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Overview

Welcome to the Interlude page for the Spring 226 Summit! This Wiki Page aims to assist in providing clarity for Downtime and other events that have resulted from Player action at the most recent Summit. On this page you can find the Downtime Submission link, public Special Actions, Council decisions and far more!

Everything you can find here in the Interlude page will also hopefully assist in providing some further reasoning to actions between Summits. For the most part, The Winds of the World themselves will answer a lot of these questions, but all information found here can be considered to be known in character! This will help for folks running Sanctioned Events, or at Game Hen Events, by providing at least a baseline understanding of what will be happening in the early stages of the Season between Summits.

In regards to Downtime itself, please note that as always not everyone needs to submit a Downtime! If you are not an Artisan, planning on taking any Special Actions (either public or known to you), and you just want to produce as standard for your Investment, then don’t feel like you have to submit. However, if getting involved in shenanigans is for you, then have a read below to work out if there is anything you can get involved in that is publicly available!

There will always be Special Actions that are private, or locked to particular Investments, Archetypes, Realms and more. If it is not mentioned in this Interlude Page, and you do not know what it is, we ask that you do not select it!

The Deadline for Downtime Submissions is 5pm Monday the 19th of October, 2026

Downtime for the Spring 226 Interlude has closed!

Councils and Choices

As always, the various Councils of The Concord have been busy making decisions, declarations and more. In particular, the choices of The Senate, The Church and The Warchamber are all worth knowing to both the people of Southern Esterra and the heroes of The Concord. While it may take some time for The Civil Service to publish these documents, they can be found here;

Before 225, Military Orders were not made public in the same way as Senate and Church Motions until the release of The Winds of the World. The Team is hoping that by making these actions public from the get go, it can provide clarity for both Downtime and roleplay between Events.

Investments and Downtime

The below section will cover the specific details that are important for particular Investments. A lot of this information is clearly listed in the Downtime Form itself, or in the Investments page, but by also adding it below it can give a bit more flavour for those who may not have had an idea of what they wanted to do!

In addition, if there are any Special Actions relating to an Investment that are public knowledge, they will be listed here too alongside a brief description! If you don’t see your Investment listed, it just means that there are no additional notes that may be relevant to you for Downtime and the Interlude, beyond the narrative of last Season’s Winds and the Winds yet to come.

Military Investments

The list of actions a Military Investment can take are varied, but detailed here in the Investments Page!

In particular, Supporting an Army or Fortification, Scouting the Frontline, and Paid Work are the most common of the Standard Actions. At a baseline, Military Investments are assumed to be taking the Paid Work action, which will net a random assortment of resources, items or income!

Players wanting to Support an Army or Fortification are encouraged to read the Military Orders page so as to have a better idea of what is going on in the wider campaign at the end of Summit. The page details the orders given by Generals and Champions, and can greatly influence what Force you might want to Support!

Players wanting to send their Military to Scout the Frontline will find that they are only able to select Territories adjacent to Concordian held land. This focuses the intent of this action and provides much more substantial and meaningful results. There is no current list for applicable Territories and benefits or consequences for choosing them, however it can be expected that each Territory will be heavily impacted by Military Orders, Winds and the greater narrative at play in that area. All Territories that can be chosen for Scouting are listed in the Downtime Form for ease!

Public Special Actions - Military

Guard Convoys

This Special Action represents Military Investments providing aid for the other Concordian Heroes travelling in and out of Villacres in the coming Season. Villacres may not have an enemy Army present, but it is no less a dangerous place full of Zekartaal and other threats. If this option is taken, Characters will find that their Military Investment produces a random amount of income between 1-3 Locks, and that the other Public Special Actions are less likely to face danger as they are supported by military-minded heroic allies.  

However if this Action is taken notably more than either of the others, then the presence of The Concord (military or otherwise) in Villacres may attract greater attention from its enemies, or cause unwanted friction with its locals.

Naval Investments

The list of actions a Naval Investment can take are just as varied as a Military, but often far more outgoing. Detailed information can be found here in the Investments Page!

In particular, Supporting a Fleet, Trade with Foreign Ports, and Paid Work are the most common of the Standard Actions. At a baseline, Naval Investments are assumed to be taking the Paid Work action, which will net a random assortment of resources, items or income!

Players wanting to Support a Fleet are encouraged to read the Military Orders page so as to have a better idea of what is going on in the wider campaign at the end of Summit. The page details the orders given by Generals and Champions, and can greatly influence what Force you might want to Support!

Players wanting to send their Naval Investment to Trade with Foreign Ports will find a list of known Ports to trade with in the Downtime Form! Some of these Ports can be found across the Wiki, with relevant trade expectations listed within the appropriate sections, however others are not. The Team is working on putting together a more succinct list for the purposes of Trade, but in the meantime Players should expect Military Orders, Winds and the greater narrative to heavily impact the result!

Open Foreign Ports

The following Foreign Ports are open to Concordian ships this season. Some are dangerous journeys and if your ship does not meet the minimum requirements for travelling there, then you risk (but are not ensured of) danger. If your ship is more than 2 tiers below what is required, it risks being destroyed entirely and your character significantly hampered or even killed. The nature of these journeys mean that ships travelling together does not necessarily improve their chances, as such tiers cannot be combined.

The Concordian Senate is currently funding any trade with Ports within a Nation that The Concord has an Embassy to. As of this coming Season, those Nations are The Dendarr Nations and The Fealties of Drummond.

Dendarr Nations - Kameiros

Tier Required: 1

The Easternmost city of the Dendarri, Kameiros is friendly to Concordian ships and captains can expect to trade in  Beastbone, Suns Iron, Hartswood, and rumours from this land of Heroes. The Golden Fleet had been operating in this region, but has since left. The Concordian Senate is funding these expeditions with an additional Lock.

Fealties of Drummond - Crownsport

Tier Required: 1

The largest port on the West of Drummond, Crownsport is ruled by House Rayleigh and is known to be the gateway to Drummond for travellers from the east. Receptive to Concordian captains, you can expect to trade in Forgesteel, Suns Iron, Hartswood, and sometimes rare Drummondite arms and armour. The Golden Fleet had been operating in this region, but has since left. The Concordian Senate is funding these expeditions with an additional Lock.

Fealties of Drummond - Bleakstarbe

Tier Required: 2

A far smaller port on the Cape of Karlais, south of Crownsport, Bleakstarbe is a stormwracked harbour set between dark cliffs. Ruled by the rising House Silas of Duchy Forsword, it is poorer than Crownsport but Captains are far more likely to gain a meeting with ‘The Barbed Wolf’, Duke Jeryn Silas. Captains should expect trade in Hartswood, Beastbone, Blacksap, and sometimes rare Drummondite arms and armour. The Golden Fleet had been operating in this region, but has since left. The Concordian Senate is funding these expeditions with an additional Lock.

Fealties of Drummond - Manacle Harbour

Tier Required: 3

Northernmost port of the Fealties, Manacle Harbour rests in the turbulent seas of ‘The Arc’, an archipelago of large isles ruled as part of Duchy Artallian by House Rottmour. The growing maritime influence of the Duchy draws attention, but it remains to be seen if there is money to be made. Captains should expect to trade in Essencite, Bloodglass, Shimmering Scales and sometimes rare Drummondite arms and armour. The Golden Fleet had been operating in this region, but has since left. The Concordian Senate is funding these expeditions with an additional Lock.

Free Tabbadar - Odrigan

Tier Required: 2

Far to the west across the Great Trade Sea, to the farthest reaches of Invicta Minor rests free Odrigan. A revolutionary city founded by the Tabbadari under Concordian support. Travelling to Odrigan is a journey in charity rather than business. Captains should expect to gain little aside from stories and meagre supplies of Hartswood and Herbs. There has been no news from these fighting friends to the West in recent months, and their current circumstance is unknown.

The Idrian Cabal - Rakham’s Cove

Tier Required: 3

Hidden among the iceflows far to the South, Rakham’s Cove is a trading harbour for little more than sealflesh, whale blubber, and a madman’s stories. However, if you’re lucky, you might meet some of the strange apprentices of the Idrian Cabal, those minor wizards sent on the unknowable journeys of their distant, spire-dwelling masters. Captains should expect trade in Crystal Mana, Artisan Crafts, and Beastbone.

The Kingdom of the Bailes - Ushal Vakkan

Tier Required: 1

A tiny port inset along the harsh, rocky coastline of the Cape of Bailes, certainly not for the faint of heart. This is made far worse by the historic hostility of the Bailite peoples to The Concord, and their bloody reputation. Ship captains should beware. Successful trade has the likelihood of including Hartswood, Beastbone, Bloodglass, Herbs, and in especially rare cases, Thunder Oak. As of recent rumour and declaration, Concordian ships are encouraged by The Senate to trade with Ushal Vakkan, so long as they are not Valleyfolk.

Public Special Actions - Naval

Raid Ottandios

Ottandios Bulsker’s personal ship, ‘Havek’s Whore’ has been seen numerous times in and around the Outer Isle’s East and the Cape of the Bailes. Someone unknown has put forward a bounty on Ottandios Bulsker and his fleet, valued at twenty Concordian vaults, paid out to all those who take part in his death. Given the fact that part of his fleet is still intact, that Bulsker is a member of a neutral nation to The Concord, and that his fleet is at least partially docked at a second neutral nation, this proposition is complex. However, Naval investments may undertake the ‘Raid Ottandios’ special action this downtime in an attempt to claim this bounty. At least 2000 strength is required, but more is certainly advised. This is an illegal action prior to any Senate involvement. No Senate involvement was declared at the Summit.

Other Public Special actions

Support Your Belief - Iron Valley Characters Only

As the final conflict between the Greatstone Carvers and the Bloodglass Inheritors draws near, no action has been taken by either side to ensure a final decision for the future of the Iron Valley. All Iron Valley Investments that do not take a Special Action and remain in the Iron Valley will be able to show support for the Greatstone Carvers or the Bloodglass Inheritors. This is reflected through an initial choice in the Downtime Form, with further information available in the section itself.

All Iron Valley Characters are encouraged to select their chosen Belief, even if they do not qualify for active support.

De Re School of Ember’s Future - Lerona Mere Characters and Enterprises Only

The School of Embers has always had a tenuous relationship with crime. Whether due to its founding members, the presence of Mountebanks and their like, its location in The Docklands or some other reason, it is not uncommon to associate the School with criminal activity of some kind. There are those who work from the shadows and wish to support such infamy, and those who believe in the weight of the law who wish to give the School of Embers a new identity. Now, a public call has been made to see where the heroes of Lerona Mere sit on this particular fence.

Infamous Identity - For those who believe that The School of Embers should embrace its unspoken identity, encouraging it to become a safe-haven for those with less than legal intentions. This action would see heroes arranging for cellars to be turned into smuggling dens, for hidden routes in and out of the School to be created, and for students and faculty alike to be convinced or bribed as appropriate. While this action does not innately require illegal activity to be undertaken, those pursuing this should expect trials and similar consequences should the action fail or come under notable scrutiny.

Or

Missives for Magistrates - For those who wish to ensure The School of Embers is as far from criminally involved as it could be. This action would see heroes encouraging students and faculty to report any suspicious behaviour, to have quarters prepared for live-in Magistrates, and to help create and distribute anti-crime propaganda in and around the School.

Characters may only choose one of the above as a Special Action. Any Enterprise taking either of the above Special Actions will count as if it were 5 individual Heroes, to represent the weight of an organised group compared to solitary action. This does not prevent Heroes of that Enterprise also picking one of the Special Actions. Heroes and Enterprises pursuing either action should expect additional opportunities, or consequences, should their chosen action notably succeed or notably fail.

Attend the Lectures of Ser Vincent Karwall the Flame - Bordevarian Mages Only

Ser Vincent Karwall the Flame has respected the Duchess of Everguarde’s wishes and ceased his experiments in ‘The Dale of the Pale Man’. However, word has spread throughout the Kingdom of Bordevar, and eager mages have been seeking out Ser Vincent in Carningsfield to learn what he knows about Endemani magic. Bordevarian characters with the Magus Skill will have the opportunity to take a Special Downtime Action ‘Attend the Lectures of Ser Vincent Karwall the Flame’ to attend these informal classes on Endemani magic.

Trade with the Hawk - Business Investments Only

This Special Action represents Business Investments freely travelling into Villacres to meet and trade with The Clan of the Hawk. While risky, as what is desired to be traded for and what could be given in return is unclear as of now, Characters that take this option will find their Investment producing a random measure of between 10-20 Wilderness Resources. Characters taking this action will also learn more about the economic state of The Clan of the Hawk.

However if this Action is taken notably more than either of the others, then Concordian Economic interest in Villacres may explode in a careless way, and money-makers of all kinds from all over The Concord will try to find their wealth in this new Region.

Care for Concordian Souls - Congregations Only

This Special Action represents Congregation Investments travelling alongside other Concordians, attempting to quietly protect them from Blasphemy and Heresy. Characters that take this option will find that their Congregation produces no resources nor additional votes, but will learn a great deal more about the religion of The Clan of the Hawk.

However, if this Action is taken notably more than either of the others, then the risk of Concordian zealots breaking the terms of the Agreement and spreading dissent, both in The Concord and in Villacres, increases dramatically.  

Mark of the Salir - Iron Valley Congregations Only

Iron Valley characters with Congregations may take the special action ‘Mark of the Salir’, which would involve them travelling to Deorling’s Citadel to remove the adornments of the Spheres common in more mainstream churches, and replacing them with adornments more befitting Iron Valley tradition. This is in response to the waning attention given to Deorling’s with its lack of consecration, as well as in reply to the growing attention given to the wording of The Salir in The Valley. It is unclear what consequences or rewards this action will bring.

See Also: