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In Summer of 223, the Senate’s power of appraisal was enshrined, granting the power to investigate new projects and opportunities for the Concordian treasury to be spent towards the needs of the people. With the ability to appraise two projects at a time, the Senate dispatched Civil Service assessors to Andash and Bordevar to pursue projects of economic merit. The results of these assessments provide unique options for the Senate to pursue in the coming season.

It is the opinion of the Civil Service that these estimates would remain accurate throughout the remainder of the year, but would require reappraisal in 225. The Senate is welcome to commission any or none of the following options.


The Passage Field Hospital is always in need of herbs. After being defunded in 223, they will be much harder to come by.

A Panacea for the Poison

“Appraise the cost of a large-scale herb garden in Weiland that could be used to supply the Passage Field Hospital with herbs.”

Under the warm Weiland sun, herb tenders and alchemists discussed the matter of medical supplies with representatives from the Civil Service. Amidst the backdrop of war and invasion, tense conversations were held over the purchase of land, appropriate climate and soil quality. By the time the weather began to cool, three opportunities were prepared for the Senate, by three separate agents, in three separate duchies.

Dredge Rickons Tier

Arlito Von Apoolian suggests that the small island of Rickons Tier within the Eisen River be expanded and fed with soil, ballasted by Thunderoak. The island is already well known for its supply of crystal mana and herbs through its unique ‘Enchanters Ferns’, proving its soil quality. If significant works were undertaken, the island could be expanded. This commission would grant the Field Hospital a supply of crystal mana as well as herbs.

Cost: 5 Thunder Oak / 5 Vaults

Construction Duration: 1 Season

Location: Duchy Everguarde, Rickons Tier

Expected Production (Winter Summit): 10 of all Herbs

Expected Production (Summer Summit): 10 Crystal Mana /  6 of all Herbs

Special: This construction would remove the title ‘Groundskeeper of Rickons Tier” as the responsibilities would be handed over to the Head Surgeon of the Passage Field Hospital. Given the contested nature of Rickons Tier, this commission could not be begun unless the Senator of Weiland and the Baron of Resinderholz agreed to it.

Rebuild the Royal Winter Gardens

Werrindal of Heartsgrave has discussed the matter of the hospital's needs with Ser Victrious the Younger, Grandmaster of the Order of the Hallowed Word, those honoured knights who occupy ‘The Manor’ and protect the corpse of King Artourious Bordevar. On the grounds of The Manor are the ruins of the old Royal Winter Gardens, once a beautiful grove of flowers, fed and warmed year round through sunken hot springs, providing a verdant escape for the late King. The Gardens are of little use to the knights who reside there now and have since fallen into considerable disrepair. Rebuilding the Winter Guardens would be somewhat expensive, but would produce fine herbs year round and would be a beautiful sight to behold for the people of Heartsgrave.

Cost: 10 Arcstone / 15 Vaults

Construction Duration: 2 Seasons

Location: Duchy Heartsgrave, The Manor

Expected Production: 15 of All Herbs each season and a small taxation surplus.

Additional Effect: The nature of the Royal Winter Garden insulates the supply from meddling. Unless the Royal Winter Garden was particularly targeted by sabotage, the supply of herbs would be immune to effects that would damage herb garden production in Heartsgrave, Weiland or The Concord as a whole.

Clear the Feral Fields

Horvind of Passage has drawn up plans to develop a vast stretch of abandoned farmland that lies between Elaiths Line and the Lenscaster Hills, just south of The Stand. This stretch of farmland is a stretch of Feral Field, denoting ruined agricultural land once belonging to the Endemani People. Thought to be haunted, the region has been unworked for generations but presents as good farming land that could be fit for purpose. Establishing the farm would not be swift but would be cheaper than comparable projects, although it would be more prone to affects by weather and misfortune.

Cost: 7 Vaults 15 Locks

Duration: 2 Seasons

Location: Duchy Starscar, South of the Stand

Expected Production: Between 8 and 12 of each Herb each season dependent on larger matters afoot in Weiland and a small taxation surplus.


Sunblessed Coin

“Appraise the cost of a market outpost in The Tribelands to act as a meeting point for the nomads of the region, giving them a place to trade and gather.”

Andashi trade is lively and well regarded, provided it can have a safe place to flourish.

Between the continuing pressure of the Al’Mai, the wealth of the powerful nomad clans and the recovery of the Tribelands following Zekartaal predation, the Civil Service was not surprised to receive an appraisal for the land of sun and sand. A recent appointment to the Civil Service, Oscar Del’Panoply Al’Vasquez El’Civisello, once delegate between the Obregon City Council and the heroic delegation, has spent the baking summer speaking with local leaders and architects to present three options to the Senate for the Winter Summit.

La Escudo Plaza

A restrained version of a previous submission to the heroic delegation, La Escudo Plaza would be a set of paved plazas, wells and cleared campsites spread around Obregon, particularly on the north-eastern side where the bulk of the city could protect the site from harsh desert winds. The plaza would provide an ideal location for nomadic clans to rest, resupply and meet with city officials and merchants. This would be a boon for both the city and the nomads, but is a lesser image than Oscar’s original plans, able to support a thousand nomads at a time, likely making campsites at the Plaza a competitive commodity.

Cost: 4 Arcstone / 7 Vaults

Construction Duration: 1 Season

Location: Obregon, The Tribelands

Expected Production: A moderate taxation surplus (depending on the volume of trade within the region). In addition the nomad clans of The Tribelands would provide a small surplus of resources to the Senator of The Tribelands each Summit as a part of their tithe. The surplus of resources is expended to be ~10 of a mixture of common resources in the area.

La Barrera Hafez

As a nomadic people, the Andashi rarely had need for fortifications, you could always simply journey away from danger. But in the dangerous world of The Concord this may have to change. Mixing the meeting and trading place with a defensible redoubt in the rocky scrub valleys of The True Wilds would provide the nomadic people a defensible holdout should the worst come to worst, while also lessening the tide of refugees that would flock to Obregon. Oscar located a bowl valley in the North West of the True Wilds, three days travel from Abquala that could be fortified, while the bowl itself could be fitted with wells and cleared of underbrush. This site would be secluded, defensible and comfortable enough. Of course being in the True Wilds it is distant from much of the region, lessening its usefulness as an income for The Concord.

Cost: 3 Arcstone / 3 Thunder Oak / 10 Vaults

Construction Duration: 1 Season

Location: The True Wilds, The Tribelands

Expected Production: A small amount of taxation surplus, with much of the benefit being absorbed into its maintenance

Special: In the circumstance that the Tribelands is attacked, La Barrera Hafez would heavily reduce casualties among the region's noncombatant nomadic population, provided La Barrera Hafez was not targeted specifically. Control over La Barrera Hafez would fall to the Champion of the Tribes.

La Bandar Ponta

For many Nomads, the lines that separate Mukarrem and The Tribelands are arbitrary. They travel to the grassy plains in the South West to raise cattle before travelling North East to sell at the bazaar in Obregon. Any trade enterprise would do well to expand on this route, a fact not lost on Oscar. The proposed La Bandar Ponta would support the construction of a settlement on the Salt Road straddling the border between Mukarrem and The Tribelands. With a tavern, storehouses and wells to support a growing settlement. Provided trade and travel between Mukarrem and The Tribelands was strong, it is likely such a settlement would prosper. However the location would be tempting prey for any raider looking to pillage The Tribelands, presenting a lot of risk for The Concord’s reward.

Cost: 12 Vaults

Construction Duration: 2 Seasons

Location: The Salt Road, The Tribelands

Expected Production: A moderate amount of taxation surplus (depending on the level of trade within the region). In addition, this construction will create the title ‘Master of the Bandar Caravanserai’. This title will be able to sell artisan crafts and herbs to La Bandar Pontar through the exchange for set prices which will vary each Summit depending on market forces.


Winds of the World - Winter 224