<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>https://wiki.concordlarp.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=OGates</id>
	<title>Esterrapedia - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.concordlarp.com/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=OGates"/>
	<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php/Special:Contributions/OGates"/>
	<updated>2026-11-03T17:34:05Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.42.3</generator>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Historic_Research_-_Winter_224&amp;diff=4792</id>
		<title>Historic Research - Winter 224</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Historic_Research_-_Winter_224&amp;diff=4792"/>
		<updated>2026-10-26T04:21:30Z</updated>

		<summary type="html">&lt;p&gt;OGates: Minor spelling and grammar fixes (Killed the Double A Vassertal)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;= The Reminder-Wood =&lt;br /&gt;
&#039;&#039;A history of Resinderholz from Vantenfalk to Arnmeyer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;By Gavril Princep, Amalia Abstreiter and Hannes.&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===== A note from the High Historian =====&lt;br /&gt;
Part of the role of the High Historian is to read through the works of the Civil Service and decide if there are parts within that work that require redacting. This is of particular importance when one is a Priest of Stallia, when the pages are filled with your home&#039;s successes and failures, and when it has been your role in your society to balance the scales when knowledge has created a dangerous and corruptive force threatening those you’ve sworn to protect. &lt;br /&gt;
&lt;br /&gt;
And so after analysing what could or should be redacted, I kept coming back to what these pages have reminded me. Failures and successes are invaluable. And there will always be knowledge that you may seek out and find little use of to yourself, but that others would find invaluable.No one single soul can truly make a call on what is right and just and what is not. So let us truly learn from the souls in these pages, the homes carved out with steel and faith. &lt;br /&gt;
&lt;br /&gt;
So let the acts of destruction of our heritage and past by Eugen Anmeyer, The Regretful Baron, be a reminder to ourselves for the future, so that never again will there be a scramble to understand one&#039;s pasts in the way we must do so now.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Houndspriest Wenche Vanatoure, originally of Vassertal, now of Resinderholz. High Historian&#039;&#039; &lt;br /&gt;
----It is a rare and enthralling joy to be able to bring friends together and put quill to page regarding our home. Such is my business within The Concord that I seldom get a chance to delve into the research and reading that began my work in the Baronies. In this matter, I thank the current High Historian, Wenche for presenting this opportunity.&lt;br /&gt;
&lt;br /&gt;
We have been charged with producing a text on the history of Resinderholz, no small feat, particularly with the time pressures presented to us. In order to complete this task, there are three authors present within these pages; Myself, Amalia Abstreiter of Eisen, and Hannes of Wolstad. All are sages and knowledgeable people of the highest quality who I respect greatly. They have my thanks for being willing to join me in this duty.  &lt;br /&gt;
&lt;br /&gt;
This report has been split into four parts, excluding this introduction and closing remarks. They are as follows:&lt;br /&gt;
&lt;br /&gt;
* The Expeditions (30BE to 19AE), detailing the lands of Resinderholz before the arrival of my people, the establishment of the Barony and the first and second Barons.&lt;br /&gt;
* The Quartet Years (20AE to 149AE) details Resinderholz during the vast bulk of its existence while at the height of the Baronies, including the disempowerment of the Barons.&lt;br /&gt;
* The Years of War (150AE to 204AE) detailing the Baronies’ actions and life during the first contacts with the Zekartaal, ending in the Year Without Moon.&lt;br /&gt;
* The Plague (205AE to 221AE) detailing the arrival of Blasserstreit, the fall of Vassertal and Verlorenherz and the creation of The Concord.&lt;br /&gt;
&lt;br /&gt;
Finally, I welcome those who are not of the Baronies who behold this document. Much of our history is obscured with fear, loss and malice. It was on the orders of Baron Arnmeyer that much of our history was destroyed shortly before the signing of The Concord. It is with this forewarning that I welcome you to a new history of the Baronies, not in replacement of the old, but in pursuit of a new future.&lt;br /&gt;
&lt;br /&gt;
We will endure,&lt;br /&gt;
&lt;br /&gt;
Symposiarch Gavril Princep, May, 224AE.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== The Expeditions and the Crown ==&lt;br /&gt;
&#039;&#039;“There is no force in the world that can turn me from my path and where my feet tread shall be burned clear by faith and flame. Such is the will of my indomitable soul.” - Idris Vantenfalk, Priest of the Iron Flame&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Before we discuss the expeditions into The Weald, the scene must be set. Prior to the arrival of these expeditions, The Weald was generally regarded as a place of little worth. To the people of Posta Lerona it was far enough away to be of little threat and there were plenty of smaller woods to the east along the eaves of the Steinvaults for harvesting timber. Trade was non-existent outside of small interactions with the Valleyfolk to the east and so there was little interest in attempting to cross The Weald to the ruins of Andash or to the Endemani in the north east. &lt;br /&gt;
&lt;br /&gt;
What was known by the Esterrans of the region, knowledge they passed onto the Artebazzani that arrived, was that The Weald was not only cursed, but also inhabited. The ‘Throngs’ of the cursed forest (an Esterran term for collections of tribes within the Weald’s ever shifting political environment) were known to be dangerous to settlements established too close to the eaves. It was thought that within three days travel was too close to the hunting grounds of the Throngs. The victory records of the 11th Legion that helped established Posta Lerona noted that among the many titles of the Esterran warlord who ruled here, Atrugan of the Headwaters, was ‘Throngslayer’, implying success in wars against the tribes of The Weald.&lt;br /&gt;
&lt;br /&gt;
It is common knowledge that an assortment of Esterrans, Drummondites and Artebazzani entered The Weald during the years of 30BE and 19AE. These expeditions were motivated for a variety of very human reasons; greed, faith, fear, and hope. Our records are incomplete, but the higher end of estimates place the total number of major expeditions (at least two hundred souls) near enough to twenty.  Of these twenty expeditions, there are only three that are relevant to our research (that we understand to any great amount). They are detailed in the following tracts. &lt;br /&gt;
&lt;br /&gt;
=== The Vantenfalk Expedition ===&lt;br /&gt;
Idris Vantenfalk, if records are to be believed, was a banished Noble of Drummond, an early convert to the faith of The Spheres. Records do not detail if his banishment was due to this conversion, only stating that “Master Vantenfalk fled his homeland on pain of death for his role in the betrayal of Thornhowl Citadel, so driven was he by his newfound faith. The Hunger was fed by his actions; such a thing could not be forgiven.” &lt;br /&gt;
&lt;br /&gt;
A merchant’s ledger shows that Master Idris departed Posta Lerona with a retinue containing Noble allies, peasant retainers, numerous Priests and a contingent of armed warriors. In Posta Lerona he obtained supplies, lost some of his Priests to local ministering, and as is the nature with Posta Lerona, gained mercenaries. &lt;br /&gt;
&lt;br /&gt;
We know that the Vantenfalk expedition passed through the lands that would become Resinderholz, and even made camp at the site of Wolstad during the winter of 30BE. The damaged diary of one of this Artebazzani mercenaries recorded the following tract:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Master Vantenfalk has decreed that we shall stay here in the shade of this vast and dead oak. His visions come to him ever greater and ever stronger. Such magic is dangerous to be sure. But when we entered the clearing shrouded in snow and beheld the corpse tree he rushed to embrace it. A single blade rested against the trunk and he rested his forehead upon it for some time. I long to return to home but fear the way has closed behind us. There is no returning now.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This diary of Leopulio Van’Toiga remained in Castle Oxstone, and so our ability to confirm its writings outside of secondary sources is difficult. But this characterisation of Idris Vantenfalk as a vision-blessed Priest driven to The Weald by The Spheres further blesses our presence here so many years later. The revelation that the Gravetree was also notable to the Tribes of Resinderholz is of little surprise, given its majesty.&lt;br /&gt;
&lt;br /&gt;
We know that the Vantenfalk expedition travelled onwards, departing Resinderholz for Verlorenherz before falling from our archives. It is accepted that some of Vantenfalk’s expedition broke off during their travels in Resinderholz, perhaps staying at the future site of Wolstad following the winter of 30BE. Future expeditions noted that the ruins of a small settlement at the site were present, but there were no souls to be known.&lt;br /&gt;
&lt;br /&gt;
While Vantenfalk is minor in the overall history of the Baronies, it does represent our earliest reference to the region and the first possible settlement by what could be called ‘Pre-baronies’.&lt;br /&gt;
&lt;br /&gt;
=== The Haldorbrant Expedition ===&lt;br /&gt;
Ontorious Haldorbrant was an Artebazzani merchants son who had married an Esterran man, believed to be a Baillite and took his husbands name as his own, an uncommon practice at the time given the low status of the Bailites within the region, but the particular personal circumstances of this are lost to time. &lt;br /&gt;
&lt;br /&gt;
What we do know is that Ontorious, his husband and perhaps as many as four hundred individuals departed Posta Lerona in 24BE with the intent of travelling north and settling the Greenweald, particularly following the routes of Idris Vantenfalk. Records indicate that this party was predominantly craftsfolk and individuals of some means but hardly petty nobility.  Ontorious was notable in his exclusion of vast amounts of mercenary or military forces from the expedition, which his family had significant investment in. Rather his expedition was well furnished with carpenters, Bailite hunters and other skilled woodsfolk.&lt;br /&gt;
&lt;br /&gt;
Following their departure, Ontorius’ expedition drops off of our records for two years. But a careful eye can see the arrival of traders in northern areas of New Cordisia in 22BE. These traders were remarked upon by a local Legionnaire commander as follows:&lt;br /&gt;
&lt;br /&gt;
“Camp received a foursome of traders in the late afternoon. All were dishevelled and unkempt. Their oxen was the cleanest of them. They offered wooden wares for trade to replenish our supplies. We purchased replacement tent poles, spear shafts and arrows from the group who said they had come from a place named ‘Wolstad’ in the north and that they were a Spheric people. They would not trade their oxen despite our offering to pay twice its price. They departed before nightfall.”&lt;br /&gt;
&lt;br /&gt;
This reference of Wolstad by name is of great import, the first time such a reference can be found. Judging by the state of these merchants and their reliance on a single oxen (Ontorious’ expedition departed with over thirty of the beasts) an assumption could be made that the settlement Ontorious’ had led had fallen on hard times, but not so hard that trade was not possible.&lt;br /&gt;
&lt;br /&gt;
The only other reference to the Haldorbrant expedition can be found on the western outskirts of Wolstad itself and in its absence. Future expeditions reference no large group of people, or any group of people residing at the site of Wolstad, but they do reference large numbers of well made buildings at the site surrounding The Gravetree. &lt;br /&gt;
&lt;br /&gt;
But on the western edge of Wolstad, beyond the Hark and Hew Tavern, there is a small clearing with an exceedingly old cairn. The cairn was long ago opened and looted. But text carved into the wooden roots that break within its sepulchral form was long thought to be Zekartaal, but with the possibility that it might be Bailite in origin, I brought in a translator from Strivington who successfully translated the text which is splayed out over numerous roots within the space. I have had it transcribed below.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;In the shadow of roots where dreams lay still,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I carve your name in silence, Ontorious,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Beneath the weight of stars, my heart’s lost will,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A warrior’s strength, but a heart so callous.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the cursed depths of Greenweald’s grasp,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We forged a town, a life, a whispered vow,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet I, the hero, held love’s warmth like glass,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Too blind to see the cracks my heart allowed.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You came to me, a flame in winter’s chill,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Your laughter, bright as dawn through ancient trees.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I wore my armour, thought it kept me still,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;But you needed more than fleeting victories.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With every monster that haunted our nights,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I stood, steadfast, while you sought the light.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Your love was my shield, soft as starlit flights,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet I, so distant, turned our days to blight.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Now here I kneel, at the place you named for your home,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;With soil beneath my fingers, tears like rain.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;No blade nor bow can conquer this cruel dome—&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The fiercest fight, to face my deep disdain.&#039;&#039;&lt;br /&gt;
|&#039;&#039;Your dreams outshone my strength, your heart, a spark,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In shadows I roamed, while you whispered bright.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;How foolish was I, how blind to the dark,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A warrior lost, while you brought the light.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So rest, my love, beneath the weeping boughs,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the silence where I failed to hold you near.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I’ll carry your name, though it brings me no vows—&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A heavy heart bears the weight of regret’s spear.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In the land we sought, where hope met despair,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You gave me your all, and I left you alone.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Now I sing your name to the cold, bitter air,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For love is the greatest strength I have known.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Wolstad, my love, where your spirit still glows,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A name born of hope, from the heart of your dreams,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Yet now, in this hollow, the sorrow just grows—&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My name on this land feels like cruel, broken seams.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;So I will wander, lost beneath the trees,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Through the haunting whispers of our shared embrace.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;For here, in the silence, I cannot find peace—&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I’ll roam these woods, searching for your trace.&#039;&#039;&lt;br /&gt;
|}&lt;br /&gt;
While we cannot say for sure, it is my belief that the first settlement of Wolstad, so named for the Baillite husband of the settlements commander, failed somewhere between four and six years after it began. Judging by Wolstad’s lament above it was at least partially from the predations of beasts within the region. &lt;br /&gt;
&lt;br /&gt;
Those that came after remarked on the good state of the abandoned settlement so it is unlikely that some horrific monster swarmed the town and dealt great malady to its people since it would surely have left some sign. Instead it is likely that it was some collection of misfortunes that resulted in the expedition&#039;s failure.&lt;br /&gt;
&lt;br /&gt;
But at least it gave us the name of our capital, if that can be of any solace.&lt;br /&gt;
&lt;br /&gt;
=== The Dornhauer Expedition ===&lt;br /&gt;
Once again we are blessed with a Drummondite noble blessed by the Spheres. Enchantress Alexis Dornhauer of House Saffamond had heard legend of the cursed forest of Esterra and appears to have departed Drummond with the explicit intention of claiming the forest for herself and her house. The largest expedition of the three that we remark here. Records from the local Artebazzani leadership in Posta Lerona that received the Drummondite flotilla remarked that Dornhauer arrived with over one hundred knights, two hundred common warriors, a retinue of fifteen magi and nearly a thousand commonfolk serviles. &lt;br /&gt;
&lt;br /&gt;
Evidence to her intensity (despite much to her speed and dynamism, records indicate that Dornhauer was a Cervini) is that the expedition spent no more than two nights in Posta Lerona before departing. Although it is noted that the expedition did take on an additional near-five hundred souls during this time. Likely local mercenaries and common folk looking for new opportunities in the shelter of knightly protection.&lt;br /&gt;
&lt;br /&gt;
Thankfully, the Enchantress’ steward, a man named Viktor Kraul, sent regular communication back to Posta Lerona to secure additional supplies and reinforcements from House Saffamond in Drummond. It appears that the House continued to support the expedition for some time, at least into 8AE, ten years after its departure.&lt;br /&gt;
&lt;br /&gt;
Were it not for its eventual failure it would likely be appropriate to list the Dornhauer expedition as the establishment of Resinderholz, such was the extent of the settlement. Based on Kraul’s estimations at the highpoint of the expedition it had settled Wolstad (which they termed Highmeadow), Eisen (which they called Riverbend) and a third settlement known as The Conscecratia, which we have no record of. &lt;br /&gt;
&lt;br /&gt;
But it did fail in the end.&lt;br /&gt;
&lt;br /&gt;
It appears that The Dornhauer expedition met the Weald not with ambitious appeal or morose doomsaying but with flame and iron. The clearing around the Gravetree was reportedly grown by as much as three paces a day during the height of its establishment and there were as many as nine attempts to settle additional groups across what was theorised to be known as ‘Duchy Starbough’. &lt;br /&gt;
&lt;br /&gt;
In all honesty, Kraul’s writings are extensive and would require nearly a year&#039;s worth of study to fully understand (many thanks to Master Cleo Van Greola for allowing me to study them as long as I did). But we do know that these Drummondites spread farther than any had before them. &lt;br /&gt;
&lt;br /&gt;
Of note towards its collapse are two great misfortunes. &lt;br /&gt;
&lt;br /&gt;
The first was some curse referred to by Kraul as ‘The Darkening of the Path’. During the latter parts of the expedition&#039;s successes, around the year of 5AE, it began to be problematic to communicate between the various settlements. There were no communications between Highmeadow and Riverbend for a year and a day between 5AE  and 6AE, The Conscecratia entirely disappeared for three months. But in all these cases the settlements were found to be entirely functional and unmolested (such as could be remarked) and were expecting the same difficulty in the other direction. Over time it appeared that these ‘Darkenings’ increased in frequency in duration with no cause ever being prescribed. This has the unfortunate effect of making it exceedingly difficult to determine the end of the expedition as we only have Kraul’s writings from Highmeadow to base our work off of.&lt;br /&gt;
&lt;br /&gt;
The other misfortune was dubbed by Kraul as ‘The Scourge on Wings’. &lt;br /&gt;
&lt;br /&gt;
Early reports from Highmeadow’s settlement repeatedly refer to problems with large swarms of bats. Sometimes in the surrounding areas, sometimes infesting whole buildings and driving their inhabitants out. Kraul gives reference to ‘Bat Hunts’ where knights clad in full harness would enter these houses with daggers and shields in an attempt to drive the vermin out, only to find that some of the creatures had wrapped themselves about the corpse of one of the houses inhabitants and were working their way through the corpse (Kraul’s words, not my own, there is no greater distinction available). &lt;br /&gt;
&lt;br /&gt;
Matters worsened during the year 5AE when a sickness swept the settlement. Called the ‘Cold Bite’, this vermin-carried infection (Kraul notes that it was carried by rats and hares as well as bats) brought on shivering, fever and catatonia before death. While survivable by healthy adults given ample food and water, it was far more deadly for babes and children. Kraul indicates that Enchanter Dornhauer’s daughter (Allisen) and son (William) both perished from the illness and her husband, the Knight Commander Ser William Valliant shortly after. &lt;br /&gt;
&lt;br /&gt;
In the following years Kraul recounts continued attacks by bats, vermin and also human foes. Kraul’s writing describes ‘wildfolk of the woods striking and burning with reckless abandon. Their corpses are things I cannot bear to write of but remain in my mind’. Over these years Kraul’s writings become less and less frequent before &lt;br /&gt;
&lt;br /&gt;
Cutoff from its allies across the seas and within the Weald, Duchy Starbough was torn apart piece by piece but its corpse left behind many of the wide swathes of what we would call Resinderholz. Wolstad, Eisen and the beginnings of the Baron’s Road to name a few.&lt;br /&gt;
&lt;br /&gt;
If I may be so bold, it is my firm belief that the images found by Concordian heroes in The Graven Glade refer to Enchantress Alexis and the collapse of Duchy Starbough. If I am correct, it would not be false to lay its torture and destruction at he clawed feat of Vanguul the Feaster.&lt;br /&gt;
&lt;br /&gt;
== The First Baroness and the Second Baron ==&lt;br /&gt;
With our stage set, we must now discuss the first Baroness and the second Baron. More than any others they were constrained by the circumstances that came before them but also rose above them to lay the groundwork for these future entries. It is also worth noting that from this point onwards it is far easier for us to understand the circumstances these people experience. It is likely that, were you able to, a modern Concordian returned to this time would have little trouble navigating the townships of Wolstad or Eisen or understanding the peoples present.&lt;br /&gt;
&lt;br /&gt;
=== The Candleblade and the First Baroness ===&lt;br /&gt;
Much to my disappointment and likely to the enjoyment of some long ago sage, we do not know the name of the First Baroness of Resinderholz. There appears to have been a considerable effort to strike her name from the records be it then or now. With this in mind, I will refer to her by her sobriquet; The Candleblade.&lt;br /&gt;
&lt;br /&gt;
The Candleblade becomes apparent in the settlement of Eisen in 12AE. Records have a small collection of people inhabiting the buildings during this time, likely survivors of the various failed expeditions or their descendants. The Candleblade won a local tourney to celebrate midwinter&#039;s eve (a Drummondite tradition) and was gifted a longsword with a stylised hilt and crossguard like that of a candle, giving her the title. The tourney appears to have been a grand melee in the Drummondite style, giving the image of a heroic young woman capable of besting hard worn warriors of the Weald.&lt;br /&gt;
&lt;br /&gt;
Our next records of The Candleblade come some years later, in 14AE and were found to come from the perspective of settlements in Verlorenherz which were significantly more advanced and stable at the time. I have managed to repeat this report verbatim as I copied it from a library in Wolstad:&lt;br /&gt;
&lt;br /&gt;
From the diary of one, Luther Wendillmire, penned in late 14AE.&lt;br /&gt;
&lt;br /&gt;
There is war in the south! Oh misfortune my name is Luther! Credil returns to me this morning telling me that the latest caravan to Posta Lerona has been turned back at Wolstad by a besieging army! A woman-warlord calling herself The Candleblade has called out the Knight of Gravetree to single combat and apparently the man is refusing! Her troops are allowing no peoples in or out of the city until the Knight answers for his crimes. Without the chance to stop for supplies Credil returned to me here. &lt;br /&gt;
&lt;br /&gt;
Now I understand better than most that Ser Zuuecker is hardly an amenable man but surely this is folly! Wolstad is blessed land and the man has known no defeat! Not from beast or blade! This silly woman should make like the rest of us and open her coinpurse. &lt;br /&gt;
&lt;br /&gt;
Records indicate the siege of Wolstad by The Candleblades army (likely raised from Eisen) lasted little more than a month. The ‘Knight of Gravetree’ was reportedly slain in single combat by the Candleblade, his axe added to the Gravetree. &lt;br /&gt;
&lt;br /&gt;
From this point, our records of The Candleblade are more numerous and based in Wolstad itself. Writings of the time indicate that she was a young woman (‘Before her thirtieth year’ as clear as that is) and a fiery Einherjar (‘Her ramshorn were as hard as her blade and the talk of the town’). There is no indication that The Candleblade took a husband or had any other kind of family. What is known is that she undertook four additional campaigns between the capture of Wolstad in 14AE and late 18AE. &lt;br /&gt;
&lt;br /&gt;
The first was a southwestern push, which struck out to the base of the La Calidez mountains. The specifics are thin to be found but it is said “The Candleblade and her warriors slew many great beasts and defeated the self-styled warrior king ‘Black Ivan’”.&lt;br /&gt;
&lt;br /&gt;
The second was to the south in response to the levying of a powerful curse against Wolstad itself. This was the first great campaign that included heavily armed ‘Hunting Priests’ and their loyal hounds. Records of the campaign indicate that at the base of the mountains ‘The Candleblade found two things; the Beast of White Hart and The Spheres. When the Beast of White Hart was slain the Candleblade was blessed in its blood by Hauvig of Stross. From then on she vowed to dedicate her life and her lands to the Spheres.’ This confirms that prior to the second campaign The Candleblade had been a heathen despite worship of the Spheres being common in the region at the time.&lt;br /&gt;
&lt;br /&gt;
The third campaign defeated a rebellion in Eisen, resulting in a bloody battle ‘amidst the graves of the Drummondites’. Accounts of the campaign state that a group of priests challenged The Candleblade’s recent conversion and accused her of ‘Sagery’. In response it is claimed that The Candleblade gave a great feast and rite to The Peak in Wolstad before marching on Eisen and nearly burning it to the ground.&lt;br /&gt;
&lt;br /&gt;
The final campaign, and the one that would claim her life, was the largest in scale. The Candleblade and a trusted advisor by the name Valint Brockenmann responded to what The Candleblade perceived as encroachment on their territory by the forces of ‘The Northern Baroness’. A large army departed Wolstad under the command of Brockenmann while a second under The Candleblade’s command moved from Eisen. It is said that while Brockenmann encountered minimal resistance moving north into Verlorenherz, The Candleblade was forestalled at every stage by both misfortune and battle. Her forces were defeated by the son of ‘The Northern Baronness’ (since confirmed to be Klaus Hartsin, son of Baronness Narina Hartsin of Verlorenherz) at a battle near the township of Valk. An account from the time reads thusly:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“As the day drew dark and ending, The Candleblade was struck down by one of the Baroness’ dark Sages, those forestfolk who walked between wilds and woe. Her bladed spear split the Candleblade’s head from her shoulders and the Weald wept.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Following their defeat at Valk, much of The Candleblade’s army dispersed and Brockenmann (once he became aware) retreated to Wolstad with his forces.&lt;br /&gt;
&lt;br /&gt;
In six years this unknown woman rose from skilled warrior in a border town to the Warlord of her own domain, counting thousands of subjects and at least six campaigns to her name. While she was not called Baroness in her time, she truly forged Wolstad in her fire. &lt;br /&gt;
&lt;br /&gt;
The mausoleum of The Candleblade hopefully still remains in Konigsrue under occupation by the Zekartaal. I can only hope that it has remained unmolested in their many years of holding it. For someday The Baronies may once again need to draw the Candleblade itself in anger.&lt;br /&gt;
&lt;br /&gt;
=== The Advisor and The Second Baron ===&lt;br /&gt;
Following the defeat at Valk, Valint Brockenmann was the natural replacement for The Candleblade. A captain from Wolstad, Brockenmann was well respected and had once been a supporter of the Knight of the Gravetree, Ser Juergen Zuuecker. A man of numbers and diplomacy, he had overseen Wolstad during The Candleblade’s first and third crusades and was well trusted by the First Baroness.&lt;br /&gt;
&lt;br /&gt;
However it appears that the first two years of his rule were hardly without issue. Even though the transfer of power was unopposed, the burgeoning polity was still at war with Verlorenherz to the north and was still beset by the myriad dangers of the Weald. Lacking any trusted advisors, Brockenmann relied on family members such as his wife, young sons and sister. But many of these individuals were skilled in other areas rather than the business of managing a nation. It was during these two years that pre-Resinderholz struggled to retain control against a hostile Verlorenherz and its own ambitions.&lt;br /&gt;
&lt;br /&gt;
Relief came in 19AE from a most unexpected source. Baronness Narina invented what she termed as ‘Barons’ from across Ritterswald, Vassertal and Resinderholz to meet in Konigsrue to discuss peace and the future of the region. It appears that these bloody conflicts of territory were breaking out across the Weald and rather than continue the conflict, Narina saw to put it to bed. &lt;br /&gt;
&lt;br /&gt;
The records of the First Council of Barons are immense and largely incomplete, certainly worthy of their own historic research, but upon his return Valint was styling himself Baron Brockenmann. He met with his leaders in Wolstad and said that he had seen the mausoleum of The Candleblade that Baroness Narina had built in Konisgrue and had spoken to her of peace. The newly established barony of Resinderholz ceded lands won by The Candleblade north of where the pines turn to furs and any lands beyond the Eisen river (which had been skirmished over since the settlement began). In exchange the Baronies of Verlorenherz and Vassertal confirmed Resinderholz’s claim to all lands south and west of these markers. &lt;br /&gt;
&lt;br /&gt;
In 20AE, Brockenmann held a feast in Wolstad where a symbolic Candleblade (which still remains in 224 on my checking) was suspended from The Gravetree. He named The Candleblade the first Baroness of Resinderholz and endeavoured to carry on Resinderholz ever on in her legacy and if ever his people needed to remember what they fought for, they could look to the highest boughs of the Gravetree to be reminded. Consequently, this is where the name of the Barony originates, Resinderholz translating into the common Artebazzani as Reminding-Wood. &lt;br /&gt;
&lt;br /&gt;
What follows is a term of rulership longer than nearly any Baron since. &lt;br /&gt;
&lt;br /&gt;
Brockenmann was near forty-five in 20AE and would rule for an additional twenty-four years during a time of unparalleled peace and growth within Resinderholz. Much of this time appears dedicated to stability and growth within the twin settlements of Wolstad and Eisen, but largely focused on Wolstad. It appears that during his years supporting the Knight of Gravetree and The Candleblade Brockenmann had his fill of war and there are no records of any great battles or campaigns during his rule. &lt;br /&gt;
&lt;br /&gt;
What is recorded is much construction in Wolstad including numerous streets, whole neighbourhoods and the completion of the plaza around the Gravetree itself. The establishment of Chapter Kristov in Wolstad and the Eisen Ritterschool within that township (on which the teachings of the modern Eisen Battle Academy are based). Valint visited Baron Zachariah Worgen in Vassertal following the arrival of Bordevarians in the region and offered counsel. By the time of his death in 44AE, Valint was in his early seventies, had amassed a respectable fortune for his family and was a foremost among any of the four barons of his time. Buried in a vast mausoleum in the Baronies north the sealed precipice of his tomb-room read thusly:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Within are the remains of Valint Brockenmann, Second Baron of Resinderholz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;A man of strong bearing and respectable temperament.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;He wished for little more than peace for his people and a home for his family.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;May the Spheres accept their most faithful servant.&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== The Quartet Years ==&lt;br /&gt;
Before I begin, I would like to thank Symposiarch Princep in particular for seeking out myself for this section of research. &lt;br /&gt;
&lt;br /&gt;
Since my retirement from being a Huntsmarshall in an official capacity, I have been engaging in cataloguing the known histories of our previous Barons, particularly during the time in which The Baronies were supposedly at their height. The Quartet Years (approximately 20AE to 149AE) is a period incredibly rich in Resinderholz’s history, despite the destruction of much of our information at the hands, directly or not, of Baron Arnmeyer. There is much to be learned of the behaviour of the populace through the individuals that they allowed or encouraged to rule, or, in one case, rejected entirely from such a position. Given my prior role in wider Resinderholz, the period also holds a particularly special place in my heart due to the origin of The Huntsmarshall’s Guild in Velorenherz during the time, and their eventual operation in our Barony. &lt;br /&gt;
&lt;br /&gt;
Due to the extended time which this era of Greenwealdean history covers, it seemed the most pertinent to focus somewhat specifically on the Barons of this era - they were, despite their rapid disempowerment, one of the most defining exemplars of the different cultural shifts that we see across Resinderholz in this time. &lt;br /&gt;
&lt;br /&gt;
If any of the information within these sections or the Barons themselves are of particular interest to individuals within The Greenweald, or the wider Concord for that matter, there would most certainly be an opportunity to be found to research further into these areas, depending where this focus may lie.&lt;br /&gt;
&lt;br /&gt;
=== Baron Vinzenz Brockenmann ===&lt;br /&gt;
Eldest son of Baron Valint Brockenmann, Baron Vinzenz Brockenmann was inducted into the position sometime between the autumn of 44AE and winter of 45AE - although the specific date has been lost, we can presume this due to the invoice for new drapes placed by the Baronial Estate in the spring of 45AE with the following request:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“New window coverings are to be made for each of the main chambers within the Baronial Estate - though the ones presently in place are in near-perfect condition, the “dour”&#039;&#039; colouring of the fabric creates an “&#039;&#039;air of melancholy that is quite unbearable.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The approach Baron Brockenmann the Second seems to have taken on the maintenance of the Baronial Estate appears to be a rather accurate representation of his overall philosophy on the maintenance of Resinderholz - amenable to carrying over the foundations of his father’s governance, but wishing to change things that, by all accounts, did not necessarily need to be altered.&lt;br /&gt;
&lt;br /&gt;
The years following his inauguration into power were, from the information that we have at present, reasonably stable. Much like his father, Brockenmann the Second had the security of a stable Baronial Estate and staff, and so was able to lay his focus into the development of other settlements in Resinderholz, including Eisen and the bones of Krezenberg, with the architectural plans for Krezenberg Monastery being completed during his rule in 50AE.&lt;br /&gt;
&lt;br /&gt;
Further, Brockenmann the Second was responsible for the establishment of many of the cultural traditions and celebrations still in place today, including the Blumenmod Festivities still held around May of each year in Wolstad.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, however, the dispensation of resources while Baron Brockenmann the Second was in power seems to point either to a lack of understanding of the wider state of the Barony, or, perhaps more critically, a degree of apathy to it.&lt;br /&gt;
&lt;br /&gt;
Primary among such decisions was the movement of nearly all Ritters within his reach to Eisen to patrol along the border of Weiland. Though this move was understandable, given the nature of Ritters as a protection against external threats, the border skirmishes against Bordevarian Knights attempting to expand their colonisation created their own difficulties.&lt;br /&gt;
&lt;br /&gt;
As The Weald is a reactive entity, it is believed by some primary sources that the movement of such vast numbers of Ritters through The Sablehearts is one of the many reasons that many fae creatures, as well as creatures of other ilk, became quite such a severe problem during this time: the Weald responded to military might with a monstrous might of its own. One such source, the diary of a Wealdsage abandoned in The Sableheart states as follows:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“The Baron’s Ritters are disrupting too much - I can hear the clanking of their boots through the trees even now, echoing through my bones as I try to sleep. She is displeased, as she always is, and where there is displeasure for her, there will be pain for the Havens.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In response, many of the settlements outside of The Sableheart seem to have become more segregated in their behaviours - many grew to rely further on the Houndspriests based in Chapter Kristov, hoping the warrior-Priests would save them from the worst of the monsters, while others looked to the Wealdsages to offer themselves as shields against what dwelled within the dark.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, this segregation, along with the toll that his overly enthusiastic spending was having on the overall economy of The Weald, did not seem to be recognised by Baron Brockenmann the Second. There is some speculation that either his Seneschal was signing commissions and orders on his behalf without his knowing, or that he was simply too ill-informed to recognise such great inefficient uses of resources. &lt;br /&gt;
&lt;br /&gt;
The final paper signed by the Baron was his most controversial, with no full copies of it remaining, even within the archives of Houndspriest Chapter Kristov. It is, however, known that the document included by-laws that enabled the prominent Wealdsage Coven at the time full Baronial protection for their activities in protecting people from The Weald.&lt;br /&gt;
&lt;br /&gt;
Whether this contract was one signed with full knowledge of its repercussions, or the idle scrawling of a man out of his bureaucratic depth, is unknown. What is known, however, is the immediate aftermath.&lt;br /&gt;
&lt;br /&gt;
=== Baron Vaughust Brockenmann ===&lt;br /&gt;
Second son of Baron Valint Brockenmann, Baron Vaughust Brockenmann (henceforth noted as Baron Brockenmann the Last), rose to power in 55AE after executing his eldest brother for crimes against The Spheres.&lt;br /&gt;
&lt;br /&gt;
Graced by Anarch, and an ardent follower of said Sphere, Baron Brockenmann the Last spent much of his time in the company of the Houndspriests of Chapter Kristov in Wolstad. Though not a Houndspriest himself, he seemed to have distanced himself from the somewhat laissez-faire attitude of his eldest brother in regards to The Spheres, and was considered, even as a young man, to be a religious zealot.&lt;br /&gt;
&lt;br /&gt;
A number of complaints against the young Brockenmann placed by his father’s household guard were found amongst the household ledgers, including the following:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Following being unable to procure a new pocketwatch for young Master Brockenmann, he stated that I would “fall into nothingness before the touch of Anarch would singe my flesh.” He then, benevolently, offered to show me what it would be like by sticking a red-hot poker into my chest. I refused his offer, much to his chagrin.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This pattern of behaviour continued on into his adulthood, with numerous threats being leveraged against merchants, Ritters, and healers alike, all of whom were deemed to be heretics and blasphemers when they expressed differing opinions to the youngest Brockenmann.&lt;br /&gt;
&lt;br /&gt;
Following his ascension to power after his execution of his brother, none of these behaviours abated. If anything, his access to resources previously inaccessible to him seems to have pushed him from a vindictive young man to, in my opinion based on his recorded actions, a totalitarian maniac. &lt;br /&gt;
&lt;br /&gt;
Between the years 56AE and 59AE, Baron Brockenmann the Last authorised the burning of approximately seventy-five civilians, including the entirety of the staff of the Baronial Estate. Many of these burnings, recorded by Houndspriests selected by Brockenmann himself, were ‘justified’ by claims that these people were corrupted by the wiles of The Weald, although most that he killed were not, by all accounts, actually Wealdsages. &lt;br /&gt;
&lt;br /&gt;
In fact, one of the few Wealdsages that he did burn was Niocresso Talins, who, following the removal of the curse on the then-named Eisen Pass, Brockenmann claimed had placed the curse there beforehand, and was only ‘fixing it’ in order to gain notoriety. An excerpt from the Baron’s statement at the ‘trial’ of Talins, held in Wolstad’s main square on March 7th, 58AE, is as follows:&lt;br /&gt;
&lt;br /&gt;
“Look at him - I can sense that he has let go of The Spheres entirely. He has come here to embrace the darkness of The Weald, and he will drag us down into the depths with him! We must cleanse this pustulent impurity from within us, lest we be blinded by it!”&lt;br /&gt;
&lt;br /&gt;
Though there is some credence to Baron Brockenmann the Last’s clear consternation over the strength of the Wealdsages and beasts of The Weald across Resinderholz at this time due to the actions of his eldest sibling, it is likely that his perfervid empowerment of the Houndspriest Chapter at the time had the opposite effect to intended.&lt;br /&gt;
&lt;br /&gt;
During the period of his rule, following officially establishing the Houndspriests as the primary Constabulary across Resinderholz in 59AE, there are reports of many civilian deaths at the hands of monsters of The Weald. These events seem only to have increased the fervence of Brockenmann’s beliefs, creating a cycle that was thankfully cut off in September of 61AE.&lt;br /&gt;
&lt;br /&gt;
Baron Vaugust Brockenmann was attending the re-sanctification of the recently completed Krezenberg Monastery on the 29th of the month when he was reportedly stopped by a family whose youngest daughter had been killed in a small forest fire outside of the township. The fire, started by the burning of the largest Ent populations in Resinderholz at the time, had then moved on to swallow one of the smaller Havens in the area, resulting in the child’s death.&lt;br /&gt;
&lt;br /&gt;
When questioned on this, Brockenmann the Last purportedly claimed that “the child must have been seduced by The Weald” and that “the fires of Anarch would not purify someone who was already cleansed by the light of The Spheres.”&lt;br /&gt;
&lt;br /&gt;
The upset this caused was presumably exacerbated by the reading of a speech, which included Brockenmann sanctifying the abbey in “the name of Anarch, the bathing blaze that burns away those of sin to save those of us of virtue.”&lt;br /&gt;
&lt;br /&gt;
Understandably, there is not much information to be found of this event in the archives of Houndspriest Chapter Kristov. However, it has been noted that on the same date, twenty Houndspriests responsible for guarding Baron Brockenmann the Last died under unknown circumstances. Further, a hand-carved message on the riser of one of the steps of the Krezenberg Abbey states “a blaze burned true - may his ashes be purer than he was.” &lt;br /&gt;
&lt;br /&gt;
=== Baron Lydia Mortensen ===&lt;br /&gt;
Baron Lydia Mortensen, titled as such on December 13th of 61AE, was the first of the Barons of Resinderholz to be officially voted in by the people of the Barony. Specifically, a series of town councils held between the 14th of October and the 5th of December detail the mayors of the three townships of Wolstad, Eisen, and Krezenberg putting forward candidates from their communities to lead the Barony.&lt;br /&gt;
&lt;br /&gt;
The recommendation for Mortensen, put forward by the Mayor of Krezenberg, stated the following about the then-prospective-Baron:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“She is a studious young woman, with a keen mind for governance as exemplified by my deputising many concerns of the outer Havens to her. Further, and perhaps more importantly, she is a woman of the people, with a vested interest in the wellbeing of her community. She would do well to lead and represent all of us in Resinderholz.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Based on her holding the position of Baron of Resinderholz for more than forty years, between December of 61AE and 107AE, Baron Mortensen appears to have been significantly more well-liked than her predecessor.&lt;br /&gt;
&lt;br /&gt;
Despite the extended length of time which Baron Mortensen held the position, there is scant specific information remaining on the Barony during this time. Perhaps particular care was taken in the destruction of such records, or perhaps such records were limited in their creation; it is not known.&lt;br /&gt;
&lt;br /&gt;
What is known is that, following a move to the traditional Baronial Estate in Wolstad in March of 62AE and the Council of Baronies being held in the city in the same year, Baron Mortensen officially established the Wolstad Huntsmarshall’s Guild. &lt;br /&gt;
&lt;br /&gt;
Based in what had been Baron Vinzenz Brockenmann’s personal constabulary office, fallen into disrepair since his brother’s rule, the Huntsmarshall’s were a demonstration of Baron Mortensen’s commitment to aiding the commonfolk that she came from, working alongside the magistrates in the Mayor and Baron’s judiciary system, and being ultimately loyal to the people.&lt;br /&gt;
&lt;br /&gt;
This seems to be a pattern in Baron Mortensen’s relationship with the people of The Weald - very much one of an individual gifted limited power, that they used near-all of it for the betterment of the populace.&lt;br /&gt;
&lt;br /&gt;
Baron Lydia Mortensen passed away in 107AE, still holding the position of Baron up until the moment of her death. After her passing on February 7th, she was entombed beneath Weltschmerz Abbey, with the following epitaph:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Here lies Baron Lydia Amalie Mortensen of Wolstad, formerly Krezenberg. May she Journey to Cervitas, for all that she did for the people of Resinderholz.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Baron Albretch Aschauer ===&lt;br /&gt;
Following his movement from Vassteral as a young man, and his work in Eisen on the categorisation of herbs in and around the Eisen River, Baron Albretch Ashauer was recommended by the Mayor of Eisen at the time, Theodora Liescher. Though the initial reasoning for recommendation has since been lost, part of the written acquiescence from Mayor Karina Gasparth of Krezenberg to his installation has been recovered.&lt;br /&gt;
&lt;br /&gt;
Within the correspondence, Gasparth expresses concerns over the quiet nature of Ashauer, given the increasing number of conflicts with Knights of The Kingdom of Bordevar along the border of Lake Ladure. They write that Ashauer may be a &#039;&#039;‘well-meaning raven, when what we need is a dragon.”&#039;&#039; They then go on to lament the loss of ‘intended-Bechtel,’ but ultimately give written permission for the formal recognition of Ashauer as Baron of Resinderholz.&lt;br /&gt;
&lt;br /&gt;
By the time of his claim of the title sometime in late 107AE to early 108AE, much of the stability provided by Baron Mortensen’s overseeing meant that Ashauer’s quiet nature was not of detriment to the Barony. If anything, by allowing most of Resinderholz to continue on as had worked for the last forty years, Baron Ashauer was able to dedicate most of his attention on the maintenance of pre-existing systems, and his own area of focus - that of medicine.&lt;br /&gt;
&lt;br /&gt;
Baron Ashauer’s wife, Yosefina Ashauer, was a sickly woman, suffering from frequent fatigue, seizures, and difficulty with her memory. Although many of the herbs Ashauer worked with in his younger life assisted his wife in the worst of her symptoms, her condition seemed to be one that worsened with time. Further still, based on accounts in Yosefina’s personal journal, the condition was hereditary, passing on to her two infant sons.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;In one journal entry, she wrote:&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“I know that I do not have much time left - I can barely sit up in our bed any longer, and my left arm and leg do not follow the instructions of my mind. I am at peace with my coming end - I have lived for much longer than ever thought possible. Though, I do regret that my boys - sweet Miakel and Ivanth - small as they are, are soon to follow. I knew as soon as I saw their pale faces and blue-tinged lips that they were not long for this world. How I wish I could have seen them grow.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Despite the greatest efforts of Baron Ashauer, both in his attempts to gather more physicians from Vassertal, and in his construction of Schloss Mortis, Yosefina and the twins Miakel and Ivanth died of their condition in November of 128AE.&lt;br /&gt;
&lt;br /&gt;
It is reported that Baron Ashauer was silent through his public mourning period, until he stepped down from the position of Baron in June of 129AE. The ending of his parting address - &#039;&#039;“I am sorry for all that I did not do for you”&#039;&#039; - is unclear in its intended recipient.&lt;br /&gt;
&lt;br /&gt;
Following his renunciation of the title, Baron Albretch Ashauer purportedly walked back to his home in Eisen, the road he walked being renamed from the Eisen Pass to the Baron’s Road following his journey, where he was last seen walking into the Eisen River.&lt;br /&gt;
&lt;br /&gt;
=== Baron Aidel Hanselvacht ===&lt;br /&gt;
Despite seemingly serving for over fifteen years as Baron of Resinderholz, there is almost no recorded information specifically about Baron Aidel Hanselvacht. To be entirely transparent, I truly don’t know why - by all accounts he must have been a reasonably proficient Baron given the period of comparative safety that Resinderholz experienced whilst he was in the position.&lt;br /&gt;
&lt;br /&gt;
The only information I was able to find was a single engraving marked on the underside one of the flagstones of the previous Baronial Estate in Wolstad (found some years ago during a case I had been working on in my duties as Huntsmarshall), which stated the following:&lt;br /&gt;
&lt;br /&gt;
“You work for Baron Aidel Hanselvacht. You are his scribe. You wrote this on the 6th of September. You cannot fall asleep here.”&lt;br /&gt;
&lt;br /&gt;
=== Baron Elias Schempfer ===&lt;br /&gt;
Baron Elias Schempfer was titled as such in 139AE, and was the final Baron prior to the Years of War. Based on the information that we have of his rule before the beginnings of the Years of War, Baron Schempfer seems to have been a somewhat distant ruler - he was, based on the records from the Baronial Estate at the time, infrequently within Wolstad at all.&lt;br /&gt;
&lt;br /&gt;
Letters from 142AE detail the planning of a journey to Ritterswald, with Baron Schempfer stating that he would like to “learn from the best of the best,” and hoped that “the tactics that the Ritterswald College of Warfare [would] be effective in stopping our invaders to the east.”&lt;br /&gt;
&lt;br /&gt;
In this, it is likely that Baron Schempfer was referring to the invading Knights of Bordevar, following their attempts to follow The King’s Ethos to the best of their ability. This is further reinforced by written instructions still held within the Eisen Battle Academy, now known as the Eisen College of War, stating:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Hold your course for The Sableheart. There may be a time where these Knights attempt to attack us on a different front and our forces must move, but for the time being we must hold our eastern side secure.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Ultimately, the unknown author of the above instruction was correct - when Bordevarian forces eventually began attacking to the north, on the eastern border of Vassertal through Royal Bordevar, a great number of the Ritters of Resinderholz were sent to assist in its defence.&lt;br /&gt;
&lt;br /&gt;
At the same time, a great amount of the resources collected in Resinderholz at the time were being sent to Ritterswald to assist in stockpiling ready for conflict brewing to their north. This conflict, though predicted, could not have possibly been prepared for, given the Years of War that it became. &lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== The Years of War ==&lt;br /&gt;
I would like to begin by thanking Symposiarch Princep and High Historian Vanatoure for the opportunity to present my knowledge to this text. I am Hannes of Wolstad, as earlier introduced by the Symposiarch, and I have spent many years gathering books, scrolls and hidden texts beneath the boughs of The Greenweald. While not all interesting nor groundbreaking, I am nonetheless excited to impart what I have managed to uncover. &lt;br /&gt;
&lt;br /&gt;
In particular, I will be sharing what I have found in regards to ‘The War Years’, those times where The Baronies faced The Zekartaal. While the results are well known to us all, there is still some light to be shed on the happenings during those harsh fifty or so years. Of course, it is important to keep in mind that this Research is focused around the history of Resinderholz itself, rather than The Baronies as a whole, and so the findings are framed with this perspective in mind.&lt;br /&gt;
&lt;br /&gt;
There are a few particularly notable events that occurred during The War Years:&lt;br /&gt;
&lt;br /&gt;
* The Fall of Ritterswald (164AE)&lt;br /&gt;
* The Night of Silver Blood (183AE)&lt;br /&gt;
* Before The Zekartaal Return from Andash (164AE - 188AE)&lt;br /&gt;
* The War of Molten Moon (198AE - 204AE)&lt;br /&gt;
* The Year Without Moon (204AE)&lt;br /&gt;
&lt;br /&gt;
Over the course of these fifty odd years, Resinderholz would see very little in terms of the brunt of the action. As the furthest from the Zekartaal attacks, there was a rather focused effort on providing rear-line support and aid. As one may expect, this took many forms such as Militarily, Economically and Politically. I have gathered as many records as I could to attempt to paint a broader picture, and have gone into further detail within each particular event where I have been able. &lt;br /&gt;
&lt;br /&gt;
=== The Fall of Ritterswald - 164AE ===&lt;br /&gt;
Around this time, Resinderholz was led by Baron Elias Schempfer, proven to be rather distinctly in favour of the Ritters of the time. As mentioned earlier in this document by Huntsmarshall Abstreiter, tense relations with the East would see the Ritters of Resinderholz primarily focus on assisting Vassertal in handling such matters. Such a focus would, naturally, reduce the available military presence that would be sorely missed in the final Fall of Ritterswald. &lt;br /&gt;
&lt;br /&gt;
I have been able to unearth a set of letters shared between a Ritter Officer of the Eisen Battle Academy, still the foremost Academy for the Archetype at the time, and a Ritter Apprentice of the Ritterswald College of Warfare. The letters were, luckily, kept by the Eisen Academy and able to be dug up and dusted off. &lt;br /&gt;
&lt;br /&gt;
This particular set of letters has been fully copied over into this document, their originals now safely filed away, so as to more clearly shine light upon the circumstance. It would be a shame for me to attempt to summarise such words without doing so. &lt;br /&gt;
&lt;br /&gt;
I have attempted to keep the letters in chronological order while trying to most efficiently utilise page space, my genuine apologies if it makes such things slightly awkward to read.&lt;br /&gt;
&lt;br /&gt;
Letters pertaining to The Fall of Ritterswald - Roughly Dated 163-164AE&lt;br /&gt;
----Eisen Battle Academy - Resinderholz,&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;You must surely be aware of our circumstance. Even now, all Ritters who are able to hold a blade effectively are fighting against those who would invade The Barony of Steel. The fall of Baron Ritter Vokker has been catastrophic, but his son has taken up his blade in his stead.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our final hold here in Sohnsterben is bolstered by The Ritterswald College, but our supplies are running low. Verlorenherz has done what they can, but we need more blades, rations and hands to hold either.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I have little time, even despite my status as an Apprentice, but I beg you to respond in all haste.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Ritter Apprentice Braune&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&#039;&#039;Apprentice Braune,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Baronies weep for the loss of Baron Vokker, and all that have fallen during The Shaman’s War. All here in the Academy wish to be at your side, fighting off the Wartribes of the Zekartaal in tandem.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Our primary number are occupied with the matters of the east, bolstering Vassertal with our best. This limits our capacity in providing true military aid, but I have prepared a list of what supplies I have gained permission to share.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Three Hundred Sharpened Blades&#039;&#039;&lt;br /&gt;
* &#039;&#039;Fifty Warhammers&#039;&#039;&lt;br /&gt;
* &#039;&#039;One Hundred and Fifty Wooden Shields (Large)&#039;&#039;&lt;br /&gt;
* &#039;&#039;Twenty Five Metal Shields (Medium)&#039;&#039; &lt;br /&gt;
* &#039;&#039;Seventy Metal Breastplates&#039;&#039;&lt;br /&gt;
* &#039;&#039;Two Hundred Metal Greaves&#039;&#039;&lt;br /&gt;
* &#039;&#039;Two Hundred Metal Bracers&#039;&#039; &lt;br /&gt;
* &#039;&#039;Twenty Metal Helms with matching Bevors&#039;&#039;&lt;br /&gt;
* &#039;&#039;Five Hundred bundles of Minor Medical Supplies&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This is all that we can spare. With such numbers, we expect the carts to arrive within two months assuming travel is not made more difficult due to factors outside our control.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Hold, Apprentice Braune. Hold and survive.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Ritter Officer Grebel Schiefer&#039;&#039;  &lt;br /&gt;
&lt;br /&gt;
----&#039;&#039;Grebel,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Your words arrived before your supplies, but the supplies still came.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Sohnsterben stands, but the beasts crash against the walls each day. The First Shaman takes the field near every second day now, and every time the enemy&#039;s fervour is heightened.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;We need help. More than what you can give. We need anything and everything.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Verlorenherz has diverted some of their forces to start defending their borders from those of the Zekartaal that are moving past our city. A necessity, whether we fall here or not.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;This siege has been two years too long, and I am sick of the smell and sight of death.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Help.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Ritter Braune&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
----&#039;&#039;Ritter Braune,&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I hope your rise from Apprentice to true Ritter was not one stemmed from necessity, but perhaps the tact of saying such things is misplaced here.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;My betters have spoken to Baron Schempfer, and have worked to organise for a regular set of mundane supplies to be sent to Sohnsterben. It is primarily foodstuffs, and to be frank it is not much. I would estimate it is enough for a few hundred people to survive for five days with no other source of supply, but with the Zekartaal now passing the city such supplies face greater risk.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I cannot guarantee their arrival, nor can I guarantee enough blades to protect it. Some local militia and Houndspriests have volunteered to do so, and we are thankful for it. All of Resinderholz is uniting as best we can to handle both the east and west, alongside the rest of The Baronies.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;I hope to hear from you, and your circumstance, again.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Stay safe, Braune.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Ritter Officer Grebel Schiefer&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
----&#039;&#039;Baronies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Ritterswald has fallen. The First Shaman is dead, but the cost is too great. Sohnsterben is in ruins, and the whole of our Barony with it. We are fallen.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;Acting Baron Hans, Son of Vokker&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Unfortunately, in a return to the present writings, we have no further letters from Ritter Braune. Based on the final letter from the Acting Baron of Ritterswald at the height of its fall, Ritterswald College was lost in the final battle. From the perspective of Resinderholz, there is no way to know further how such a thing occurred, only that it did in fact occur. &lt;br /&gt;
&lt;br /&gt;
The split focus between the east and west certainly seemed to have a severe impact on the Barony of Resinderholz’s generalised ability to more properly assist one or the other. It would be too simple to assume that by ignoring one then the other could have succeeded, and I personally do not envy the decisions that needed to be made by those in power. &lt;br /&gt;
&lt;br /&gt;
Regardless, Ritterswald would fall in the year 154AE, and many of its fleeing citizens would find themselves assumedly settled across the Baronies that remained. &lt;br /&gt;
&lt;br /&gt;
=== The Night of Silver Blood - 183AE ===&lt;br /&gt;
The most renowned of events, and perhaps one of the most impactful from a cultural perspective, to happen during The War Years. Even now, the learned behaviours reinforced since this Night persist in various forms, though it is important to acknowledge the efforts of our modern Barons in trying to abate such things. Even now, our current Baroness herself is a Wealdsage, and I personally am looking forward to seeing how her term affects The Baronies.&lt;br /&gt;
&lt;br /&gt;
Regardless, the Night of Silver Blood set expectations for Houndspriests and Wealdsages for nearly forty years after its happening. I have summarised below what is well known according to the people of our Realm, using easily found information. While such a thing seems out of chronological order, it defines important shifts in The Baronies and as such was considered necessary to know.&lt;br /&gt;
----&#039;&#039;“During the high point of power in the Greenweald Baronies, the role of Wealdsage was as widespread as any other notable profession. While they had no additional goodwill or status, they were far more connected to each other, owing to the various Wealdsage Covens present throughout the Baronies.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;These Covens would elect a leader from their number, often called a Sage-Superior. Above all of this was the Hochscoven, which brought together the Sage-Superiors from across the Weald to discuss matters relevant to all Wealdsages. They in turn could elect a single leader to represent Wealdsages in all things, sometimes called the Witchmaster.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;During 183AE the Witchmaster was Klaus Krieger, well known for his intensity and his short fuse. Krieger had risen to prominence in his willingness to disagree with the other guilds and to stand for Wealdsages, particularly fellow refugees of Ritterswald.&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;However under Krieger’s short leadership (Roughly 180 - 183AE) the more esoteric elements of the Hochscoven appeared to grow. From the outside, the greater coordination of the Wealdsages was allowing a greater communication of heretical and dangerous ideas. Houndspriests reported more and more that they were encountering Wealdsages bearing strange marks and mutations from their time in the Weald, found wandering the roads from coven to coven.&#039;&#039;&lt;br /&gt;
----The Night of Silver Blood, which happened in Verlorenherz, occurred on August 27th, 183AE. Houndspriests from Chapter Anselma and Benedikt entered the Hochscoven Hall in Ulsterberg. They slew the Witchmaster, three of the other seven members of the Hochscoven and burned all their records. In separate assaults, Houndspriests from Chapters Kristov and Ottfried arrested and then executed two more of the Witch-Superiors in Ritterswald and Resinderholz respectively. Only Sage-Superior Konstantina Valentik of the Black Mountain Coven was able to escape, although she later disappeared in 184AE under mysterious circumstances.&lt;br /&gt;
&lt;br /&gt;
Chapter-Kaptain Jaulin Vonferral of Chapter Anselma and Chapter-Kaptain Xavier Thrakt of Chapter Benedikt, alongside Chapter Master Sarina Drekov presented themselves before the Baronness of Verlorenherz with blood and smoke still clinging to their clothes. The Chapter Master explained that by the nature of a Wealdsages work, they could not elect a leader from experience and expect them to remain uncorrupted. A Wealdsage becomes more corrupted, more indebted to the Weald as their career continues. To elect the most experienced it simply creates the greatest circumstance of risk. From her perspective, The Witchmaster was spreading corruption throughout the Covens and was facilitating an internal coup against the Church and people of the Baronies. Her hand was forced.&lt;br /&gt;
&lt;br /&gt;
While the nature of the deliberations that followed are not public record, the results are. Since 183AE Wealdsage Covens were forbidden by law. Unless accompanied by a Houndspriest, Wealdsages were not permitted to gather in groups larger than four and the Covens were broken. The role of the Wealdsage in Greenweald society was hardly optional, and so Wealdsages continued to take apprentices, but they did so absent any larger organisation and under far harsher observation.”&lt;br /&gt;
&lt;br /&gt;
The above summarises most accurately what is known about the Night of Silver Blood, and by the nature of its happenings occurring in Verlorenherz it is difficult for us to truly know more. There is some light to be found though, as the most recent resurgence of Chapter Kristov in Krezenberg has included the unlocking of the Tome of Sacrifice. This is a rather important Tome to the Chapter, but I was granted a small amount of guided time to read its historic pages in search of further information for this research.&lt;br /&gt;
&lt;br /&gt;
While my time was brief, I was able to firmly identify that it was a gathering of Houndspriests, under orders of Chapter-Kaptain Matthias Brezenbach and in tandem with others of Chapter Ottfried, who hunted down two Sage Superiors of Covens from Ritterswald and Resinderholz. Of the names of those Houndspriests of Chapter Kristov who were listed, of particular note was the name of Vina Frederov herself. &lt;br /&gt;
&lt;br /&gt;
Frederov was unable to provide comment, as she has since retired from her previous position and is no longer within Krezenberg. Additionally, I was not granted leave to read the explicit and complete details of these events, however I was and am more than pleased to be able to share at least this with the Chapter’s permission. &lt;br /&gt;
&lt;br /&gt;
=== Before The Zekartaal Return from Andash - 164AE to 188AE ===&lt;br /&gt;
In the years following the Fall of Ritterswald, those that led Resinderholz are known to have spent much of their time consolidating their position in the now trio of Baronies. With Ritterswald no longer present in the military, economic or political landscape, and the Wartribes of the Zekartaal firming their hold on Ritterswald and Sarimento, there was much to discuss and do.&lt;br /&gt;
&lt;br /&gt;
Resinderholz in particular, according to some amount of logistical records kept within the old Baronial Estate in Wolstad of the time, now moved to Krezenberg, seemed to be struggling from the split attention of the last few years. Smiths and similar crafters who had been overly focused on arms and armour were finally able to return to crafting the necessities of regular life, a thing that reads to be sorely lacking. Life simply endured in Resinderholz, and with it would history continue to be passively made. &lt;br /&gt;
&lt;br /&gt;
The Baron Schempfer of the time seemed to spend many days in Verlorenherz, which is unsurprising as it was vastly considered to be the most prominent of the Baronies between 164AE and 204AE. While such a statement is not intended as an insult to the Baronies of Resinderholz and Vassertal respectively, it is difficult to deny according to our known and recorded histories. Baroness Meyer of Verlorenherz was well known to be a mighty political figure, and is largely believed to be the cause of the tentative, yet tense, peace.&lt;br /&gt;
&lt;br /&gt;
Still, twenty four years is not an insubstantial amount of time. While nothing truly more noteworthy than the fall of a Barony or Night of Silver Blood would happen, as otherwise we would surely know of it, it is not to say that there were not important happenings. Some of these fall within the scale of greatness, but most are recorded as if they were simply considered to be normal for the time. Perhaps with the growing strangeness that predated The Night of Silver Blood, such things are linked. Perhaps not.  &lt;br /&gt;
&lt;br /&gt;
Baronial records indicate that in the year 168AE Resinderholz Houndspriests and Wealdsages were required to combine their unique skills and methods. As this was around fifteen years before The Night of Silver Blood, such a combination of tactics appears to be written as quite a usual occurrence, especially in the face of a severe curse of particularly dangerous monster of The Weald. In this instance, in the early months of 168AE, it was to stop a creature that was wreaking havoc in The Ravensreach Wilds.&lt;br /&gt;
&lt;br /&gt;
First thought to be a particularly large Blugrough Beast, there are still no accurate records on what this monster truly was. All accounts of the event provide some small additional note that another lacks, but with the passing of time and oversight of the situation in its entirety, I believe I have pieced together what has happened. &lt;br /&gt;
&lt;br /&gt;
Blugrough Beasts, by the nature of their hard chitinous shells and potent acid produced from their maws, are already a dangerous foe to take down. While they are quite rare in number now, records from 168AE and prior indicate they were far more of a present threat and in fact were generally at least a metre and a half larger in all dimensions than they are now. &lt;br /&gt;
&lt;br /&gt;
The beast of 168AE, recorded and referred to as Auberidischka, would certainly reinforce reasons to slay such creatures when they pose an active threat. &lt;br /&gt;
&lt;br /&gt;
First appearing around the 14th of January 168AE, it was first described exactly as a common Blugrough of the time. It had ended up in a particularly poor Haven’s pig pen, feasting on the poor animals and destroying the area with its simple presence and the remnants of its acidic saliva. Luckily, no people were hurt and the Haven was able to receive immediate support by a nearby Wealdsage who was able to guide the beast away and back towards its expected habitat. &lt;br /&gt;
&lt;br /&gt;
By the words of the Wealdsage’s report, luckily saved from the purges coming later years, quote “Such a beast should not have wandered so close to the noise of the Haven, and it certainly should not have been able to stomach so much pig in such a short time. Still, leading it away using all the usual methods posed no issue.” &lt;br /&gt;
&lt;br /&gt;
On February the 15th, nearly a month later, a Houndspriest of Chapter Kristov was found horrifically slain only a few hours from Krezenberg. The investigation by the slain’s comrades found clear signs of feasting by a Bludrough, but more concerningly found what appeared to be the shell of one not too far away. More accurately, what seemed to be the shed skin of one. Such an act was unheard of, and heavily implied that this particular creature was now far larger in size and as such strength. &lt;br /&gt;
&lt;br /&gt;
This would prove to be the unifying factor to have the now-named Auberidischka hunted by both Wealdsages and Houndspriests. Fear of what the already powerful, if not usually docile in its own area, creature could do would necessitate active efforts to cull it. The reports that I have read unfortunately do not detail anything further for the hunt itself, only that it was successful at great cost. It is unsatisfying from a historical perspective to have little to no clue of what happened further, but the date of its confirmed slaying would be April 3rd 168AE. Perhaps it had evolved or grown yet further, but we shall never know. &lt;br /&gt;
&lt;br /&gt;
Around the same time, dated to somewhere between 173AE-175AE, the people of Resinderholz would work to establish a new settlement in The Hunters Wood. South west of Wolstad, this settlement would be settled on the other side of The Gap, close to where The Weald borders La Lungo Elsa. According to documents pertaining to the supplies and skills of those that settled it, it seemed to be planned to be a town that would take advantage of trade between those nations that must travel The Gap. &lt;br /&gt;
&lt;br /&gt;
Letters between those settlers of the town and the Baronial Estate in Wolstad indicated that they certainly faced the usual troubles one would expect when trying to tame the forests we live in. Still, with a healthy number of Houndspriests, Wealdsages, Ritters, Crow Doktors and a few Huntsmarshalls, let alone those folk that live a life outside of our Archetypes; all issues seemed to be overcome with sheer and simple effort.   &lt;br /&gt;
&lt;br /&gt;
Over the course of a scant few years, this town would even rival the size of Krezenberg in 180AE. This seemed to be a source of some contention, though it is difficult to infer based on the writings if this contention was a simple town rivalry done in good faith, or if there was something further to it that was not recorded. Regardless, it seemed a vast success and to be taken in good stride by the people itself. Even to the point of a regular festival, a rarity for our people, to be established in celebration of the town itself. &lt;br /&gt;
&lt;br /&gt;
This festival seemed to be one that embodied the intent of the town itself, and came to be shared across Resinderholz around the later months of 180AE and the earlier months of 181AE, according to some eyewitness accounts from Wolstad and Eisen. The festival was one that encouraged neighbours to join efforts in creating goods that embodied their talents, with the intent to bargain with and sell them with others in or beyond the town. One who recalled the experience in Eisen said that they remember working with their parents to fletch arrows and weave baskets, using them to barter for some such similar goods that the family needed at the time, now forgotten. &lt;br /&gt;
&lt;br /&gt;
Such a festival, it seems, was created to encourage all of a town to engage in useful internal trade, providing an important time where one could spend it with one’s family and neighbours, yet still allow the town as a whole to be productive and better connected. While it is something that has grown out of practice, at the time it certainly seemed a positive reinforcement in a time of difficulty. Resinderholz would still be recovering from splitting its resources between the east and west, and this to me seems a good way to try and remedy such things while promoting positive community interactions.  &lt;br /&gt;
&lt;br /&gt;
Unfortunately, perhaps due to the greater impacting events in the coming years, it seemed this attempt at a new traditional festival of Resinderholz would only last for around three years. As of 183AE, during the same year as The Night of Silver Blood, the people of Resinderholz and beyond would face a lack of willingness to trust their neighbours, especially those who were Wealdsage. This was further reinforced when the town past The Gap would simply vanish in its entirety, as if it was never there to begin with. &lt;br /&gt;
&lt;br /&gt;
Eight years after its founding, the settlement would simply disappear from the forest in which it had made its living. Those who lived within it disappeared along with it, and by all accounts, written or otherwise, that I have been able to collect, there is not a single known reason as to why or how. &lt;br /&gt;
&lt;br /&gt;
Given how close the event was in time to The Night of Silver Blood, it seems widely accepted that it was some horrendous curse manifested by the particularly corrupt Wealdsages, but such a claim is hard to identify as truth or the result of mass community panic relating to similar events. Regardless, not a single record lists the name of the town, and not a single person can recall it either. A whole town, the size of Krezenberg or bigger, would see eight years of settlement and growth before entirely disappearing from the world in 183AE. &lt;br /&gt;
&lt;br /&gt;
=== The War of Molten Moon - 198AE to 204AE ===&lt;br /&gt;
It is well known that the Zekartaal would appear again in the year 188AE, returning from Ritterswald and Sarimento to once again attack The Baronies. Verlorenherz would face the brunt of these attacks, eventually culminating in The War of Molten Moon beginning somewhere in 198AE. While the ten years before the war itself, with skirmishes and the discovery of the Thorn cult, were particularly disconcerting, Resinderholz would not face much if any of the brunt of such things&lt;br /&gt;
&lt;br /&gt;
Baroness Meyer of Verlorenherz would not request much aid from either of the remaining two Baronies until The War of Molten Moon began in full, though by then Baronite Bullherz was soon to come to power.  &lt;br /&gt;
&lt;br /&gt;
Resinderholz, as the closest to the threat, took up a role similar to the one that Verlorenherz had filled in The Shaman War. As the closest Barony, supplies would be the most important to share first and foremost while Baroness Meyer still maintained control over nearly all of Verlorenherz. These supplies would be primarily mundane and spiritual, notably lacking an equal presence of arcane elements after The Night of Silver Blood. While not entirely missing, there was a notable lack compared to during The Fall of Ritterswald. &lt;br /&gt;
&lt;br /&gt;
Importantly, these supplies are indicated to not include any military strength at this stage of the conflict, roughly 198AE-199AE. Even arms and armour were not required, as the soon to be Baronite Bullherz indicated that they had been preparing for this inevitability, much to the supposed ignoring of Baroness Meyer’s diplomatic efforts. There are rumours that this was a factor that contributed to The War of Molten Moon in the first place, but I could find nothing within our region of Resinderholz that supports nor denies such rumours. &lt;br /&gt;
&lt;br /&gt;
Regardless, the war would continue and the tides would slowly shift. Resinderholz, and by extension Vassertal, would continue to supply Verlorenherz with whatever was needed if and when it was requested. Around 201AE this turned from supplies to manpower, with the official election of Baronite Bullherz taking charge of Verlorenherz and their military forces. By this time, nearly a third of the Barony had been lost to the invaders, and the cult of Thorn had begun to take more overt action. &lt;br /&gt;
&lt;br /&gt;
Perhaps wisely, both Resinderholz and Vassertal would take the opportunity to strengthen their borders around this time. It is hard to say whether this was done in anticipation of the worst, or simply fear of the cult of Thorn expanding its influence and reach, but regardless it would prove to ensure both Baronies survived the war. In 203AE, Baronite Bullherz was known to be cut off from Oxstone, unable to receive any form of meaningful or effective support, military or otherwise. While the demise of their force was all but confirmed, the Baronial Estate of Resinderholz holds no record as to what exactly caused such a thing to occur. &lt;br /&gt;
&lt;br /&gt;
The year 204AE would see Brother Ash rain molten stone upon Oxstone, after which Verlorenherz was known to have fallen and Resinderholz would withdraw all remaining support to focus on ensuring the last two Baronies would remain strong. &lt;br /&gt;
&lt;br /&gt;
=== The Year Without Moon - 204AE ===&lt;br /&gt;
To this day, there are none who truly know what Ash had done to our world. Even in my research, I found myself unable to really find much more than what near all of us had experienced first hand. There are no notes or researchers that had ventured into Verlorenherz to discover the truth and returned alive. The time would see Wealdsages legally forced to separate, so they were unable to pool their knowledge or resources to discover the truth either. &lt;br /&gt;
&lt;br /&gt;
We all simply lived with darkened nights, every day for the entirety of a year. I truly hope that when we one day step into Verlorenherz again, we may find our answer. But for the purpose of this report, simply know that the night was dark, and the horrors lurked fiercer than ever before.&lt;br /&gt;
&lt;br /&gt;
* Collected, Composed and Written by (Mundane) Sage Hannes of Wolstad   &lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== The Plague Years ==&lt;br /&gt;
While Baron Schempfer had been attentive to the needs that he deemed appropriate, he was a distant hand in Resinderholz. As is befitting a man of his focuses, he died when Castle Oxstone was destroyed by Ash, crushed beneath the moon or the flagstones of the castle, whichever you prefer to believe. &lt;br /&gt;
&lt;br /&gt;
But there was no time to mourn and panic for a vacuum in power as a most dedicated and influential family had been preparing for this eventuality for some time.&lt;br /&gt;
&lt;br /&gt;
Thankfully much of this knowledge is held in common memory, including my own. I will do what I can to summarise these matters here before concluding this research.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;- Symposiarch Gavril Princep&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Baroness Drewina Arnmeyer - The Spideress ===&lt;br /&gt;
Already into her sixth decade when Baron Schempfer perished at Oxstone, Drewina Arnmeyer was the matriarch of an established house within Wolstad. Drewina’s grandfather had established their power back during the collapse of the Brockenmann family, purchasing property and taking over from failed endeavours of the failing Baronial dynasty. By the time of Drewina they were well represented across Eisen and Wolstad in varied enterprises and were considerably wealthy. Drewina had control of a considerable family web including two brothers, a dozen nieces and nephews and a growing gaggle of grandchildren. But she was a widower unblessed with children.&lt;br /&gt;
&lt;br /&gt;
What she was blessed with was a cunning mind and head for business. For many, Drewina became ‘The Unseen Baroness’. From her studies in the Arnmeyer manse Drewina ruled Resinderholz with an iron quill, pulling its finances and legacy away from what she saw as losing battles.&lt;br /&gt;
&lt;br /&gt;
There was a short period where Baroness Drewina’s position was questioned following the death of Baron Schempfer. Not a day had passed since word of his death had reached the Barony and there had been no official declaration of intention from Schempfer, let alone one that supported Drewina as his heir. It was well known that there was no love lost between the influential matriarch and the war-focused Baron. It is said that during the council of towns that followed, Drewina attended and stared at every single representative until they broke. She was elected unopposed.&lt;br /&gt;
&lt;br /&gt;
Baroness Drewina’s most notable mark on Resinderholz is the establishment of the Eisen Orchard, finally collecting and enshrining a process that had been endemic and largely unmanaged in the region for centuries.&lt;br /&gt;
&lt;br /&gt;
But her influence is far more nuanced than the orchard. It was Baroness Drewina’s influence that allowed the region to recover through a strong hand against merchants of both Wolstad and the further havens. Drewina defunded the Ritter’s college in Eisen (unfortunately to the point of near collapse) which granted additional monies required to prepare for invasion from the north in more practical ways such as roads and granaries, which had the added benefit of supporting the economic recovery of the Barony.&lt;br /&gt;
&lt;br /&gt;
It is said that Drewina, already a harsh and uncompromising woman became even more so in 208AE. She accelerated a process of stepping back from Vassertal that she had already begun the year prior and by the end of 209AE it was not uncommon for travellers from the Barony to be stopped and searched in Eisen by Huntsmarshall’s answering to the Baroness. During this time it is said that she became paranoid and distant from much of her family as well. It came as a surprise that following her sudden death in 211AE that she named her the grandson of her eldest brother her inheritor. &lt;br /&gt;
&lt;br /&gt;
Drewina Arnmeyer is a poorly remembered Baron. For those in Eisen or those who shortly flooded across from Vassertal she is held in poor regard at best or scathing hatred at worst. There are those that lay the death of thousands of the people of Vassertal at her feet, if only she had been more allowing or supporting then perhaps the plague crisis that followed would have been less devastating. But there are those who see the senior Arnmeyer as a necessary action. Following Baron Schempfer she put Resinderholz into a position to survive and were it not for her hardline stance, perhaps it would have fallen to plague as well.&lt;br /&gt;
&lt;br /&gt;
Baroness Drewina is buried in Wolstad, in the graveyard on the Arnmeyer Manse grounds. Her gravestone is a simple affair set beside her husband, who perished some twenty three years prior.&lt;br /&gt;
&lt;br /&gt;
=== Baron Eugen Arnmeyer - The Regretful Baron ===&lt;br /&gt;
The unexpectant Baron, Eugen Arnmeyer would be the last true Baron of the Baronies as all those who have followed would be Concordian Barons. &lt;br /&gt;
&lt;br /&gt;
By the time of his ascension to the Baronial seat, Eugen was already an established man. The scion of an incredibly influential house, he had studied the faith with Chapter Kristov (even completing a pilgrimage to Artebazzan as a young man), worked as a clerk in numerous mercantile concerns and was trained in arms by the Wolstad militia. He held no official occupations, instead moving from one element of the Arnmeyer family enterprise to another, becoming well known for his personable nature and unwillingness to consider himself defeated, a trait that would serve him well in later years.&lt;br /&gt;
&lt;br /&gt;
Described by others as ‘hawkish’ and ‘like a cadaver someone had taken a whetstone too’, Eugen famously unsuccessful in his pursuits of a family, but was respected by his contemporaries. Regarded as diplomatic and even handed, many believed that the barony had been lucky when the chosen seemingly at random Arnmeyer had been skilled at the position of Baron. &lt;br /&gt;
&lt;br /&gt;
Following the death of his grand-aunt, the younger Arnmeyer doubted his abilities and left much of Drewina’s projects and decrees untouched. Resinderholz continued in isolated stability and the cold calculation of coin as the first great challenge of his reign brewed. &lt;br /&gt;
&lt;br /&gt;
The Winter Plague crisis in Vassertal followed three months of dreadful autumn where Vassertal was rocked by riots, death and chaos. Voices around the new Baron pleaded for him to relax the border controls established by his Grand Aunt out of mercy. At this stage the town guard of Eisen along with what Ritters could be found (the College having well and truly disbanded following Baroness Drewina’s harsh austerity measures to blame) were in place on the Eisen River, forcing back any who attempted to cross without first spending a week on the river&#039;s edge, where many of them later contracted Blasserstreit.&lt;br /&gt;
&lt;br /&gt;
However, following meetings with what Crow Doktors could be found within Wolstad, Arnmeyer did not relax the quarantine. Rather, it was increased and a great many people of Vassertal died arrow filled within the Eisen River or drowned after being forced back at pike-point. By the end of 214, one in twelve people in Vassertal had fled to Resinderholz of Weiland, the remainder dead at the hands of the disease, their country folk or the Baron’s border guards. &lt;br /&gt;
&lt;br /&gt;
In the end, the people of Resinderholz saw this as a necessary evil, much the same as they saw his predecessor. But for many who did manage to cross the river into Resinderholz under the watchful eyes of the Baron’s guards, they would never forgive the name Arnmeyer.&lt;br /&gt;
&lt;br /&gt;
Fortunately for Eugen, there was little time to lament his leadership as crisis followed crisis. Over the next three years Resinderholz was raided and assaulted numerous times by the same forces that had seen to the death of Verlorenherz: the Zekartaal. The exact specifics of the Zekartaal War in Resinderholz are too numerous to lay here but what I can say is that Baron Arnmeyer was skilled in the placing of individuals where they were needed. Despite the near full-collapse of the Guilds by this stage of the fall, The Baron’s vast web of contacts (rejuvenated after the paranoia of his predecessor) enabled him to see to the survival of his barony. I myself can confirm that it was Arnmeyer himself who recruited and paid Baloch Del-Arcadian through a contact in Obregon who originally sold the Arnmeyer’s goods imported from Artebazzan.&lt;br /&gt;
&lt;br /&gt;
Rulership did not agree with the man as Baron Arnmeyer was regularly wracked by illness following his ascent to the title of Baron. By the time of 217AE the Baron regularly spent months abed with one illness or another but never lapsed in his duties, often leading the barony from his sickbed. &lt;br /&gt;
&lt;br /&gt;
It can be said that the last two acts of note from Baron Arnmeyer are his role in the establishment of The Concord and his destruction of the records of Resinderholz. &lt;br /&gt;
&lt;br /&gt;
As the heroes of The Barony aged and the guilds collapsed, the Baron feared that there was only so many years before Resinderholz collapsed as well. There needed to be another source of skill and strength present in the circle of the world. With the good luck he had had recruiting mercenaries from Obregon it was by the Baron’s on hand that a delegation was sent to Andash, a delegation that would become the Treaty of Last Pine. Two years after this fact it was the Baron’s pen that brought the Valley and Andash to Wolstad to discuss forging a pact, a pact that lasts until this day. I do not mean to say that Baron Eugen Arnmeyer is responsible for The Concord but there is a significant part of me that fears it would not have happened without him.&lt;br /&gt;
&lt;br /&gt;
But the Baron’s final acts, those that consumed him through his final years of 220 and 221AE are the ones we have the hardest time reckoning with now, particularly as we attempt to complete documents such as these.&lt;br /&gt;
&lt;br /&gt;
Baron Arnmeyer had the Baronial records, kept since the time of The Candleblade, burned. Spares held in archives in Eisen were cast into the river and even the Hall of Lessons in Wolstad was searched and much of it confiscated before being destroyed as well. Private family records in the Arnmeyer Manse were burned in crude bonfires and the Baron perished shortly after, a victim of one of the many illnesses that battled him since he took the mantle of Baron.&lt;br /&gt;
&lt;br /&gt;
While I cannot say what motivated Baron Arnmeyer, I can say what he said to me. I was a part of the delegation to Obregon and then again when the representatives came to Wolstad as I was a clerk in the Baron’s employ for many years at this point. While I would not say I was within the Baron’s circle of confidants, I spent many eve’s sitting beside his bed as he dictated to me the morrows schedules or weakly signed decrees and payments penned by my hand.&lt;br /&gt;
&lt;br /&gt;
Baron Arnmeyer was ashamed by the end of things. He saw the Concord coming as a rebirth, not for him, but for the Barony. He often spoke of debts, spiritual ones incurred during the times of Hanselvacht, of Brockenmann, of Dornhauer and beyond. With this haunted expression of a man exposed to power beyond my reckoning he would lament with tears in his eyes what he and those Baron’s who had come before him had had to do. I think he hoped that in the destruction of these records that the future Baronies would not be shackled to history. I do not believe it was an attempt to seek redemption for himself or others, but a foolhardy dream of stopping the past from being repeated. &lt;br /&gt;
&lt;br /&gt;
It shames me to say it, but I do not believe he was successful and I think the knowledge of that would make him much the sadder. &lt;br /&gt;
&lt;br /&gt;
Baron Arnmeyer died on the fifth of May 221, three months before the First Concordian Summit. Without any children or family of his own and with the business of the burgeoning Concord being so all-consuming his funeral was small. Attended mostly by the household staff, those members of the Wolstad civil service who had gained our positions on his recommendation and three cousins, we said goodbye to Eugen Arnmeyer in the family graveyard that held his Grand-Aunt and other notable Arnmeyers. His grave reads:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Eugen Arnmeyer, The Last Old Baron of Resinderholz&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;179AE - 221AE&#039;&#039;&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
== Conclusion and Future Research ==&lt;br /&gt;
Much has happened since 221AE, but given it has occurred under the auspices of The Concord I do not feel empowered or appropriately positioned to write of it. Perhaps I shall one day when I am older and sages come to me asking what happened with The Bloody Baroness and The Butcher. Even now they feel like tales from another time much as the history presented here does.&lt;br /&gt;
&lt;br /&gt;
Within these tracts we have presented numerous opportunities to further focus research in the history but I do feel the history presented here is reasonably thorough (excepting those circumstances where information is simply not available, such as with Baron Hanselvacht). While there are hundreds of smaller stories within Resinderholz to be researched and told, I do not feel a broad reassessment of the Barony is required. &lt;br /&gt;
&lt;br /&gt;
As stated before, my thanks go out to Amalia Abstreiter of Eisen, and Hannes of Wolstad, without whom this text would not have been possible. My thanks go to High Historian Houndspriest Wenche Vanatoure, without whom this text would not have been needed. &lt;br /&gt;
&lt;br /&gt;
I had hoped to end this with some lesson to be learned, some crystalline artefact of history that might guide us through the next few troubling years. But I confess that marching down the halls of memory have shown them to be full of darker shadows and sadness than perhaps was first anticipated. &lt;br /&gt;
&lt;br /&gt;
I hope you can find some solace in these pasts and if you do find that crystalline meaning I would most enjoy hearing of it.&lt;br /&gt;
&lt;br /&gt;
Symposiarch Gavril Princep, August 224AE.&lt;br /&gt;
&lt;br /&gt;
=== Further Reading ===&lt;br /&gt;
&lt;br /&gt;
* [[High Historian]]&lt;/div&gt;</summary>
		<author><name>OGates</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Let_the_Dead_Bury_Their_Living,_They_Will_Come_out_in_Droves_-_The_War_Against_The_Onyx_Aristocracy&amp;diff=4791</id>
		<title>Let the Dead Bury Their Living, They Will Come out in Droves - The War Against The Onyx Aristocracy</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Let_the_Dead_Bury_Their_Living,_They_Will_Come_out_in_Droves_-_The_War_Against_The_Onyx_Aristocracy&amp;diff=4791"/>
		<updated>2026-10-26T04:20:54Z</updated>

		<summary type="html">&lt;p&gt;OGates: Minor spelling and grammar fixes (Killed the Double A Vassertal)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ev:soundcloud|https://soundcloud.com/concord-plot/let-the-dead-bury-their-living-they-will-come-out-in-droves-the-war-against-the-onyx-aristocracy| dimensions=200x200 | right | Let the Dead Bury Their Living, They Will Come out in Droves}}&lt;br /&gt;
&lt;br /&gt;
The Onyx Aristocracy, following their failed push into Weiland some Seasons ago, have begun to properly settle into Royal Bordevar, rebuilding what they had torn down in an image much more befitting of their great empire. Rather than picking up swords, many claim the undead wield hammer and chisel, carving their own identity into the bones of Bordevar’s lost regions.&lt;br /&gt;
&lt;br /&gt;
Though these actions are an insult, relief was felt when Weiland was not attacked by the undead, especially by the people of Starscar, still putting out literal and proverbial fires in the Lenscaster Hills at the behest of their Duke. &lt;br /&gt;
&lt;br /&gt;
This relief, however, was not felt by all in Bordevar, nor The Concord, as the rattling of the armour and the bones of hundreds of undead Knights could be heard moving north-west. Rangers of Oaken Keep watched as they marched in synchronicity, while the various messenger birds of Peregrines Roost sent what they had seen to the people of Bordevar and beyond.&lt;br /&gt;
&lt;br /&gt;
== Trust the Hilltop Before the Dawn ==&lt;br /&gt;
{{#ev:soundcloud|https://soundcloud.com/concord-plot/trust-the-hilltop-before-the-dawn| dimensions=200x200 | right | Trust the Hilltop Before the Dawn}}&lt;br /&gt;
&lt;br /&gt;
The Border Forts on the eastern edge of Weiland had been quiet. The Keepers of the Cold in Gray Keep still persisted in their patrols of the borderlands, sombre eyes watching out over the landscape, heavy with loss; the Nobles of the Keep of the Horned Count continued to clank, the rattling of their fine armour a clear warning to ghouls that would wander too close; the Knights of Caelins Barrack stood stalwart against foes that, for the most part, did not dare to tread near to the trenches.&lt;br /&gt;
&lt;br /&gt;
The Border Forts that stared searchingly into Royal Bordevar had been quiet, and that was odd. For what feels like the first time in an age, there was no army posted outside of their door. There were no large-scale reports from scouting parties venturing into Royal Bordevar, for none had. There was no feeling of imminent demise at the hands of those recently or long deceased.&lt;br /&gt;
&lt;br /&gt;
But, as with all moments of quiet, there were opportunities for whispers, bouncing off the stone walls of The orts and towards the townships of Arbington and Weiland proper. Whispers of growth, of reclamation, and of rebuilding. [[File:385050401 10227728128921393 3549493009512720484 n.jpg|left|thumb|450x450px|To face the Onyx is to face death.]]And despite the claim of The Senate, it was not The Concordian Kingdom of Bordevar that would further cement their claim to the lands beyond The Forts. Waves of undead did not march forward from Royal Bordevar, rotting hands raised with fury and steel. Instead, whispers said that these hands were building up, rather than cutting down. &lt;br /&gt;
&lt;br /&gt;
Eyes that looked across into the lost Duchy of Draemoor, seeking its heart of Bloodmarsh, no longer saw a known town broken down, but instead saw something other. &lt;br /&gt;
&lt;br /&gt;
Like a bloom of flowers sprouting from the corpse of a pustulent rabbit, Bloodmarsh was being reclaimed by the natural order of death and decay. Where there were once dilapidated hovels and abandoned farmsteads, there were instead homes raised in blackened stones, and crops for the living being toiled by the dead. All this, under the all-consuming gaze of a tall mage in red and white; their Duke Aspirant.&lt;br /&gt;
&lt;br /&gt;
On either side of the border, Commonfolk - flesh whole or decayed -  laboured for their land, for their people, and for their King. &lt;br /&gt;
&lt;br /&gt;
Starscar-side, they were cautious, seeking out their Priors for comfort. They tried to fill their minds with the knowledge of still having their home, knowing that it was safe in the hands of Ser Louisoix Leveilleur, The Sage, The First, Archmage of House Avalon, Former General of The First Banner, The Senator of Weiland. Safe, until The King returns.&lt;br /&gt;
&lt;br /&gt;
Draemoor-side, they were cautious, seeking out their Grey Robes of Divined Undeath for comfort. They tried to fill their bodies with the feeling of having their home, knowing that it was safe in the hands of Radomir The Veil, of The Third, To-Be Chancellor of the Southern Reach, Executor of the Southern Expansion, Duke of Vanthem. Safe, until The King returns.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
The Duchy of Starscarr, and the greater region of Weiland, have been safe from the undead this last Season, though the forces of Radomir the Veil still remain in Royal Bordevar. The people of Weiland are pleased, if not cautiously so, at this outcome.&lt;br /&gt;
&lt;br /&gt;
Ever the bitter and twisted reflection of normalcy, The Onyx Aristocracy under Radomir are building in the Duchy of Draemoor. They are not building a fortress, nor a borderfort, but are resurrecting the crumbling bones of Bloodmarsh to bring the town to a new, Onyx glory.&lt;br /&gt;
&lt;br /&gt;
But the people of Weiland have not been idle. Following the Senate’s declaration of reclamation they have organised for a strike into Draemoor. But such last minute plans are hardly foolproof. There will be a conflux to venture into Draemoor this Summit to strike against the Onyx. &lt;br /&gt;
&lt;br /&gt;
== Shadow in the Deepening Shade ==&lt;br /&gt;
{{#ev:soundcloud|https://soundcloud.com/concord-plot/shadow-in-the-deepening-shade| dimensions=200x200 | right | Shadow in the Deepening Shade}}&lt;br /&gt;
&lt;br /&gt;
In Resinderholz, the soldiers of The Legion of The Blackheart Bear were billeting in the comfort of their own homes for the first time in two years. &lt;br /&gt;
&lt;br /&gt;
In the golden warmth of Panoply called by the Priests of The Concord, the opportunity to rest was a felicitous one. To be able to sit alongside one’s family, breaking plentiful bread and laughing until joyous tears glitter on cheeks like jewels in the sun, was a dream shared by many when out at war against leeches and savages. And now, it was a dream made manifest.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, as with all dreams, one cannot repose in them forever - it did not take long for the much-needed recuperation and inaction to change from a feeling of rest to one of restriction. &lt;br /&gt;
&lt;br /&gt;
So, like all good soldiers with too much time on their armoured hands, The Legion sought to help where they could. They could not defend, nor patrol - they’d been told that much by their General; the informal walks in the forest where they happened to be wearing all of their armour were pure happenstance.&lt;br /&gt;
[[File:391679639 631401562519421 4895311361584924106 n.jpg|left|thumb|Thordis Ravette and his knights have lead the charge against Bordevar from the beginning of the war.|450x450px]]&lt;br /&gt;
It was one of these parties, taking an entirely coincidental and leisurely stroll with some Houndspriests in the Ravensreach Wilds, that heard them first.&lt;br /&gt;
&lt;br /&gt;
Initially, the Houndspriests assumed that the muffled clattering of metal upon metal in the woods was the sound of the Ritters moving alongside them. When it was clear that it came from further ahead, the group paused. There had been tales of Boghoffens arming themselves - perhaps they had taken some plate? But, there hadn’t been any sightings of the green, bedevilled creatures this far north, and there was no gleeful cackling or raucous singing winding its way through the trees.&lt;br /&gt;
&lt;br /&gt;
As the sound came ever-closer, it was clear that this was not Boghoffens - even at their most deadly, Boghoffens never stepped in time. Even the Ritters, with their martial training and organised might, did not sound so coordinated.&lt;br /&gt;
&lt;br /&gt;
Only the boots of ordered Knights were quite so perfect in their percussion, and there would be no reason for Knights of Bordevar to be coming from Vassertal.&lt;br /&gt;
&lt;br /&gt;
—-------&lt;br /&gt;
&lt;br /&gt;
As expected, based on the clear victory of The Concord over the Blasserstreit-bolstered forces of Danakka, the Wraith has retreated further into the boughs of Vassertal, defending himself as an injured animal retreating into their burrow may.&lt;br /&gt;
&lt;br /&gt;
However, much like a courteous dancer shifting to take the place of a fellow who was flagging, another army of undead has stepped in to take the place of Danakka’s horde on the front line in Vassertal.&lt;br /&gt;
&lt;br /&gt;
Ser Thordis Ravette, Knight-Marshall of The Marble Gauntlet, looks into Eisen; though the flesh of his ranks have decayed, their valour and vigour have not. While it certainly would have been more convenient to walk to his King through lands already claimed by Bordevar, the Border Forts of the living denizens have been a thorn stabbing at his already-wounded pride. So, he shall simply find another way - another people to destroy in pursuit of his goal.&lt;br /&gt;
&lt;br /&gt;
The scion of Bordevar does not need tainted plagues to threaten The Concord - he shall crush them under plate-ladened foot, until there is nothing to stand in the way of him reaching his King.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
Based on the victory in the Strategic Conflux last Summit, Danakka and his horde have worked to defend Vassertal, rather than attacking The Concord as planned, and seem to be focussing on bolstering his forces.&lt;br /&gt;
&lt;br /&gt;
Whilst he does so, Thordis Ravette has moved from the border of Royal Bordevar and Weiland, and is instead striking into Resinderholz from Vassertal. If The Concord lost control of eastern Resinderholz, providing aid to Weiland could become impossible, let alone the loss of life and land under the steel fist of The Marble Gauntlet.&lt;br /&gt;
&lt;br /&gt;
There will be an opportunity to hinder Thordis’ attempts to damage The Concord by meeting his forces in Vassertal with a Strategic Conflux at this coming Summit. However other Onyx forces will likely attempt to cross the border under the cover of the invasion. Other issues may be brought to the fore.&lt;br /&gt;
&lt;br /&gt;
[[Winds of the World - Summer 224]]&lt;/div&gt;</summary>
		<author><name>OGates</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Resinderholz_Will_Not_Endure_-_The_War_in_Resinderholz&amp;diff=4790</id>
		<title>Resinderholz Will Not Endure - The War in Resinderholz</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Resinderholz_Will_Not_Endure_-_The_War_in_Resinderholz&amp;diff=4790"/>
		<updated>2026-10-26T04:19:48Z</updated>

		<summary type="html">&lt;p&gt;OGates: Minor spelling and grammar fixes (Killed the Double A Vassertal)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ev:soundcloud|https://soundcloud.com/concord-plot/resinderholz-will-not-endure|dimensions=200x200|alignment=right}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There is silence beneath the boughs, and it is breaking.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Danakka Rimortis, the necromantic scion of the Onyx Aristocracy, has launched a full-scale invasion across the Eisen River into eastern Resinderholz. This is a major assault involving over ten thousand undead, including alchemical horrors, plague-ridden revenants, and twisted forest creatures. Fighting is already underway near Eisen, the Thunder Oak Orchard, and Rickon’s Tier. Reports suggest Danakka is using magical forest paths to flank Concordian positions, and signs of Blasserstreit plague have begun appearing across the region. The Fae of the Sableheart, once potential allies, remain silent, unwilling to act after being rebuffed at the last Summit. &lt;br /&gt;
&lt;br /&gt;
== Eisen Must Burn ==&lt;br /&gt;
{{#ev:soundcloud|https://soundcloud.com/concord-plot/eisen-must-burn|dimensions=200x200|alignment=right}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There is fire on the water, and it must be quenched.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Like a wound reopened, the lost Barony of Vassertal has spat forth its horrors upon the living. Danakka Rimortis, the Wraith of Port Gargant, The Monger of the Plague, has stirred at last. No skirmish, no plague-ridden probing of borders, no false flags; this is war. Real and terrible. Ten thousand strong surged from the shrouded forests and poisoned earth, a tide of alchemical monstrosities and ragbound revenants, their eyes glowing like forge-coals, their limbs twisted by dark chemistry and sorcery alike.&lt;br /&gt;
&lt;br /&gt;
They did not creep over the border in the shadow of risen knights. They did not stalk by night. They have come by day, and in four great columns they have crossed the Eisen River, setting the east of Resinderholz ablaze in blood and fire.&lt;br /&gt;
&lt;br /&gt;
In the north, the borderlands long thought safe were suddenly not. What outposts there are have vanished in the fog. Homesteads were found torn open, their hearths cold, their walls painted with ruin. There were no trails, no tracks, only black ichor on ironwood thorns. The attacks came from directions no scout had seen, striking from impossible paths, as though the forest itself betrayed the living.&lt;br /&gt;
[[File:533063311 3822558721378227 720808779812714579 n.jpg|left|thumb|500x500px|The hordes of undead march upon The Weald once again]]&lt;br /&gt;
At Eisen, proud jewel of the east and home to the College of War, the horns sounded before dawn. Dozens of townships rallied their militias, Ritter students took up arms in place of ink and quill, and antique weapons were pulled from classroom cases to man the defences. Blood will run thick in the gutters of Eisen, where the greatest vanguard of Danakka’s force will lurch where other undead have failed. &lt;br /&gt;
&lt;br /&gt;
South of Eisen, where the orchards of Thunder Oak lay heavy with sap and legacy, the soil boiled red beneath the boots of the dead. Ghouls garbed in bark and bone, powered by strange alchemical humors, clawed their way from riverbanks and root-hollows. The orchard&#039;s stewards lit signal fires and held fast with axe and scythe. Victor Fiorenza’s contract may not last the year, but his people fight for every day of it.&lt;br /&gt;
&lt;br /&gt;
And in the far south, at the mouth of the Eisen where it kisses Lake Ladure, Rickon’s Tier is under siege. Alchemical undead now crawl through the reeds and among the ferns that pulse with mana, seeking to foul the very lifeblood of the Concord. The garrison there, such as it is, reports ghouls in the trees, corpses in the river, and strange shadows in the mists. They scream for help. Please.&lt;br /&gt;
&lt;br /&gt;
This is no raid. No border incursion. It is the full wrath of the Wraith, hurled across the river like a stone through stained glass. Danakka Rimortis has waited, and in his waiting, festered. His alchemies are more twisted than before. His monsters carry within them the seeds of disease and vengeance. His purpose is terrible and clear: to break Resinderholz, to punish the Baronies, to remind The Concord what it costs to forget old foes.&lt;br /&gt;
&lt;br /&gt;
This is not a battle that will be won in days. The Legion of the Blackheart Bear is still far afield. The Iron Brawlers of Weiland may come, but will they come in time? The Desert Whisperers are near, but are they needed elsewhere?&lt;br /&gt;
&lt;br /&gt;
Until then, the people of Resinderholz stand alone.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
After seasons spent from the frontline, busying itself forging new forms of malady and darkness within the plague-infested countryside of Vassertal, Danakka Rimortis is attacking the Eastern Resinderholz territory of Sableheart with its colossal force. 10,000 strong, this army is of considerable danger.&lt;br /&gt;
&lt;br /&gt;
While a dangerous circumstance on its own, this attack has been further complicated by unknown phenomena, outbreaks of Blasserstreit, and Danakka’s own improvements to its dangerous force. Danakka’s army has gained additional traits and The Concord may need to investigate opportunities to discover these traits if they wish to have a full perspective on this foul invader in this season, and seasons to come.&lt;br /&gt;
&lt;br /&gt;
As a reminder, as a hostile force is within Sableheart, friendly forces cannot move THROUGH the territory, meaning any force entering the territory must do battle there this season.&lt;br /&gt;
&lt;br /&gt;
== The Shadowroot War ==&lt;br /&gt;
{{#ev:soundcloud|https://soundcloud.com/concord-plot/the-shadowroot-war|dimensions=200x200|alignment=right}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There are roads beneath the roots, and they do not answer to us.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The first warning came not from a watchtower, nor a warhorn, but from the mouths of dying scouts, coughing bark and black ichor. They spoke of hollowed trees vomiting forth ghouls. Of corpses that did not cross bridges or fords but &#039;&#039;grew&#039;&#039; through the bark, arms splitting trunks as if they had always been inside them.&lt;br /&gt;
&lt;br /&gt;
This is the Shadowroot War,  the true shape of Danakka’s assault, hidden beneath the battle lines and behind the hills. For while ten thousand march plainly upon Resinderholz, much of that force moves unseen. Risen that should not have passed the Eisen River have been found behind Concordian lines, tearing apart garrisons from the rear. None saw them pass. No paths exist on any map. And yet the enemy is there, flanking, surrounding, vanishing like ghosts at dawn.&lt;br /&gt;
[[File:537352949 795695276242474 8442300765300201272 n.jpg|left|thumb|500x500px|The denizens of Resinderholz remain vigilant]]&lt;br /&gt;
Monsters crawl through those pathways, not mere ghouls or revenants, but stitched horrors. Alchemical hulks, grafted from deer, soldier, and sorcerer. A twisted parody of life and limb. Some wear the antlers of forest beasts, others howl with metal-tuned lungs, exhaling clouds of powdered bone that kill on contact. A militia in the Northern haven of Wildinvass has vanished, no survivors, only bloodied thickets, bark peeled like flayed skin.&lt;br /&gt;
&lt;br /&gt;
In Eisen, some say the trees whisper at night. That the limbs creak in time with the screams of those captured. The roots coil. Sages at the College of War have been unable to explain the bursts of dizziness, confusion, and spontaneous bleeding among their cadets. Apothecaries blame disease. The Ritters blame the trees.&lt;br /&gt;
&lt;br /&gt;
There are other reports too, that carry worse horrors.  Hollowed folk, who walk like scouts and speak like lost friends, but have bark beneath their skin. One garrison in the South was overrun after welcoming a “refugee” who had staggered from the woodlands. He sat by their fire until nightfall. When they were found, all had been flensed, the corpses hung from tree branches like fruit.&lt;br /&gt;
&lt;br /&gt;
The roads of Resinderholz are still open. The forest paths, those ancient tracks and hunter trails known only to locals, now bend toward death. The war on the Eisen may be fought with sword and flame. But here, in the glades and hollow ways, there is another war. A war of roots and rot, of blood and bark, of sorcery and spite.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
Strange magics assist Danakka’s forces this season, allowing a normally slow army to strike without warning and with additional effect. &lt;br /&gt;
&lt;br /&gt;
Forces within Danakka’s army will have non-standard abilities when engaged this season. Heroes should be prepared for the unexpected based on what rumours have emerged from these lost havens.&lt;br /&gt;
&lt;br /&gt;
There will be an opportunity for the Concordian heroes to engage the forces of Danakka during a strategic conflux, although there has been no sign of the Wraith of Port Gargant themselves on the battlefield. &lt;br /&gt;
&lt;br /&gt;
In addition, the following characters investments have been damaged due to unforeseen raids by strange undead:&lt;br /&gt;
&lt;br /&gt;
* Daphne ‘Rabbit Hunter’ Schultz&lt;br /&gt;
* Aelek&lt;br /&gt;
* Zayde&lt;br /&gt;
* Lyaune of Mackellain&lt;br /&gt;
* Skia Wulkure&lt;br /&gt;
&lt;br /&gt;
== The Help They Beg For ==&lt;br /&gt;
{{#ev:soundcloud|https://soundcloud.com/concord-plot/the-help-they-beg-for|dimensions=200x200|alignment=right}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There is sickness in the blood, and it remembers&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
There is a hidden rot in this war. A thing that festers beneath the reports of assaults on the front, behind the advance of Ghoulish scouts, beyond the fears of a death unending. &lt;br /&gt;
&lt;br /&gt;
Blasserstreit&#039;&#039;&#039;.&#039;&#039;&#039; The name is spoken in half-words and whispers, as if it were a curse that might root itself in the throat. First seen in Vassertal, the plague blooms again in Resinderholz. Not in sweeping pestilence, but in foul patches. A town burns its dead. A scout collapses, bleeding from the gums. A Ritter-cadet returns from the front with cloudy eyes and begging for help that will come on by a Doktors axe.&lt;br /&gt;
&lt;br /&gt;
Some call it the laughing blood, or the crimson breath. And those who know the symptoms know what comes next: panic, isolation, and a mercy killing, if they’re lucky. At first it spread like fear. Now it spreads like fact across the outlying settlements, a vanguard for the vanguard.&lt;br /&gt;
&lt;br /&gt;
The plague-ghouls are worse. These are not ordinary dead, nor even Danakka’s grotesque experiments. These are the lost dead, bodies that hid in root-caverns, corpses that twitched too long in cellar-dark. Reanimated not with magic, but through the sheer infectious will of the disease given force by alchemical animation. They stagger into the light on broken feet, hunting not with hatred, but with a pleading hunger. The kind that seeks out heat, blood, breath. They do not kill to conquer. They kill to multiply.&lt;br /&gt;
[[File:522394792 744669585044542 3780048812342508036 n.jpg|left|thumb|500x500px|None can forget what happened the last instance Blasserstreit swept The Concord]]&lt;br /&gt;
At the Thunder Oak Orchard, one worker tried to flee toward the Eisen with a nosebleed. His fellows drove him into the river with pikes and torches. On Rickon’s Tier, the stewards now quarantine with oil and kindling. “If I cough more than once,” one Houndspriest reportedly told his apprentice, “light the wick. Don’t wait for me to beg.”&lt;br /&gt;
&lt;br /&gt;
Even the monsters carry it. Alchemical hulks that leak blood-mist with every breath. Risen corpses shamble not just with the taint of death, but with contagious fluids bubbling from burst veins. The war is not simply to win ground or repel invasion, it is to contain a weapon that has already begun to spread.&lt;br /&gt;
&lt;br /&gt;
Danakka has made a science of its vengeance. This is no accident. The Wraith of Port Gargant has found in Blasserstreit a kind of truth, that rot does not need armies. That death spreads faster when you give it a voice, a scream, a familiar face. It does not need to hold Resinderholz. It only needs it to bleed. Then maybe it will become more than the sum of its undying birth.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
The largest outbreak of Blasserstreit since the founding of The Concord is spreading across Eastern Resinderholz, clearly seeded by Danakka’s forces ahead of their invasion. There is solace in the fact that the plague appears to be mundane, whatever manipulations forged by the wraith being unable to affect its base nature.&lt;br /&gt;
&lt;br /&gt;
Tax income for all neighbouring territories to Sableheart, as well as Sableheart itself, are reduced due to these outbreaks. &lt;br /&gt;
&lt;br /&gt;
Characters with investments in Sableheart may choose to be affected by the following roleplay prompt:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“This is the storm and we did not know if it would fall here, in our time. Do we have the strength to weather it? I do not know.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The following investments are damaged due to Blasserstreit outbreaks in Sableheart, they may choose to be in recovery from Blasserstreit:&lt;br /&gt;
&lt;br /&gt;
* Ratta Van Dorn&lt;br /&gt;
* Amelina Haur&lt;br /&gt;
* Leuther Maus&lt;br /&gt;
* Sabriel Waermund&lt;br /&gt;
* Wolfgang Klein&lt;br /&gt;
&lt;br /&gt;
While few, there have been outbreaks outside of Sableheart as the reaping blade of plague swings wide. The following characters have had investments damaged due to Blasserstreit outbreaks near them. They may choose to be in recovery from Blasserstreit:&lt;br /&gt;
&lt;br /&gt;
* Lord Orsa Dan Bremmer&lt;br /&gt;
* Alyce Baker&lt;br /&gt;
* Count Lindwyrm&lt;br /&gt;
* Yelena Helbrecht&lt;br /&gt;
* Katja Vasilevich&lt;br /&gt;
&lt;br /&gt;
There will be decisions for the Baroness of Reinderholz, and the Champion of the Baronies regarding these outbreaks.&lt;br /&gt;
&lt;br /&gt;
There will be decisions for the Senator of Weiland, and the Senator of Lerona Mere regarding these outbreaks.&lt;br /&gt;
&lt;br /&gt;
== The Fae Will Not Be Spared ==&lt;br /&gt;
{{#ev:soundcloud|https://soundcloud.com/concord-plot/the-fae-will-not-be-spared|dimensions=200x200|alignment=right}}&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;There are watchers in the trees, and they do not weep.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
While Eisen runs red, while ghouls split bark and bone alike, while Blasserstreit stirred in cellars dark; these watchers do nothing. No mists sweep in to hide the lost. No willow-courts arm themselves with blade or thorn. No fae knights march to meet the tide.&lt;br /&gt;
&lt;br /&gt;
Those who know the old ways, who still leave offerings at standing stones and hang charms to forgotten creatures at their doors, understood. But this silence was a punishment.&lt;br /&gt;
&lt;br /&gt;
The Fae Queen of the Sableheart offered her terms at the last summit, terms the Concord rejected. Her riddles were deemed too cruel, her price too steep, her allegiance too wild. And so she waits now, wrapped in thorn and moonlight, while the mortal world cracks like frozen wood. This is the bystander’s curse: to watch and not to burn, to listen and not to scream.&lt;br /&gt;
&lt;br /&gt;
But silence is not safety. Damn the fae-witch and her fickle heart, her spindly hands.&lt;br /&gt;
[[File:531566594 1820076611939466 9035014094402925595 n.jpg|left|thumb|500x500px|The Senate voted against allying with the fae, and now face the consequences]]&lt;br /&gt;
The risen do not know to fear the Fair Folk. Danakka&#039;s monstrosities do not balk at courts of bark and velvet. When the woods burn and the ghouls march, the fae are caught in the fire all the same. And though they do not scream, they die.&lt;br /&gt;
&lt;br /&gt;
There are signs. Wisps that no longer drift at dusk. Weald-circles found torn and trampled, as though some desperate battle took place in silence. One scout reported stumbling on a Boghoffen revel mid-slaughter, revelers crucified upside-down on thorn-latticed trees, their song still echoing with broken harmony. Another swears they heard laughter on the wind, not human, not kind, as a plague-ghoul ground its hands against a standing stone and choked on glittering dust.&lt;br /&gt;
&lt;br /&gt;
The Concord might find no allies in the Sableheart now. But the Fae are not safe either. The dead mean to wage war against all the living, human or otherwise. For when the Fair Gods die their shallow graves will not remain shut.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
Fae Forces present in the Sableheart have become targets for both Concordian forces (following the general failure of diplomacy regarding the Fae Queen earlier in the year) and Danakka’s forces (who appear to take special delight in destroying these creatures.)&lt;br /&gt;
&lt;br /&gt;
In some ways this is a boon, stopping the widespread rallying of the Fae Queen’s troops as was threatened earlier in the year. But it does do much to destabilise the territory even further. &lt;br /&gt;
&lt;br /&gt;
Sableheart’s ‘Faebothered’ trait has been replaced with ‘Faebloodied’ as below&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;
|Faebloodied&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-10%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+20%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|None&lt;br /&gt;
|}&lt;br /&gt;
There will be decisions regarding the Fae of the Sableheart for certain characters, the Chapter Kaptain of Krezenberg Abbey, and the Sage Superior of the Broken Veil.&lt;br /&gt;
----&#039;&#039;And when the roots drink deep of ash,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And when the horn is cracked and dumb,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The dead will sow what we have reaped,&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And darker harvests yet will come.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==== Further Reading ====&lt;br /&gt;
&lt;br /&gt;
* [[Winds of the World - Spring 225]]&lt;/div&gt;</summary>
		<author><name>OGates</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=A_Mortal_Life_in_Pursuit_of_Legacy&amp;diff=4789</id>
		<title>A Mortal Life in Pursuit of Legacy</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=A_Mortal_Life_in_Pursuit_of_Legacy&amp;diff=4789"/>
		<updated>2026-10-26T04:07:00Z</updated>

		<summary type="html">&lt;p&gt;OGates: Minor spelling and grammar fixes (Draemor to Draemoor)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
[[File:699355194 122145058706993969 9089000374837830738 n.jpg|center|thumb|531x531px|The great and good of Bordevar continue, for there is no other option.]]&lt;br /&gt;
&lt;br /&gt;
== I Met a Magic Man in the Woods ==&lt;br /&gt;
“Quickly Paisley, if we dilly dally we’re going to miss the beginning!”&lt;br /&gt;
&lt;br /&gt;
So often Paisley Periwinkle found herself being led by the hand at her sister’s whims and fancies. And these whims and fancies always involved magic. Her dearest sister Piper would pout, pester and promise anything and everything in order to get Paisley to come along on these adventures.&lt;br /&gt;
&lt;br /&gt;
For the longest time the girls would offer to make the trip to market and save their mother the trouble. It so happened that the market offered an opportunity to make a neat little detour to the Crystal Maw. Paisley and Piper would watch over the construction - from a very safe distance mind you - and then Paisley would have to check under Piper’s bed each night to make sure a ghoul hadn’t followed them home.&lt;br /&gt;
&lt;br /&gt;
Most recently, the girls made one last trip for the naming ceremony of the dam when its construction had finished. Their eyes lit up upon seeing the Duchess of Everguard herself as she cut a large satin ribbon of pink, blue and white, and named the grand construction &#039;&#039;Winnifred’s Wall&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Once Piper grew tired of the dam, they started investigating around Lake Ladure proper. Piper had heard tell of Crystal Mana being found in the quarry, and wanted to see if she could find any herself. Paisley thought the quest rather ridiculous, but rolled up her trousers and helped her sister all the same. They turned over pebbles and stones in search of crystal for what felt like weeks. And when Piper gave up, they settled for collecting the strange white petals that littered the shores of Lake Ladure like fresh fallen snow. And now- &lt;br /&gt;
&lt;br /&gt;
“Just imagine Paisley, he’s a Ser &#039;&#039;and&#039;&#039; a Mage! If I can ever go to a School of Magic, and you complete your Valors-”&lt;br /&gt;
&lt;br /&gt;
Piper crouched under a branch that Paisley just managed to duck herself in time as they travelled further into the woods.&lt;br /&gt;
&lt;br /&gt;
“Think of what mama and papa will say! Maybe one day we’ll make our own Noble House just like our Duchess did. House Periwinkle - imagine that!”&lt;br /&gt;
&lt;br /&gt;
“There’s no such thing as a Magic School in Carningsfield, and likely not to be. And not likely mama and papa could ever afford to send you to Legend City or Andash. And you can’t stand the heat, Piper.” Paisley wasn’t much a fan of dampening her sister’s dreams, but Virtues and Valors seemed much more likely than- &lt;br /&gt;
&lt;br /&gt;
“Well just you wait. I’m going to learn everything I can from this Ser Mage, and maybe he’ll write a letter to the Archmage, and maybe they’ll let me go to school, and maybe then everyone will believe me about seeing mag- oh look, look! We’re here!”&lt;br /&gt;
&lt;br /&gt;
The woods opened up into a clearing, where several fallen trees had been dragged to make a sort of semi-circle seating arrangement. The whole thing seemed rather crackpot to Paisley, but she certainly wouldn’t leave her little sister alone in the forest. &lt;br /&gt;
[[File:698572836 122145053462993969 9193565620923153943 n.jpg|thumb|Despite being a mage herself, Duchess Winnifred Eldermere has put a stop to unsanctioned magical research in Everguarde.]]&lt;br /&gt;
Paisley watched from a distance as her sister and a handful of other brighteyed mages gathered around Ser Vincent Karwall the Flame as he spoke of theories and magic and magic theories. The whole thing made not a lick of sense to Paisley, but Piper was the stillest she’d ever been listening to the strange man. She kept her prickle of concern quiet walking home as Piper prattled on and on about blood rituals, the dale, and… endermarnie? &lt;br /&gt;
&lt;br /&gt;
By the time they’d made home, Paisley thought perhaps she should start pursuing those Valors with a bit more… earnest. Just in case. &lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
Ser Vincent Karwall the Flame has respected the [[Bordevarian Duke|Duchess]] of Everguarde’s wishes and ceased his experiments in ‘The Dale of the Pale Man’. However, word has spread throughout the Kingdom of Bordevar, and eager mages have been seeking out Ser Vincent in Carningsfield to learn what he knows about Endemani magic.&lt;br /&gt;
&lt;br /&gt;
The effect from last season where mages from Everguarde are forced to swift cast all spells, and may cast Detect Magic for free is no longer in effect.&lt;br /&gt;
&lt;br /&gt;
Instead, mages from Everguarde may cast Detect Magic, even if they do not know it, but only as a standard 30 second cast, and at a cost of 1 mana.&lt;br /&gt;
&lt;br /&gt;
In addition, Bordevarian characters with the Magus Skill will have the opportunity to take a Special Downtime Action ‘Attend the Lectures of Ser Vincent Karwall the Flame’ to attend these informal classes on Endemani magic.&lt;br /&gt;
&lt;br /&gt;
There will be further information and decisions to be made for the Duchess of Everguarde.&lt;br /&gt;
&lt;br /&gt;
== She Will Take Revenge to the Grave and Claw Her Way Back ==&lt;br /&gt;
Nearly two years ago, the small township of Thricefield in the heart of Weiland fell to the Blasserstreit. It fueled fears of conspiracy, a run on Bordevarian grain, investigation upon investigation. Finally, it appears that these fears can be put to rest, at the end of a blessed blade.&lt;br /&gt;
&lt;br /&gt;
While information is still difficult to attain, sufficiently influential individuals or those willing to sit with enough Arbington Guardsmen buying them brandy can draw the shape of conspiracy in the shapes of what they aren’t saying. And it paints a picture as dour as could be imagined.&lt;br /&gt;
&lt;br /&gt;
Count Lukas Hallowmere, Master of House Hallowmere, is rumoured to have been working on a way to create a substance or method of transporting Blasserstreit over distance so that it can be used to spread the infection in particular places, without risking the agents responsible for its distribution. Thricefield (part of House Hallowmere’s holdings) had been a fumbled failure that had thankfully consumed itself. But work had not ceased.&lt;br /&gt;
&lt;br /&gt;
Worse than the simple existence of this goal in the hands of a House with the ability to pursue it, is the fact that they appear to have acted in concert. Agents of House Hallowmere have met with representatives of groups in Lerona Mere, Resinderholz, and perhaps unsurprisingly, the Onyx Aristocracy. The image of Blasserstreit spreading in Wolstad is horror enough. The thought of it spreading in Legend City brings the knowledgeable to weeping, and the ignorant to the nearest priest. Loose lips among Concordian heroes have long suggested the Blasserstreit as a weapon or bargaining tool, it appears that our enemies have been more than happy to act first in this respect. &lt;br /&gt;
[[File:686609197 26896940223329650 8547592845702485985 n.jpg|thumb|Bordevar is used to feeling the weight of The Concord on its shoulders. But their failure has normally meant their own destruction, not the destruction of others...]]&lt;br /&gt;
But the Sheriffs and Dukes of Bordevar have not been idle. Between moonlit confluxes and the repeated investigations of the Weiland Customs House and the Arbington Guard Hall, the noose has closed around Count Lukas, his wife Rainella, and their treasonous banner.&lt;br /&gt;
&lt;br /&gt;
Arbington guards have raided the smaller holdings of House Hallowmere and its cadet branches, businesses associated with them, and captured their agents on the roads. As a force gathered to make the judicial assault on the hall of Count Hallowmere, the wretched man appeared to discover his waning time, and fled to the north. Arbington guards and Concordian pathfinders have launched into pursuit, hoping to call upon the heroes of The Concord before the Count can reach a band of Onyx Aristocracy forces that have slipped over the border from Vassertal, led by a woman in white and red. &lt;br /&gt;
&lt;br /&gt;
Around the northern keep of House Hallowmere, the remainders of the abandoned assault hold a hasty cordon. But the keep’s windows and arrowslits glow a foul hue in the evening light, and even with the Count’s departure, who knows what dangers and wonders remain within Fairstorm Keep.&lt;br /&gt;
&lt;br /&gt;
Elsewhere, the Keepers of the Weiland Tax and Customs office prowl the paths out of the region. Some of them even travel outside of the Realm pursuing those forces in Resinderholz and Lerona Mere that aided Hallowmeres. And while the Keepers are capable investigators, their influence and skill wanes quickly beyond the borders of the Kingdom, and these foes have a respectable head start. The trail grows cold, but not without leads. &lt;br /&gt;
&lt;br /&gt;
As the Summit draws near, the reflex to congratulate themselves may be more than heavy for the subjects of the Kingless Kingdom, but the work is far from done. Count Hallowmere must be apprehended before he can flee to the enemy, and the allies of the Hallowmere may grow to become a more dangerous foe than even Lukas and Rainella Hallowmere. &lt;br /&gt;
&lt;br /&gt;
The fate of every living person in The Concord is held in the balance of these decisions.&lt;br /&gt;
&lt;br /&gt;
Do.&lt;br /&gt;
&lt;br /&gt;
Not.&lt;br /&gt;
&lt;br /&gt;
Fail.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
Following consistent actions by [[Bordevarian Sheriff|Sheriffs]], [[Bordevarian Duke|Dukes]], and heroes from across Bordevar, a conspiracy has been revealed and now is the time to act, and bring the perpetrators to justice. Clustered around Count Lukas Hallowmere and his northern holdings. &lt;br /&gt;
&lt;br /&gt;
Raids on businesses surrounding Count Hallowmere have led the [[Bordevarian Sheriff|Sheriff]] of Arbington to command a final assault on the Hallowmere estate, however it appears the Count has already fled. Concordian Pathfinders and members of the Arbington Guard hall are in hot pursuit. The Sheriff of Arbington will be responsible for organising a Conflux to capture Count Hallowmere, and his research, before it can fall into the hands of his benefactors and their agents from the north. This conflux will be dangerous, high impact, and low accessibility. There will be additional decisions for the Sheriff of Arbington.&lt;br /&gt;
&lt;br /&gt;
Tracing the truth of the larger conspiracy has proven somewhat harder, given enemy proficiency, long distance, and some Concordian missteps (owing to both confusion, and timidity). The [[Bordevarian Sheriff|Sheriff]] of Weiland has been responsible for much of this work, and will have additional information and opportunities to continue the investigation beyond Bordevarian borders into Lerona Mere and Resinderholz.&lt;br /&gt;
&lt;br /&gt;
Count Lukas Hallowmere was a wealthy and influential lord, with holdings across the Realm. These holdings have been seized by the state but efficient work from Civil Servants on the ground have cleared many of them from involvement in the case. While some have been returned to the Wise Council for dispersal, some have been held by the Civil Service for auction. A number of Count Hallowmere’s holdings in the form of investments, and collections of resources will be auctioned on the second night of the Summit. This auction will only be open to Bordevarian nobles, Knightly Grandmasters, and Stewards.&lt;br /&gt;
&lt;br /&gt;
== Every Stone in the Wall is Unique ==&lt;br /&gt;
[[File:699752117 122145049136993969 4723281861260077028 n.jpg|thumb|374x374px|Deedholder Alyce Baker has put her money were her people are, letting her wealth protect the people of Bordevar.]]&lt;br /&gt;
Since their completion in Autumn 224 the Borderforts of Starscar have yet to see a proper engagement, and this winter was no different. The forts are far from quiet, however, thanks to the work of Alyce Baker, the Deedholder to the Lake Ladure Quarry. The season would see twenty tonnes of arcstone transported across Weiland, with workers travelling to each of the five forts to improve Bordevar’s defences against the Aristocracy to the east.&lt;br /&gt;
&lt;br /&gt;
Great mounds of stone and wood are created before the walls of the Oaken Keep, reinforced with arcstone and disguised with earth. Designed to break apart any wave of undead that sought to crash upon the walls, they create a host of redoubts from which the expert skirmishers of the fort can strike out at unsuspecting foes.&lt;br /&gt;
&lt;br /&gt;
Amidst the construction, a host of billmongers strike out to assist the Barrow Hounds further into Draemoor, their leave of absence secured with mercenaries funded by Lord Arthur Shepherd. Less noticed, a squad of rangers break north to scout the Wolfsbuel with supplies against the plague provided by the same.&lt;br /&gt;
&lt;br /&gt;
Barrow’s Roost is perhaps the busiest of the five, with stewards rushing around to make way for the new ownership of the fort. Fortunately, the construction is focused to the top of the walls and stays mostly out of the way. Over the course of the winter two new towers would appear atop the fort, and the existing ones reinforced, providing greater visibility, ranged defensive potential, and more aviary space.&lt;br /&gt;
&lt;br /&gt;
That space would not go unfilled for long, with the tireless efforts of Duchess Winnifred Eldermere and her group of magi working to promote the breeding efforts of the fort’s falcons. The flock of enlarged birds stands ready to support their new housemates with deliveries of arms and armour into the heart of Draemoor.&lt;br /&gt;
&lt;br /&gt;
The knights of Caelins Barrack would sit at their post, awaiting the order from their Champion that it was time to sally out from the fort and reclaim their lands. The arcstone goes towards reinforcing the trenches that span the cleared land before the walls, further deepened and stretched. Additional labourers paid for by Ser Louisoix Leveilleur allow for works beyond that of the other four, with sturdy palisades providing even more defense.&lt;br /&gt;
[[File:687158156 26896942756662730 2303732836540608067 n.jpg|thumb|Duke Wynters command is simple and to the point: Stand your ground.]]&lt;br /&gt;
In the Keep of the Horned Count, the sound of construction can barely be heard over the sound of arguing nobility. It is a handful of letters that make the difference for Lord Galadin Pearbell and boost his voice above the others. Support from former senators, Baron Kal-killion Mon’star and Ser Louisoix Leveilleur, from Duke Kore Vespera, and from a number of other nobles has allowed him to firmly take leadership over the operations of the fort. New banners of a fruiting tree in a field of bluebells now hang, protected by fresh arcstone crenellations and buttressing.&lt;br /&gt;
&lt;br /&gt;
By the time works are complete, Gray Keep has all but receded into the rocky base of the Steinvaults. A hollowed chamber in the mountain, scaffolded by an arcstone frame, allows key supplies and infrastructure to be protected from any foe. The quarried stone extends the walls of the fort, funnelling attackers towards the gates defended by arrowports and oil.&lt;br /&gt;
&lt;br /&gt;
It is through these gates that a troupe of deserters are marched by Duke Wynters herself. The message is clear: State of Emergency or not, there is no excuse for abandoning your post and weakening the realm.&lt;br /&gt;
&lt;br /&gt;
After two years without formal orders, and governance left an internal matter, each fort has developed its own personality and traditions. Whilst they stand ready for the final assault into Royal Bordevar, the question remains, however, what happens to these bastions of individuality once there is no longer a warfront to protect?&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
Over the past season, works have been completed on each of the Borderforts of Starscar. Under the order and donation of the Deedholder of the [[Arcstone Quarry|Lake Ladure Quarry]], Alyce Baker, Arcstone improvements have increased the maximum strength of the fortification by 1000. Additionally, the next time the fortress is damaged it can be repaired at no cost.&lt;br /&gt;
&lt;br /&gt;
The [[Weiland]] page has been updated to reflect the expanded details about each fort.&lt;br /&gt;
&lt;br /&gt;
There will be information regarding the state of Wolfsbuel for Lord Arthur Shepherd following orders to Scout the Frontline from the Oaken Keep. Other forces from the Keep have assisted with the Fight Further into Draemoor action this season.&lt;br /&gt;
&lt;br /&gt;
Through magical experimentation, the birds at Barrow’s Roost have increased in size, and the flock has recovered in numbers. It will be more capable of transporting information over risky flights and carrying larger packages. There will be further information for characters who undertook the Special Action.&lt;br /&gt;
&lt;br /&gt;
Further information about the presence of the Barrow Hounds at Barrow’s Roost can be found in [[But Darkness was Here Yesterday#Chained and Kennelled, Lest They Find Some Other Home|the relevant Winds entry]].&lt;br /&gt;
&lt;br /&gt;
In Caelins Barrack, workers have been hired to further reinforce the trenches in front of the fort. The maximum strength of the fortress has been increased by an additional 250.&lt;br /&gt;
&lt;br /&gt;
Letters from several Nobles from across the Houses of the heroic delegation have resolved a leadership dispute in the Keep of the Horned Count. House Pearbell now firmly leads the fort, thanks to the support of the heroes.&lt;br /&gt;
&lt;br /&gt;
Deserters from the Gray Keep have been hunted down through Weiland township and returned to their post. There has been no reduction in the maximum strength of the fortress, but discontent may grow as the State of Emergency continues. There will be additional information for characters who undertook this Special Action.&lt;br /&gt;
[[File:700078661 122145059426993969 9058066311076269395 n.jpg|center|thumb|675x675px|The work of Bordevarian Houses and Knightly Orders has seen the Border forts raised to new heights.]]&lt;br /&gt;
&lt;br /&gt;
== Sometimes, Dead is Better ==&lt;br /&gt;
The spires of what was once known as Peregrine’s Roost are far quieter than the bustling fortress they stand above. Glowshards cast light over the stained rafters of rooms thick with the scent of hay and droppings. These shards, specially developed with aid from heroic mages, would serve a more important purpose in the hatchery rooms. The warmth they provide would be a critical factor in the maturation of the dozens of large eggs that rested below them.&lt;br /&gt;
&lt;br /&gt;
Aviarist Lyore sits on a stool, armed with ledger and quill, reviewing each egg in turn. She holds one up to the light, the glowing pink revealing the chick thriving inside, making her notes accordingly. The next is dark and motionless, the lack of an air sac the telltale sign of a stillborn bird. Such things were not overly uncommon, even in standard practices, but still she let out a small sigh. &lt;br /&gt;
&lt;br /&gt;
It is only as she is about to mark her ledger that the bird, that was so still, moves. It moves with purpose, its head turned directly towards her as if it could see Lyore even through the shell of its egg. She drops it in surprise, the shell cracking open on the hard wooden table. The bird within starts to move, impossibly so, even for a healthy chick of its age. It stands on malformed feet and takes shaky steps forwards, its milky dead eyes locked onto Lyore, paralyzed on her stool. With a piercing shriek, it runs forwards as best it can, before collapsing under the weight of its own body at the edge of the table. &lt;br /&gt;
&lt;br /&gt;
The cry shakes the Aviarist from her stupor, the stool clattering to the ground behind her as she almost trips off it in her haste. She backs up, trying to understand the scene that has unfolded before her, when the hatchery is filled with the sound of cracking eggs. Dozens upon dozens of eggs start to shift and shake in their places, not all but certainly more than would be expected. &lt;br /&gt;
&lt;br /&gt;
As ethereal shrieking fills the room, Lyore stumbles backwards, fixated on the fledgling choir of rot before her. Unaware of the stairs spiraling down behind her, her foot catches the hem of her robe.&lt;br /&gt;
&lt;br /&gt;
At the bottom of the stairs, one last egg cracks.&lt;br /&gt;
&lt;br /&gt;
~=~=~=~&lt;br /&gt;
&lt;br /&gt;
A bellowing cry shatters the silence in the early morning stillness around Lake Ladure, followed by a scream. Emerging from a furrow in the ground, carved from beneath, stands a cow. Her flank has rotted away, revealing organs that twist and pulse with new life, and ribs encrusted with reddish crystals. From her head, the same crystalline growths form ersatz horns, each movement cutting into the flayed, purulent skin from which they burst. &lt;br /&gt;
[[File:689127568 26896893526667653 3813852952931438536 n.jpg|thumb|&amp;quot;Farming used to be simple...&amp;quot;]]&lt;br /&gt;
It is an unlucky farmhand who is the first to encounter her, resting his eyes beneath the tree that marked the burial site. Startled from his nap by the shifting earth, he barely has time to register the situation before her horns bury themselves in his chest. His desperate cry for help is choked into silence by the aspirated blood bubbling from his mouth. &lt;br /&gt;
&lt;br /&gt;
The cow lowers her head, allowing the body to slump back to its final rest beneath the ancient oak. Her tight lips curl into the approximation of a snarl as she begins to feed upon the sweet prize her horns uncovered. It is in this manner that she is found by the group of farmers coming to investigate the strange noises in the fields, muzzle bloodied and entrails hanging from teeth not designed to tear flesh.&lt;br /&gt;
&lt;br /&gt;
“Big Anne?”, calls a gentle voice, far more comfortable in connection with this animal than any of the people around it. “It is Lucas. You know me.”&lt;br /&gt;
&lt;br /&gt;
A handful of others in the group have already begun to run back to the nearby buildings; some seeking body and blade, others seeking refuge. Those that remain brandish simple tools and try to call Lucas back, calling him fool boy and touched in the head. But for a young man with no connections bar his brother and his cow, the pleas fall on deaf ears.&lt;br /&gt;
&lt;br /&gt;
For a moment, it seems as though whatever force animates the beast is not strong enough to overcome this bond. Then, an outstretched hand is crushed between powerful molars, bones cracking beneath the force. The farmers rally, doing their best to pull Lucas free and to fight back with hoe and fork.&lt;br /&gt;
&lt;br /&gt;
All that remains when armed help finally arrives are broken bodies and a broken fence.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
For the second time, priests of Arcadian would call upon the power of The Ardent Mind to blanket Weiland in a [[Ward of Ironclad Vigor]]. The Ward would see the people of Weiland less affected by the mundane illnesses of winter and accelerate the harvest of wheat and herbs across the region. Or it would have, had it not been replaced by something far more sinister and powerful.&lt;br /&gt;
&lt;br /&gt;
Across Weiland, many animals that die - whether naturally or by human hand - are raised in undeath shortly afterwards. There have been widespread attacks by raised animals, particularly around farms and the Wolfden Woods, resulting in some deaths. &lt;br /&gt;
&lt;br /&gt;
No humans have been raised in this manner, nor has there been any outbreak of Blasserstreit or other disease.&lt;br /&gt;
&lt;br /&gt;
There will be additional information regarding this effect for the [[High Priest of Arcadian]] and the [[High Priest of Lumos]].&lt;br /&gt;
&lt;br /&gt;
Farm investments in Weiland will find they have produced as if 1 Tier lower (or at half if they are Tier 1) due to the increased costs involved with managing livestock.&lt;br /&gt;
&lt;br /&gt;
There will be additional information for the [[Bordevarian Sheriff|Sheriff of Carningsfield]] regarding &#039;&#039;&#039;&amp;lt;big&amp;gt;Big Anne&amp;lt;/big&amp;gt;&#039;&#039;&#039;.&lt;br /&gt;
&lt;br /&gt;
Bordevarians may opt to be affected by the following roleplay prompt: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;If Onyx Aristocracy necromancers can raise animals in Weiland from afar, why not in the Madre Campo? This may be the first step to doing the same to humans. Whenever you hear an animal’s cry you are struck by a sudden fear, and should look around to make sure the source is not nearby.&#039;&#039; &lt;br /&gt;
[[File:699946866 122145050432993969 116010483659127679 n.jpg|center|thumb|561x561px|The dead do not stay dead in Weiland, and they must be disposed of.]]&lt;br /&gt;
&lt;br /&gt;
== Risk Losing Everything at a Stroke ==&lt;br /&gt;
&#039;&#039;“Duke Kore Vespera, Master of House Vespera has failed the mandates required of them by the Wise Council, and the Crown. By the powers of the Wise Council, Kore Vespera and all who share her name and allegiance shall have their noble title and status removed from them. To serve the Crown and the People of Bordevar is a great weight, one that should not be given lightly.” - Ser Artenor the Wolf, speaking as a member of the Wise Council in Weiland Township, 26th of August 226.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The role of nobility within the Kingdom is to provide access to power, wealth, and responsibility to those best suited to it. It is to provide a formalised path of ambition for the commonfolk and the children of nobles to see how they might better themselves in a world that so often lacks clear paths through its malaise. Nobles are granted access to the highest levels of power and have far more say in the rulership of the realm, its policies, and its future.&lt;br /&gt;
&lt;br /&gt;
The system is abused through nepotism and the distribution of resources. It can produce petty tyrants in the same breath as revealing glorious heroes. But when the people of Bordevar cast their glances across their borders to the chaos of many cultures around them, they stand resolute in this tradition as the right way to do things. &lt;br /&gt;
&lt;br /&gt;
Highest of the nobles, is the title of Duke. Ruling vast swathes of crown lands in the name of the King, Dukes wield immense power afforded to them by their title, but also implicitly through social capital and their good standing. But such titles carry the weight of expectation. Mandates laid upon these titles from the Wise Council that rules in the King’s stead are non-negotiable and failure to succeed in the minimum of them will see your noble title revoked and the noble titles of your entire house as collateral. &lt;br /&gt;
&lt;br /&gt;
This punishment has been rendered this season, seeing House Vespera removed from the Peers of the Realm by the writ of the Wise Council. As the Realm looks to the heroes of Bordevar for their next Duke of Heartsgrave, the power of the Wise Council to destroy legacy is evident.&lt;br /&gt;
&lt;br /&gt;
But the work of Kore Vespera can be seen. Far to the South West of Weiland stands ‘The Manor’. This vast cliff-clutching expanse of halls, keeps, and dormitories was once the winter abode of King Artourious Bordevar, where he could watch over this realm in brooding calm. When the King died, the Manor became his resting place, and when his body was removed by the Order of the Hallowed Word, it became abandoned. &lt;br /&gt;
&lt;br /&gt;
But quietly, over the last year and by the order of the once Duke, The Manor was slowly transformed. Walls and roofs were repaired, and those people who were suffering were invited to see if the old manse could become a new township, known as ‘King’s Vigil’. This past winter the grounds have sheltered its first population of people, who live in dormitories similar to the vast Lerona Mere boarding houses. They walk the foothills of the Steinvaults, hunting, gathering, and tending to gardens. The Grand feasting hall has been rebuilt as a public house, with its small bar and handful of tables impossibly dwarfed by the scale of the construction around them. A small painting of the Duke who made it happen rests above the wine bottles, affectionately naming it ‘The Hall of Vespera’. &lt;br /&gt;
&lt;br /&gt;
Elsewhere in King’s Vigil, the King’s old winter garden has been deemed too beautiful, and too ornate to simply be broken down and used for carrots and beets. Instead passing to the hands of the new Duke to do with as they will.&lt;br /&gt;
&lt;br /&gt;
Perhaps most importantly, and most morbid, is the matter of The King&#039;s grave. The Mausoleum of Artourious Bordevar is quite simple on the surface, but with a subterranean complex large enough to function not only as his sepulcher, but also to house the leadership of the Order of the Hallowed Word and nearly twenty knights who were in the King’s eternal service. Now the empty sarcophagus gathers dust, its internal vessel removed, and there are fears that this place of national mourning will become a cellar for firewood, or an emergency goat-stable.&lt;br /&gt;
&lt;br /&gt;
In response to this fear, the Wise Council took action, Not only naming the Mausoleum itself crown lands, but instating the position of Sepulchral Sentinel, the Knight-Protector of the Mausoleum, the Keeper of the Grave, and the Crown’s Executioner.&lt;br /&gt;
&lt;br /&gt;
But this is not the end of the Wise Council’s work this season. More and more the nobles bother for news about the would-be-monarch. While complaints about the lack of a will and the meddling of foreign claimants have failed to stall matters, the Wise Council has surprised all the nobles of the Realm by presenting three possible futures for this title. While the Wise Council’s requirements for the naming of a new Monarch are well known, these three options have been carefully crafted alongside the Civil Service and have been handed to the Nobles of the Realm to understand what it would mean to have a new Monarch in Bordevar.&lt;br /&gt;
[[File:687780179 10163086224483129 1447082015544254669 n.jpg|center|thumb|533x533px|While the Wise Council may be disappointed in Kore Vespera, her mark has been left on Weiland and the people she has helped will never forget it.]]&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
The [[Bordevarian Duke|Duke of Heartsgrave]] title is up for election this summit after the previous Duke failed their mandates. There will be information for the next Duke of Heartsgrave regarding the loss of nobility of the former Duke.&lt;br /&gt;
&lt;br /&gt;
The Manor has been reestablished, not as a museum or monument to the lost glory of House Bordevar, but as a small settlement in its own right, known as King’s Vigil. Nearly two hundred people now live within its halls, grounds and outbuildings. There will be decisions available for the Duke of Heartsgrave regarding this new settlement. In addition, there are two new investments available for the Duke of Heartsgrave to distribute, both are within this settlement in the territory of Heartsgrave:&lt;br /&gt;
&lt;br /&gt;
* The Hall of Vespera (Tier 2 Business)&lt;br /&gt;
* The Greenwood Hall (Tier 2 Herb Garden)&lt;br /&gt;
&lt;br /&gt;
With the resettlement of The Manor, a new title has been created; The [[Sepulchral Sentinel]].&lt;br /&gt;
&lt;br /&gt;
The title, [[Monarch of Bordevar]], has been created, although the circumstances required for its election have not been met. &lt;br /&gt;
[[File:690749468 10163113457298129 4663034022447671712 n.jpg|center|thumb|518x518px|Meddlesome Drummondites will always be a concern.]]&lt;br /&gt;
&lt;br /&gt;
== What&#039;s Yours is Evidence ==&lt;br /&gt;
“A scared man.”&lt;br /&gt;
&lt;br /&gt;
“Really?”&lt;br /&gt;
&lt;br /&gt;
Hoddert nodded as he sipped from his short tankard of Lerona Mere beer. It was thin, less frothy than he would like, and tasted vaguely… fruity? As the tankard had been used to hold cider or mead and not properly cleaned.&lt;br /&gt;
&lt;br /&gt;
“He knows that he’s the last bulwark against the Senate falling off the cliff into some sort of Lerona Mere swamp of infighting, or an Iron Valley ice field of fighting everyone.”&lt;br /&gt;
&lt;br /&gt;
Warwick shook his head and lowered the broadsheet that was showing an only slightly characterful image of Lord Sigismund. He opened the thin paper newsprint and held up an image of the two Lerona Mere senators with a cocked eyebrow.&lt;br /&gt;
&lt;br /&gt;
“Vampire.” Grumbled Hoddert as he pointed at the drawing of Senator Jacques Di Zisseau. &lt;br /&gt;
&lt;br /&gt;
“Clown.” He grinned as his assessment fell on the comical image of Senator Gisett Triboulet. Warwick rolled his singular eye as his companion giggled into his beer. &lt;br /&gt;
&lt;br /&gt;
“What do you mean then?” he challenged, with a tone better suited to telling off a dog. Hoddert burped clumsily and made a show of thinking heavily.&lt;br /&gt;
&lt;br /&gt;
“Zisseau is only in the job to get more clients to bother magistrates with, and he really wants to run for Lerona Mere parliament, rather than senatorship. Triboulett is a patron of the arts, with all the stupid, vapid, expensive bullshit that entails.” Hoddert finished his assessment of their host senators, and downed his beer in one last gulp, while Warwick glanced around the dark taproom with his one good eye. Back in Weiland a similar assessment of Lord Sigismund would have been grounds for a punch up. Either the people of Madre Campo have worse hearing or worse opinions of their senators. &lt;br /&gt;
[[File:701755996 122145058214993969 8822432268889203636 n.jpg|thumb|King&#039;s Rangers are some of the Concord&#039;s foremost spies and trackers. Do you feel comfortable with them going through your business? What do you have to hide?]]&lt;br /&gt;
“And I’ll save you the trouble of finding pictures of the rest of that pack of rats.” Began Hoddert as he leaned back magnanimously.&lt;br /&gt;
&lt;br /&gt;
“Patriot, Puppet, Warmonger, Puppet, Traitor.” &lt;br /&gt;
&lt;br /&gt;
Warwick shook his head as he waved off the barman who was beginning to pour a refill for Hoddert. &lt;br /&gt;
&lt;br /&gt;
“Where do you get the time to learn all this?” He asked incredulously as Hoddert began to strap his studded cuirass back up and reached for his sword belt.&lt;br /&gt;
&lt;br /&gt;
“What do you think our job is mate? Come here and make friends? Arrest a few fookin’ bandits then head home tell Wallace everything’s all hunkey doory?” Hoddert was shaking his hips as he let the sword belt and its violent cargo settle under his heavy belly.&lt;br /&gt;
&lt;br /&gt;
“Mark my words Warwick, next time we’re back here, we’ll be carrying a writ of arrest for the whole lot of &#039;em, signed by the fookin’ King &#039;imself.”&lt;br /&gt;
&lt;br /&gt;
Warwick just shook his head as the two rangers wandered back out into the night, undoubtedly in the pursuit of just another bandit, but only Stallia knows what the future held for these King’s Rangers, The Concord, and its people.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
There will be a report for the [[Senator|Senator of Weiland]] regarding their discoveries in Madre Campo and Priado Expanse. Concerns that The Concord may be shot through with cults, cabals, and spies, there will be options to take further, more extensive actions when this power is used again. These more extensive options will target not just off-screen concerns, but also heroic actions that may be interpreted as acting against the Concord.&lt;br /&gt;
&lt;br /&gt;
There will be decisions for the [[Royal Ranger]], and the [[Senator|Senator of Weiland]] regarding corruption and failures within the other Concordian nations. &lt;br /&gt;
&lt;br /&gt;
The [[General|First Banner]] and the [[General|Iron Brawlers]] have gained the following trait, reflecting Bordevarian distrust of other Concordian forces;&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;
|Claim Mod&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|Untrusting of Fools&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;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Armies and Fleets that partake in campaigns alongside this army, that do not belong to the Kingdom of Bordevar, suffer +10% casualties. This effect stacks. &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Hunt What Hunts the Innocent, Until it Hunts You ==&lt;br /&gt;
Inside the table&#039;s circle,&lt;br /&gt;
&lt;br /&gt;
		&#039;&#039;Inside the hunter’s circle&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Under the sacred sword.&lt;br /&gt;
&lt;br /&gt;
		&#039;&#039;Under the sacred sword&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A knight must vow to follow&lt;br /&gt;
[[File:699950153 122145064862993969 7384824462091772535 n.jpg|thumb|Grand Master Ser Faerghas Harrow the Warden, master of the Knights of Everguarde has drawn the ire of that which hunts. But it should fear it does not become hunted in turn.]]&lt;br /&gt;
		&#039;&#039;A knight must come to know&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The code that is unending,&lt;br /&gt;
&lt;br /&gt;
		&#039;&#039;That its hunger is unending&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Unending as the table—&lt;br /&gt;
&lt;br /&gt;
		&#039;&#039;Unending as the feud&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A ring by honor bound.&lt;br /&gt;
&lt;br /&gt;
		&#039;&#039;Between the woods and crown&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A knight is sworn to valor,&lt;br /&gt;
&lt;br /&gt;
		&#039;&#039;A hunter is sworn to hunt&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
His heart knows only virtue,&lt;br /&gt;
&lt;br /&gt;
		&#039;&#039;His heart knows only greed&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
His blade defends the helpless,&lt;br /&gt;
&lt;br /&gt;
		&#039;&#039;His arrow strikes down his prey&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
His might upholds the weak,&lt;br /&gt;
&lt;br /&gt;
		&#039;&#039;His might undoes his game&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
His word speaks only truth,&lt;br /&gt;
&lt;br /&gt;
		&#039;&#039;His word speaks only hunger&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
His wrath undoes the wicked.&lt;br /&gt;
&lt;br /&gt;
		&#039;&#039;His wrath undoes the virtuous&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The right can never die,&lt;br /&gt;
&lt;br /&gt;
		&#039;&#039;The wrong can never live&#039;&#039;&lt;br /&gt;
[[File:700369190 122145053726993969 1143729680595162384 n.jpg|thumb|Bordevarian actions may have released this beast, but they will certainly attempt to put it back in the earth.]]&lt;br /&gt;
If one man still recalls.&lt;br /&gt;
&lt;br /&gt;
		&#039;&#039;If one man still remains&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The words are not forgot,&lt;br /&gt;
&lt;br /&gt;
		&#039;&#039;The debt is not forgot&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If one voice speaks them clear.&lt;br /&gt;
&lt;br /&gt;
		&#039;&#039;If one voice speaks them clear&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The code forever shines,&lt;br /&gt;
&lt;br /&gt;
		&#039;&#039;The hunt forever holds&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If one heart holds it bright.&lt;br /&gt;
&lt;br /&gt;
		&#039;&#039;If one feast remains uneaten.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
Despite the Hirshkind not being seen around Lake Ladure, The Rickon’s Tier continues to produce nothing this season with its workers too terrified to return.&lt;br /&gt;
&lt;br /&gt;
The Hirschkind has been sighted hunting within Everguarde, specifically targeting Knights. &lt;br /&gt;
&lt;br /&gt;
Everguarde has gained the trait “[[In the Lamplight of Hungry Eyes#Game Information 2|The Hirschkind Hunts]]”. The Sableheart has lost this trait.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Trait&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+Cas. Inf. &amp;lt;/nowiki&amp;gt;&lt;br /&gt;
| +Cas. Suff.&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|The Hirschkind Hunts&lt;br /&gt;
| -&lt;br /&gt;
|5%&lt;br /&gt;
|Bordevarian or Greenweald armies that leave this territory suffer 100 casualties. If the army remains in the territory and fights, it only suffers +5% casualties as listed here.&lt;br /&gt;
Only affects Greenweald armies and Bordevarian Armies.&lt;br /&gt;
|}&lt;br /&gt;
There will be further information and decisions to be made for the Grandmaster of The Knights of the Everguarde and the [[Bordevarian Sheriff|Sheriff of Carningsfield]]. &lt;br /&gt;
[[File:698978739 27001327889557549 6109319768782178171 n.jpg|center|thumb|587x587px|&#039;Let work light the way.&#039;]]&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>OGates</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=An_Easy_Life,_or_A_Difficult_Truth&amp;diff=4788</id>
		<title>An Easy Life, or A Difficult Truth</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=An_Easy_Life,_or_A_Difficult_Truth&amp;diff=4788"/>
		<updated>2026-10-26T04:06:16Z</updated>

		<summary type="html">&lt;p&gt;OGates: Minor spelling and grammar fixes (Draemor to Draemoor)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&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;
[[File:717236689 10163227900013129 8020930885207699453 n.jpg|center|thumb|660x660px|Bound together, on and on.]]&lt;br /&gt;
&lt;br /&gt;
== Honey And Wildfire Are Both The Colour Gold ==&lt;br /&gt;
In the mountainous foothills that rise from the rolling plains, a crystal-clear river flows freely. Along its banks, perfect rings of unusual flowers sway gently in the breeze. A nomad dressed in cayenne hues stands perplexed, his finger dripping crimson blood onto the razor-sharp petals that shine like stained glass.&lt;br /&gt;
&lt;br /&gt;
~=~=~=~&lt;br /&gt;
[[File:699397720 122145040832993969 4476506998200623809 n.jpg|thumb|Not everything that is gold wishes you well.]]&lt;br /&gt;
In the verdant grasslands near an ancient estate, a series of newly erected posts cordon off one of a dozen small groves of very large trees. Their ash-coloured leaves provide welcome shade from the scorching sun as workers ready their tools. A logger in a flowing azure tunic swings hard towards the trunk of one such tree, and watches in surprise as his axe buries far deeper into the usually unyielding wood than he expected.&lt;br /&gt;
&lt;br /&gt;
~=~=~=~&lt;br /&gt;
&lt;br /&gt;
At the heart of the craterous pit mine, three workers swing at the earth with heavy pickaxes, breaking up the rock in search of new veins of mithril. With the clang of pick on metal, one miner pauses. Brushing away the rubble, he shouts in jubilation as the flickering torchlight illuminates the telltale sheen of the dark, flinty ore.&lt;br /&gt;
&lt;br /&gt;
Three hours later, the miners stare in bewilderment at the strange sight before them. Half-encased within the long vein of ore is an immaculate cube of ruby-dark bloodglass, roughly a foot long in each direction. Incredibly smooth, impossibly perfect, and found far too deep to be natural, the cube glints mockingly in the firelight.&lt;br /&gt;
&lt;br /&gt;
~=~=~=~&lt;br /&gt;
&lt;br /&gt;
Above the vast moors of the once-forgotten land, half a dozen massive monoliths stand solemnly. Once, they bled in ocean-indigo hues. Now, they leak anew. From deep within the porous rock ooze the colours of sunset, shining with the richness of saffron and the sweetness of wealth.&lt;br /&gt;
&lt;br /&gt;
~=~=~=~&lt;br /&gt;
&lt;br /&gt;
Somewhere within the deep-dappled grove of titanic trees, a robin with too many eyes flutters onto the bough of one of the orchard’s oldest Nightswood trees. Its timber shaved down and carted off years ago, it serves as little more than a reminder; the deep-set arborglyphs of civilisation.&lt;br /&gt;
&lt;br /&gt;
But no longer does the tree bear the scars of where careful hands had carved great slabs from its flesh. Once more, the great Thunder Oak stands mottled but whole, its trunk now a patchwork of pitch-black and carmine.&lt;br /&gt;
&lt;br /&gt;
~=~=~=~&lt;br /&gt;
&lt;br /&gt;
High in the western mountain range, a shepherd falls to her knees whilst tending to her flock of goats. As the handful of pebble-sized pale-blue stones in her forehead glint in the early morning light, her intricately embroidered tunic quickly becomes sodden with snowmelt. &lt;br /&gt;
&lt;br /&gt;
She screams, clawing at her face as her skin begins to stretch. Her temples split with a wet squelch, sheets of blood pouring down her face as six long, pointed sapphire spikes break through like worms burrowing from the earth after rain. She breathes in one last shuddering breath before falling prone; the brilliant snow made incarnadine.&lt;br /&gt;
&lt;br /&gt;
~=~=~=~&lt;br /&gt;
&lt;br /&gt;
In the winding caves deep below black granite cliffs, a group of miners sprint back up a mineshaft as fast as they can move. Behind them, a huge shard of Kyanite begins to shine brighter and brighter, the forceful strike that uncovered the stone reacting and reverberating to a dangerous extreme.&lt;br /&gt;
&lt;br /&gt;
But the expected explosion never arrives. Turning around, the workers look on as the light within the purple crystal shines violently for a moment more, then winks out, the mineshaft returning to its usual dimness.&lt;br /&gt;
&lt;br /&gt;
~=~=~=~&lt;br /&gt;
&lt;br /&gt;
In Wolstad- In Lerona Mere- In Weiland- In Obregon- In Brakkenloh- In Strivington-&lt;br /&gt;
&lt;br /&gt;
In cities across all five nations of the Concord, in places of wealth, people, and culture aplenty, the Sphere of Panoply issues a challenge.&lt;br /&gt;
&lt;br /&gt;
Over the winter months, every church across the Concord finds a small box clad sitting on their front steps, a small stack of paper slips beside it. Clad in the colours of the evening sun, the boxes are placed outside each building, inviting people to make their choice. Regardless of the weather, or however many people move through, the stacks of paper beside the boxes seem to always remain well stocked.&lt;br /&gt;
&lt;br /&gt;
Though the boxes would become the subject of much scrutiny, their effects are still to be determined. One thing is for certain, however.&lt;br /&gt;
&lt;br /&gt;
Each day brings only one vote.&lt;br /&gt;
&lt;br /&gt;
Make it count.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
[[File:690755448 10163113449663129 6055160073067969980 n.jpg|thumb|419x419px|High Priest of Panoply, Houndspriest Adept Katja Vasilevich]]&lt;br /&gt;
The Precipice has been aligned to Panoply this past Season. As such, Ceremonies of Panoply have had their magnitude reduced for this coming Summit:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|Ceremony Magnitude&lt;br /&gt;
|Magnitude Reduction&lt;br /&gt;
|-&lt;br /&gt;
|From 1 to 10&lt;br /&gt;
|By 2&lt;br /&gt;
|-&lt;br /&gt;
|From 11 to 30&lt;br /&gt;
|By 4&lt;br /&gt;
|-&lt;br /&gt;
|From 31 to 50&lt;br /&gt;
|By 8&lt;br /&gt;
|-&lt;br /&gt;
|From 51 and higher&lt;br /&gt;
|By 16&lt;br /&gt;
|}&lt;br /&gt;
In addition, the ceremonies ‘Coinmaster’s Superior Transmutation’, ‘Prominent Demands for Taxation’, and ‘Esteemed Voices Raised Loud’ may be cast.&lt;br /&gt;
&lt;br /&gt;
Across the Concord, a variety of unexpected effects have occurred.&lt;br /&gt;
&lt;br /&gt;
Strange occurrences have begun to take place across all of the Concordian Deeds. These effects are detailed below, and will last for as long as the Precipice is aligned to Panoply.&lt;br /&gt;
&lt;br /&gt;
* [[Magli’s Gift]] has begun producing a small supply of both Green Sunleaf and Shimmering Scales in addition to its regular supply of Arcstone.&lt;br /&gt;
&lt;br /&gt;
* [[The Opal Oasis]], despite being out-of-commission for the last few months due to the disruptions in Civisello, has still managed to produce a full season’s worth of Wains of Thunder Oak.&lt;br /&gt;
&lt;br /&gt;
* [[Lake Ladure Quarry|The Lake Ladure Quarry]] continues to produce Crystal Mana as if it was a Tier Two Leyline, in addition to its usual bounty of Arcstone.&lt;br /&gt;
&lt;br /&gt;
* [[Aethemer’s Folly]] has excavated a seemingly stable form of Kyanite, at the cost of some of their usual supply of Mithril.&lt;br /&gt;
&lt;br /&gt;
* [[The Rumwold Vastness]] has begun to excavate strangely perfect cubes of Essencite and Bloodglass from within its Mithril veins, providing them a small supply of each in addition to their Mithril supply.&lt;br /&gt;
&lt;br /&gt;
* [[The Eisen Orchard]] has begun to produce a small bounty of Hartswood, in addition to its regular supply of Thunder Oak.&lt;br /&gt;
&lt;br /&gt;
The Esterran Circle is &amp;lt;span style=&amp;quot;color: orange;&amp;quot;&amp;gt;O R A N G E&amp;lt;/span&amp;gt;.&lt;br /&gt;
&lt;br /&gt;
All Aurums are affected by the following roleplay prompt: &#039;&#039;Your gems have been acting strangely; shifting across your face and growing at a considerable rate, they are likely far more prominent than usual. A few times, you have awoken to find that one of them has fallen from your face, only for a new gem to have erupted by sunset. They may be itchy or uncomfortable, but not painful.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Whether through selling these shed gems or through other unexpected windfalls, all Aurums will find they have earned slightly more this past season.&lt;br /&gt;
&lt;br /&gt;
Strange gilded ballot boxes have begun to appear in Civil Service Offices and Churches across the Concord. Their effect is currently unknown. One will appear at Passage during the coming Summit. Each character will receive two voting slips, with one for each day. These voting slips are an In-Character item, and can be treated as such. &lt;br /&gt;
[[File:699950286 122145052244993969 9105217430009668792 n.jpg|center|thumb|617x617px|Prosperity and Peace should go hand in hand.]]&lt;br /&gt;
&lt;br /&gt;
== Be Not Blind to the Suffering of the Downtrodden ==&lt;br /&gt;
Years ago, a kind man in Wolstad looked upon the Concord and saw that its commonfolk suffered. Be it by plague, by war, or by simple greed, it was often the lowest that suffered the most. His words carried weight to the ears of those in great power, who leant him a mote of that power, and then leant him coin. In reward for his toil, the Spheres took from him his sight, albeit only for a short time.&lt;br /&gt;
&lt;br /&gt;
Now, there is a gray stone monastery in The Hunters Wood. Already being enraptured by the crawling vines of the Weald, and there are already two pair roosting owls within its small stable for oxen. It is quiet and unadorned, as befits a place of contemplation. One would be forgiven for thinking it was abandoned were it not the holy workers that wander its grounds. For as much as this is a place of learning and discovery, it is also a place of work. Its cellars hold sacks upon sacks of preserved vegetables and flour, its toolshed is filled to bursting with carpenter’s tools, block-and-tackle, and cartwright’s business. The monks here are wise in the way of the Spheres and the way of the world. Their arms are tough and scarred from physical work, and their feet are well-worn from walking great distances. They have come far to travel further, bringing the aid and light of the Spheres to The Concord.&lt;br /&gt;
[[File:Ulrich.jpg|thumb|Be not blind to the suffering of the downtrodden.]]&lt;br /&gt;
On the inside of the Monastery’s main hall, just above the redwood entry door read the following quote:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Be not blind to the suffering of the downtrodden.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They are owed your hand, your light, and your work more than any other.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Be not blind to the suffering of the meek.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They are often lost in the works of the great, where they are crushed underfoot.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Be not blind to the suffering of the poor.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They have within them greatness, even if the world stands against them.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Be not blind to the suffering of the lost.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;They need only to walk hand in hand with a friend to find their path again.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Be not blind to the suffering of the soul.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;As it sees true.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To the right of this door is a simple painting of a gray bearded man, his eyes covered with a strip of coarse cloth, and an easy smile on his face, his cheeks warm with mirth. A small plaque notes this man as ‘Father Ulrich Felstead, whose mercy saw this monastery raised’. The Blind Priest of Wolstad can still be found in its town square, preaching, or perhaps making his way to Passage. But his mark has been left on the world.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
The Order of the Sacred Journey has been completed in The Hunter’s Wood, sitting a distance to the west of Wolstad, a little over a day&#039;s travel among the paths and tracks of the Weald. The title of ‘[[Master of the Order of the Sacred Journey]]’ has been created.&lt;br /&gt;
&lt;br /&gt;
Surprisingly, the forces loyal to the upstart ‘True Baron of Jaegerholz’, Maximilian Hanselvacht have not disadvantaged or disrupted the completion or operation of the monastery in any way. There will be additional information and decisions for the [[Master of the Order of the Sacred Journey]] regarding being a part of the Barony of Jaegerholz.&lt;br /&gt;
&lt;br /&gt;
Hunters Wood has gained the following trait:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;Trait&#039;&#039;&lt;br /&gt;
|Cas. Inf.&lt;br /&gt;
|Cas. Suf.&lt;br /&gt;
|Claim&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|Monastery&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-15%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+200&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Bonus Claim and Casualties suffered only applies to friendly forces. Hostile forces that conquer a territory containing a Monastery receive additional spoils of war.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Divine Stars in a Sunless Realm ==&lt;br /&gt;
Echoes of countless voices and languages flit across dimensionless space, their sources are comets of light and power, Divine in their nature and blinding to those who gaze into the realm of the Journey. In Artebazzan, those who gaze through the Window look up in wonder as the three burning comets orbit around each other as they drift around the Mortal Sphere.&lt;br /&gt;
&lt;br /&gt;
The smallest of the trinary system is a pale and beautiful white, shedding a mantle of midnight blue from its corona, orbited by a tiny flickering planetoid of one single soul. It pulses softly as the echoes of quiet promises and cold fury fill the void from end to end.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Thank you for answering my call and meeting me. Notice has been given, marked and sealed in Divine blood as the Prominence demands.”&#039;&#039;&lt;br /&gt;
[[File:687852112 26896940789996260 6169006230521958026 n.jpg|thumb|The Magistrate represents the hammer of law, and its golden mercy.]]&lt;br /&gt;
There is a hum that stretches throughout time - resonating from a Sphere both almost close enough to touch and also infinitely distant - before another entity speaks into the darkness.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“You have made your summon clear, and we have come as demanded, but we each have our duties, child of knowledge. Be brief - you ask much of us.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This one pulses a harsh golden light, the myriad of voices that emanate from it bearing stern condemnation, universally applied over its many physical forms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Aban Ibn Wassar, I-”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Do not speak that name as if you have earned the right to do so. I am here for my task, not out of any love for you.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“...fine. Herald of Law, I have prepared my part in this. I have sown the seeds of Divine power, and embraced through my aspect this reaped harvest of authority to find the truth and punish those who mislead.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“I have walked among them to deliver your missive, as well as by my own accord. I remain unconvinced of your assertions of their failures against the divine order - they are flawed as all mortals are, but they retain the capacity to learn and change. I will join you in accord and render judgement if that is the will of the Herald of Guilt and Doubt, but I reserve my judgement for the Spheric Council - do not ask me for summary judgement or you will earn my ire.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The invisible pressure of the place seemed to build, almost as if the formless entities’ attention on the silent third member of their trio could be felt. Largest of the three, its surface a perfect reflective steel that reflected the light of the others in an iridescent halo, it orbited well out and away from the closely knit pair, slowly revolving in a balancing dance. When echoes resonated from it, there was no unity in it, overlapping voices and emotions flowing out to ripple through the twinkling lights of the souls flowing around them.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“They are…human. They err. Many are flawed, many remind me of memories of a life once lived. They do not know the Truth, but they cannot be blamed for that. As to the worthiness of their nation…I…have not made up my mind.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A pulse of disquiet and frustration echoed forth from the smallest of the group - emotions made manifest in a wave which temporarily disrupted the souls in their Journey. A six-part chord resounded through all of reality and for a brief moment every light in the heavens was stilled. After a fraction of a moment, the souls continued on their appointed paths, and echoes once again rang out into the still pond of eternity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“You have acted for more than a year, what further proof do you need!? Their nation is rotted through from the roots all the way to the canopy - they are a patchwork confederation of failures tied together to desperately survive, a motley shadow of past glories that achieve nothing. Better that they be cast down the road to ruin and have the deserving arise again in a new cycle.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“And for the sin of past glories you would have us strip them of the blessing of three Spheres? A full half of creation? As Herald of Truth you know I speak truthfully when I say that would damn countless souls full of potential to oblivion! You waste my time and my teachings to the outer dark when they finally are showing promise. You will need to do better than that to convince me.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“You will come though. You will hear from me the extent of their failures, and from their own mouths hear their pathetic mewling pleas for mercy that I will refuse to grant. The limitations of Vargo’s space will ensure that only their most deserving and worthy can even hope to attend - those who have been given the greatest opportunities of the Spheres, knowledge of the brilliance of their past lives. Even these blessed ones are unworthy, and will do nothing but prove my case.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“We will see. Until then.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Falling from the trio like a meteorite, the brilliant pulsing gold fell back to the Mortal Sphere, lighting up the skies as it drew a mortal shell back to itself. Seeing that the confluence was at an end, the largest of the three did likewise without a word, falling away back to its duties in the outer reaches of the Sphere.&lt;br /&gt;
&lt;br /&gt;
The pale comet lingered for a moment, shedding a trail of beautiful blue as it danced among the worthy souls of the departed, shepherding them toward the vast Spheres beyond. From it rippled the shallowest echo, emanating not from its brilliant majesty but from the single soul trapped in orbit around it. This echo, so small, so easy to ignore - just as it has been ignored this whole time by the brilliant soul it orbits - a quiet voice speaking into an unhearing infinity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Forgive them, brother. This was my will.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
The Magistrate, in its most recent visit to Passage, handed to the High Priest of Panoply a summons penned and sealed by the Fang of Inner Darkness, demanding the presence of a delegation of Concordians at what it termed a ‘Spheric Council’, where it proclaimed that a trio of Heralds would convene to pass judgement on the Concord based off their interactions in the last few years.&lt;br /&gt;
&lt;br /&gt;
This will replace the Past Life Vision, occurring at the same time that occurrence normally would, but with some specific details. 6 heroes must be chosen to attend, all equally relevant, there as contributors not observers. Only those who have been on a Past Life Vision (as either Visionary or Guide), or bear a Graced form will be able to attend - there are no other requirements for those that attend.&lt;br /&gt;
&lt;br /&gt;
While the information is in the hands of the [[High Priest of Panoply]], the attendants will be finalized at the [[Council of Six]] meeting on Day 2 through unanimous consent.&lt;br /&gt;
&lt;br /&gt;
== An Animal that Writes Letters ==&lt;br /&gt;
The being appeared in a flash of darklight, casting shadows about its form and across the monolith at the peak of Goddream Pinnacle. The heroes intent on investigating the stars above Windholme stumbled backwards, some even reached for blades. The stooped figure had scales the colour of candlelight, and clutched far too many books in its far too long arms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Humanity, hear this message and heed it.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-=-=-=-&lt;br /&gt;
&lt;br /&gt;
With her right hand caked in blood, she stood on the vast battlefield, the legion on one side, and the horse lords on the other. Her voice rang out like the clash of steel.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“It is time for humanity to walk its own path, to seek the Spheres without the wisdom of the Eternals.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-=-=-=-&lt;br /&gt;
&lt;br /&gt;
His voice wove its way through the streets of Aprivano like a serpent of gold, finding hundreds of ears and thousands of hearts.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“For it is the suffering of humanity to strive against unknowing, to test their souls against the darkness that is existence.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-=-=-=-&lt;br /&gt;
&lt;br /&gt;
His footfalls on the deck of the rocking ship were even, easy, and confident, just as the blade in his hand danced with skill and lethality. His words shone, like dark steel in a new dawn.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“We remain your ever present watchers, herdsfolk, and wrathful minders. For it is the suffering of our task.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
-=-=-=-&lt;br /&gt;
&lt;br /&gt;
Her shield was mighty to behold, even here in the coldest snow. It brought warmth and hope, even if her countenance did not.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Go now and discover, live, and thrive, for you have no other option.”&#039;&#039;&lt;br /&gt;
[[File:700439825 122145040250993969 8729474678668697209 n.jpg|center|thumb|503x503px|Church work often involves a worryingly large amount of letters.]]&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
The presence of many divine beings across the Concord (and presumably the world) has heralded many changes to humanity&#039;s ability to communicate with them. While it has taken some time to understand what form these changes will take, they have begun to be felt.&lt;br /&gt;
&lt;br /&gt;
Spheric Missives appear to no longer be able to contact Eternals. Any attempts to do so fail, with the crystal mana being consumed.&lt;br /&gt;
&lt;br /&gt;
Spheric Missives to Heralds have gained additional effects. While responses from these capricious beings are still not ensured, responses of a kind have been noticed. The summit following a Spheric Missive, the Missive’s writer will receive a mechanical/roleplay effect that is particular to the Herald contacted. This effect will be either positive or negative, depending on the Herald’s interpretation, feeling, and conclusion about your missive. You may or may not receive a response.&lt;br /&gt;
&lt;br /&gt;
As the Concord does not know these effects currently, they have not been added to the wiki. As they are discovered and experienced by Concordian characters, they will be added to the ceremony entries on the wiki.&lt;br /&gt;
&lt;br /&gt;
The magnitude of all Spheric Missive ceremonies have been raised to 4. &lt;br /&gt;
&lt;br /&gt;
The following characters will receive effects from Heralds regarding their missives from last summit:&lt;br /&gt;
&lt;br /&gt;
* Valrick Thanshaw&lt;br /&gt;
* Ciaphus Barberan&lt;br /&gt;
&lt;br /&gt;
There will be additional information regarding the appearance of a Herald at the Goddream Pinnacle for the heroes who were present at the time.&lt;br /&gt;
&lt;br /&gt;
== Tribulations of Crystal and Paper ==&lt;br /&gt;
&#039;&#039;You are not permitted you are not permitted you are not permitted you are not permitted you are not permitted you are not permitted. You are not permitted you are not permitted you are not permitted you are not permitted you are not permitted you are not permitted.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sister Agatha looked down with consternation at the written script on the parchment before her before looking up with narrowed eyes, searching for any sign of deception in the eyes of her newest subordinate - his brown leather jacket fresh and still lacking the ink stains that it would inevitably obtain as the attire of a scribe in the Bureau of the Church.&lt;br /&gt;
&lt;br /&gt;
“Last chance to confess to a lie. You’re not lying to just get out of the drudgery you’ve been assigned?”&lt;br /&gt;
&lt;br /&gt;
“No ma’am, the man definitely said the words, and I’ve not been able to do my job since. Right pain it is. Said that it was a punishment from someone I pissed off when I was part of the Magistratum. Said he had no hard feelings, but he’d been paid to make it extra hard to get rid of.”&lt;br /&gt;
&lt;br /&gt;
Agatha pinched the bridge of her nose and massaged her forehead as she mused about how to deal with the situation.&lt;br /&gt;
&lt;br /&gt;
“Why were you even in Passage anyway? How did they know you were there? You would have had to have been within 15 minutes of the Square, and there long enough for them to conduct a Ceremony to boot.”&lt;br /&gt;
&lt;br /&gt;
“No idea to the second one ma’am, but I suppose I’ve been…known to pass through there to enjoy a drink or two on my travels…”&lt;br /&gt;
&lt;br /&gt;
He looked sheepish, and averted his eyes as she levelled an absolutely withering glare in his direction. Normally what he did on his own time when returning from the outer territories was his own issue as long as he was back on time, but this was going to make her work an absolute nightmare for the foreseeable future.&lt;br /&gt;
&lt;br /&gt;
“He didn’t happen to mention just how much extra crystal mana he spent to make the Blindfold harder to remove? You didn’t get a view of his sect? Rough numbers?”&lt;br /&gt;
&lt;br /&gt;
“No ma’am. Sorry ma’am.”&lt;br /&gt;
&lt;br /&gt;
“Enough with the ma’am! You’re making me feel old! Spheres above…”&lt;br /&gt;
&lt;br /&gt;
She sighed, then looked out the window, trying to figure out what to do with him that would still be useful for her office, already penning a letter to the office of the Curate in her head to ask for a replacement.&lt;br /&gt;
&lt;br /&gt;
“Alright, I’m assigning you to field work then. You’ll carry this information to every sect you can find, and then just count them via a tally list on this board. We need accurate numbers for the new voting system, so &#039;&#039;make sure&#039;&#039; you don’t double up!”&lt;br /&gt;
&lt;br /&gt;
“Yes ma…miss. You can count on me!”&lt;br /&gt;
&lt;br /&gt;
Her young assistant eagerly grabbed the proffered materials and disappeared eagerly through the door, leaving her to collapse back into her chair with a deep sigh as she stared despairingly at the mounds of paperwork on the side desk she had been looking on offloading to him.&lt;br /&gt;
&lt;br /&gt;
“One more season…just one more season…then things will be better.”&lt;br /&gt;
&lt;br /&gt;
Her quiet promise to herself rang hollow even as she spoke the words. The upcoming improvements to bureaucracy just left more time for bureaucracy, and the paper trail never got any smaller. With one last sigh she picked up her next congregational report and got back to work.&lt;br /&gt;
[[File:699671567 122145039692993969 982474102686680674 n.jpg|center|thumb|583x583px|Always leave more time for bureaucracy.]]&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
There is a significant change coming to Church Motions, which specifically affects Greater Majority motions. Going forwards, there are two possible conditions that will lead to a Greater Majority motion being passed:&lt;br /&gt;
&lt;br /&gt;
* 1) The motion has more than 50% of all available standard church votes ‘For’ the motion&lt;br /&gt;
* 2) The motion has more than 66% of all available &#039;&#039;base tiers&#039;&#039; of Congregation voting in favour of the motion&lt;br /&gt;
&lt;br /&gt;
If the second condition is achieved (which will be checked first), then the votes will not be counted, the motion simply passes.&lt;br /&gt;
&lt;br /&gt;
The Church Bureau has also successfully argued for access to funds gathered from the State of Emergency. For so long as the State of Emergency persists, purchasing a Tier 1 Congregation from the Exchange is free, allowing individuals to change their Investments to better interact with the new voting method in the Church. However, it should be noted that characters who obtain a congregation do not gain additional votes and are not counted for greater majority motions until the following summit, as it takes some time for a congregation to be organised. &lt;br /&gt;
&lt;br /&gt;
Lastly, while the rules on this have not changed, this is also a reminder that Ceremony Magnitude is the &#039;&#039;minimum&#039;&#039; cost, not the explicit cost. All Ceremonies can be performed at a higher Magnitude (and therefore higher Crystal Mana cost) if so desired, though many do not have any additional explicit benefits for doing so.&lt;br /&gt;
&lt;br /&gt;
The important reminder is that for Curses and Enchantments, only the highest magnitude in effect on a target at any particular layer will be active. The other effects are still ‘on’ the target for the duration, but their effect is suppressed until the higher magnitude effect wears off or is removed.&lt;br /&gt;
&lt;br /&gt;
== By Fire and Starlight I Know the Spheres ==&lt;br /&gt;
[[File:699987541 122145038732993969 8776189954183324625 n.jpg|thumb|It was by Daud&#039;s hand that the Roiling was made, and it was by his words it was recognised.]]&lt;br /&gt;
Among Concordian lands and beyond, it is sometimes within the burning passions of priests to declare certain locations holy to the Spheres. Perhaps it is the site of some great miracle that changed the shape of the land itself, perhaps it is the home of a congregation that has wrought great goodness in the world, perhaps it is simply a place of such majestic beauty that it evokes the Spheres itself. Regardless of the why, these locations become of great importance to people throughout the faith, they become the site of pilgrimages, and others assume that miracles will appear here.&lt;br /&gt;
&lt;br /&gt;
This past year has seen two new holy sites added to the records of The Concord, one in light, one in shadow.&lt;br /&gt;
&lt;br /&gt;
‘The Roiling’ in Mukarrem has a troubled history. Once the sight of an arcane and esoteric experiment by the mages of the Idrian Cabal, the land was corrupted and strange, with blades of glass and miss-shapen beasts. The Concord with their Al’Mai allies threw out the Cabal, but the land remained as it was. But the Heralds had granted the Concord a boon in years past, an ember of Anarch which was carried into this unknowable contamination by one man and his allies. Once there, he cast the ember down, renting the land asunder, and banishing the arcane hubris. The land cracked, smoked, and flamed, raging wildly for seasons, before calming into scattered hillocks that still smoke, spontaneously burn, and occasionally roil with laval flows. That man was Daud El’Priado Del’Anarch Al’Sabre, and it was by his hand and bearing that The Roiling was recognised as a holy site to Anarch this past season by the Council of Six. &lt;br /&gt;
[[File:699127179 10163139920038129 2787204959208685256 n.jpg|left|thumb|There are many Wealder&#039;s who remember Hasselbach sorely, and the actions of Houndspriest Vanatoure ensure that it cannot be forgotten lightly.]]&lt;br /&gt;
Far to the North East, within the lands of the Onyx Aristocracy that was once the Barony of Vassertal, there is a cathedral. A fine structure of iron and arcstone, it was once a grand place of worship and new life, where priests of Arcadian and Stallia made good the teachings of truth, strength, and righteousness. But it has not been within friendly hands for some time. Foul rumour has it that this church, known as ‘The Cathedral of the Iron Star’ is sick, caustic, and ensorcelled as much of the city of Hasselbach is. But its legacy still shines through time and distance. It is this legacy that inspired Houndspriest Wenche Vanatoure to champion its recognition as a holy site, which has passed this season. It’s starlight glow draws the Concord into Vassertal to reclaim what was lost, and see it brought high once again.&lt;br /&gt;
&lt;br /&gt;
But all is not well. Each holy site the Concord recognises puts a great weight upon these locations, and lacking financial and logistical support by The Church, they can quickly fall into disrepair or obscurity. While this would be fine for a vale, crossroads, or valley of little note, the abandonment of these sites when they are of faithful importance is another matter. The Church has failed to consecrate any holy sites, and in adding more it is impossible to see to them all using the expected hands of volunteers. &lt;br /&gt;
&lt;br /&gt;
A place of great history and once of great military concern, Deorling’s Citadel is seen as a holy site for all of the Spheres. It holds great reverence in the history of the Iron Valley’s conversion to the Spheres from their heathen history, and has been a redoubt of considerable importance. But as the fortress falls from notoriety through shifting borders, so does its religious significance. Only time will tell what new importance the fortress of Deorling will hold.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
Following significant work by Daud El’Priado Del’Anarch Al’Sabre Los Valientes and the approval of The Council of Six, The Roiling has been recognised as a [[Holy Site|holy site]] to Anarch. Civil Service workers within the Church have determined the consecration for such a chaotic place.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Roiling&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Cost:&#039;&#039;&#039; 7 Vaults, 5 Thunderoak, 3 Arcstone, 15 Bloodglass, 12 Suns Iron.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction Time:&#039;&#039;&#039; 1 Seasons&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Income:&#039;&#039;&#039; 12 Crystal Mana&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Ember that Flares&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The High Priest of Anarch is granted the ability to cast the ceremony ‘&#039;&#039;Burn the Ashes’&#039;&#039; once per summit,  as if they had the available magnitude, at no cost. The ceremony must be performed at the Sanctified Square or an Altar as required. The ceremony should include the target adorning themselves with images of flames, and include the idea that their soul blazes with a blinding light.&lt;br /&gt;
&lt;br /&gt;
When Congregations based in the Priado Expanse take the ‘mysticism’ action, they grant themselves and the Church treasury, 2 Bloodglass.&lt;br /&gt;
&lt;br /&gt;
Once per year, Congregations in the Priado Expanse may take the ‘Support the Army’ action, as if they were a Military Investment of the same tier. They still remain a Congregation for the purposes of Church Votes, enchantments, and all other purposes. These investments should submit downtime as a military investment and note The Roiling’s special ability in the notes section of their downtime.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Following significant work by Houndspriest Wenche Vanatoure, The Iron Star Cathedral in Vassertal has been recognised as a holy site. However, as it is not within Concordian control, the Civil Service has not determined the work required to complete its consecration. &lt;br /&gt;
&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Both the Priado Expanse and Zildora have gained the ‘Holy Site’ 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;
|Claim Mod&lt;br /&gt;
|Special&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site&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;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|This trait only affects armies that follow the faith of the Divine Spheres.&lt;br /&gt;
|}&lt;br /&gt;
-&lt;br /&gt;
&lt;br /&gt;
Due to waning attention in Deorling’s Citadel and its shift from important fortress to overshadowed waystation, its holy elements have fallen into obscurity and disrepair. The cost of consecrating Deorling’s Citadel has risen from 4 Vaults and other costs, to 7 Vaults and other costs, and its construction time has increased to 2 seasons. &lt;br /&gt;
&lt;br /&gt;
In addition, Iron Valley characters with Congregations may take the special action ‘Mark of the Salir’, which would involve them travelling to Deorling’s Citadel to remove the adornments of the Spheres common in more mainstream churches, and replacing them with adornments more befitting Iron Valley tradition. Sufficent undertakings of this action will result in a new set of consecration effects for Deorling&#039;s Citadel.&lt;br /&gt;
&lt;br /&gt;
The longer holy sites remain unconsecrated, the more they will fall into disrepair and obscurity. &lt;br /&gt;
&lt;br /&gt;
== Blood Declares a Message of Change ==&lt;br /&gt;
Friar Raymond twisted and turned on the pew where he lay, his dreams filled with visions of dripping blood, iron nails and cold eyes. A brother in the chapel walked past and chuckled quietly, giving him space to keep sleeping, folding up the book of recitations he had been modifying with red ink to create his own devotions and mantras.&lt;br /&gt;
&lt;br /&gt;
He will wake in a panic when the great bell of the church tolls above his head, and fall off the pew in a tangle of robes to smash his nose on the ground in a splatter of blood.&lt;br /&gt;
&lt;br /&gt;
~ ~ ~ ~&lt;br /&gt;
&lt;br /&gt;
Relucia’s eyes drooped and she bit hard on the inside of her lip as she struggled to stay awake in the evening. Her work in the scriptorum was long and arduous, and she had been at it all day - stopping only for a couple of quick breaks as she tried to create copies of all the complaints and demands for change from the many faithful who came through her chapel’s doors every week. &lt;br /&gt;
&lt;br /&gt;
In an hour, sleep will overcome her, and her head will slip forward to her desk, her quill cutting a gash from her cheek where her blood will mingle with the parchment.&lt;br /&gt;
&lt;br /&gt;
~ ~ ~ ~&lt;br /&gt;
&lt;br /&gt;
Beckoner Signe traded blows in the training yard in the cold evening air, her eyes bright as her wooden training sword slashed out again and again in a well-trained pattern. She loved these moments to get away from her duties in the Congregation and simply feel the physicality of a fight. She missed this, and maybe one day she would take up arms again. &lt;br /&gt;
&lt;br /&gt;
In the fading light, she will soon miss a sword stroke thrown with fatigue rather than practiced care, and receive a sharp crack on her head, a brief bout of unconsciousness, and a trickle of blood for her troubles.&lt;br /&gt;
&lt;br /&gt;
~ ~ ~ ~&lt;br /&gt;
&lt;br /&gt;
On the church floor. On the writing desk. On a training sword. Across the Concord, blood dripped, carried from the heads of priests of Anarch, the devotees of change for the benefit of the nation. Not the red of wine or poppies, but the shining rainbow hue like a smear of oil on water.&lt;br /&gt;
&lt;br /&gt;
Then, a moment later, the divine message began, amongst scenes of confusion: the blood began to whisper, resonating in a sibilant hiss that filled the air like a buzz.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“The plaintive gesture of denying a challenge does not please nor appease the Eternal of the Unchained Soul. By the divinity in your blood hear now the declaration of Anarch through my voice as Verator: your soul must not be held back by fetters - have faith in the judgement of the Eternals of Change, for they ask of you only what you can righteously achieve.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The blood, no matter where it was found, twisted into the sigil of the Concordian Church, before beginning to evaporate away.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;“Sir Escanor did not take the step given him in challenge, and failed to begin the cascade of blessings upon his house. The halls of faith that record those who dare stand before the Peak have gained another name, but not one that will be recorded in glory.”&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
With the last of the liquid drifting up into the night air, leaving only the scent of salt and a smear of rainbow in its wake, those witnesses across the Concord who heard the message looked around at each other in wonder and confusion. After a moment the spell broke and they dived for their books and pens, scribing down the words before they had a chance to disappear from their minds - a message received across the whole nation.&lt;br /&gt;
[[File:701737743 122145056942993969 7287365045794057256 n.jpg|center|thumb|633x633px|Is it mercy? That stayed his hand? Only the man himself can tell you.]]&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
News of the conclusion of [[Otherworldly Challenge]] has quietly passed throughout the preachers of the Concord, moving from the lips of those who have heard the voice of the Verator to their peers.&lt;br /&gt;
&lt;br /&gt;
The Church historically passed a motion that someone would be labelled Champion of the Spheres, and conduct the Ceremony for Otherworldly Challenge. One way or another, this has come to a conclusion, and the Church now lacks a Champion. There will be decisions for the Council fo Six regarding the Champion of the Spheres &#039;title&#039;.&lt;br /&gt;
&lt;br /&gt;
Priests of Anarch may choose to experience the following roleplay prompt:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The colourful blood that dripped from your head whispered a message to you from Anarch, and inspired you with the beauty of the Sphere’s effects on this mundane world. You are drawn to be colourful and artistic - to create and improve in your own echo of the Sphere of Change.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
== I Reach Out to You, and Look Inside Myself ==&lt;br /&gt;
[[File:720075761 10163227908913129 1519719683963913043 n.jpg|thumb|470x470px|In the light, do we stand alone?]]&lt;br /&gt;
The flyer declares that The Concord has no desire to learn about the religion of The Zekartaal, but that we should seek to understand The Lost Clans.&lt;br /&gt;
&lt;br /&gt;
In Abqala, a Patron prepares his convoy to take north. The caravans are fortified and barred to ward against attackers and laden with goods to trade, space for treasures and profits to fill on the return journey. &lt;br /&gt;
&lt;br /&gt;
“Hola, Cómo estás? What can you tell me of this Hawk Clan that has passed through here? I travel northwards to trade with them and share the bounties of The Coinmaster and to learn of their culture!”&lt;br /&gt;
&lt;br /&gt;
Asking around the pools, the Patron gets many of the same answers. They were polite and respectful, but private with their own traditions. You will have to learn from them directly in your travels over the coming season.&lt;br /&gt;
&lt;br /&gt;
~=~=~=~&lt;br /&gt;
&lt;br /&gt;
The flyer declares that we must work alongside the Drummondites, and accept our different Churches without conflict.&lt;br /&gt;
&lt;br /&gt;
In The Relazione, the Embassy staff review the document alongside those passed down from the Church Bureau and the Minister of Foreign Affairs. &lt;br /&gt;
&lt;br /&gt;
“I suppose it makes sense, the Consular being part of the Foreign Service after all. But we’re already acutely aware of the agreement not to preach to each other and keep our Churches separate.”&lt;br /&gt;
&lt;br /&gt;
“Perhaps it is intended as a missive for those who take their ships to Crownsport or Manacle Harbour? Notice and instruction to behave and disregard during their time in port and interacting with the Drummondites.”&lt;br /&gt;
&lt;br /&gt;
The first Clerk takes the flyer and folds it into a small boat, placing it on the map spread over the table. As the two await the coming reports from Ambassador Demkó’s envoys, they take turns pushing the paper ship across the Explorer’s Sea.&lt;br /&gt;
&lt;br /&gt;
~=~=~=~&lt;br /&gt;
&lt;br /&gt;
The flyer declared that we should seek to understand the Balites, breaking bread with them and treating them with respect.&lt;br /&gt;
&lt;br /&gt;
In Windholme, the flyer is thrown into a fire just as soon as it is picked up. The Chosen warm themselves around it as they celebrate the retaking of Baelag’s Holdfast, already drawing grand plans to seize their rightful Brotherslee.&lt;br /&gt;
&lt;br /&gt;
“Friends with the Balites? I would sooner make friends with my pig!”&lt;br /&gt;
&lt;br /&gt;
“We have the King’s Pass, Baile Fealtiori should be next! Who are these tree worshipping vagrants to stand in the way of the mountainfolk inheritance?”&lt;br /&gt;
&lt;br /&gt;
The conversation in the room is drowned out by the stomping of feet and clanging of weapons, and cries of bloodglass inheritance. &lt;br /&gt;
&lt;br /&gt;
“They seem more than comfortable walking through the streets of Lerona Mere. Maybe the western plains should be ours as well.”&lt;br /&gt;
&lt;br /&gt;
~=~=~=~&lt;br /&gt;
&lt;br /&gt;
The flyer declares that The Concord has no desire to learn about the religion of The Onyx Aristocracy, and that we must convince the Dendarri to take up arms against them.&lt;br /&gt;
&lt;br /&gt;
In the Old Weiland Town Hall laughter erupts, the dry kind that begets the quiet anger of disbelief. &lt;br /&gt;
&lt;br /&gt;
“Does the Consular think we’re Avalonians, needing to be told not to entreat with the Onyx? No true Bordevarian would allow them a second to speak of their faith. Onyx dogs are good for nothing but cutting down, and even then they blunt our swords.”&lt;br /&gt;
&lt;br /&gt;
“Did you hear the traitor Leofric was spotted out in Draemoor? The Barrow Hounds are going to fuck him up good!”&lt;br /&gt;
&lt;br /&gt;
The clerks cheer and bark to the otherwise empty room, wishing to be fighting alongside their fellow commonfolk instead of being cooped inside the Embassy. The second clerk pauses, turning back towards their coworker with flyer in hand.&lt;br /&gt;
&lt;br /&gt;
“Do you think we ought to tell someone how often the Ambassador seems to be chatting with their Chancellor up north?”&lt;br /&gt;
&lt;br /&gt;
~=~=~=~&lt;br /&gt;
&lt;br /&gt;
The flyer declares that The Concord has no desire to reunify with Artebazzan and that their Church must atone for the sins of their State.&lt;br /&gt;
&lt;br /&gt;
In the bowels of Loricazzo lies a non descript Church of… Anarch? Standing before its altar, two priests preach to their gathered flock. The first, the speaker, bears the symbol of an unblinking eye upon his chest and red ribbon tied around his neck, its tails flowing freely down his arms. The second is silent, gagged by the iridescent ribbon tied around her mouth. She bears a burning flame upon her chest, a hammer in one hand and a stiletto in the other.&lt;br /&gt;
&lt;br /&gt;
“Listen now to these words of the Consular, who so suckled upon the teat of Artebazzan. Now that his beloved Cardinal has run home to the den of snakes and rats, he comes to us again and tells us how to feel.”&lt;br /&gt;
&lt;br /&gt;
The assembled crowd jeers and yells, throwing all manner of uncouth names for Artebazzani, the Cardinal, and Consular Carstein into the air.&lt;br /&gt;
&lt;br /&gt;
“They told us the split from their Church was righteous, then turned around to meet with them anyway! They cut down The First Anarchic, then told us to return to their welcoming arms that would hold us back and cover our mouths. But they are no match for the rage of the Second!”&lt;br /&gt;
&lt;br /&gt;
The gagged priest raises her dagger high, brows furrowed and eyes fervent. The crowd cheers and whoops, calling out to lend Alexis De Rosa their support, wherever she may be.&lt;br /&gt;
&lt;br /&gt;
“He tells us that if we are to hate Artebazzan – IF?! – then to hate them for their actions of the State or the inaction of the Church, but to remember that they are people too. If the Concordian Church calls us heretics, so too should they call the Artebazzani. I say the Artebazzani are not people at all, they are TYRANTS!”&lt;br /&gt;
&lt;br /&gt;
In the bowels of Loricazzo, torches are lit.&lt;br /&gt;
&lt;br /&gt;
~=~=~=~&lt;br /&gt;
&lt;br /&gt;
In a quiet office at One Concordian Plaza, an Archivist of the Church Bureau reads over the flyer. She looks over the stacks of paperwork standing ready by her desk, to gather and supply priests from across The Concord, and to send them on whatever expedition the Council of Six decreed.&lt;br /&gt;
&lt;br /&gt;
As the flyer drops into the wastebasket on the floor, she leans back in her chair and throws her feet up on her desk. The only expeditions likely to be organised would be ones of dreams.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
Word has spread through the congregations and meeting places across The Concord to share the recent words of the [[Concordian Consular]]. While not a formal Proclamation from the Council of Six, the Consular acts as their arm in dealings with foreign religions and is considered an advisory expert in such matters.&lt;br /&gt;
[[File:700092081 122145054692993969 7815932962904400899 n.jpg|thumb|Our foes will know now peace, but they may know salvation.]]&lt;br /&gt;
The following is a simplified summary of the opinions being shared regarding various foreign nations and their religions:&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Zekartaal Wartribes and The Onyx Aristocracy:&#039;&#039;&#039; The Concord has no desire to learn more details of the faiths of these two peoples, except where such knowledge could be used to destroy them.&lt;br /&gt;
* &#039;&#039;&#039;The Clan of the Hawk, The Adanji Shahak, and The Kingdom of the Bailes:&#039;&#039;&#039; We must understand the unenlightened to help bring them to The Spheres. Seek opportunities to ingratiate ourselves with these peoples and treat them with respect, but do not tolerate the preaching of their religions on Concordian soil. See them as people and share a meal before preaching to them.&lt;br /&gt;
* &#039;&#039;&#039;The Dendarr Nations:&#039;&#039;&#039; Despite the worrying nature of the [[Concordian Documents - Chrisma Of The Argonas|Chrisma]], strengthening our bonds may encourage them to take up arms against The Onyx Aristocracy. Only then may we be able to preach on their lands to bring them to The Spheres.&lt;br /&gt;
* &#039;&#039;&#039;The Fealties of Drummond:&#039;&#039;&#039; Our Churches are more different than we are to the Artebazzani, but ultimately we both follow The Spheres. We should not fight them, or preach to their people, when non-Spheric enemies surround us. Instead help and respect them and trust that they will do the same.&lt;br /&gt;
* &#039;&#039;&#039;The Artebazzani Empire:&#039;&#039;&#039; The Concordian Church has not, does not, and likely will not harbour any desire to reunify with the Artebazzani Church. Our differences are so small that they do not consider us heretics, but they pose an existential threat to The Concord. Our war against their State is righteous, but does not necessarily reflect our opinion of their Church. Hate Artebazzan for the actions of its State, or the inaction of its Church, but do not forget that they are a Spheric people like us. If the animosity between our Churches is to abate, it is up to them to acknowledge and repent for the sins of their State.&lt;br /&gt;
&lt;br /&gt;
As non-heroic priests around The Concord hear and spread the message that we should not preach in foreign lands until we improve our diplomatic relationships, willingness to depart on such missions has decreased. Until this opinion of the Church changes, by Proclamation or otherwise, the cost of establishing a new Expedition has increased to 5 Vaults. The cost of maintaining an Expedition has increased to 1 Vault per season, which is reduced to 15 Locks when supported by an Oraventure.&lt;br /&gt;
&lt;br /&gt;
== Further Information ==&lt;br /&gt;
&lt;br /&gt;
* [[Concordian Church of the Divine Spheres]]&lt;br /&gt;
* [[Winds of the World - Spring 226]]&lt;/div&gt;</summary>
		<author><name>OGates</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Weiland&amp;diff=4787</id>
		<title>Weiland</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Weiland&amp;diff=4787"/>
		<updated>2026-10-26T04:05:23Z</updated>

		<summary type="html">&lt;p&gt;OGates: Minor spelling and grammar fixes (Draemor to Draemoor)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A Region of The [[Kingdom of Bordevar]]&lt;br /&gt;
&lt;br /&gt;
The Upcountry, the Highlands, the Winter Palace or simply Weiland, this western most region of the Kingdom of Bordevar has always been a place of growing things, of peasant concerns largely shielded by the martial might of Bordevar. It is here that Bordevar&#039;s peasants worked to feed and make wealthy the nobility and people of the Kingdom.&lt;br /&gt;
&lt;br /&gt;
Separated from the rest of the Kingdom by the rising Lenscaster Hills, Weiland is at a higher elevation than the lowlands of Royal Bodevar that descend towards the Explorers Sea. In these highlands, cold winds descend from the Steinvault mountains and dark omens creep from the nearby Greenweald. It is a cool region, with gentle summers and clear but cold winters, occasionally dusted by snows.&lt;br /&gt;
&lt;br /&gt;
The people of Weiland are overwhelmingly peasants rather than nobles. With many of the knightly nobility preferring regions with a greater chance of danger such as Royal Bordevar. The lords of Weiland tend to control quiet fiefdoms with small hamlets that tend the land. Their greatest problems being a harsh harvest or a wayward wolf pack.&lt;br /&gt;
&lt;br /&gt;
Now the heartland has become the homeland.&lt;br /&gt;
[[File:Weiland26JPG2.jpg|center|&#039;&#039;&#039;&amp;lt;big&amp;gt;Map of Weiland as of Spring 225AE&amp;lt;/big&amp;gt;&#039;&#039;&#039;|thumb|1100x1100px]]&lt;br /&gt;
&lt;br /&gt;
== The Towns ==&lt;br /&gt;
The town for which the region is named, &#039;&#039;&#039;Weiland&#039;&#039;&#039; is a surprisingly well equipped and large township for the nature of the region. In times past it acted as the gathering point, market and urban centre of the region, boasting three smithys, a pair of competing taverns and the only church to all spheres for leagues around. Now it is expected to do all of that and more, as the unofficial capital of Bordevar. Stepping beyond the muddy streets, tilled fields stretch as far as the eye can see. Now, as many fields are filled with refugee settlements and military camps as wheat and barley. Weiland contains The Old Weiland Town Hall, once a community hall which was replaced with a finer version once the town grew. Following decisions by the Senator of Weiland in 223AE, the Old Town Hall was turned into an [[Ambassador|embassy]], and has been the Concordian embassy to the Dendarri ever since.&lt;br /&gt;
&lt;br /&gt;
Travelling north along Jovells Road, you will reach &#039;&#039;&#039;Carningsfield&#039;&#039;&#039; the second largest settlement in the region. Where Weiland has a true Bordevarian peasant spirit, Carningsfield is a border town, with a substantially different air. The clean, cold waters of Lake Ladure, the constant activity around the [[Arcstone Quarry|Lake Ladure Quarry]], and the looming danger of the Greenweald make for a town with an air of intensity. Here people work for the kingdom, not for rest. Here they don’t wear swords for honour, they wear axes for hard use. While less manned by Knights watching the Greenweald than in previous years, it remains a martial place.&lt;br /&gt;
&lt;br /&gt;
Far to the south-east of Weiland township, &#039;&#039;&#039;Arbington&#039;&#039;&#039; is a small settlement, not much more than a village. Arbington is a place for those seeking to avoid the gaze of the Kingdom. Its distant location, proximity to the Woldfen Woods, the Lenscaster Hills and the inhospitable Steinvault Mountains gives plenty of places for someone to disappear, both voluntarily or otherwise.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Stand&#039;&#039;&#039; has grown from an unofficial meeting place to a wide camp of colourful heraldry, noisy with the ring ofsteel and shouts. It is here that the remainder of Bordevar&#039;s military is based. Ranging from peasant levies to heroic knights. While many of the nobility have moved into Weiland proper to be closer to processes of governance, many cannot leave the war behind and have made their permanent homes in the pavilions and camps of The Stand. It is from here that Bands of Bordevar and the 1st Banner make patrols along the Westmarch and throughout the Lenscaster Hills, forcing back the Onyx Aristocracy.&lt;br /&gt;
&lt;br /&gt;
Once the winter home of King Artourious Bordevar, &#039;&#039;&#039;King&#039;s Vigil&#039;&#039;&#039; is a strange settlement. Built into the winding halls, gardens, and hills at the base of the Steinvaults, it is closer to a sprawling apartment complex than a true township. Home to little more than two hundred souls who spend their time tending to gardens, hunting in the hills, and drinking in the towns only bar, known as Vespera&#039;s Hall, named after the [[Bordevarian Duke|Duke]] who saw to the modification of the settlement for the downtrodden of Weiland over 225-226AE. King&#039;s Vigil is also home to the, now empty, tomb of King Artourious Bordevar. The mausoleum complex acting as the offices of the [[Sepulchral Sentinel]].&lt;br /&gt;
&lt;br /&gt;
== The Fortresses ==&lt;br /&gt;
Commissioned in Autumn 222 by then-Senator Ser Louisoix Leveilleur, the &#039;&#039;&#039;Borderforts of Starscar&#039;&#039;&#039; were completed in Autumn 224 to defend against the Onyx Aristocracy. Rather than being one structure, the fortification is composed of five individual bastions spread along the border between Starscar and Royal Bordevar. In Autumn 226, the forts received further upgrades as ordered by the Deedholder of the Lake Ladure Quarry, Alyce Baker.&lt;br /&gt;
&lt;br /&gt;
From north to south, the fortification is comprised of:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Oaken Keep&#039;&#039;&#039; sits on the northern edge of Starscar, bordering both Wolfsbuel in Vassertal and Draemoor in Royal Bordevar. The grounds facing into Draemoor feature a series of sturdy redoubt mounds, designed to disperse an enemy force as it approaches and to provide concealment for defensive troops.&lt;br /&gt;
&lt;br /&gt;
The “Watchers of the Oak” are of all castes, but have a tendency towards scouting and similar small-group operation. Maps, supply caches, and report boards are all commonplace around the Keep.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Barrow’s Roost&#039;&#039;&#039; is set apart by the towers jutting from its walls, and the birds that flock there. While it is the main nexus of news from the north and east, the messenger birds are capable of carrying more than just written word. Thanks to a cross-breeding experiment with one particularly large falcon, the Roost now boasts a wing of birds capable of carrying weapons and entire suits of armour to assist stranded knights.&lt;br /&gt;
&lt;br /&gt;
This fort was previously named Peregrine’s Roost until it was gifted to the Barrow Hounds in Autumn 226 by the Duke of Starscar, Duke Wynters, though the aviarists still operate in the towers above.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Caelin’s Barrack&#039;&#039;&#039; faces directly into the Crownlands along the Westmarch road.The most martial of the forts, it also spans the widest area, focusing on width rather than height. Its defenses are supplemented by nearly two miles of trenchwork outwards into Royal Bordevar, embedded with spiked palisades and arcstone reinforcements.&lt;br /&gt;
&lt;br /&gt;
Caelin’s Barrack hosts the majority of the knights that can be found among the forts, with a number of knightly and paladin Orders dedicated wholly to the defence of the realm.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Keep of the Horned Count&#039;&#039;&#039; has the highest concentration of noble houses united under the primary management of House Pearbell, an agricultural house from Heartsgrave. The Keep is perhaps the most aesthetic and outwardly proud of the forts, its halls filled with artworks and effigies of “Horned Beasts and Men”. The walls are accented by arctone buttressing and crenelation, and display large banners of Bordevar, Starscar, and House Pearbell facing out into the Crownlands.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Gray Keep&#039;&#039;&#039; is nestled at the base of the Steinvaults, the only fort that stands on the border to Stonestep. The natural defenses of the mountains are heavily utilised, making Gray Keep the most castle-like of the forts. Strategic walls funnel attackers to strongly defended locations and a vault has been carved into the base of the mountain itself, keeping important functions of the fort safely away from any combat.&lt;br /&gt;
&lt;br /&gt;
The “Keepers of the Cold” mirror the array of castes in the “Watchers” to the north, though tend more towards larger war parties that sweep through the fort’s surrounding area.&lt;br /&gt;
&lt;br /&gt;
== The Roads ==&lt;br /&gt;
&#039;&#039;&#039;Westmarch&#039;&#039;&#039; travels from Royal Bordevar itself all the way through to Weiland, connecting this distant region to the once capital. Cobbled and signposted, it is one of the easiest roads to travel in the region.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elaiths Line&#039;&#039;&#039; is mournfully named for the Daughter Artourious never had, being unfortunate in love throughout his life. The road is simple dirt edged with stones. Every league a single oak tree has been planted, and while some do not stand to this day, many do.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Jovells Road&#039;&#039;&#039; or ‘The Rangers Way’ is named for King Artiourius’ favourite huntsman, who would often lead hunts northwards into the mountains and Greenweald in pursuit of monstrous prey. A poor road, it is frequently torn up by heavy carts laden with Arcstone from Lake Ladure Quarry.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Modwyns Way&#039;&#039;&#039; is dour road, cobbled with black slate stones, it is named for the Kings final bodyguard. A powerful Valleyfolk mercenary named Modwyn who is said to have carried the King&#039;s coffin himself from Royal Bordevar to its resting place at The Manor.&lt;br /&gt;
&lt;br /&gt;
== The Lands ==&lt;br /&gt;
&#039;&#039;&#039;The Lenscaster Hills&#039;&#039;&#039; separate Weiland from Royal Bordevar. These crags are covered with deep green grass and form a rabbits warren of shallow canyons, winding hollows and dead ends that rise upwards to Weilands high position. They are so named for the belief that with a fine enough lens you could see all of Royal Bordevar from their heights. A fanciful belief but a name that stuck fast.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Wolfden Woods&#039;&#039;&#039; are a thin cold forest that hugs the foothills of the Steinvaults and feeds off its snowfall. Criss crossed with small melt streams, the region is home to large populations of wolves that feed upon the herds, pets and peasants of southern Weiland. Owing to its Greenweald connection, the deeper, colder parts of the Wolfdens are home to far more dangerous creatures than wolves.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Rickon&#039;s Tier&#039;&#039;&#039; is a contested island where the Eisen River lets out into Lake Ladure. Claimed by both Bordevarians and Wealders, it is frequently the sight of small scale violence and competition between the two peoples. The island is managed by the [[Groundskeeper of Rickon&#039;s Tier]], a title competed over between Bordevarian Commoners and Wealdfolk once a year.&lt;br /&gt;
&lt;br /&gt;
A rocky, crystal-strewn scar across the land north of Carningsfield, &#039;&#039;&#039;The Crystal Maw&#039;&#039;&#039; is the damage left by the Shardcircle when they utilised great magical power during the invasion of Weiland in 224AE to swallow a vast horde of undead and crush them in crystal teeth. The resultant canyon quickly flooded, leaving Carningsfield with a submerged, undead-filled, magical problem to its north. While the damage this has caused has not been completely resolved, it is at least safe to traverse thanks to works by the Shardcircle and Duchess Winnifred Eldermere, who ensured the creation of a dam known as &#039;&#039;&#039;Winnifred&#039;s Wall&#039;&#039;&#039; to stop waters flowing back from the Maw into Lake Ladure.&lt;br /&gt;
&lt;br /&gt;
== The Waters ==&lt;br /&gt;
Fed by the Eisen River flowing through the Greenweald, &#039;&#039;&#039;Lake Ladure&#039;&#039;&#039; is a massive, calm lake that is perfect for sailing, fishing and swimming. In deep enough winters it even forms a crust of ice that can be skated. The hamlets along the shore vary between fishing villages, boatwrights and noble summer homes.&lt;br /&gt;
&lt;br /&gt;
== The Heights ==&lt;br /&gt;
Looming over all Bordevar, &#039;&#039;&#039;The Steinvault Mountains&#039;&#039;&#039; are present along the southern border of Weiland. This titanic range is an impenetrable wall of glaciers, granite and foul tempered creatures that have resisted any interloper. Beyond its peaks lies the fertile Iron Valley, but well outside of the reach of the people of Bordevar.&lt;br /&gt;
[[File:DuchiesofWeiland.png|center|thumb|1056x1056px|Weiland portioned into its three Duchies.]]&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
* [[Kingdom of Bordevar]]&lt;/div&gt;</summary>
		<author><name>OGates</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Campaign_Appendix&amp;diff=4786</id>
		<title>Campaign Appendix</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Campaign_Appendix&amp;diff=4786"/>
		<updated>2026-10-26T04:04:37Z</updated>

		<summary type="html">&lt;p&gt;OGates: Added periods to all trait descriptions that were missing them.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;This page contains a variety of tables and values relevant to the War Chamber campaign.&lt;br /&gt;
&lt;br /&gt;
== Terrain Types ==&lt;br /&gt;
Each Territory has a single Type that reflects the dominant terrain or ocean conditions within its area.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!|Terrain&lt;br /&gt;
!|Movement Cost&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifer&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain +1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 claim bonus. If that defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert Campaigns have their upkeep increased by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|Urban&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies are not affected by +20% casualties suffered from an Urban Territory. &lt;br /&gt;
|-&lt;br /&gt;
|Badlands&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Open Seas&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Rough Seas&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Treacherous Seas&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Shallow Seas&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Terrain Traits ==&lt;br /&gt;
Each Territory may have any number of Traits in addition to the one granted by its Terrain Type. This table is not exhaustive, and Traits that are rare, limited duration, or localised to particular regions may not be added.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifier&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Squall&lt;br /&gt;
| +5%&lt;br /&gt;
| +5%&lt;br /&gt;
|Moving into this territory costs 1 additional movement point.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Storm&lt;br /&gt;
| +10%&lt;br /&gt;
| +10%&lt;br /&gt;
|Moving into this territory costs 2 additional movement points. No construction can take place in this territory this season. Any construction underway does not progress. There is destruction to infrastructure and natual environments.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Cataclysm&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
|Moving into this territory costs 3 additional movement points. No construction can take place in this territory this season. Any construction underway does not progress. There is widespread destruction to infrastructure and natual environments.&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Religion)&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the religion of the Holy Site.&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|The region may be targeted Fleet Support actions from adjacent sea regions.&lt;br /&gt;
|-&lt;br /&gt;
|Frozen&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Each time a fleet moves into this territory they suffer 200 casualties. &lt;br /&gt;
|-&lt;br /&gt;
|Foul Flooding&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Does not affect Drowned Forces. Any Non-Drowned Force sufferes 200 Casualties if it spends a season in this territory.&lt;br /&gt;
|-&lt;br /&gt;
|Iceheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies may not enter this territory during the Winter season.&lt;br /&gt;
|-&lt;br /&gt;
|Faebothered&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Plagueheart&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Any  force that campaigns in this territory gains the &#039;Plagued&#039; trait next season.&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Whenever Undead forces would heal in this region, they heal an additional 20%.&lt;br /&gt;
|-&lt;br /&gt;
|Harbringer Stands&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
|Zekartaal forces do not suffer +30% casualties suffered due to Harbringer Stands. Zekartaal armies in this region have their strength and orders obscured moreso than standard.&lt;br /&gt;
|-&lt;br /&gt;
|Heartland&lt;br /&gt;
| -&lt;br /&gt;
| -20%&lt;br /&gt;
|One army taking the &#039;Billet&#039; order in this territory recovers an addtional 500 Casualties.&lt;br /&gt;
|-&lt;br /&gt;
|The Spire&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Lost&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|This territory cannot be affected by ceremonies.&lt;br /&gt;
|-&lt;br /&gt;
|Beastial&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Movement cost for moving through this territory is increased by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Extreme&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in campaigns in this territory have their upkeep increased by 50%. This can stack with other upkeep increases.&lt;br /&gt;
|-&lt;br /&gt;
|Hungry Reefs&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Stormwracked&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
|Increased movement cost by 1.&lt;br /&gt;
|-&lt;br /&gt;
|Unbreakable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory cannot be taken until the fortification within it is taken or destroyed.&lt;br /&gt;
|-&lt;br /&gt;
|Piratical&lt;br /&gt;
| +10%&lt;br /&gt;
| -10%&lt;br /&gt;
|Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.&lt;br /&gt;
|-&lt;br /&gt;
|Fogbank&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
| +1 Movement Cost. Defeated Fleets in this territory suffer an additional 200 casualties.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Force Traits ==&lt;br /&gt;
Armies and Fleets may be under the effects of the below Traits, reflecting their current conditions and morale. In addition, all forces have at least one additional Trait, reflecting their composition, demeanour, training, or a combination thereof.&lt;br /&gt;
&lt;br /&gt;
Traits of Concordian forces can be found under their entry in the appropriate Army or Fleet page. Traits of Non-Concordian forces are hidden, but can be discovered through a number of methods in play. These methods include Confluxes, Spy Network actions, and occasional other opportunities.&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifier&lt;br /&gt;
!|Claim Modifier&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
|Under Supplied&lt;br /&gt;
| -5%&lt;br /&gt;
| +10%&lt;br /&gt;
| -500&lt;br /&gt;
|The ‘Under Supplied’ status can be removed at a cost of 50 locks for standard forces and 75 locks for large forces. Paid to the Commandant.  Forces that are Under Supplied cannot also be Well Supplied. Otherwise this trait disappears after 1 Season spent taking the Billet order successfully.&lt;br /&gt;
|-&lt;br /&gt;
|Well Supplied&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| +500&lt;br /&gt;
|The ‘Well Supplied’ status can be added to a force at a cost of 50 locks for standard forces and 75 locks for large forces. Paid to the Commandant. Forces that are Under Supplied cannot also be Well Supplied. This trait disappears after a successful aggressive campaign or an unsuccessful defensive campaign or 3 seasons, whichever occurs first.&lt;br /&gt;
|-&lt;br /&gt;
|Plagued&lt;br /&gt;
| -10%&lt;br /&gt;
| +15%&lt;br /&gt;
| -500&lt;br /&gt;
|Any force taking part in a campaign that includes a ‘Plagued’ force (on either side) has a 50% chance of gaining the ‘Plagued’ status. This force cannot take the &#039;Billet&#039; action. This force does not passively recover casualties.&lt;br /&gt;
|-&lt;br /&gt;
|Fatigued&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
| -200&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Bloodthirsty&lt;br /&gt;
| +10%&lt;br /&gt;
| +10%&lt;br /&gt;
| -200&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Fervour&lt;br /&gt;
| +10%&lt;br /&gt;
| +10%&lt;br /&gt;
| -200&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Land Territories ==&lt;br /&gt;
Traits affecting Concordian Territories will be updated as they emerge, or become no longer relevant.&lt;br /&gt;
&lt;br /&gt;
Most traits affecting Non-Concordian Territories are hidden, but can be discovered through a number of methods in play. These methods include the [[Investments#Downtime Actions|&amp;quot;Scout the Frontline&amp;quot;]] Downtime Action, and occasional other opportunities. These Traits will be updated as the the wider Concord becomes aware of them, typically through a Motion of Publication by [[The Senate]] or [[Council of Six|The Council of Six]].&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Region&lt;br /&gt;
!|Trait&lt;br /&gt;
!|Movement Cost&lt;br /&gt;
!|Casualties Inflicted Modifier&lt;br /&gt;
!|Casualties Suffered Modifer&lt;br /&gt;
!|Special&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Alakai&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; | Calandri&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Alkharab&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Villacres&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Bailite Woods&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Bolsterlee&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bayward North&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bolsterlee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bayward South&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Bolsterlee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Boisombre&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Mancante Terra&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Sticky Fingers&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to defending forces.&lt;br /&gt;
Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.&lt;br /&gt;
&lt;br /&gt;
Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Crownlands&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Royal Bordevar&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Heartland&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -20%&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;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
|Sacrilege&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory cannot be affected by Spheric Ceremonies.&lt;br /&gt;
|-&lt;br /&gt;
|Strongpoints&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only applies to defending armies.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Dove Dormani&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Mancante Terra&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Foul Flooding&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Does not affect Drowned forces. Any non-Drowned Force suffered 200 Casualties if it spends the season in this territory.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Draemoor&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Royal Bordevar&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Est Speranza&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Lerona Mere&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Everguarde&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Weiland&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Faebothered&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|The Hirschkind Hunts&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Bordevarian or Greenweald armies that leave this territory suffer 100 casualties. If the army remains in the territory and fights, it suffers +5% Casualties.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Golden Seat&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Corvarrias&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Heartsgrave&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Weiland&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Highward&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Bolsterlee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Hochwasser&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Vassertal&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Hunters Wood&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Resinderholz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres.&lt;br /&gt;
|-&lt;br /&gt;
|Monastery&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -15%&lt;br /&gt;
|Friendly forces gain +200 Claim. Casualties Suffered Modifier only applies to friendly forces. Hostile forces that conquer this territory receive additional spoils of war.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |La Calidez Hills&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Tribelands&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Heartland&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -20%&lt;br /&gt;
|One army taking the Billet order in this territory recovers an additional 500 casualties.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Legend City&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Lerona Mere&lt;br /&gt;
|Urban&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies are not affected by +20% casualties suffered from an Urban Territory.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Madre Campo&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Lerona Mere&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Marepato&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Mancante Terra&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
|Sticky Fingers&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to defending forces.&lt;br /&gt;
Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.&lt;br /&gt;
&lt;br /&gt;
Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Masa Vuul&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Baile Fealtoiri&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Mitricasa Rise&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Mukarrem&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Oxstone&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Verlorenherz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Oursky&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Brotherslee&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Plateau of the Gods&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Mancante Terra&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Foul Flooding&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Does not affect Drowned forces. Any non-Drowned Force suffered 200 Casualties if it spends the season in this territory.&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Artebazzani Old Gods)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the Artebazzani Old Gods.&lt;br /&gt;
|-&lt;br /&gt;
|Sticky Fingers&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to defending forces.&lt;br /&gt;
Forces that campaign in this territory cannot benefit from Well Supplied while in this territory.  They will lose the Well Supplied trait upon the end of their campaign in this territory.&lt;br /&gt;
&lt;br /&gt;
Forces that do not have the Well Supplied trait that campaign in this territory will gain the Undersupplied trait.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Priado Expanse&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Mukarrem&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Ravensreach Wilds&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Resinderholz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Harbringer Stands&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
|Zekartaal armies do not suffer +30% casualties from Harbringer Stands. Zekartaal Armies in this territory have their strength and orders obscured to a greater amount.&lt;br /&gt;
|-&lt;br /&gt;
|Aerial Hunters&lt;br /&gt;
| -&lt;br /&gt;
| -5%&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to Concordian forces.&lt;br /&gt;
|-&lt;br /&gt;
|Harrying Flocks&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait does not affect armies belonging to The Zekartaal.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Riverlands&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Lerona Mere&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Sableheart&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Resinderholz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Aerial Hunters&lt;br /&gt;
| -&lt;br /&gt;
| -5%&lt;br /&gt;
| +5%&lt;br /&gt;
|This trait only applies to Concordian forces.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Salt Road&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Mukarrem&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Serpent&#039;s Heart&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Calandri&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Beastial&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Starscar&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Weiland&lt;br /&gt;
|Badlands&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Steinvault Pass&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Steinvault Pass&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Iceheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies may not move through this territory during the winter season.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Stonestep&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Royal Bordevar&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|The Black Catherdral&lt;br /&gt;
| -&lt;br /&gt;
| -15%&lt;br /&gt;
| -20%&lt;br /&gt;
|Undead forces in this territory ignore the Casualties inflicted value of this trait.&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;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When Undead forces heal in this territory, they heal an additional 20%.&lt;br /&gt;
|-&lt;br /&gt;
|Livingfolk&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&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;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the faith of the Onyx Heart.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Sylvestrelli Mare&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Mancante Terra&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory may be targeted by Fleet Support actions from adjacent sea territories.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Tanebar Heart&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Villacres&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|Extreme&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%. This stacks with other upkeep increasing traits.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Tanebar South&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Tribelands&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Tanebar West&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Corvarrias&lt;br /&gt;
|Desert&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Armies taking part in Desert campaigns have their upkeep increased by 50%.&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |The Crescent&lt;br /&gt;
| rowspan=&amp;quot;1&amp;quot; |Tribelands&lt;br /&gt;
|Badlands&lt;br /&gt;
|3&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |The King&#039;s Pass&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |The King&#039;s Pass&lt;br /&gt;
|Mountain&lt;br /&gt;
|4&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Defending armies gain +750 Claim. If the defending army has a base strength of 5000 or less, they instead gain +1500.&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies.&lt;br /&gt;
|-&lt;br /&gt;
|Unbreakable&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|This territory cannot be taken until Baelags Holdfast is destroyed, or is taken by some other means.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Thunderhall&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Baile Fealtoiri&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Treefaith)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow the Treefaith.&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Totenforst&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Verlorenherz&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |True Wilds&lt;br /&gt;
| rowspan=&amp;quot;3&amp;quot; |Tribelands&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|The Spire&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +30%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Windholme East&lt;br /&gt;
| rowspan=&amp;quot;2&amp;quot; |Windholme&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Windholme West&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Windholme&lt;br /&gt;
|Grassland&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|Armies with base strength greater than 5000 gain +1000 claim provided they currently have more than 5000 strength.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres.&lt;br /&gt;
|-&lt;br /&gt;
|Fortified&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
|Only affects defending armies.&lt;br /&gt;
|-&lt;br /&gt;
|Inheritant Defenders&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| +5%&lt;br /&gt;
|Only affects Iron Valley forces who submit the &#039;Bloody Defence&#039; order.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Wolfsbuel&lt;br /&gt;
| rowspan=&amp;quot;4&amp;quot; |Vassertal&lt;br /&gt;
|Forest&lt;br /&gt;
|2&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When Undead forces heal in this territory, they heal an additional 20%.&lt;br /&gt;
|-&lt;br /&gt;
|Plagueheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Any force that campaigns in this territory gains the &#039;Plagued&#039; Trait next season.&lt;br /&gt;
|-&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Zildora&lt;br /&gt;
| rowspan=&amp;quot;5&amp;quot; |Vassertal&lt;br /&gt;
|Swamp&lt;br /&gt;
|4&lt;br /&gt;
| -10%&lt;br /&gt;
| +30%&lt;br /&gt;
|Defending armies with base strength 5000 or less gain 1000 claim bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Corpseridden&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
|When Undead forces heal in this territory, they heal an additional 20%.&lt;br /&gt;
|-&lt;br /&gt;
|Plagueheart&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Any force that campaigns in this territory gains the &#039;Plagued&#039; Trait next season.&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Divine Spheres)&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
|Only affects forces that follow The Divine Spheres.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== List of Sea Territories ==&lt;br /&gt;
Traits affecting Sea Territories will be updated as The Concord becomes aware of them, or they become no longer relevant.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
!|Name&lt;br /&gt;
!|Trait&lt;br /&gt;
!|Movement Cost&lt;br /&gt;
!|Casualties Inflicted&lt;br /&gt;
!|Casualties Suffered&lt;br /&gt;
!|Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Adan&#039;s Watch&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Hungry Reefs&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Bay of Promised Gold East&lt;br /&gt;
|Shallow Sea&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Bay of Promised Gold West&lt;br /&gt;
|Shallow Sea&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|The Great Storm&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|This trait does not affect armies or fleets belonging to The Drowned.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Cape of Storms&lt;br /&gt;
|Rough Sea&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Stormwracked&lt;br /&gt;
|1&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Cape of the Bailes&lt;br /&gt;
|Rough Sea&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Central Explorers Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Central Great Trade Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Corsairs Shallows&lt;br /&gt;
|Shallow Sea&lt;br /&gt;
|2&lt;br /&gt;
| -&lt;br /&gt;
| -10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|Piratical&lt;br /&gt;
| -&lt;br /&gt;
| +10%&lt;br /&gt;
| -10%&lt;br /&gt;
|Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;3&amp;quot; |Guardian Strait&lt;br /&gt;
|Rough Sea&lt;br /&gt;
|3&lt;br /&gt;
| +10%&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Piratical&lt;br /&gt;
| -&lt;br /&gt;
| +10%&lt;br /&gt;
| -10%&lt;br /&gt;
|Fleets who campaign in this territory will find their upkeep increased by 20% as they pay off various criminal agents to ensure easy operation.&lt;br /&gt;
|-&lt;br /&gt;
|Corsair Predators&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +10%&lt;br /&gt;
|This trait only affects fleets that do not belong to the Golden Fleet.&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;
|rowspan=&amp;quot;2&amp;quot; |Icereach Calvings&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frozen&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Each time a fleet moves into this territory they suffer 200 casualties.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Icereach Eaves&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Frozen&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
|Each time a fleet moves into this territory they suffer 200 casualties.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Northern Explorers Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Outer Isles East&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +10%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Outer Isles West&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +10%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Raiders Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Southern Explorers Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |Southern Great Trade Sea&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |Steel Archipelago&lt;br /&gt;
|Archipelago&lt;br /&gt;
|2&lt;br /&gt;
| +10%&lt;br /&gt;
| -20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Hungry Reefs&lt;br /&gt;
| -&lt;br /&gt;
| -&lt;br /&gt;
| +15%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;2&amp;quot; |The Drifting Coast&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|Fogbank&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +20%&lt;br /&gt;
|Defeated fleets suffer an additional 200 casualties.&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |The Petty Coast&lt;br /&gt;
|Open Sea&lt;br /&gt;
|1&lt;br /&gt;
| +20%&lt;br /&gt;
| +10%&lt;br /&gt;
| -&lt;br /&gt;
|-&lt;br /&gt;
|rowspan=&amp;quot;1&amp;quot; |The Suffering Coast&lt;br /&gt;
|Treacherous Sea&lt;br /&gt;
|3&lt;br /&gt;
| -&lt;br /&gt;
| +20%&lt;br /&gt;
| -&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Further Reading ==&lt;br /&gt;
&lt;br /&gt;
* [[The Warchamber]]&lt;br /&gt;
* [[War And Conflict]]&lt;br /&gt;
* [[Map of Esterra#Maps of Southern Esterra|Strategic Map]]&lt;br /&gt;
* [[Army]]&lt;br /&gt;
* [[Fleet]]&lt;/div&gt;</summary>
		<author><name>OGates</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Concord_Lore&amp;diff=4783</id>
		<title>Concord Lore</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Concord_Lore&amp;diff=4783"/>
		<updated>2026-10-25T04:43:07Z</updated>

		<summary type="html">&lt;p&gt;OGates: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The full history of The Concord is not a long tale given that The Five Realms only agreed to come and work together a few seasons ago. More important are the circumstances and events that lead to its founding in the year 220.&lt;br /&gt;
&lt;br /&gt;
== The Realms Apart ==&lt;br /&gt;
The realms of the Concord occupy a large part of middle Esterra, a landmass of vibrant and varied places. Massive diversity in terrain, danger, and wealth have doomed to failure any attempts throughout history to control the vast continent. Many nations have arisen and fallen to internal strife, conquest or the predations of the more insidious powers of the world. Some few great Empires have threatened to achieve unity, but all have collapsed back into small warring states.&lt;br /&gt;
&lt;br /&gt;
The five founding realms of The Concord were such polities. Despite sharing the faith of the [[The Divine Spheres|Church of the Divine Spheres]] their differences prevented any unity beyond limited migration and trade and as such each realm experienced its dangers without support from each other. The raiders of the Twinblade Confederacy and the wild invaders of Zekartaal were constant threats across the region for decades. Struggling alone against them forced the Realms into loose alliances but each still stood proudly independent, calling on aid only when needed and granting it in turn sometimes hesitantly. The new rising dangers of the Onyx Aristocracy and the Illsevir lead to loss after loss as the Realms found themselves unable to face so many aggressive dangers at once and each begging always for support without being able to countenance weakening their own defences. On the brink of complete destruction they were forced to consider any option for survival. A proposal was made. A proposal to strengthen their alliances. To unify.&lt;br /&gt;
&lt;br /&gt;
More details on threats to The Concord can be found under [[The Peoples Beyond]]&lt;br /&gt;
&lt;br /&gt;
== The Concord is Signed ==&lt;br /&gt;
See also [[The Concordian Constitution]]&lt;br /&gt;
&lt;br /&gt;
The [[Andash|Andashi]] and the folk of the [[Greenweald Baronies]] realised it first, though they argue about which side proposed their union. They had always traded easily between each other, and considered the other a friend. They had no competing interests, with the old empire having never touched the Greenweald, and the Baronies little interest in dampening the ambitions of Andash. When the Zekartaal, frustrated in their attempts to crush the Baronies, pushed out into the plains to claim ancient Imperial ruins the Andashi suffered some terrible losses. Tribal leaders reached out to the Barons for aid, and the Barons were eager to help against their ancient foe. A leaders from both sides gathered at the edge of the forest under the shade of a great tree and they signed the Pact of the Last Pine. Together they were able to halt the advance of the Tribes and force a stalemate at the border. Even together they could not prevent the spread of corruption and frequent raids across the borders of the alliance.&lt;br /&gt;
&lt;br /&gt;
The Pact of Last Pine reached out to the [[The Iron Valley|Iron Valley]], hoping to get Valleyfolk mercenaries to fight the Zekartaal for coin or other riches. Willing to offer support in theory the Iron Valley had been struggling with their own losses. The rising Illsevir had swiftly taken Alfwens Wall and Hjorvarths Rampart, forcing the Valleyfolk out of lands their ancestors had claimed for over a century. They sent their envoys in response to the Pact’s invitation and heard their pleas for aid in dismay. In a moment of well known humility, the envoy from the Valley admitted their own weakness and stated; “By the Spheres, our only hope is to forge a greater whole from these broken parts.”&lt;br /&gt;
&lt;br /&gt;
Throwing their lot together but still not yet becoming one the three nations struggled against their enemies, but even their combined forces failed to prevent the losses continuing. In desperation they sent envoys to all nations wide across plain, mountain and forest begging any who need aid to come to meet together where the Iron Valley opens out on the Greenweald.&lt;br /&gt;
&lt;br /&gt;
== The First Summit. ==&lt;br /&gt;
[[File:Passage map.png|thumb|408x408px]]&lt;br /&gt;
Over the following year four more summits would follow. What was originally intended to be a regional web of alliances and trade support grew deeper as the situation became increasingly dire. Zekartaal took Villacres from the Andashi. The blockade of the bay forced [[Lerona Mere]] into irrelevance, and then revolution and sudden isolation and fear of reprisal from their scorned rulers. Baelags Holdfast fell to the Illsevir, leaving Windholme open to raids. Finally the first knightly delegation of [[Kingdom of Bordevar|Bordevar]] arrived, lowering their banners, admitting weakness and shame. After years of aloof distance they begged entry to the forming alliance seeking redemption. It was the Greenweald concept of Erfoderlich that gave the path forward. A moment of great peril, of great danger and risk to all. Everyone must be willing to sacrifice not just wealth and safety, but sovereignty so that all can survive. All struggled to accept the loss of independence, especially the citizens of Lerona Mere, but years of failure and a single season of great risk, left little choice. All agreed. Five would become one. The Concord.&lt;br /&gt;
&lt;br /&gt;
The year that followed saw the formation of a central government formed of hundreds of volunteers from across the Realms and committed to the success of the alliance. These worthies took to giving up parochial identities, naming themselves Concordians. The only way that an endeavour such as this would succeed was if this information could be brought together, to make the hard choices and to try push back a dark fate. As summer turns to winter in the year 221, worthies of Realms are called to attend the first true Summit. A gathering at which the fragile processes of the new nation will be tested. The fate of their peoples resting upon those who travel to represent them. Or perhaps the weight of responsibility will crush the hopeful experiment with mistake after mistake. Or perhaps in the crucible of that fear champions will rise to the challenge and lay the foundation of a powerful nation to shelter all who follow the Spheres from their enemies..&lt;br /&gt;
&lt;br /&gt;
Now is the time for the last desperate experiment to save the Realms.&lt;br /&gt;
&lt;br /&gt;
Now is the time for The Concord.&lt;br /&gt;
&lt;br /&gt;
== The Concord&#039;s Function ==&lt;br /&gt;
The process of drawing together these disparate realms over the previous year was one predominantly consumed by bureaucracy, economic concerns and the questions of sovereignty. What has emerged from that may not be the most ideal, or effective solution, but it is one that was found to be the most agreeable to the most people.&lt;br /&gt;
&lt;br /&gt;
=== Rulership ===&lt;br /&gt;
The greatest loss for many of the Realms in joining the Concord was releasing ultimate sovereignty to The Concords new governing councils. Under the agreement of The Concord, there can be no Realmic leaders with a higher status than the regional senators that represent those regions at The Concord, excluding the Concordian Throne, an individual who can be elected should the Senate decree they are required.&lt;br /&gt;
&lt;br /&gt;
There are Five Councils of The Concord, they are as follows;&lt;br /&gt;
&lt;br /&gt;
== [[The Senate]] ==&lt;br /&gt;
The Senate stands as The Concords highest governmental council and its primary legislative body. It is the power of the Senate to pass laws, decree expenditures of the treasury, control foreign policy and make the highest decisions of The Concord. The Senate is made up of Senators who each represent a region held by The Concord and are elected by the cultures of their Realm. They generally serve for a term of two years.&lt;br /&gt;
&lt;br /&gt;
== [[The War Chamber]] ==&lt;br /&gt;
The War Chamber exists to operate and control the wars that The Concord might force or be forced into, upon its foes. It commands armies and fleets, splits up the spoils of war, assesses Confluxes and ordains field commanders. The War Chamber is made up of Admirals, Generals, Champions and their staff. The War Chamber also works closely with the Shardcircle to control and use the Waystones to their best effect. A group of War Chamber scouts known as Concordian Pathfinders travel far and wide to ensure that Waystone portals don’t get people killed.&lt;br /&gt;
&lt;br /&gt;
== [[Concordian Church of the Divine Spheres|The Church of Divine Spheres]] ==&lt;br /&gt;
The Church is the religious heart of The Concord. It responds to the moral concerns of the people, while also ensuring that the other elements of The Concords political structure remain upright through its extensive political powers. The Church is made up of all the priests and religious workers that attend a summit. The Church is also an international organisation, being beholden to the headquarters of the church in distant Artebazzan.&lt;br /&gt;
&lt;br /&gt;
== [[The Shardcircle]] ==&lt;br /&gt;
The Shardcircle is an organisation of arcane spellcasters who act as The Concords magical advisors. They research new magical techniques, provide arcane support and control a powerful portal known as The Precipice, which allows for the travel of power extra-planar beings. The Shardcircle meets in a hall somewhere outside the Mortal Sphere, where they can study in peace. Any citizen who can reach the Shardcircle here is considered a member.&lt;br /&gt;
&lt;br /&gt;
== [[The Exchange]] ==&lt;br /&gt;
The Exchange stands separate from the other Councils to limit their power. It controls powerful resources and operates a vast web of mercantile agreements. It also operates as the largest market in the land, purchasing, storing and selling unique resources and goods for trade. The Exchange’s Acquisitions Department travels as far and wide as Pathfinders, retrieving goods to be sold at the Summit’s Public Auctions.&lt;br /&gt;
&lt;br /&gt;
== Resident Citizens ==&lt;br /&gt;
Concordians are those citizens that have put aside their citizenship with the Realms of The Concord to assist with the nation&#039;s function. They act as bureaucrats, advisors and organisers for the various functions of The Concord.&lt;br /&gt;
&lt;br /&gt;
= Trade =&lt;br /&gt;
Part of forming The Concord was consolidating trade within the polity for ease and growth. As such a new series of currency and promissory notes was created and administered by The Exchange.&lt;br /&gt;
&lt;br /&gt;
== The Coins ==&lt;br /&gt;
The Exchange has been in the process of replacing the many currencies spread across the Concord with the new series of Concordian coins. They are as follows.&amp;lt;gallery mode=&amp;quot;packed-hover&amp;quot;&amp;gt;&lt;br /&gt;
File:Concordian key.png|One Key&lt;br /&gt;
File:Concordian lock.png|One Lock&lt;br /&gt;
File:Concordian vault.png|One Vault&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
=== &#039;&#039;&#039;Key&#039;&#039;&#039; ===&lt;br /&gt;
: The smallest unit of currency, one key is often enough for a simple meal, task or good. Most citizens would deal primarily in Keys.&lt;br /&gt;
;&lt;br /&gt;
=== &#039;&#039;&#039;Lock&#039;&#039;&#039; ===&lt;br /&gt;
: A more substantial coin, Locks are often used by merchants, tradesfolk and those of moderate wealth. 10 Keys make up 1 Lock, and 30 Locks make up 1 Vault&lt;br /&gt;
=== &#039;&#039;&#039;Vault&#039;&#039;&#039; ===&lt;br /&gt;
: The largest and wealthiest coin, Vaults are used by the obscenely wealthy, the powerful and the Concordian Treasury.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Promissory Notes ==&lt;br /&gt;
The Exchange has also begun to issue promissory notes for the various raw resources that it stores in its warehouses in Passage. These tend to come in two forms:&lt;br /&gt;
&lt;br /&gt;
=== Measures ===&lt;br /&gt;
Small notes which refer to a portion of resources used in artisan work, apothecaries craft or surgical operations. The amount they refer to is often small, seldom more than a handful. The use of notes facilitates greater storage and ensures that fragile or perishable goods are not in danger.&lt;br /&gt;
&lt;br /&gt;
=== Wains ===&lt;br /&gt;
Far larger notes which refer to a large amount of either Mithril, Arcstone or Thunder Oak, which are strategic resources of great importance. Each wain is approximately 1 tonne of the respective resource. These notes make trading such goods possible without transporting prohibitively heavy amounts of material around.&lt;br /&gt;
&lt;br /&gt;
== Law ==&lt;br /&gt;
(See also [[Law in Concord]] )&lt;br /&gt;
&lt;br /&gt;
The legal code of The Concord, like any nation, is a lengthy document that would equal or exceed this document. However there is an amount that can be said about crime and punishment within the newly established Concord.&lt;br /&gt;
&lt;br /&gt;
== Crime ==&lt;br /&gt;
Crimes within The Concord tend to fall into four categories within The Concord. See also [[Law in Concord]] for more details. They are as follows:&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Crimes against Persons&#039;&#039;&#039;&lt;br /&gt;
: Violence or any other unsanctioned interaction between two or more individuals. Crimes such as brawling, murder, halting access to healing or other such altercations. It is important to note that consensual duelling even if it results in death is legal within The Concord.&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Crimes against Property&#039;&#039;&#039;&lt;br /&gt;
: Damage, theft and fraud to or involving objects. This includes simple theft, arson and even failure to honour contracts. Depending on where you are and who is involved, these crimes may be held to a greater or lesser concern.&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Crimes against The Concord&#039;&#039;&#039;&lt;br /&gt;
: Treason and subterfuge. This includes spying, disrupting the functions of Concordian Councils or sabotage. These crimes, while ranging in their damage, are generally viewed harshly.&lt;br /&gt;
&lt;br /&gt;
; &#039;&#039;&#039;Crimes against The Spheres&#039;&#039;&#039;&lt;br /&gt;
: Heresy. This includes Prosthelytizing a different religion to the Divine Spheres, Spirit-harm and necromancy. These crimes are generally administered by The Church through the powers of Inquisition or Excommunication, but also carry a criminal charge as well, although one that will be heavily informed by the findings of the Church.&lt;br /&gt;
&lt;br /&gt;
These definitions of crime are in the process of being made universal across The Concord, however a shortage of Concordians and deep cultural histories makes this a piecemeal effort. This understanding will be most stringent in the capital of Passage, and less enforced the further away you travel. Although regions may have their own understandings of what is and is not a crime.&lt;br /&gt;
&lt;br /&gt;
== Punishment ==&lt;br /&gt;
Due to the variation in cultures and circumstances across The Concord, it can be difficult to maintain a continuous legal tradition. What follows is how law enforcement and punishment is intended to work, and how it works in Passage.&lt;br /&gt;
&lt;br /&gt;
All citizens of The Concord are entrusted with the power to arrest individuals and bring them before authorities for trial. Flippant arrests may be subject to their own investigations and&lt;br /&gt;
&lt;br /&gt;
Concordians reserve the right to call for investigations for such, or other, actions. Trials will be presided over by at least a pair of Concordians who may call for witnesses, evidence or other such aspects of a trial before passing a verdict.&lt;br /&gt;
&lt;br /&gt;
Punishments range from fines, reparations and humiliation for minor offences but may extend upwards towards banishment, excommunication, cursing or death if the circumstance calls for it.&lt;/div&gt;</summary>
		<author><name>OGates</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Is_This_the_Reprieve_for_Marching_Boots,_Or_Simply_the_Gate_to_More_-_The_War_in_Mancante_Terra&amp;diff=4769</id>
		<title>Is This the Reprieve for Marching Boots, Or Simply the Gate to More - The War in Mancante Terra</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Is_This_the_Reprieve_for_Marching_Boots,_Or_Simply_the_Gate_to_More_-_The_War_in_Mancante_Terra&amp;diff=4769"/>
		<updated>2026-10-21T10:44:59Z</updated>

		<summary type="html">&lt;p&gt;OGates: Minor spelling and grammar fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ev:soundcloud|https://soundcloud.com/concord-plot/is-this-the-repireve-for-marching-boots-or-simply-the-gate-to-more|dimensions=200x200|alignment=right}}&lt;br /&gt;
&lt;br /&gt;
The arrival of The Legion of the Blackheart Bear to Korrence was not one of fanfare, nor applause and cheer. Korrence as it stands -  a simple town turned military outpost - would be nothing more than the first landing of a greater war to be fought. Mancante Terra, one of the largest swathes of lands in Southern Esterra, would take time to traverse. The enemy would not wait, and neither would The Legion. &lt;br /&gt;
&lt;br /&gt;
Bolstered by marines of The Liberties Fist, the war would see Concordian forces consolidate their control over held territory and push their way atop the plateau on which sits Mandrianos. Yet they would not do so easily, met by mysteries and monsters beyond their ken with each step. The Drowned present themselves yet once more as a steady threat to be faced with resolute minds. &lt;br /&gt;
&lt;br /&gt;
Yet again will the campaign into Mancante Terra ask a price of The Concord.  &lt;br /&gt;
&lt;br /&gt;
== Boots Atop Grass, Grass Atop Dirt, Dirt Atop Bodies ==&lt;br /&gt;
{{#ev:soundcloud|https://soundcloud.com/concord-plot/boots-atop-grass-grass-atop-dirt-dirt-atop-bodies|dimensions=200x200|alignment=right}}&lt;br /&gt;
&lt;br /&gt;
The command room of Korrence was tense. There could be no better way to summarise the silent air of waiting. Captains of The Liberties Fist standing with crossed arms, focused on nothing but the table before them. Officers of The Legion of the Blackheart Bear, gripping the corners of the table till their knuckles turned white. The time for talking had long since finished, strategies and tactics and plans all debated and put to paper. Such things that entirely depend on a simple, single report. &lt;br /&gt;
&lt;br /&gt;
After what felt like years, the door to the room swung open with an abruptness deserving of the jumped responses. All eyes locked on the figure in the door, a young first year Ritter apprentice with a grin far outmatching any seen in recent days. In his hand a rolled up piece of paper, clutched to his chest as if it was the most important thing he had ever held. &lt;br /&gt;
&lt;br /&gt;
All waited with baited breath for the message to be relayed. All knew that the days of planning would all hinge on these words. All knew that the difficulty of the oncoming campaign would either rise or fall in the next few seconds. The boy cleared his throat, quickly unrolling the paper and reading aloud as clearly and confidently as he could. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Drowned forces ranging from La Bevanda Dei down to La Dove Dormani range, in both number and scale, from dozens to hundreds. No large singular war host of thousands has been seen.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cheers and sighs of relief would fill the room in equal measure. In seconds, officers of The Legion would gather orders to be sent and call for runners. Captains of The Fist shouting for drinks and weighed anchors in the same breath. The young apprentice would stand amazed, and a little in the way, as the engine of Concordian war spun into life before his eyes. A clap on his shoulder from a Lerona Mere captain bringing him back to his senses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Buon Lavoro, Mon Ami! Time to kill some weird fish things, eh?&#039;&#039;   &lt;br /&gt;
[[File:476486527 1306170760438294 8573666946557261021 n.jpg|left|thumb|500x500px|All of The Concord awaits news on the state of Mancante Terra]]&lt;br /&gt;
-=-=-=-&lt;br /&gt;
&lt;br /&gt;
The campaign in Central Mancante Terra would be one of strategy, caution, and pacing. With confirmation of The Reaching Tide moving in smaller hosts rather than one large force, the fighting could be expected to be far smaller in scale. Such a thing would be much easier to manage compared to a single great battle, particularly against an enemy as unknown as The Drowned. The tacticians of both Concordian forces did not wish to be the first to uncover the strange might of such a foe in grand combat, and would be more than happy to progress one step at a time. &lt;br /&gt;
&lt;br /&gt;
With orders sent and time ticking down, The Liberties Fist would begin their slow descent down the coast of Mareprato. With a rotating schedule of marines walking the beaches and archers and volatile mages keeping pace in rowboats, the shores would be the hunting grounds of the Lerona Mere fleet. Learning from the past Season’s campaign, The Fist would work to keep The Drowned from entering the waters at all costs, crushing them on land to keep their ships safe in The Bay, and keeping watch all through the night. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, The Legion would march in force from Korrence to La Bevanda Dei, taking the previously occupied town with a great show of force before beginning to ready their push south. The Wealder army would organise their soldiers into large groups a couple hundred strong, with supply lines and runners between each of them and the new command base in La Bevanda Dei. &lt;br /&gt;
&lt;br /&gt;
Both the fleet and army would push south at the same pace, keeping in contact as often as feasible, forming a martial net designed to catch any foe along its path. Progress would be slow and cautious, kept at the pace of The Legion so as to allow for quick reinforcements to fronts facing particularly high numbers or difficult foes. Such manoeuvrability would be the greatest boon for The Concord, and the harshest bane for the cursed choir.&lt;br /&gt;
&lt;br /&gt;
Over the course of a few months, Concordian forces would finally meet a front they could no longer push. Along the edges of La Dove Dormani, the swamp lands south of the Mandrianos Plateau, The Drowned would finally reform and gather. Slowly but surely, The Reaching Tide would hold the swamps and retreat no further, preventing The Legion and Liberties Fist from pushing yet further into Mancante Terra.&lt;br /&gt;
&lt;br /&gt;
But even still, the push left The Plateau of The Gods, and the cursed city itself which sits upon it, a reasonable and unexpected target for The Legion. While the bulk of the forces were needed to hold the line at La Dove Dormani, a few hundred of its best could peel off and enter the city. Their potential success entirely relying on luck and personal skill. &lt;br /&gt;
&lt;br /&gt;
For those continuing to fight along the border, setting up outposts and temporary military structures to hold the line became a must. The Drowned would not passively allow The Concord to take from them, and skirmishes would continue well into the end of the summer season.&lt;br /&gt;
&lt;br /&gt;
Reports from The Legion and Liberties Fist bring but scant news of how The Drowned fight or live. Their tendencies and skills still hidden beneath the strangeness of their sudden existence, their vocality overwhelming where before was nothing. Regardless, one thing remains true no matter who you ask.&lt;br /&gt;
&lt;br /&gt;
The Drowned are our foe, and they can bleed. &lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
The continued campaign into Central Mancante Terra reveals little about The Drowned themselves, but Concordian forces make good progress in the consolidation of the land. Civil Service officials, with assistance from The Liberties Fist and The Legion of the Blackheart Bear, manage to uncover maps within Korrence that better define its territories. &lt;br /&gt;
&lt;br /&gt;
The Concord has secured the following two territories. &lt;br /&gt;
&lt;br /&gt;
Boisombre, containing landmarks such as The Esterran Circle, Lake Porios and La Bene Legna, follows along La Lungo Elsa beginning at the border of Lerona Mere and ending at the start of The Plateau of The Gods. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;*Boisombre&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Trait&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;+Cas. Inf.&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;+Cas. Suf.&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Forest&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10%&amp;lt;/nowiki&amp;gt;&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;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+15%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Marepato on the other hand, widely considered as the civil heartland of Mancante Terra, contains the townships of Loricazzo, Korrence and La Bevanda Dei. The grassy territory begins at the border of Lerona Mere, encompassing the majority of Lake Isabella, and ends along the swampland of La Dove Dormani, also bordering The Plateau of The Gods. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;*Marepato&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Trait&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;+Cas. Inf.&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;+Cas. Suf.&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Grassland&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 +750 Claim bonus&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&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 may be targeted by Fleet Support actions from adjacent sea regions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Soldiers of the Sunken City ==&lt;br /&gt;
{{#ev:soundcloud|https://soundcloud.com/concord-plot/soldiers-of-the-sunken-city|dimensions=200x200|alignment=right}}&lt;br /&gt;
&lt;br /&gt;
As the sun bled out behind the jagged western peaks, Emma’s fingers worked with grim precision, winding her bowstring against the damp chill. The wax stung her raw fingertips, a biting reminder that her tools—and her survival—depended on vigilance. High in the archer&#039;s nest, perched leagues from the ocean yet steeped in its brine-soaked malaise, she felt the city sinking—not into ruin, but into something far worse. Even the mountains, her only companions, seemed powerless to hold back the encroaching tide of corruption.&lt;br /&gt;
&lt;br /&gt;
Tolber’s labored ascent announced itself with the clatter of his lantern and the slap of arrows spilling onto the stone floor. He stumbled through the archway, wheezing like a bellows, his bulk leaning against the frame as if it might spare him his impending collapse. Emma bent to gather her share of the grim exchange—bundles of death in the form of fletched shafts—leaving behind soiled bandages, spoiled rations, and the fetid refuse of a garrison holding steady against inevitable decay.&lt;br /&gt;
&lt;br /&gt;
The nest clung to the bones of a crumbling tower, one of two bracketing a vast, hollow hall. Ritter Hildegard had called it a school for priests, judging by the gutted classrooms and monkish dormitories. Now it was the Legion’s stronghold, a citadel in their invasion-turned-occupation. The city had fallen two weeks ago, but each night the victory was tested anew. Here, every temple was a gateway to darkness, every drain a whispering maw to the abyss below. And each night the Legion lit their fires and waged their war—a war of sodden graves and restless dead.&lt;br /&gt;
[[File:476496361 1185396622934748 902458748253586539 n.jpg|left|thumb|600x600px|Those of The Weald are not unused to being disconcerted by their surrounds]]&lt;br /&gt;
Tolber recovered his breath, his chest heaving as the clang of steel and low murmurs echoed up the stairwell. He leaned over the edge of the parapet and waved to the bulwark below. Forty soldiers, clad in heavy plate and grim resolve, were assembling on the promenade. These were the ones who drew the short straw of being both skilled and unyielding. They would stand where others faltered, a living wall to hold back the tide, while Emma and her ilk rained death from above.&lt;br /&gt;
&lt;br /&gt;
The last, pale sliver of sunlight sank below the horizon. Darkness descended in earnest, bringing with it the mist—an insidious tide that seeped into the streets, swallowing the city whole. At its worst, the fog grew so dense that the warriors below wouldn’t see their own feet, much less the horrors writhing amidst their sabatons. Across the promenade, the massive temple loomed, dwarfing even Krezenberg’s Abbey, its shadow deepening as guttural wails began to rise from its depths.&lt;br /&gt;
&lt;br /&gt;
Those soaked abominations.&lt;br /&gt;
&lt;br /&gt;
The wails escalated—whimpers turned to howls, howls to roars—before plunging into an unbearable silence.&lt;br /&gt;
&lt;br /&gt;
The bulwark moved into position, their visors slamming shut in unison like the tolling of a funeral bell. Tolber shifted uneasily, watching as Emma laid out her arrows with meticulous care—broadheads on the left, bodkins on the right. There would be no time for fumbling when the storm broke.&lt;br /&gt;
&lt;br /&gt;
“Think I might stay up here tonight,” Tolber mumbled, his voice a poor mask for his nerves. He leaned against the doorway, ostensibly to guard the archer but more likely to keep the horrors at bay by distance alone. Emma wiped her wax-slick fingers on the tattered twin sword flag tied to her belt, her thoughts drifting to easier days.&lt;br /&gt;
&lt;br /&gt;
“Suit yourself,” she muttered. Darkness always left her bitter.&lt;br /&gt;
&lt;br /&gt;
Below, a door across the street creaked open, spilling a sliver of flickering light. An emaciated figure slipped out, his movements jerky and unnatural. The bulwark stilled as one, their tension palpable. In the nest, only the half-draw of Emma’s bowstring and the strained whistle of Tolber’s breathing broke the quiet.&lt;br /&gt;
&lt;br /&gt;
Then came the voice.&lt;br /&gt;
&lt;br /&gt;
It slithered through the fog like an eel through murky water, wet and choking, laced with drowned whispers.&lt;br /&gt;
&lt;br /&gt;
“Caaaaaaahn yooooouu heeeear theeee choooooirr offff the drooooownnniing nuuuumen?”&lt;br /&gt;
&lt;br /&gt;
Emma’s broadhead struck home with a crack, the man-thing’s skull splitting like overripe fruit. Its shattered brow erupted, leech-like tendrils writhing and screaming like dying rabbits. Before the echoes of its death faded, the temple doors burst open, disgorging a tide of corrupted flesh. The cursed choir poured forth, an unholy deluge of claws, teeth, and bloated bodies.&lt;br /&gt;
&lt;br /&gt;
Emma loosed another arrow, its shaft cutting clean through the mist. Her voice, soft but resolute, followed it into the dark.&lt;br /&gt;
&lt;br /&gt;
“We will endure.”&lt;br /&gt;
&lt;br /&gt;
-=-=-=-=-=-&lt;br /&gt;
&lt;br /&gt;
While much of Legion of the Blackheart Bear has had to fight across central Mancante Terra, its most elite troops were dispatched with an impossible task; secure the heathen temple city of Mandrianos. At the base of the La Calidez mountains, Mandrianos was a place of forgotten gods and Drowned monstrosities. Through grim determination and sacrifice, these warriors have secured the city and its surroundings. But all is not well. &lt;br /&gt;
&lt;br /&gt;
Mandrianos is cursed beyond reckoning. The last worshippers of the Old Artebazzani Gods died here. Then those that remain fled this place. Then the Illsevir came and wrought a depth of darkness unknown. &lt;br /&gt;
&lt;br /&gt;
The Concord has gained Mandrianos, and with it a commanding control of Mancante Terra. But now they must hold it against itself. Or perhaps it would be better to let it sink into a morass of bile, blood, and blasphemy.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
The Concord has secured the Plateau of the Gods territory. &lt;br /&gt;
&lt;br /&gt;
Mandrianos has the following traits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;*Plateau of the Gods&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Trait&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;+Cas. Inf.&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;+Cas. Suf.&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Artebazzani Old Gods)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Only affects forces that follow the Artebazzani Old Gods&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+15%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Foul Flooding&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;
|Does not affect Drowned forces. Any non-Drowned force suffers 200 casualties if it spends the season in this territory.&lt;br /&gt;
|}&lt;br /&gt;
There will be additional information regarding Mandrianos, its future, and its past in the ‘Much that Once was Lost’ Winds entry.&lt;br /&gt;
&lt;br /&gt;
There will be decisions regarding the fighting in Mandrianos for the General of the Legion of the Blackheart Bear.&lt;br /&gt;
&lt;br /&gt;
[[File:481085519 2053459581786430 7945006594500184749 n.jpg|center|frameless|728x728px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;*Specific numbers within traits are subject to change, pending the War Chamber System review&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Further reading at [[Winds of the World - Autumn 225]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>OGates</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Is_This_the_Reprieve_for_Marching_Boots,_Or_Simply_the_Gate_to_More_-_The_War_in_Mancante_Terra&amp;diff=4768</id>
		<title>Is This the Reprieve for Marching Boots, Or Simply the Gate to More - The War in Mancante Terra</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Is_This_the_Reprieve_for_Marching_Boots,_Or_Simply_the_Gate_to_More_-_The_War_in_Mancante_Terra&amp;diff=4768"/>
		<updated>2026-10-21T10:44:35Z</updated>

		<summary type="html">&lt;p&gt;OGates: Minor spelling and grammar fixes&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{#ev:soundcloud|https://soundcloud.com/concord-plot/is-this-the-repireve-for-marching-boots-or-simply-the-gate-to-more|dimensions=200x200|alignment=right}}&lt;br /&gt;
&lt;br /&gt;
The arrival of The Legion of the Blackheart Bear to Korrence was not one of fanfare, nor applause and cheer. Korrence as it stands -  a simple town turned military outpost - would be nothing more than the first landing of a greater war to be fought. Mancante Terra, one of the largest swathes of lands in Southern Esterra, would take time to traverse. The enemy would not wait, and neither would The Legion. &lt;br /&gt;
&lt;br /&gt;
Bolstered by marines of The Liberties Fist, the war would see Concordian forces consolidate their control over held territory and push their way atop the plateau on which sits Mandrianos. Yet they would not do so easily, met by mysteries and monsters beyond their ken with each step. The Drowned present themselves yet once more as a steady threat to be faced with resolute minds. &lt;br /&gt;
&lt;br /&gt;
Yet again will the campaign into Mancante Terra ask a price of The Concord.  &lt;br /&gt;
&lt;br /&gt;
== Boots Atop Grass, Grass Atop Dirt, Dirt Atop Bodies ==&lt;br /&gt;
{{#ev:soundcloud|https://soundcloud.com/concord-plot/boots-atop-grass-grass-atop-dirt-dirt-atop-bodies|dimensions=200x200|alignment=right}}&lt;br /&gt;
&lt;br /&gt;
The command room of Korrence was tense. There could be no better way to summarise the silent air of waiting. Captains of The Liberties Fist standing with crossed arms, focused on nothing but the table before them. Officers of The Legion of the Blackheart Bear, gripping the corners of the table till their knuckles turned white. The time for talking had long since finished, strategies and tactics and plans all debated and put to paper. Such things that entirely depend on a simple, single report. &lt;br /&gt;
&lt;br /&gt;
After what felt like years, the door to the room swung open with an abruptness deserving of the jumped responses. All eyes locked on the figure in the door, a young first year Ritter apprentice with a grin far outmatching any seen in recent days. In his hand a rolled up piece of paper, clutched to his chest as if it was the most important thing he had ever held. &lt;br /&gt;
&lt;br /&gt;
All waited with baited breath for the message to be relayed. All knew that the days of planning would all hinge on these words. All knew that the difficulty of the oncoming campaign would either rise or fall in the next few seconds. The boy cleared his throat, quickly unrolling the paper and reading aloud as clearly and confidently as he could. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Drowned forces ranging from La Bevanda Dei down to La Dove Dormani range, in both number and scale, from dozens to hundreds. No large singular war host of thousands has been seen.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Cheers and sighs of relief would fill the room in equal measure. In seconds, officers of The Legion would gather orders to be sent and call for runners. Captains of The Fist shouting for drinks and weighed anchors in the same breath. The young apprentice would stand amazed, and a little in the way, as the engine of Concordian war spun into life before his eyes. A clap on his shoulder from a Lerona Mere captain bringing him back to his senses.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Buon Lavoro, Mon Ami! Time to kill some weird fish things, eh?&#039;&#039;   &lt;br /&gt;
[[File:476486527 1306170760438294 8573666946557261021 n.jpg|left|thumb|500x500px|All of The Concord awaits news on the state of Mancante Terra]]&lt;br /&gt;
-=-=-=-&lt;br /&gt;
&lt;br /&gt;
The campaign in Central Mancante Terra would be one of strategy, caution, and pacing. With confirmation of The Reaching Tide moving in smaller hosts rather than one large force, the fighting could be expected to be far smaller in scale. Such a thing would be much easier to manage compared to a single great battle, particularly against an enemy as unknown as The Drowned. The tacticians of both Concordian forces did not wish to be the first to uncover the strange might of such a foe in grand combat, and would be more than happy to progress one step at a time. &lt;br /&gt;
&lt;br /&gt;
With orders sent and time ticking down, The Liberties Fist would begin their slow descent down the coast of Mareprato. With a rotating schedule of marines walking the beaches and archers and volatile mages keeping pace in rowboats, the shores would be the hunting grounds of the Lerona Mere fleet. Learning from the past Season’s campaign, The Fist would work to keep The Drowned from entering the waters at all costs, crushing them on land to keep their ships safe in The Bay, and keeping watch all through the night. &lt;br /&gt;
&lt;br /&gt;
Meanwhile, The Legion would march in force from Korrence to La Bevanda Dei, taking the previously occupied town with a great show of force before beginning to ready their push south. The Wealder army would organise their soldiers into large groups a couple hundred strong, with supply lines and runners between each of them and the new command base in La Bevanda Dei. &lt;br /&gt;
&lt;br /&gt;
Both the fleet and army would push south at the same pace, keeping in contact as often as feasible, forming a martial net designed to catch any foe along its path. Progress would be slow and cautious, kept at the pace of The Legion so as to allow for quick reinforcements to fronts facing particularly high numbers or difficult foes. Such manoeuvrability would be the greatest boon for The Concord, and the harshest bane for the cursed choir.&lt;br /&gt;
&lt;br /&gt;
Over the course of a few months, Concordian forces would finally meet a front they could no longer push. Along the edges of La Dove Dormani, the swamp lands south of the Mandrianos Plateau, The Drowned would finally reform and gather. Slowly but surely, The Reaching Tide would hold the swamps and retreat no further, preventing The Legion and Liberties Fist from pushing yet further into Mancante Terra.&lt;br /&gt;
&lt;br /&gt;
But even still, the push left The Plateau of The Gods, and the cursed city itself which sits upon it, a reasonable and unexpected target for The Legion. While the bulk of the forces were needed to hold the line at La Dove Dormani, a few hundred of its best could peel off and enter the city. Their potential success entirely relying on luck and personal skill. &lt;br /&gt;
&lt;br /&gt;
For those continuing to fight along the border, setting up outposts and temporary military structures to hold the line became a must. The Drowned would not passively allow The Concord to take from them, and skirmishes would continue well into the end of the summer season.&lt;br /&gt;
&lt;br /&gt;
Reports from The Legion and Liberties Fist bring but scant news of how The Drowned fight or live. Their tendencies and skills still hidden beneath the strangeness of their sudden existence, their vocality overwhelming where before was nothing. Regardless, one thing remains true no matter who you ask.&lt;br /&gt;
&lt;br /&gt;
The Drowned are our foe, and they can bleed. &lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
The continued campaign into Central Mancante Terra reveals little about The Drowned themselves, but Concordian forces make good progress in the consolidation of the land. Civil Service officials, with assistance from The Liberties Fist and The Legion of the Blackheart Bear, manage to uncover maps within Korrence that better define its territories. &lt;br /&gt;
&lt;br /&gt;
The Concord has secured the following two territories. &lt;br /&gt;
&lt;br /&gt;
Boisombre, containing landmarks such as The Esterran Circle, Lake Porios and La Bene Legna, follows along La Lungo Elsa beginning at the border of Lerona Mere and ending at the start of The Plateau of The Gods. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;*Boisombre&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Trait&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;+Cas. Inf.&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;+Cas. Suf.&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Forest&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10%&amp;lt;/nowiki&amp;gt;&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;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+15%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
Marepato on the other hand, widely considered as the civil heartland of Mancante Terra, contains the townships of Loricazzo, Korrence and La Bevanda Dei. The grassy territory begins at the border of Lerona Mere, encompassing the majority of Lake Isabella, and ends along the swampland of La Dove Dormani, also bordering The Plateau of The Gods. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;*Mareprato&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Trait&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;+Cas. Inf.&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;+Cas. Suf.&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Grassland&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 +750 Claim bonus&lt;br /&gt;
|-&lt;br /&gt;
|Coastal&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 may be targeted by Fleet Support actions from adjacent sea regions&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
== Soldiers of the Sunken City ==&lt;br /&gt;
{{#ev:soundcloud|https://soundcloud.com/concord-plot/soldiers-of-the-sunken-city|dimensions=200x200|alignment=right}}&lt;br /&gt;
&lt;br /&gt;
As the sun bled out behind the jagged western peaks, Emma’s fingers worked with grim precision, winding her bowstring against the damp chill. The wax stung her raw fingertips, a biting reminder that her tools—and her survival—depended on vigilance. High in the archer&#039;s nest, perched leagues from the ocean yet steeped in its brine-soaked malaise, she felt the city sinking—not into ruin, but into something far worse. Even the mountains, her only companions, seemed powerless to hold back the encroaching tide of corruption.&lt;br /&gt;
&lt;br /&gt;
Tolber’s labored ascent announced itself with the clatter of his lantern and the slap of arrows spilling onto the stone floor. He stumbled through the archway, wheezing like a bellows, his bulk leaning against the frame as if it might spare him his impending collapse. Emma bent to gather her share of the grim exchange—bundles of death in the form of fletched shafts—leaving behind soiled bandages, spoiled rations, and the fetid refuse of a garrison holding steady against inevitable decay.&lt;br /&gt;
&lt;br /&gt;
The nest clung to the bones of a crumbling tower, one of two bracketing a vast, hollow hall. Ritter Hildegard had called it a school for priests, judging by the gutted classrooms and monkish dormitories. Now it was the Legion’s stronghold, a citadel in their invasion-turned-occupation. The city had fallen two weeks ago, but each night the victory was tested anew. Here, every temple was a gateway to darkness, every drain a whispering maw to the abyss below. And each night the Legion lit their fires and waged their war—a war of sodden graves and restless dead.&lt;br /&gt;
[[File:476496361 1185396622934748 902458748253586539 n.jpg|left|thumb|600x600px|Those of The Weald are not unused to being disconcerted by their surrounds]]&lt;br /&gt;
Tolber recovered his breath, his chest heaving as the clang of steel and low murmurs echoed up the stairwell. He leaned over the edge of the parapet and waved to the bulwark below. Forty soldiers, clad in heavy plate and grim resolve, were assembling on the promenade. These were the ones who drew the short straw of being both skilled and unyielding. They would stand where others faltered, a living wall to hold back the tide, while Emma and her ilk rained death from above.&lt;br /&gt;
&lt;br /&gt;
The last, pale sliver of sunlight sank below the horizon. Darkness descended in earnest, bringing with it the mist—an insidious tide that seeped into the streets, swallowing the city whole. At its worst, the fog grew so dense that the warriors below wouldn’t see their own feet, much less the horrors writhing amidst their sabatons. Across the promenade, the massive temple loomed, dwarfing even Krezenberg’s Abbey, its shadow deepening as guttural wails began to rise from its depths.&lt;br /&gt;
&lt;br /&gt;
Those soaked abominations.&lt;br /&gt;
&lt;br /&gt;
The wails escalated—whimpers turned to howls, howls to roars—before plunging into an unbearable silence.&lt;br /&gt;
&lt;br /&gt;
The bulwark moved into position, their visors slamming shut in unison like the tolling of a funeral bell. Tolber shifted uneasily, watching as Emma laid out her arrows with meticulous care—broadheads on the left, bodkins on the right. There would be no time for fumbling when the storm broke.&lt;br /&gt;
&lt;br /&gt;
“Think I might stay up here tonight,” Tolber mumbled, his voice a poor mask for his nerves. He leaned against the doorway, ostensibly to guard the archer but more likely to keep the horrors at bay by distance alone. Emma wiped her wax-slick fingers on the tattered twin sword flag tied to her belt, her thoughts drifting to easier days.&lt;br /&gt;
&lt;br /&gt;
“Suit yourself,” she muttered. Darkness always left her bitter.&lt;br /&gt;
&lt;br /&gt;
Below, a door across the street creaked open, spilling a sliver of flickering light. An emaciated figure slipped out, his movements jerky and unnatural. The bulwark stilled as one, their tension palpable. In the nest, only the half-draw of Emma’s bowstring and the strained whistle of Tolber’s breathing broke the quiet.&lt;br /&gt;
&lt;br /&gt;
Then came the voice.&lt;br /&gt;
&lt;br /&gt;
It slithered through the fog like an eel through murky water, wet and choking, laced with drowned whispers.&lt;br /&gt;
&lt;br /&gt;
“Caaaaaaahn yooooouu heeeear theeee choooooirr offff the drooooownnniing nuuuumen?”&lt;br /&gt;
&lt;br /&gt;
Emma’s broadhead struck home with a crack, the man-thing’s skull splitting like overripe fruit. Its shattered brow erupted, leech-like tendrils writhing and screaming like dying rabbits. Before the echoes of its death faded, the temple doors burst open, disgorging a tide of corrupted flesh. The cursed choir poured forth, an unholy deluge of claws, teeth, and bloated bodies.&lt;br /&gt;
&lt;br /&gt;
Emma loosed another arrow, its shaft cutting clean through the mist. Her voice, soft but resolute, followed it into the dark.&lt;br /&gt;
&lt;br /&gt;
“We will endure.”&lt;br /&gt;
&lt;br /&gt;
-=-=-=-=-=-&lt;br /&gt;
&lt;br /&gt;
While much of Legion of the Blackheart Bear has had to fight across central Mancante Terra, its most elite troops were dispatched with an impossible task; secure the heathen temple city of Mandrianos. At the base of the La Calidez mountains, Mandrianos was a place of forgotten gods and Drowned monstrosities. Through grim determination and sacrifice, these warriors have secured the city and its surroundings. But all is not well. &lt;br /&gt;
&lt;br /&gt;
Mandrianos is cursed beyond reckoning. The last worshippers of the Old Artebazzani Gods died here. Then those that remain fled this place. Then the Illsevir came and wrought a depth of darkness unknown. &lt;br /&gt;
&lt;br /&gt;
The Concord has gained Mandrianos, and with it a commanding control of Mancante Terra. But now they must hold it against itself. Or perhaps it would be better to let it sink into a morass of bile, blood, and blasphemy.&lt;br /&gt;
&lt;br /&gt;
=== Game Information ===&lt;br /&gt;
The Concord has secured the Plateau of the Gods territory. &lt;br /&gt;
&lt;br /&gt;
Mandrianos has the following traits:&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;*Plateau of the Gods&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|&#039;&#039;&#039;Trait&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;+Cas. Inf.&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;+Cas. Suf.&#039;&#039;&#039;&lt;br /&gt;
|&#039;&#039;&#039;Special&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|Holy Site (Artebazzani Old Gods)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+10%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+5%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|Only affects forces that follow the Artebazzani Old Gods&lt;br /&gt;
|-&lt;br /&gt;
|Cursed&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+15%&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|Foul Flooding&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;
|Does not affect Drowned forces. Any non-Drowned force suffers 200 casualties if it spends the season in this territory.&lt;br /&gt;
|}&lt;br /&gt;
There will be additional information regarding Mandrianos, its future, and its past in the ‘Much that Once was Lost’ Winds entry.&lt;br /&gt;
&lt;br /&gt;
There will be decisions regarding the fighting in Mandrianos for the General of the Legion of the Blackheart Bear.&lt;br /&gt;
&lt;br /&gt;
[[File:481085519 2053459581786430 7945006594500184749 n.jpg|center|frameless|728x728px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&#039;&#039;*Specific numbers within traits are subject to change, pending the War Chamber System review&#039;&#039;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Further reading at [[Winds of the World - Autumn 225]]&#039;&#039;&lt;/div&gt;</summary>
		<author><name>OGates</name></author>
	</entry>
	<entry>
		<id>https://wiki.concordlarp.com/index.php?title=Artisan_Crafts&amp;diff=4705</id>
		<title>Artisan Crafts</title>
		<link rel="alternate" type="text/html" href="https://wiki.concordlarp.com/index.php?title=Artisan_Crafts&amp;diff=4705"/>
		<updated>2026-10-13T01:59:21Z</updated>

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