags, his breakfast threatening to surface, then he is gone. The rushing winds get louder.&lt;br /&gt;
&lt;br /&gt;
After what feels like years, you crest the lip of the mine and breach the surface of the earth. The miners who come to help you are blown off their feet by the torrent of twisted air that bursts from the shaft behind you. Others rush in, to help you and them, and drag you back into the sunny meadow that means safety. The force of the wind seems to have dissipated, but still you hear it swirling in the tunnels below. The arcing blue light has stopped just beyond the mouth.&lt;br /&gt;
&lt;br /&gt;
In the sky above you, dark clouds begin to form.&lt;br /&gt;
&lt;br /&gt;
~=~=~=~&lt;br /&gt;
&lt;br /&gt;
Things of value so often hide beneath the earth, waiting to be uncovered by fateful hands. From the relics of Grand Andash to the cursed remnants of the Harvest Kings, the treasures cultures leave behind make their graves beside the bones of their owners.&lt;br /&gt;
&lt;br /&gt;
Amidst forgesteel and sun’s iron, something lies buried beneath the ground in Mivara. Reports coming from the mine workers who witnessed the event tell stories that increase in drama with every iteration. Some speak of a sun burning in the mines, others of a lightning storm raging in a cavern. One particularly loud worker insists that they came across a colony of slangs, and the missing workers have become their lunch.&lt;br /&gt;
&lt;br /&gt;
The miners of Mivara are hardy people who know the land and the tunnels below like the backs of their hands. Despite fanciful exaggeration and dramatisation when the opportunity strikes, they are more grounded than many of the people in Legend City. In the care of the Abbot, and in the light of the Spheres, they toil and pray.&lt;br /&gt;
&lt;br /&gt;
But this land was not always Mivara, and its people were not always Spheric.&lt;br /&gt;
[[File:560092178 10162230662828129 2207595188831499990 n.jpg|center|thumb|683x683px|Will you fight for what is in the ground?]]&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
An unknown danger has been uncovered within the Mines of Mivara and has resulted in the disappearance of several of the Mine’s workers, and the injury of many more. The [[Abbot of Mivara]] will receive no income this season. &lt;br /&gt;
&lt;br /&gt;
A lightning storm has appeared over the town of Mivara causing strong winds, heavy rain, and the occasional fire as lightning strikes ignite trees and homes alike. While the storm is centred over Mivara, it has been slowly growing southwest towards Mancante Terra. &lt;br /&gt;
&lt;br /&gt;
Investments in The Riverlands will produce slightly less as the storms impact the ability to harvest and transport goods through the area.&lt;br /&gt;
&lt;br /&gt;
The Abbot of Mivara will be responsible for a conflux to investigate the strange happenings surrounding the Mines of Mivara. This conflux will be highly dangerous, high intensity, and moderately accessible. There will be additional decisions for the Abbot of Mivara.&lt;br /&gt;
&lt;br /&gt;
There will be additional information regarding an opportunity to resolve this situation for the [[Archmage]].&lt;br /&gt;
&lt;br /&gt;
== Nature Abhors A Vacuum ==&lt;br /&gt;
&#039;&#039;Snap, crack, chew chew&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Once trapped it comes for you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Snap, crack, chew chew&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Special gifts for a special few.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Crunch, bite, scream and cry&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It was never meant to die.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Crunch, bite, scream and cry&#039;&#039;&lt;br /&gt;
[[File:557884381 25537263209192031 7164491697399134962 n.jpg|thumb|Not all monsters are people wearing masks.]]&lt;br /&gt;
&#039;&#039;What yet lives, cannot let lie.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lash, maul, quell and fear&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Brika’s children come nearer near.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lash, maul, quell and fear&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long lost Queens on her bier.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blood, bone, marrow and rot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Your peace is gone but worry not.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blood, bone, marrow and rot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For the power beneath cannot be bought.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-=-=-=-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oh little Flitter Flutter,&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Through trees you fly, through roots you play,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Amongst pretty flowers it is a brighter day,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear the great and powerful, the large and strong,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hide away little one, that your life you may prolong.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oh little Flitter Flutter,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grow sharp your wit, grow keen your mind,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Without them you are a feast fated to be dined,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is dark beneath the canopy, so hide away,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Find sanctuary, a safe place, where you can stay.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oh Flitter Flutter,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Larger now, but in size you cannot rely,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See the threats, watch them with cautious eye,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Trust not in your claw, or speed of wings,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For in this forest there will always be greater kings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oh Flitter Flutter,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I have warned you of danger with my rhyme,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To see you protected, not lost with passing time,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So go now, frolic and play in your gardens,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And I will pray that your heart never hardens.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goodbye, Oh Flitter Flutter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-=-=-=-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Light of the Spheres exposes your shame.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sit by the Hearth as you hide from the cold.&#039;&#039;&lt;br /&gt;
[[File:699956744 122145062252993969 199245447810825258 n.jpg|thumb|But many masks are monstrous.]]&lt;br /&gt;
&#039;&#039;Welcome the Stranger and light the safe flame.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blood that flows silver you spill and defame,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fail to reign in what can’t be controlled.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Light of the Spheres exposes your shame.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See yourself bared here and share your true name.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hassle the insect and burn away mould,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Welcome the Stranger and light the safe flame.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Flock to the Priests, just a pawn in their game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blights and your failings are always sixfold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Light of the Spheres exposes your shame.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two-faced deceivers will treat you the same,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lies in your Sanctum beyond the threshold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Welcome the Stranger and light the safe flame.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dark boughs of forests you swear to reclaim,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Here in the homes of the Wealders of old.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Light of the Spheres exposes your shame.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Welcome the Stranger and light the safe flame.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
-=-=-=-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In a haven that time forsook,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lived little Linza Eyes-In-Book.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As far as anyone could gauge,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Her head was always in her page.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;She’s wander near and wander far,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Until she found something bizarre.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By her mistake, she’d stepped in web;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each thread was thicker than her head!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But foolish Linza did not care,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Her head was full of nought but air.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So as she read her tales of woe,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Watched eerie eyes from lone willow.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On silent limbs, it did descend&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Towards the girl and her grim end.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Only as the shadow drew near,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Did Linza look, and shake with fear.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Oh pardon me!” She tried to cry,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But from her lips, a silent sigh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A single bite was all it took,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To snuff out Linza Eyes-In-Book.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It caused her mother so much pain;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linza was never seen again.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So heed the tale of Eyes-In-Book;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Before you step, make sure you look.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-=-=-=-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The natterjack calls wooup-wooup-khaarklug&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It feasts on the spiders, the beetles and the slugs&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With a belly of flame and warts that weep venom&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The natterjack calls wooup-wooup-khaarklug&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The natterjack shrieks wooup-wooup-kaareaal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If there’s no food to be found, it’ll summon a meal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The haven will hurry to bring it cured meats and honey&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The natterjack shrieks wooup-wooup-kaareaal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The natterjack laughs wooup-wooup-kaaculp&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A warning to children who are greedy and too often sulk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They’ll be fed to the natterjack who will swallow you whole&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The natterjack laughs wooup-wooup-kaaculp&#039;&#039;&lt;br /&gt;
[[File:559846034 10162230663123129 5507768367215117558 n.jpg|center|thumb|592x592px|Experts in monsters are not always monstrous experts.]]&lt;br /&gt;
&lt;br /&gt;
=== Game Information: ===&lt;br /&gt;
The [[Sage Superior]] will now be elected at 7pm on the First Night of Summit, rather than at Game In. This election will be held in the Druid Grove west of Greenweald Camp. There will be a member of the Civil Service present to run the election. Should the Sage Superior title be vacated for any reason, it will be re-elected during the next available evening.&lt;br /&gt;
&lt;br /&gt;
Rhymes, poems and songs are heard all across Resinderholz. Some are clearly designed to warn young children of the dangers of The Weald, but others seem more purposefully driven towards an unknown goal. Some see these as unnatural occurrences spurred by something dark. Others believe them to simply be what they are; Rhymes, poems and songs. &lt;br /&gt;
&lt;br /&gt;
== What is Good, What is Bad, and What Simply is ==&lt;br /&gt;
Hmmmm.&lt;br /&gt;
[[File:561175386 10162230671878129 2268821329969055205 n.jpg|thumb|I&#039;m not sure what we&#039;re missing here. But perhaps it is not so important.]]&lt;br /&gt;
There? No. Slightly to the left? Yes. It is clearer now. &lt;br /&gt;
&lt;br /&gt;
Hmmmm. &lt;br /&gt;
&lt;br /&gt;
A lake? No. A desert? No. A plain? Ah. Yes. &lt;br /&gt;
&lt;br /&gt;
Hmmmm. &lt;br /&gt;
&lt;br /&gt;
A village? Bigger. A town? Bigger. A city? Yes. &lt;br /&gt;
&lt;br /&gt;
Hmmmm.&lt;br /&gt;
&lt;br /&gt;
A little world. A little continent. A little nation. Yes. &lt;br /&gt;
&lt;br /&gt;
Hmmmm. &lt;br /&gt;
&lt;br /&gt;
I see now. I know now. I understand now. Yes. &lt;br /&gt;
&lt;br /&gt;
Hmmmm.&lt;br /&gt;
&lt;br /&gt;
……&lt;br /&gt;
&lt;br /&gt;
Hmmmm. &lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
To all Concordians, regardless of knowledge or circumstance, the Tower in the Wilds referenced in previous Winds continues to not exist. It has never existed, as per the Game Information of the entry ‘[[Where Will I Find You? Where Oh Where?|The Warder of the Brain]]’.&lt;br /&gt;
&lt;br /&gt;
Only those individuals who attended the Conflux in the Tower on Day 2 of Autumn 226 are immune to the above. They will also receive information in their character packs regarding the future of The Tower, and an opportunity to address it on the First Day of the coming Summit.&lt;br /&gt;
&lt;br /&gt;
In addition, each individual will find that their Investments have procured a piece of mysterious Private Research, as per the Library Enterprise.&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>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=File:701254864_122145039290993969_6217720572422458898_n.jpg&amp;diff=4512</id>
		<title>File:701254864 122145039290993969 6217720572422458898 n.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=File:701254864_122145039290993969_6217720572422458898_n.jpg&amp;diff=4512"/>
		<updated>2026-09-08T05:00:15Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photo by Reuben Weir&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Winds_of_the_World_-_Spring_226&amp;diff=4511</id>
		<title>Winds of the World - Spring 226</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Winds_of_the_World_-_Spring_226&amp;diff=4511"/>
		<updated>2026-09-08T04:58:52Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Banner.jpg|center|thumb|1063x1063px|Even in the darkest times, there is hope to be found.]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
The Concord has a history of gambling, be that with the money held in its treasury, its reputation across the Mortal Sphere, or with the lives of its citizens. As the State of Emergency continues, The Concord knows that there is blood in the water, and even its supposed allies can sense that The Concord is weak. But it is in this pained thrashing that this would-be-empire is at its most dangerous. The Concord has held onto its existence for the past five years through gambling, and through winning. &lt;br /&gt;
&lt;br /&gt;
Over the past winter The Concord has fought across its southern arc, it has reclaimed lost territory, and it has pushed forward from weakness to strength. But it remains to be seen if the pendulum’s swing against The Concord can be survived, or if they have simply raised up a higher tower of cards.&lt;br /&gt;
----Welcome to the Winds of the World for Spring 226!&lt;br /&gt;
&lt;br /&gt;
The Winds of the World detail the changes and progression of the world of Concord over the last season, detailing the wars, fortunes and opportunities that have arisen over time. These are intended to show how the world has moved, provide prompts and guides for characters as well as let you see the results of your actions.&lt;br /&gt;
&lt;br /&gt;
This page will detail the Winds of the World as a summary, with a short introduction for each individual section of the Winds. If any particular section draws your attention or has game information that might affect you, click into it and read the full text which will be substantially longer and contain game information. These pages are in a slightly new format, broken up into subheadings allowing the Concord Team to focus information and provide a better cause and effect.&lt;br /&gt;
&lt;br /&gt;
It is important to note that The Winds of The World are not an In-Character document. Rather, it represents a collection of documents, rumours, reports and tales that have swept The Concord. Any character is more than welcome to know as little or as much of the Winds as possible, reflecting how well informed they like to keep themselves. It is perfectly acceptable to arrive in Passage having heard nothing or to only seek out the Winds that apply to you. Particularly studious, influential or well-travelled characters may know all or most of it. When referring to the Winds in character, you are welcome to characterise it as &#039;rumours heard in tavern houses&#039; or &#039;the latest report from Weiland!&#039; rather than the idea of the Civil Service putting out a gigantic almanac of goings on and gossip.&lt;br /&gt;
&lt;br /&gt;
We&#039;ve attempted to tag each entry in the Winds in regards to who it affects - hopefully this will make it easier to navigate. Each sub-section will be updated as the Spring Summit draws nearer, with an entry being posted every Monday, Wednesday and Friday until they are all posted. The Winds will be posted in the order that they are listed here.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[Wet Work - The War in Mancante Terra]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The War Chamber / Lerona Mere&#039;&#039;&#039;&lt;br /&gt;
The war against The Drowned has never been an easy one. Fighting these accursed creatures strains the body of a soldier, forces the mind to its breaking point, and tests the soul in seeing how such horrors can be possible. But the Concord has no choice. The western cape of southern Esterra is not only a dangerous thorn in the Concord’s side, but it is home to lands once held by Lerona Mere, lands that could be the Concords once again.&lt;br /&gt;
&lt;br /&gt;
If these lands are still recognisable. If these lands are still habitable. If these lands still exist within the holy gaze of the Spheres. All of these things and less are guaranteed.&lt;br /&gt;
&lt;br /&gt;
This past season the Concord has given the lion&#039;s share of its might to this war, battling the Drowned on two fronts, not only on the defence, but also in attempts to push these foul creatures even further from the Concordian heartland.&lt;br /&gt;
&lt;br /&gt;
We pray for our soldiers, we pray for their souls.&lt;br /&gt;
&lt;br /&gt;
== [[In Victory: Magnanimity - The War in Mukarrem]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The War Chamber / Andash&#039;&#039;&#039;&lt;br /&gt;
The War in Mukarrem has become as ubiquitous as the weather, a constant that will always be present for empty, cursory discussion.&lt;br /&gt;
&lt;br /&gt;
“It&#039;s supposed to rain tomorrow.”&lt;br /&gt;
&lt;br /&gt;
“Are you going to see the new bard at the tavern?”&lt;br /&gt;
&lt;br /&gt;
“Did you hear the latest news from the war in Mukarrem?”&lt;br /&gt;
&lt;br /&gt;
And so on. &lt;br /&gt;
&lt;br /&gt;
Of course, for the people living there it is anything but routine. The Trade Principality and their Artebazzani allies have been able to rotate their forces, bringing fresh warriors to the fight season after season, while The Concord has marched troops up and down the length of southern Esterra to simply hold onto what they have.&lt;br /&gt;
&lt;br /&gt;
But the state of emergency hopes to change all of that by bringing fire and steel to the hearts of the Concord&#039;s armies. To push its people to the very edge of defeat in the name of victory. &lt;br /&gt;
&lt;br /&gt;
Only time will tell if this has brought success.&lt;br /&gt;
&lt;br /&gt;
== [[Wickedness Where the Deep Water Starts - The War in Bolsterlee]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The War Chamber / Iron Valley&#039;&#039;&#039;&lt;br /&gt;
As an army emerges from the darkest depths, brine-covered and blood-hungry, The Concord marches to protect its shores. Against these foes most oceanic and obscure, Bordevar’s most vigilant and venerable veterans once more enter the fray.&lt;br /&gt;
&lt;br /&gt;
But what weight will step upon which neck?&lt;br /&gt;
&lt;br /&gt;
The boot of plated steel, or the one of sodden flesh?&lt;br /&gt;
&lt;br /&gt;
How will The Concord fare against their fathomless foes?&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[Wild Men Caught and Sang the Sun in Flight - The War in Resinderholz]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The War Chamber / The Greenweald Baronies&#039;&#039;&#039;&lt;br /&gt;
Many in the War Chamber theorised that the Zekartaal would struggle to recover from the brutal blows The Concord dealt to them early in its existence. With such a wide warfront to hold, these ramshackle alliances of weald-bands had far too many territories to hold and far too few forces. The Zekartaal slowly retreated, abandoning territory in the west in the face of possible Trade Principality aggression.&lt;br /&gt;
&lt;br /&gt;
But they have not forgotten The Concord. Over the winter numerous small attacks are felt across Resinderholz, and the Weald appears to be turning its baleful eye on the Baronies in preparation for a sortie from Sister Oak. With the Baronial Household in Krezenberg close over the border, the danger is considerable. &lt;br /&gt;
&lt;br /&gt;
With Concordian ambitions elsewhere, and the Legion of the Blackheart Bear deeply wounded, it remains to be seen what resources can be brought to aid this northern warfront.  &lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[I Cannot Save You From Yourself]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Greenweald Baronies&#039;&#039;&#039;&lt;br /&gt;
The law of the forest of retribution; for each threat mitigated, two will inevitably take its place. For as much as Resinderholz may wish otherwise, life in the Weald does not wait for warfronts to close, and the tough choices that befall us hit all the harder in times of crisis.&lt;br /&gt;
&lt;br /&gt;
For the first time in decades, the Baronies sits on the cusp of all five of its Guilds being functional once more. But not all of Resinderholz’s hallowed halls are filled with noise.&lt;br /&gt;
&lt;br /&gt;
In some stretches of the Weald, the woods are quiet for the first time in years. In other parts, the forest shrieks at all hours of the day. The Wealders must wait, in equal parts peaceful and paranoid, to see what these strange silences and songs will bring.&lt;br /&gt;
&lt;br /&gt;
What hopes and horrors, both fresh and long-forgotten, await the Greenweald Baronies?&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[Reach Forward as You Bleed]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Lerona Mere&#039;&#039;&#039;&lt;br /&gt;
Salve, come va? Oh my dear friend, how weary and glum you look! I suppose trudging through endless tales of war and dour forestfolk can do that to a person’s aspect. Such nasty business, but you’re in a much better place now hmm? Better, but not necessarily safer in any case. Come, gather close and I will pour you some wine.&lt;br /&gt;
&lt;br /&gt;
Perhaps you’d like to trade in gossip for a glass? Let’s see, let’s see. Well, everybody knows about the shake up in the Parliament. A little bit of a sweep and purge shall we say. There’s disbanded rats running for the gutters, and gutters running for the hills. Students who are putting their cunning minds to purses rather than to spells.&lt;br /&gt;
&lt;br /&gt;
What else, what else… ah! A merry band of Bailles have come to stay, by invitation of our very own Senatrice Triboulet no less. Hopefully they’re not too repelled by that odd business in the sewers. If that matter isn’t resolved soon they’d surely be sending that shiny new steel vanguard for a bit of spick-and-span.&lt;br /&gt;
&lt;br /&gt;
Well, I suppose I should let you on your way amico. Ah, but do take off those gloves before you head inside my friend, they’re rather unseemly don’t you think?&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[Retaken from Hands Lost]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Iron Valley / The War Chamber&#039;&#039;&#039;&lt;br /&gt;
Claiming Baelag’s Holdfast has meant many things to many people over the years that it has stood. For some it meant strength. For others it was simply a means to an end. Some crowned themselves as rulers atop its heights, and others simply took its stones to be used elsewhere when they had the chance.&lt;br /&gt;
&lt;br /&gt;
As far as Valley history is concerned, the last ruler of The Holdfast was The Ninth. Their story is well known.&lt;br /&gt;
&lt;br /&gt;
How shall The Tenth rule?&lt;br /&gt;
&lt;br /&gt;
== [[Fear is an Old Thing]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Iron Valley&#039;&#039;&#039;&lt;br /&gt;
The Valleyfolk are renowned for making their sentiments known, loudly, often, and often louder. It’s good advice to steel one&#039;s ears before engaging in a spirited conversation with a citizen of the Iron Valley, lest you find opinions that aren’t yours rattling around in your skull.&lt;br /&gt;
&lt;br /&gt;
But it’s more important to pay attention to the words unsaid during a Reeves Council. It’s far more important to pay attention when the Valleyfolk get quiet rather than when they shout “We stand together!”. And it’s even more important still to be concerned for a time when you enter the Valley and are met with silence.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[Nomads Know No Borders]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Andash&#039;&#039;&#039;&lt;br /&gt;
The sun beats down.&lt;br /&gt;
&lt;br /&gt;
In this land of buried history, the sun is an ever present reality. The people of sand travel the dunes from well to well, and the people of stone take shelter in their homes from the midday glare.&lt;br /&gt;
&lt;br /&gt;
The sun beats down and the desert winds blow, uncovering things long thought lost. Ancient magics, valued treasures, and relics of the past. A people in two parts, pulled to understand where they came from to know where they go.&lt;br /&gt;
&lt;br /&gt;
The sun beats down, but Andash beats back.&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[But Darkness was Here Yesterday]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Kingdom of Bordevar&#039;&#039;&#039;&lt;br /&gt;
Our Steel! Our Blood! Our Souls!&lt;br /&gt;
&lt;br /&gt;
That is the cry of The Barrow Hounds. The children of common Bordevar who have taken the fight to Draemoor. Who have pledged their lives to take back a Duchy of Royal Bordevar on behalf of The Concord, without the presence of an army. They have shed blood, they have forged loyalties, and they have gained and lost so much more than any could have imagined. &lt;br /&gt;
&lt;br /&gt;
But their tale is not yet over. Their saga is not yet sung. Their souls still beat within their chest, like a hammer upon a burning anvil. &lt;br /&gt;
&lt;br /&gt;
Will the tale end in sorrow and heartbreak? Broken steel, poisoned blood and fallen souls?&lt;br /&gt;
&lt;br /&gt;
Is there any other way it could end?&lt;br /&gt;
&lt;br /&gt;
== &#039;&#039;&#039;[[A Mortal Life in Pursuit of Legacy]]&#039;&#039;&#039; ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Kingdom of Bordevar&#039;&#039;&#039;&lt;br /&gt;
Did you enjoy your evening meal, my lord? Fantastic, I shall pass your compliments to the local chef. Can I interest you in a complimentary wine, perhaps? Ah, the news instead? Certainly, we hear much of interest and are happy to oblige in what may be to your fancy.&lt;br /&gt;
&lt;br /&gt;
Much has occurred here in our very own Weiland! Do you wish to hear of strangeness in Everguarde? The rise of fallen animals? Beasts and monsters that belong in The Weald but roam our Lake? The state of The Manor? Constructions happening along The Border Forts?&lt;br /&gt;
&lt;br /&gt;
Hmm, no I think you are perhaps most interested in the result of Duke Vespera of Heartsgrave and her Mandates! Well, let me be the first to say how surprised I was to hear the result….&lt;br /&gt;
&lt;br /&gt;
== [[Power Makes All Things Right]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Shardcircle&#039;&#039;&#039;&lt;br /&gt;
Magic is a peculiar thing. The special few who have learnt to wield it do so in a manner that draws wonder and suspicion in equal measure.&lt;br /&gt;
&lt;br /&gt;
A studious mage in Lerona Mere pouring over scroll after scroll seeking knowledge with fervour. A Bordevarian waving a wand and speaking riddles to draw forward sorcery. An Andashi drawing runes into the sand, a Valleyfolk carving runes into their skin. And a Wealdsage drawing power from the very forest that seeks to consume them.&lt;br /&gt;
&lt;br /&gt;
But misconceptions about the arcane are as bothersome as they are plenty. So often it is folk too mundane for magic who think that the answer to all of their problems lies in spells and enchantments. But far too often there are mages who cannot think past their teachings to find the logical conclusion.&lt;br /&gt;
&lt;br /&gt;
It is important to not get too lost in the peculiar, lest we forget how to find our way home. &lt;br /&gt;
&lt;br /&gt;
== [[An Easy Life, or A Difficult Truth]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Church&#039;&#039;&#039; &lt;br /&gt;
O Esteem, grant me this stage, grant me your light and grant me your eyes. Witness me perform for your favour and lay upon me your judgement. See me now before you in all that I am worth and weigh my soul.&lt;br /&gt;
&lt;br /&gt;
I spread Whispers of a fall from grace. A misstep so bathed in shame that one would think a man becomes a babe from their crawling form. O Esteem may we learn from their failings by quietly reminding each other of their dishonour behind their back.&lt;br /&gt;
&lt;br /&gt;
I choose now to Speak only to your Heralds, for I am not worthy to Speak to you. Let my words Speak with ink on a page infused with my soul and carried to their ears by the wings of my faith. O Esteem, may I show poise to those who doubt me, and seek guidance from those who see through me.&lt;br /&gt;
&lt;br /&gt;
I Promise to show my belief in action. I bring water to a man when he is thirsty, I attend council when I am called and I sanctify these mortal monuments to bring me closer to you. O Esteem, let me feel happiness in upholding my word and misery in falling short.&lt;br /&gt;
&lt;br /&gt;
O Esteem, if I have performed for you well and pleased you truly, if I am worthy to make the Journey with your blessing, let all others see my Glory, and cast their votes in my favour once the Golden Ballot opens!&lt;br /&gt;
&lt;br /&gt;
In the Sphere’s Light, we pray.&lt;br /&gt;
&lt;br /&gt;
== [[To Watch Pretty Puppets]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weird Events.&#039;&#039;&#039;&lt;br /&gt;
There is nothing simple to see here. You may think that you can explain it away as a mystery unsolvable. You may even declare it so unusual that you should have nothing to do with it. You might not even be given a choice between the two.&lt;br /&gt;
&lt;br /&gt;
There are strange events occurring across The Concord. Far too many to allow the rumour-mill to turn accurately. But there are a scant few that cut through the chaff. Just enough to pique interest, or invite disdain.&lt;br /&gt;
&lt;br /&gt;
Tell me, oh Hero, which is it for you? &lt;br /&gt;
&lt;br /&gt;
== [[First it is Done to Us]] ==&lt;br /&gt;
* &#039;&#039;&#039;Appraisals&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Then We Do Onto Others]] ==&lt;br /&gt;
* &#039;&#039;&#039;Foreign Nations and the Wider World&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[Then We Order it Done, Such is the Way of Things]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Civil Service Report&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== [[We Defy That What Threatens Our Downfall]] ==&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Conflux Report&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Further Reading ===&lt;br /&gt;
&lt;br /&gt;
* [[Winds of the World]]&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=To_Watch_Pretty_Puppets&amp;diff=4510</id>
		<title>To Watch Pretty Puppets</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=To_Watch_Pretty_Puppets&amp;diff=4510"/>
		<updated>2026-09-08T04:58:48Z</updated>

		<summary type="html">&lt;p&gt;Mharris: Created page with &amp;quot;There is nothing simple to see here. You may think that you can explain it away as a mystery unsolvable. You may even declare it so unusual that you should have nothing to do with it. You might not even be given a choice between the two.   There are strange events occurring across The Concord. Far too many to allow the rumour-mill to turn accurately. But there are a scant few that cut through the chaff. Just enough to pique interest, or invite disdain.   Tell me, oh Hero...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;There is nothing simple to see here. You may think that you can explain it away as a mystery unsolvable. You may even declare it so unusual that you should have nothing to do with it. You might not even be given a choice between the two. &lt;br /&gt;
&lt;br /&gt;
There are strange events occurring across The Concord. Far too many to allow the rumour-mill to turn accurately. But there are a scant few that cut through the chaff. Just enough to pique interest, or invite disdain. &lt;br /&gt;
&lt;br /&gt;
Tell me, oh Hero, which is it for you? &lt;br /&gt;
&lt;br /&gt;
== To Dig Too Deep is to Lose the Air From Your Lungs ==&lt;br /&gt;
The pickaxe is heavy in your calloused hands. Each strike against the rock sends sparks, its song ringing through the tunnels to form the beat of your own. Your friends are nearby, working on other parts of the forgesteel vein. Your work is hard, but the chants you share make it a little easier. The fruits of your labour will soon travel east, to Passage and the waiting hands of the Abbot.&lt;br /&gt;
&lt;br /&gt;
Your pick bites into the rock wall before you, punching through into something beyond. Another tunnel? Unlikely, your maps and plans are well drafted enough that the tunnels go where you want them. You can hear the faintest sounds of air moving, so it must be something that leads back to the surface in any case. Curious, you pull your pick down, opening up a hole into this new space. You see the briefest arc of blue, brighter than the midday sun, before your world becomes dust and noise.&lt;br /&gt;
&lt;br /&gt;
You struggle to your feet, barely able to hear the screams above the rushing winds. The cave-in alarm starts to peal further up the mineshaft, other crews already evacuating before whatever instability has befallen you spreads through the earth. You reach out to Giacomo, helping him to his feet as you mutter a prayer to the Star Sailor for a path out. There is an arcing flash of blue, and the weight pulling against your arm is gone. Giacomo is gone. The rushing winds get louder.&lt;br /&gt;
&lt;br /&gt;
Veins of blue chase you through the ground as you start to run towards the surface, your muttered prayer becoming a desperate chant. You pass a body, trapped beneath fallen rocks. She is not moving, not speaking, and then - as the lights catch up - not there. The rushing winds get louder.&lt;br /&gt;
&lt;br /&gt;
Your legs burn, and your lungs burn with them. The winds whip dust into your eyes and clog your nose and mouth. The pressure all around you bursts your ear drums and almost seems to pull the air from inside you to join its cacophony. But you are so close to the surface, so close to safety. So you grit your teeth and suck the air down, forcing it back out in pleas to every Herald you can remember.&lt;br /&gt;
&lt;br /&gt;
Others run alongside you, making the same offerings to the Spheres as they do. Somehow, you settle into unison, singing songs of prayer like this is just another day of work. You drive each other forwards, striving to make it out and to do so together. Bella trips to your left, but her voice does not falter. The lines of light seem to almost shy away as she is helped along by Carlo and they continue to run. To your right, Jean collapses against the tunnel wall, his body betraying him. He gags, his breakfast threatening to surface, then he is gone. The rushing winds get louder.&lt;br /&gt;
&lt;br /&gt;
After what feels like years, you crest the lip of the mine and breach the surface of the earth. The miners who come to help you are blown off their feet by the torrent of twisted air that bursts from the shaft behind you. Others rush in, to help you and them, and drag you back into the sunny meadow that means safety. The force of the wind seems to have dissipated, but still you hear it swirling in the tunnels below. The arcing blue light has stopped just beyond the mouth.&lt;br /&gt;
&lt;br /&gt;
In the sky above you, dark clouds begin to form.&lt;br /&gt;
&lt;br /&gt;
~=~=~=~&lt;br /&gt;
&lt;br /&gt;
Things of value so often hide beneath the earth, waiting to be uncovered by fateful hands. From the relics of Grand Andash to the cursed remnants of the Harvest Kings, the treasures cultures leave behind make their graves beside the bones of their owners.&lt;br /&gt;
&lt;br /&gt;
Amidst forgesteel and sun’s iron, something lies buried beneath the ground in Mivara. Reports coming from the mine workers who witnessed the event tell stories that increase in drama with every iteration. Some speak of a sun burning in the mines, others of a lightning storm raging in a cavern. One particularly loud worker insists that they came across a colony of slangs, and the missing workers have become their lunch.&lt;br /&gt;
&lt;br /&gt;
The miners of Mivara are hardy people who know the land and the tunnels below like the backs of their hands. Despite fanciful exaggeration and dramatisation when the opportunity strikes, they are more grounded than many of the people in Legend City. In the care of the Abbot, and in the light of the Spheres, they toil and pray.&lt;br /&gt;
&lt;br /&gt;
But this land was not always Mivara, and its people were not always Spheric.&lt;br /&gt;
[[File:560092178 10162230662828129 2207595188831499990 n.jpg|center|thumb|683x683px|Will you fight for what is in the ground?]]&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
An unknown danger has been uncovered within the Mines of Mivara and has resulted in the disappearance of several of the Mine’s workers, and the injury of many more. The [[Abbot of Mivara]] will receive no income this season. &lt;br /&gt;
&lt;br /&gt;
A lightning storm has appeared over the town of Mivara causing strong winds, heavy rain, and the occasional fire as lightning strikes ignite trees and homes alike. While the storm is centred over Mivara, it has been slowly growing southwest towards Mancante Terra. &lt;br /&gt;
&lt;br /&gt;
Investments in The Riverlands will produce slightly less as the storms impact the ability to harvest and transport goods through the area.&lt;br /&gt;
&lt;br /&gt;
The Abbot of Mivara will be responsible for a conflux to investigate the strange happenings surrounding the Mines of Mivara. This conflux will be highly dangerous, high intensity, and moderately accessible. There will be additional decisions for the Abbot of Mivara.&lt;br /&gt;
&lt;br /&gt;
There will be additional information regarding an opportunity to resolve this situation for the [[Archmage]].&lt;br /&gt;
&lt;br /&gt;
== Nature Abhors A Vacuum ==&lt;br /&gt;
&#039;&#039;Snap, crack, chew chew&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Once trapped it comes for you.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Snap, crack, chew chew&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Special gifts for a special few.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Crunch, bite, scream and cry&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It was never meant to die.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Crunch, bite, scream and cry&#039;&#039;&lt;br /&gt;
[[File:557884381 25537263209192031 7164491697399134962 n.jpg|thumb|Not all monsters are people wearing masks.]]&lt;br /&gt;
&#039;&#039;What yet lives, cannot let lie.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lash, maul, quell and fear&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Brika’s children come nearer near.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lash, maul, quell and fear&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Long lost Queens on her bier.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blood, bone, marrow and rot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Your peace is gone but worry not.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blood, bone, marrow and rot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For the power beneath cannot be bought.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-=-=-=-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oh little Flitter Flutter,&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Through trees you fly, through roots you play,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Amongst pretty flowers it is a brighter day,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fear the great and powerful, the large and strong,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hide away little one, that your life you may prolong.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oh little Flitter Flutter,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Grow sharp your wit, grow keen your mind,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Without them you are a feast fated to be dined,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It is dark beneath the canopy, so hide away,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Find sanctuary, a safe place, where you can stay.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oh Flitter Flutter,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Larger now, but in size you cannot rely,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See the threats, watch them with cautious eye,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Trust not in your claw, or speed of wings,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For in this forest there will always be greater kings.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oh Flitter Flutter,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I have warned you of danger with my rhyme,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To see you protected, not lost with passing time,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So go now, frolic and play in your gardens,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And I will pray that your heart never hardens.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Goodbye, Oh Flitter Flutter&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-=-=-=-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Light of the Spheres exposes your shame.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sit by the Hearth as you hide from the cold.&#039;&#039;&lt;br /&gt;
[[File:699956744 122145062252993969 199245447810825258 n.jpg|thumb|But many masks are monstrous.]]&lt;br /&gt;
&#039;&#039;Welcome the Stranger and light the safe flame.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blood that flows silver you spill and defame,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Fail to reign in what can’t be controlled.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Light of the Spheres exposes your shame.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See yourself bared here and share your true name.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hassle the insect and burn away mould,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Welcome the Stranger and light the safe flame.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Flock to the Priests, just a pawn in their game.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Blights and your failings are always sixfold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Light of the Spheres exposes your shame.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Two-faced deceivers will treat you the same,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lies in your Sanctum beyond the threshold.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Welcome the Stranger and light the safe flame.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Dark boughs of forests you swear to reclaim,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Here in the homes of the Wealders of old.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Light of the Spheres exposes your shame.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Welcome the Stranger and light the safe flame.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
-=-=-=-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In a haven that time forsook,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Lived little Linza Eyes-In-Book.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As far as anyone could gauge,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Her head was always in her page.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;She’s wander near and wander far,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Until she found something bizarre.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By her mistake, she’d stepped in web;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Each thread was thicker than her head!&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But foolish Linza did not care,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Her head was full of nought but air.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So as she read her tales of woe,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Watched eerie eyes from lone willow.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;On silent limbs, it did descend&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Towards the girl and her grim end.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Only as the shadow drew near,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Did Linza look, and shake with fear.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Oh pardon me!” She tried to cry,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But from her lips, a silent sigh.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A single bite was all it took,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;To snuff out Linza Eyes-In-Book.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It caused her mother so much pain;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Linza was never seen again.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So heed the tale of Eyes-In-Book;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Before you step, make sure you look.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-=-=-=-&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The natterjack calls wooup-wooup-khaarklug&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;It feasts on the spiders, the beetles and the slugs&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With a belly of flame and warts that weep venom&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The natterjack calls wooup-wooup-khaarklug&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The natterjack shrieks wooup-wooup-kaareaal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If there’s no food to be found, it’ll summon a meal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The haven will hurry to bring it cured meats and honey&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The natterjack shrieks wooup-wooup-kaareaal&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The natterjack laughs wooup-wooup-kaaculp&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A warning to children who are greedy and too often sulk&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They’ll be fed to the natterjack who will swallow you whole&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The natterjack laughs wooup-wooup-kaaculp&#039;&#039;&lt;br /&gt;
[[File:559846034 10162230663123129 5507768367215117558 n.jpg|center|thumb|592x592px|Experts in monsters are not always monstrous experts.]]&lt;br /&gt;
&lt;br /&gt;
=== Game Information: ===&lt;br /&gt;
The [[Sage Superior]] will now be elected at 7pm on the First Night of Summit, rather than at Game In. This election will be held in the Druid Grove west of Greenweald Camp. There will be a member of the Civil Service present to run the election. Should the Sage Superior title be vacated for any reason, it will be re-elected during the next available evening.&lt;br /&gt;
&lt;br /&gt;
Rhymes, poems and songs are heard all across Resinderholz. Some are clearly designed to warn young children of the dangers of The Weald, but others seem more purposefully driven towards an unknown goal. Some see these as unnatural occurrences spurred by something dark. Others believe them to simply be what they are; Rhymes, poems and songs. &lt;br /&gt;
&lt;br /&gt;
== What is Good, What is Bad, and What Simply is ==&lt;br /&gt;
Hmmmm.&lt;br /&gt;
[[File:561175386 10162230671878129 2268821329969055205 n.jpg|thumb|I&#039;m not sure what we&#039;re missing here. But perhaps it is not so important.]]&lt;br /&gt;
There? No. Slightly to the left? Yes. It is clearer now. &lt;br /&gt;
&lt;br /&gt;
Hmmmm. &lt;br /&gt;
&lt;br /&gt;
A lake? No. A desert? No. A plain? Ah. Yes. &lt;br /&gt;
&lt;br /&gt;
Hmmmm. &lt;br /&gt;
&lt;br /&gt;
A village? Bigger. A town? Bigger. A city? Yes. &lt;br /&gt;
&lt;br /&gt;
Hmmmm.&lt;br /&gt;
&lt;br /&gt;
A little world. A little continent. A little nation. Yes. &lt;br /&gt;
&lt;br /&gt;
Hmmmm. &lt;br /&gt;
&lt;br /&gt;
I see now. I know now. I understand now. Yes. &lt;br /&gt;
&lt;br /&gt;
Hmmmm.&lt;br /&gt;
&lt;br /&gt;
……&lt;br /&gt;
&lt;br /&gt;
Hmmmm. &lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
To all Concordians, regardless of knowledge or circumstance, the Tower in the Wilds referenced in previous Winds continues to not exist. It has never existed, as per the Game Information of the entry ‘[[Where Will I Find You? Where Oh Where?|The Warder of the Brain]]’.&lt;br /&gt;
&lt;br /&gt;
Only those individuals who attended the Conflux in the Tower on Day 2 of Autumn 226 are immune to the above. They will also receive information in their character packs regarding the future of The Tower, and an opportunity to address it on the First Day of the coming Summit.&lt;br /&gt;
&lt;br /&gt;
In addition, each individual will find that their Investments have procured a piece of mysterious Private Research, as per the Library Enterprise.&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>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=File:699956744_122145062252993969_199245447810825258_n.jpg&amp;diff=4509</id>
		<title>File:699956744 122145062252993969 199245447810825258 n.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=File:699956744_122145062252993969_199245447810825258_n.jpg&amp;diff=4509"/>
		<updated>2026-09-08T04:55:30Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photo by Reuben Weir&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=File:557884381_25537263209192031_7164491697399134962_n.jpg&amp;diff=4508</id>
		<title>File:557884381 25537263209192031 7164491697399134962 n.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=File:557884381_25537263209192031_7164491697399134962_n.jpg&amp;diff=4508"/>
		<updated>2026-09-08T04:54:17Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photo by Jacob Palmer&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=File:561175386_10162230671878129_2268821329969055205_n.jpg&amp;diff=4507</id>
		<title>File:561175386 10162230671878129 2268821329969055205 n.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=File:561175386_10162230671878129_2268821329969055205_n.jpg&amp;diff=4507"/>
		<updated>2026-09-08T04:52:49Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photo by Sylphide Photography&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=File:559846034_10162230663123129_5507768367215117558_n.jpg&amp;diff=4506</id>
		<title>File:559846034 10162230663123129 5507768367215117558 n.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=File:559846034_10162230663123129_5507768367215117558_n.jpg&amp;diff=4506"/>
		<updated>2026-09-08T04:52:08Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photo by Sylphide Photography&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=File:560092178_10162230662828129_2207595188831499990_n.jpg&amp;diff=4505</id>
		<title>File:560092178 10162230662828129 2207595188831499990 n.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=File:560092178_10162230662828129_2207595188831499990_n.jpg&amp;diff=4505"/>
		<updated>2026-09-08T04:50:42Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Photo by Sylphide Photography&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Greenweald_People_and_Culture&amp;diff=4504</id>
		<title>Greenweald People and Culture</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Greenweald_People_and_Culture&amp;diff=4504"/>
		<updated>2026-09-07T12:39:27Z</updated>

		<summary type="html">&lt;p&gt;Mharris: Diplomats of Coin = Talervocht.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
The Weald makes for a kind of people who are always prepared for the worst and deathly attached to the best. They recognise that they have struggled hard to have the lives that they do and are willing to do whatever it takes to protect it, even if what they are protecting can seem quaint to others.&lt;br /&gt;
&lt;br /&gt;
While originally ruled over by a hereditary line of Barons and their families, a high mortality rate and citizenry that is deadly proficient lead to frequent turnover over these Barons and noble bloodlines can only be traced so far, even with the greatest augury. Over time this role became an elected leader, somewhere between a regional sheriff, town mayor and local warlord. It is the duty of the elected Baron (sometimes Baroness or Baronite) to ensure that the local area remains safe, to organise the local militia, take taxes and generally lead the township. Notably, each Baron requires both a majority of the local vote and approval by the local church. The church gives a single yay or nay, rather than priests of each sphere providing feedback. Often, gaining the ‘Holy Mandate’ can take as long as the actual election does.&lt;br /&gt;
&lt;br /&gt;
Greenweald life is focused around these townships, with people almost entirely living inside their walled safety. Inside these settlements you will find many of the standard landmarks of most Concordian settlements; taverns, churches and guardhouses abound. What is different is the large size of the churches, the commonality of apothecaries plying their wares, the frequency of armed bystanders and the lack of major industry. For the real wealth of the Baronies lies outside their walls.&lt;br /&gt;
&lt;br /&gt;
The Greenweald forest has a bounty that is paid in blood, but pays out well. Arcane reagents, crafting supplies and even rare minerals can be found above and below the surface. Many Wealders own vast stretches of wilderness where they earn their livelihood, either by retrieving its wealth themselves or owning a share of the bounty. These plots tend to either be held by family trusts or by common agreement, with recognition that working them is generally too dangerous for individuals.&lt;br /&gt;
&lt;br /&gt;
Personally, Wealders tend to be serious individuals, well versed in the dangers of the world and difficult to shake. The term ‘to fear a Wealder’ describes an impossible task. And while this is a pretty serious exaggeration it serves the point that Wealders tend to be dour and thorny appearing to most people. In reality Wealders deeply value things, care and hope to full extents. It is the nature of their lives that they value a personal strength of will, which does not translate well to gregariousness or friendly charisma. However a Wealder who is won over as friend is likely a companion full of dark humour, worldly knowledge and arcane skills.&lt;br /&gt;
&lt;br /&gt;
== Names ==&lt;br /&gt;
Wealders use German and other central European names for their first and surnames. Shortening of names for close friends is common, but true nicknames are rare. Individuals are often referred to by their titles when in positions of authority unless they say otherwise, so ‘Baron’ ‘Mother’ ‘Priest’ or ‘Captain’ are common. Referring to a superior by their name without their permission is seen as a social misstep, similar to being overly friendly with an unwanted hug.&lt;br /&gt;
&lt;br /&gt;
Many Wealders also refer to themselves with reference to their township upon introduction, helping to locate themselves in the minds of others. So an example may be; ‘My name is Siegfried Reimann, Wolstad’ or ‘I’m Franka Erlichman, Eisen and that&#039;s Otto Naglein, Wolstad.’&lt;br /&gt;
&lt;br /&gt;
== Place in the World ==&lt;br /&gt;
The sparse, almost friendly southernmost reaches of the Greenweald are little more than three days ride north of Lerona Mere, quickly become the deep and treacherous forest that is well known to legend. The Weald stretches many thousands of miles northwards in one way or another. Generally viewed as the largest forest in all of Esterra, it is theorised that all of the continent’s woods were once connected to the cursed place.&lt;br /&gt;
&lt;br /&gt;
Prior to recent maladies and defeats, the Baronies encapsulated a larger area, with twelve townships and six regions. The corruption of the Zekartaal and the flanking threat of the Onyx Aristocracy have pushed the Wealders back to a single region with two townships, the other holdings falling to the forest or their foes. The refugees from these failings fleeing to Bordevar, Lerona Mere or the new Concordian capital of Passage.&lt;br /&gt;
&lt;br /&gt;
The region is known as Resinderholz, known for its winding forest roads, well patrolled by Wealder mercenaries, that keep the paved paths safe for merchants from outside the forests. The roads stop at the larger township of Wolstad, a trading settlement that is as friendly to outsiders as a township in the Baronies can be. To the North and East, nearer to the border of Resinderholz where Wealders still clash with Zekartaal warbands is the settlement of Eisen, what was once a training camp for Wealder mercenaries has become the realms second largest settlement, known for holding the line against attack and for its rootmines, that harvest Sun’s Iron from beneath the roots of massive trees.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For more information, see&#039;&#039; Almanac: Resinderholz&lt;br /&gt;
&lt;br /&gt;
== Economic Concerns ==&lt;br /&gt;
The Greenweald is a source of wealth that is often traded elsewhere. Supplies of arcane reagents such as Blacksap, Essencite, Sun’s Iron and Shimmering Scales are common but by no means their only export. Beyond this it is often skills and knowledge that are in high demand. Wealder townships are often repositories of important arcane and strategic knowledge, preserved in local superstition, their churches house powerfully protective relics and their warriors are skilled in all manner of combat. After their exports, it is their people that are their greatest wealth.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Eisen Orchard - Thunder Oak Orchard&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
South of Eisen, along the river that runs through town towards the Border, Powerful Thunder Oaks grow. These massive trees are essential to maintaining the great structures found across the world and are said to be particularly hardy against magic. This makes them immensely important to The Concord strategically. The Concord has taken ownership of the orchard and auctions it off at the first Summit each year.&lt;br /&gt;
&lt;br /&gt;
The Eisen Orchard is a Thunder Oak Orchard held by The Concord.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;See also:&#039;&#039; Commissions&lt;br /&gt;
&lt;br /&gt;
== Military Concerns ==&lt;br /&gt;
Maintaining a strong barrier against the Zekartaal and Onyx Aristocracy threat is a matter of survival for the Baronies. Thankfully both groups appear to have found new prey in Andash and Bordevar, but it is inevitable that one or the other try to consolidate in the Weald. With this in mind, many Wealders have considered the construction of a fortress in Resinderholz or the concept of a campaign pushing north to retake lost Wealder townships. These possible futures will help ensure that the way of the Wealders does not get swallowed by the roots of the forest, but amidst the chaos of the new Concord or the individual threats to each realm, it remains to be seen if they will be able to get their way.&lt;br /&gt;
&lt;br /&gt;
== Culture and Customs ==&lt;br /&gt;
&lt;br /&gt;
=== Erfoderlich ===&lt;br /&gt;
&#039;&#039;er-foh-der-lic&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The concept of Erfoderlich or danger is a present one in the Baronies. When the dangers of the woods or some other threat reach an appropriate intensity, it is expected that the people of a township band together, using pooled resources or skills to overcome a foe or danger. Erfoderlich may appear as an additional tax levied by a Baron, an Erfoderlich request for additional guards or perhaps simply in place of ‘trust me’. Calling upon Erfoderlich is a recognition that the circumstances have grown too large to be handled alone. Calling it falsely is the simplest route to an unfortunate death at a Wealder’s hands.&lt;br /&gt;
&lt;br /&gt;
=== Crow Doktors ===&lt;br /&gt;
Magic and the ceremonial castings of priests are powerful tools in overcoming maladies and wounds, but virulent diseases spread far and wide and both of those methods often require the presence of caster of some kind. Treating the plague known as Blasserstreit required a different approach and gave rise to the organisation of surgeons and apothecaries known as Doktors or more commonly ‘Krahes’. These healers tackled the disease as a scientific challenge to be overcome and have been quite successful, leading to Wealder medical expertise being well respected within The Concord.&lt;br /&gt;
&lt;br /&gt;
== Religious Beliefs ==&lt;br /&gt;
The Church of the Divine Spheres has been carried into the Greenweald with precious care. It is an artifact of light and protection in a dark and cursed place that wishes to see it pushed out more than it wishes to see the insignificant people that carried it here. At every step the priests and faithful of the Spheres can feel something old and malignant within the trees and soil that wishes them dead and gone beneath the darkness.&lt;br /&gt;
&lt;br /&gt;
This pressure for survival and life has lead to a fervent support for the Church within the Greenweald, in many ways it is their whole struggle made manifest. The priests of the Church provide protective enchantment that ward the walls of the Townships. They are the arbiters of the private happiness of the Greenweald, presiding over the ceremonies that make life in the dark liveable. And they are responsible in many ways for trying to unravel the unknowable mystery that lies within and beneath the Greenweald.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Totemic Magic&#039;&#039;&#039; ====&lt;br /&gt;
The superstitious nature of the Wealders and the constant threats their home provides has lead to a need to be instilled with a belief they are not helpless. For many Wealders this equates to always being armed in some manner, or never being alone. Most notably it has lead to a commonality of totems or small trinkets associated with the church and their ceremonies. These small objects, usually blessed when a ritual is performed, help to remind the people of the Baronies the Church watches over and protects them.&lt;br /&gt;
&lt;br /&gt;
Almost every Wealder ceremony would make at least one totem, if only as a souvenir that such an event occurred, as the items need not be inherently magic to serve their purpose. They are rarely more than hand-sized and take a variety of forms. Seals, small wicker figures, iron symbols or embroidered strips of cloth are common.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;Diplomats of Coin - Talervocht&#039;&#039;&#039; ====&lt;br /&gt;
The primary external contact that the Baronies have had has not been diplomatic, but economic. Until recent times they have not had a need for allies and no one had a need for them. Wealder mercenaries performed their own advertising and the forest insulated them from the struggles of the world around.&lt;br /&gt;
&lt;br /&gt;
But they have had an immense need for trade. For the things they could not create themselves and to sell what they have in abundance. Over time this created a diplomatic niche for Priests of Panoply uncommon to their kind in other Realms. Priests of Fools Gold are seen as great diplomats among the Baronies and while not the only ambassadors, they do commonly serve in such positions. When acting in this manner, Panoply Priests are referred to as Talervocht.&lt;br /&gt;
&lt;br /&gt;
==== &#039;&#039;&#039;[[Houndspriest|Houndpriests]]&#039;&#039;&#039; ====&lt;br /&gt;
The mysteries and dangers of the Greenweald are many. Some are ancient curses that are burned into the soil, others are great beasts that migrate through the trees themselves and far crueler things besides. Many priests see it as their duty to attempt to understand these threats. These individuals become known as Houndpriests. Often devoted to Lumos or Stallia, although sometimes even Arcadian or Cervitas, these Houndpriests wander the forest roads seeking out danger or signs of ancient magic. From there they attempt to quantify and control these dangers, so that this knowledge may be used to help the Baronies overall. They are known by the symbol of a hunting hound often worn as a badge or amulet.&lt;br /&gt;
&lt;br /&gt;
== Arcane Traditions of The Greenweald Baronies ==&lt;br /&gt;
For many of the same reasons that arcane magic is adored in Lerona Mere it is seen warily in The Greenweald. To wield such power within yourself in a place where magic is seldom used for good is off putting for many. Arcane spellcasters often find themselves relegated to ‘Village Hedgewitch’ or ‘Barons Advisor’ type positions, rather than those of more prominence normally occupied by religious, military or mercantile figures.&lt;br /&gt;
&lt;br /&gt;
Those in the Greenweald who do pursue arcane magic (either out of an innate skill or desire for it) find that Greenweald traditions are interwoven with superstition and faith. Greenweald magic can be recognised for its careful preparedness (better to not be corrupted by the fell influence of the forest) and strangely interwoven traditions (as magical superstition is built upon itself). Images of the forest are common on magical items and tomes, but as common are images of civilization such as homes, walls and tools.&lt;br /&gt;
&lt;br /&gt;
When drawing power to fuel their spells, most Greenwealder mages will draw from within themselves. Using their own strength is seen as more protected and controlled. In particular, drawing from the natural world is seen as dangerous and a last resort. Because of this many Greenwealder arcane mantras refer internally “By my strength…” “By my oaths” etc. Common Greenwealder Arcane implements include poppets, tomes, tattoos and iron charms.&lt;br /&gt;
&lt;br /&gt;
Arcane spellcasters in the Greenweald, even those that are not Wealdsages, are viewed as necessary tools. The fire to fight fire with in many ways. But they are often kept at an arm&#039;s length, leading Greenwealder spellcasters to be quite loyal to each other over shared social distance.&lt;br /&gt;
&lt;br /&gt;
Magical Items created in the Greenweald tend to be ornate without being gaudy. Often shying away from bright metals and gemstones, they prefer complex castings and inclusions of stone and wood. Greenwealders are well known for their production of magical items that augment the abilities of priests, with the Prime Hunters Bow being one of particular importance.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
See also [[Greenweald Baronies|Greenweald Baronies Homepage]]&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Concordian_Titles&amp;diff=4502</id>
		<title>Concordian Titles</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Concordian_Titles&amp;diff=4502"/>
		<updated>2026-09-07T11:35:08Z</updated>

		<summary type="html">&lt;p&gt;Mharris: Added the removed titles section.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Titles are positions of power created by The Concord to oversee elements of its function. They are attainable by characters in order to impart their will upon the world and game of Concord. Titles originate from a variety of sources. For example, some are attached to Commissions that the Senate can undertake (such as General, Admiral, or Spy Master). Others exist following a decree by their attached council (such as Archmage or any of the High Priests) Titles vary in their function, term, and election methods widely. But there are a number of default rules that apply to all titles. They are as follows;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unless stated otherwise, a Concordian Citizen may not hold more than one title.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If a title is rendered unoccupied, it will be reelected at the nearest convenience.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This process can be forestalled if enough of the constituents vote to forestall the motion.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character must be present to be nominated for a title, if nomination is possible for that title.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
No proxies are possible.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;All new titles require Civil Service approval, a process conducted between Summits.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Created titles will be announced in The Civil Service Report of the Winds. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character will no longer control a title once the Summit where it would be reassigned begins.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This means that that they would not gain incomes, reports or other similar effects, instead, they will be given to whoever occupies the position upon its re-election.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;A character can abdicate any title at any time by informing a member of the Civil Service.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Characters can campaign for another title while currently hold a title and will only be required to abdicate if they are successful in their election. There are some titles that cannot be abdicated, this will be listed in their terms as abdication not being an option.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;If a titleholder would be absent for at least half the summits of their term, they are removed from the title.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
For one year titles, this is a single summit. For two year titles, it is two summits in a row. When the final summit begins and you are not in attendence, the title will be put up for election.&lt;br /&gt;
&lt;br /&gt;
A full list of titles can be found below:&lt;br /&gt;
&lt;br /&gt;
* [[Admiral]]&lt;br /&gt;
* [[Ambassador]]&lt;br /&gt;
* [[Archmage]]&lt;br /&gt;
* [[Treasurer of the Church|Bursar of the Church]]&lt;br /&gt;
* [[Captain of the Watch]]&lt;br /&gt;
* [[Champion]]&lt;br /&gt;
* [[Concordian Consular]]&lt;br /&gt;
* [[The Concordian Throne]]&lt;br /&gt;
* [[Deed Holder]]&lt;br /&gt;
* [[Field Marshal]]&lt;br /&gt;
* [[General]]&lt;br /&gt;
* [[Head Surgeon]]&lt;br /&gt;
* [[High Historian]]&lt;br /&gt;
* [[Headmaster]]&lt;br /&gt;
* [[Heterodox]]&lt;br /&gt;
* [[High Priest of Anarch]]&lt;br /&gt;
* [[High Priest of Arcadian]]&lt;br /&gt;
* [[High Priest of Cervitas]]&lt;br /&gt;
* [[High Priest of Lumos]]&lt;br /&gt;
* [[High Priest of Panoply]]&lt;br /&gt;
* [[High Priest of Stallia]]&lt;br /&gt;
* [[Minister of Foreign Affairs]]&lt;br /&gt;
* [[Senate Treasurer]]&lt;br /&gt;
* [[Senator]]&lt;br /&gt;
* [[Spymaster]]&lt;br /&gt;
* [[Vallthane of King’s Pass|Vallthane of King&#039;s Pass]]&lt;br /&gt;
&lt;br /&gt;
=== Andashi Titles ===&lt;br /&gt;
&lt;br /&gt;
* [[Keeper of Coin]]&lt;br /&gt;
* [[Shepherd of the Reeds]]&lt;br /&gt;
&lt;br /&gt;
=== Bordevarian Titles ===&lt;br /&gt;
&lt;br /&gt;
* [[Bordevarian Duke|Duke]]&lt;br /&gt;
* [[Groundskeeper of Rickon&#039;s Tier]]&lt;br /&gt;
* [[Monarch of Bordevar]]&lt;br /&gt;
* [[Royal Ranger]]&lt;br /&gt;
* [[Sepulchral Sentinel]]&lt;br /&gt;
* [[Bordevarian Sheriff|Sheriff]]&lt;br /&gt;
* [[Warden of the Pass]]&lt;br /&gt;
&lt;br /&gt;
=== Greenweald Titles ===&lt;br /&gt;
&lt;br /&gt;
* [[Chapter Kaptain]]&lt;br /&gt;
* [[Groundskeeper of Rickon&#039;s Tier]]&lt;br /&gt;
* [[Ritter Kaptain]]&lt;br /&gt;
* [[Sage Superior]]&lt;br /&gt;
* [[Huntsmaster]]&lt;br /&gt;
* [[Krahenmeister]]&lt;br /&gt;
&lt;br /&gt;
=== Iron Valley Titles ===&lt;br /&gt;
&lt;br /&gt;
* [[Reeve of the Reeveless]] &lt;br /&gt;
* [[Warden of the Pass]] &lt;br /&gt;
* [[Grand Jarl]] &lt;br /&gt;
&lt;br /&gt;
=== Lerona Mere Titles ===&lt;br /&gt;
&lt;br /&gt;
* [[Abbot of Mivara]]&lt;br /&gt;
* [[The Avant Guardian]]&lt;br /&gt;
* [[Museographer]]&lt;br /&gt;
&lt;br /&gt;
=== Removed Titles ===&lt;br /&gt;
&lt;br /&gt;
* [[Voice of The Church|Voice of the Church]]&lt;br /&gt;
* [[Warmage]]&lt;br /&gt;
* [[Warpriest]]&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Winds_of_the_World_-_Spring_226&amp;diff=4473</id>
		<title>Winds of the World - Spring 226</title>
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		<updated>2026-09-06T05:18:59Z</updated>

		<summary type="html">&lt;p&gt;Mharris: &lt;/p&gt;
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&lt;div&gt;[[File:Banner.jpg|center|thumb|1063x1063px|Even in the darkest times, there is hope to be found.]]&lt;br /&gt;
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The Concord has a history of gambling, be that with the money held in its treasury, its reputation across the Mortal Sphere, or with the lives of its citizens. As the State of Emergency continues, The Concord knows that there is blood in the water, and even its supposed allies can sense that The Concord is weak. But it is in this pained thrashing that this would-be-empire is at its most dangerous. The Concord has held onto its existence for the past five years through gambling, and through winning. &lt;br /&gt;
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Over the past winter The Concord has fought across its southern arc, it has reclaimed lost territory, and it has pushed forward from weakness to strength. But it remains to be seen if the pendulum’s swing against The Concord can be survived, or if they have simply raised up a higher tower of cards.&lt;br /&gt;
----Welcome to the Winds of the World for Spring 226!&lt;br /&gt;
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The Winds of the World detail the changes and progression of the world of Concord over the last season, detailing the wars, fortunes and opportunities that have arisen over time. These are intended to show how the world has moved, provide prompts and guides for characters as well as let you see the results of your actions.&lt;br /&gt;
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This page will detail the Winds of the World as a summary, with a short introduction for each individual section of the Winds. If any particular section draws your attention or has game information that might affect you, click into it and read the full text which will be substantially longer and contain game information. These pages are in a slightly new format, broken up into subheadings allowing the Concord Team to focus information and provide a better cause and effect.&lt;br /&gt;
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It is important to note that The Winds of The World are not an In-Character document. Rather, it represents a collection of documents, rumours, reports and tales that have swept The Concord. Any character is more than welcome to know as little or as much of the Winds as possible, reflecting how well informed they like to keep themselves. It is perfectly acceptable to arrive in Passage having heard nothing or to only seek out the Winds that apply to you. Particularly studious, influential or well-travelled characters may know all or most of it. When referring to the Winds in character, you are welcome to characterise it as &#039;rumours heard in tavern houses&#039; or &#039;the latest report from Weiland!&#039; rather than the idea of the Civil Service putting out a gigantic almanac of goings on and gossip.&lt;br /&gt;
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We&#039;ve attempted to tag each entry in the Winds in regards to who it affects - hopefully this will make it easier to navigate. Each sub-section will be updated as the Spring Summit draws nearer, with an entry being posted every Monday, Wednesday and Friday until they are all posted. The Winds will be posted in the order that they are listed here.&lt;br /&gt;
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== &#039;&#039;&#039;[[Wet Work - The War in Mancante Terra]]&#039;&#039;&#039; ==&lt;br /&gt;
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* &#039;&#039;&#039;The War Chamber / Lerona Mere&#039;&#039;&#039;&lt;br /&gt;
The war against The Drowned has never been an easy one. Fighting these accursed creatures strains the body of a soldier, forces the mind to its breaking point, and tests the soul in seeing how such horrors can be possible. But the Concord has no choice. The western cape of southern Esterra is not only a dangerous thorn in the Concord’s side, but it is home to lands once held by Lerona Mere, lands that could be the Concords once again.&lt;br /&gt;
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If these lands are still recognisable. If these lands are still habitable. If these lands still exist within the holy gaze of the Spheres. All of these things and less are guaranteed.&lt;br /&gt;
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This past season the Concord has given the lion&#039;s share of its might to this war, battling the Drowned on two fronts, not only on the defence, but also in attempts to push these foul creatures even further from the Concordian heartland.&lt;br /&gt;
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We pray for our soldiers, we pray for their souls.&lt;br /&gt;
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== [[In Victory: Magnanimity - The War in Mukarrem]] ==&lt;br /&gt;
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* &#039;&#039;&#039;The War Chamber / Andash&#039;&#039;&#039;&lt;br /&gt;
The War in Mukarrem has become as ubiquitous as the weather, a constant that will always be present for empty, cursory discussion.&lt;br /&gt;
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“It&#039;s supposed to rain tomorrow.”&lt;br /&gt;
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“Are you going to see the new bard at the tavern?”&lt;br /&gt;
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“Did you hear the latest news from the war in Mukarrem?”&lt;br /&gt;
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And so on. &lt;br /&gt;
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Of course, for the people living there it is anything but routine. The Trade Principality and their Artebazzani allies have been able to rotate their forces, bringing fresh warriors to the fight season after season, while The Concord has marched troops up and down the length of southern Esterra to simply hold onto what they have.&lt;br /&gt;
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But the state of emergency hopes to change all of that by bringing fire and steel to the hearts of the Concord&#039;s armies. To push its people to the very edge of defeat in the name of victory. &lt;br /&gt;
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Only time will tell if this has brought success.&lt;br /&gt;
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== [[Wickedness Where the Deep Water Starts - The War in Bolsterlee]] ==&lt;br /&gt;
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* &#039;&#039;&#039;The War Chamber / Iron Valley&#039;&#039;&#039;&lt;br /&gt;
As an army emerges from the darkest depths, brine-covered and blood-hungry, The Concord marches to protect its shores. Against these foes most oceanic and obscure, Bordevar’s most vigilant and venerable veterans once more enter the fray.&lt;br /&gt;
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But what weight will step upon which neck?&lt;br /&gt;
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The boot of plated steel, or the one of sodden flesh?&lt;br /&gt;
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How will The Concord fare against their fathomless foes?&lt;br /&gt;
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== &#039;&#039;&#039;[[Wild Men Caught and Sang the Sun in Flight - The War in Resinderholz]]&#039;&#039;&#039; ==&lt;br /&gt;
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* &#039;&#039;&#039;The War Chamber / The Greenweald Baronies&#039;&#039;&#039;&lt;br /&gt;
Many in the War Chamber theorised that the Zekartaal would struggle to recover from the brutal blows The Concord dealt to them early in its existence. With such a wide warfront to hold, these ramshackle alliances of weald-bands had far too many territories to hold and far too few forces. The Zekartaal slowly retreated, abandoning territory in the west in the face of possible Trade Principality aggression.&lt;br /&gt;
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But they have not forgotten The Concord. Over the winter numerous small attacks are felt across Resinderholz, and the Weald appears to be turning its baleful eye on the Baronies in preparation for a sortie from Sister Oak. With the Baronial Household in Krezenberg close over the border, the danger is considerable. &lt;br /&gt;
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With Concordian ambitions elsewhere, and the Legion of the Blackheart Bear deeply wounded, it remains to be seen what resources can be brought to aid this northern warfront.  &lt;br /&gt;
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== &#039;&#039;&#039;[[I Cannot Save You From Yourself]]&#039;&#039;&#039; ==&lt;br /&gt;
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* &#039;&#039;&#039;The Greenweald Baronies&#039;&#039;&#039;&lt;br /&gt;
The law of the forest of retribution; for each threat mitigated, two will inevitably take its place. For as much as Resinderholz may wish otherwise, life in the Weald does not wait for warfronts to close, and the tough choices that befall us hit all the harder in times of crisis.&lt;br /&gt;
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For the first time in decades, the Baronies sits on the cusp of all five of its Guilds being functional once more. But not all of Resinderholz’s hallowed halls are filled with noise.&lt;br /&gt;
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In some stretches of the Weald, the woods are quiet for the first time in years. In other parts, the forest shrieks at all hours of the day. The Wealders must wait, in equal parts peaceful and paranoid, to see what these strange silences and songs will bring.&lt;br /&gt;
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What hopes and horrors, both fresh and long-forgotten, await the Greenweald Baronies?&lt;br /&gt;
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== &#039;&#039;&#039;[[Reach Forward as You Bleed]]&#039;&#039;&#039; ==&lt;br /&gt;
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* &#039;&#039;&#039;Lerona Mere&#039;&#039;&#039;&lt;br /&gt;
Salve, come va? Oh my dear friend, how weary and glum you look! I suppose trudging through endless tales of war and dour forestfolk can do that to a person’s aspect. Such nasty business, but you’re in a much better place now hmm? Better, but not necessarily safer in any case. Come, gather close and I will pour you some wine.&lt;br /&gt;
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Perhaps you’d like to trade in gossip for a glass? Let’s see, let’s see. Well, everybody knows about the shake up in the Parliament. A little bit of a sweep and purge shall we say. There’s disbanded rats running for the gutters, and gutters running for the hills. Students who are putting their cunning minds to purses rather than to spells.&lt;br /&gt;
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What else, what else… ah! A merry band of Bailles have come to stay, by invitation of our very own Senatrice Triboulet no less. Hopefully they’re not too repelled by that odd business in the sewers. If that matter isn’t resolved soon they’d surely be sending that shiny new steel vanguard for a bit of spick-and-span.&lt;br /&gt;
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Well, I suppose I should let you on your way amico. Ah, but do take off those gloves before you head inside my friend, they’re rather unseemly don’t you think?&lt;br /&gt;
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== &#039;&#039;&#039;[[Retaken from Hands Lost]]&#039;&#039;&#039; ==&lt;br /&gt;
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* &#039;&#039;&#039;The Iron Valley / The War Chamber&#039;&#039;&#039;&lt;br /&gt;
Claiming Baelag’s Holdfast has meant many things to many people over the years that it has stood. For some it meant strength. For others it was simply a means to an end. Some crowned themselves as rulers atop its heights, and others simply took its stones to be used elsewhere when they had the chance.&lt;br /&gt;
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As far as Valley history is concerned, the last ruler of The Holdfast was The Ninth. Their story is well known.&lt;br /&gt;
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How shall The Tenth rule?&lt;br /&gt;
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== [[Fear is an Old Thing]] ==&lt;br /&gt;
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* &#039;&#039;&#039;The Iron Valley&#039;&#039;&#039;&lt;br /&gt;
The Valleyfolk are renowned for making their sentiments known, loudly, often, and often louder. It’s good advice to steel one&#039;s ears before engaging in a spirited conversation with a citizen of the Iron Valley, lest you find opinions that aren’t yours rattling around in your skull.&lt;br /&gt;
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But it’s more important to pay attention to the words unsaid during a Reeves Council. It’s far more important to pay attention when the Valleyfolk get quiet rather than when they shout “We stand together!”. And it’s even more important still to be concerned for a time when you enter the Valley and are met with silence.&lt;br /&gt;
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== &#039;&#039;&#039;[[Nomads Know No Borders]]&#039;&#039;&#039; ==&lt;br /&gt;
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* &#039;&#039;&#039;Andash&#039;&#039;&#039;&lt;br /&gt;
The sun beats down.&lt;br /&gt;
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In this land of buried history, the sun is an ever present reality. The people of sand travel the dunes from well to well, and the people of stone take shelter in their homes from the midday glare.&lt;br /&gt;
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The sun beats down and the desert winds blow, uncovering things long thought lost. Ancient magics, valued treasures, and relics of the past. A people in two parts, pulled to understand where they came from to know where they go.&lt;br /&gt;
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The sun beats down, but Andash beats back.&lt;br /&gt;
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== &#039;&#039;&#039;[[But Darkness was Here Yesterday]]&#039;&#039;&#039; ==&lt;br /&gt;
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* &#039;&#039;&#039;The Kingdom of Bordevar&#039;&#039;&#039;&lt;br /&gt;
Our Steel! Our Blood! Our Souls!&lt;br /&gt;
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That is the cry of The Barrow Hounds. The children of common Bordevar who have taken the fight to Draemoor. Who have pledged their lives to take back a Duchy of Royal Bordevar on behalf of The Concord, without the presence of an army. They have shed blood, they have forged loyalties, and they have gained and lost so much more than any could have imagined. &lt;br /&gt;
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But their tale is not yet over. Their saga is not yet sung. Their souls still beat within their chest, like a hammer upon a burning anvil. &lt;br /&gt;
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Will the tale end in sorrow and heartbreak? Broken steel, poisoned blood and fallen souls?&lt;br /&gt;
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Is there any other way it could end?&lt;br /&gt;
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== &#039;&#039;&#039;[[A Mortal Life in Pursuit of Legacy]]&#039;&#039;&#039; ==&lt;br /&gt;
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* &#039;&#039;&#039;The Kingdom of Bordevar&#039;&#039;&#039;&lt;br /&gt;
Did you enjoy your evening meal, my lord? Fantastic, I shall pass your compliments to the local chef. Can I interest you in a complimentary wine, perhaps? Ah, the news instead? Certainly, we hear much of interest and are happy to oblige in what may be to your fancy.&lt;br /&gt;
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Much has occurred here in our very own Weiland! Do you wish to hear of strangeness in Everguarde? The rise of fallen animals? Beasts and monsters that belong in The Weald but roam our Lake? The state of The Manor? Constructions happening along The Border Forts?&lt;br /&gt;
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Hmm, no I think you are perhaps most interested in the result of Duke Vespera of Heartsgrave and her Mandates! Well, let me be the first to say how surprised I was to hear the result….&lt;br /&gt;
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== [[Power Makes All Things Right]] ==&lt;br /&gt;
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* &#039;&#039;&#039;The Shardcircle&#039;&#039;&#039;&lt;br /&gt;
Magic is a peculiar thing. The special few who have learnt to wield it do so in a manner that draws wonder and suspicion in equal measure.&lt;br /&gt;
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A studious mage in Lerona Mere pouring over scroll after scroll seeking knowledge with fervour. A Bordevarian waving a wand and speaking riddles to draw forward sorcery. An Andashi drawing runes into the sand, a Valleyfolk carving runes into their skin. And a Wealdsage drawing power from the very forest that seeks to consume them.&lt;br /&gt;
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But misconceptions about the arcane are as bothersome as they are plenty. So often it is folk too mundane for magic who think that the answer to all of their problems lies in spells and enchantments. But far too often there are mages who cannot think past their teachings to find the logical conclusion.&lt;br /&gt;
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It is important to not get too lost in the peculiar, lest we forget how to find our way home. &lt;br /&gt;
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== [[An Easy Life, or A Difficult Truth]] ==&lt;br /&gt;
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* &#039;&#039;&#039;The Church&#039;&#039;&#039; &lt;br /&gt;
O Esteem, grant me this stage, grant me your light and grant me your eyes. Witness me perform for your favour and lay upon me your judgement. See me now before you in all that I am worth and weigh my soul.&lt;br /&gt;
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I spread Whispers of a fall from grace. A misstep so bathed in shame that one would think a man becomes a babe from their crawling form. O Esteem may we learn from their failings by quietly reminding each other of their dishonour behind their back.&lt;br /&gt;
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I choose now to Speak only to your Heralds, for I am not worthy to Speak to you. Let my words Speak with ink on a page infused with my soul and carried to their ears by the wings of my faith. O Esteem, may I show poise to those who doubt me, and seek guidance from those who see through me.&lt;br /&gt;
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I Promise to show my belief in action. I bring water to a man when he is thirsty, I attend council when I am called and I sanctify these mortal monuments to bring me closer to you. O Esteem, let me feel happiness in upholding my word and misery in falling short.&lt;br /&gt;
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O Esteem, if I have performed for you well and pleased you truly, if I am worthy to make the Journey with your blessing, let all others see my Glory, and cast their votes in my favour once the Golden Ballot opens!&lt;br /&gt;
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In the Sphere’s Light, we pray.&lt;br /&gt;
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== [[To Watch Pretty Puppets]] ==&lt;br /&gt;
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* &#039;&#039;&#039;Weird Events&#039;&#039;&#039;&lt;br /&gt;
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== [[First it is Done to Us]] ==&lt;br /&gt;
* &#039;&#039;&#039;Appraisals&#039;&#039;&#039;&lt;br /&gt;
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== [[Then We Do Onto Others]] ==&lt;br /&gt;
* &#039;&#039;&#039;Foreign Nations and the Wider World&#039;&#039;&#039;&lt;br /&gt;
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== [[Then We Order it Done, Such is the Way of Things]] ==&lt;br /&gt;
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* &#039;&#039;&#039;Civil Service Report&#039;&#039;&#039;&lt;br /&gt;
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== [[We Defy That What Threatens Our Downfall]] ==&lt;br /&gt;
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* &#039;&#039;&#039;Conflux Report&#039;&#039;&#039;&lt;br /&gt;
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=== Further Reading ===&lt;br /&gt;
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* [[Winds of the World]]&lt;/div&gt;</summary>
		<author><name>Mharris</name></author>
	</entry>
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