The Concordian forefront of learning, the frontier of knowledge and understanding, the battlefield of ideas. While all of these are concepts that the Shardcircle would likely apply to themselves, much to the chagrin of others, there is some truth at their heart. Between new great enchanted works and the grand powers of the Arcline and Precipice, there is significant power within its arcane halls.
Over the Summer the Shardcircle has pushed the envelope of Concordian knowledge through the creation of two new artisan crafts, it has worked to overcome the damages wrought by the Crystal Maw, and it has supported the Iron Valley and Exchange in the pursuit of new unknown resources.
All of this while preparing for another Summit, another Shardcircle Challenge, and another opportunity to change the very fabric of existence.
Light Through Dappled Water and the Quiet Whispers
Magi grimly tip buckets of water back into the canals, defying it's counterintuitive flow from experimental chambers. Alongside the testing hall, the destitute poor of the Docklands form a hopeful line—children standing shoulder to shoulder, eyes bright with the promise of possibility. Each year, a few are chosen for the coveted free tuition, plucked from hardship by their own raw talent and determination. They wait as strange waters—shimmering, smoking, humming with arcane energy—spill into the city’s drains, leaving behind only the faintest traces of magic and mystery.
Half a world away, their headmaster reviews ink-stained reports beside an impossible oasis. A lake where none should be, conjured by her own hand, its waters swirling with defiance against reason. The challenge is not just to shape it, but to understand it—to distill the ephemeral into the repeatable. Imagine a Concord where lakes could be summoned at will, where thirst and drought were relics of the past, where water could be wielded for war or wonder alike. And so the knowledge flows between Obregon’s sun-scorched outskirts and the wet stone of Lerona Mere, carried by wagon and wing.
The magic of the Grand Empire of Andash may be lost, but perhaps Winnifred Eldermere and the De Re School of Embers can grasp at its shadow. A Bordevarian mage, leading a Lerona Mere school, unraveling Andashan mysteries—it is an unconventional solution. But sometimes, the unconventional is what endures.
Above this beacon of new hope for Obregon, the School of Gifts labors in equal measure—though their task is one of grimmer necessity.
The Learned Arcanists present their findings. Failure with flame. Promise with light. Failure with water. Failure with soil. The pursuit of purification is noble, but difficult. Disease festers across The Concord, creeping in through mundane afflictions and arcane malfeasance alike. Any discovery—any edge—will be a boon to all, worker and warrior alike. And though their city stirs to life around them, these scholars are no strangers to lingering puzzles. They are close. Success must be days away.

For the Headmaster, Azime Rais, the past and present blur into something unreal. The years between his time as a student and his ascension to Headmaster could be counted on one hand. Magi who once towered over him in reputation and authority now seek his approval, his counsel. More unsettling still—he finds he often has the answers they need.
And in the end, both Schools succeed.
For Headmaster Eldermere and the School of Embers, success takes the shape of a small clay charm—a unicorn, delicate but potent. It can breathe life into dying springs, coax dew from barren fields, a whisper of the lost Andashan art.
For the School of Gifts, success gleams in the form of a fine brass lantern. Its green fire burns with an eerie light, a baleful glow that draws sickness into itself. In the hands of the skilled, it does not merely reveal poison and plague—it devours them.
Two discoveries, each miraculous in their own way. One, a promise of renewal. The other, a shield against ruin.
And somewhere in between, the work continues.
Game Information
The De Re School of Embers has created a new Expert Artisan craft, the ‘Eldermere Charm’.
The Headmaster of the De Re School of Embers was Winnifred Eldermere. The position is up for election at this summit.
The Andashi School of Gifts has created a new Masterwork Artisan Craft, the ‘Lantern of Azime’.
The Headmaster of the Andashi School of Gifts was Captain Azime Rais. The position is not up for election at this summit.
The Most Brittle of Picks
The strong-jawed Valley woman stared down at the heroes and their miners, a good half-foot taller than the tallest of those in attendance. An awkward first meeting with the gruff toned miner at the entrance to Athermer’s Folly.
You’ve all had your talks with Forereeve Bulren, now it's my turn. I’m Romilda Strongfoot of Strivington and I won’t brook no bullshit with this work. You bring your best, work hard, and we will get along just fine. Our lives are at stake here, and you all look experienced enough that you should know what you're doing. If you don’t, just step aside and let someone else do it. Your turn.
Four figures step forth from the amassed crowd and introduce themselves in polite order.
Jezabev of Andash, the first to speak, followed by Magnus of The Greenweald. Rigor of The Valley and Maxwell of Bordevar followed shortly one after the other. Each giving a simple introduction, clearly aware that Romilda had no time for intricate parlance. Romilda nodded after each name, though those present remain unsure whether such a thing was one of recognition or simple manners.
I believe we must be waiting on one more, as the skills and labour of five total mining groups were needed.
The heroes look awkwardly amongst themselves, as Romilda’s gaze turns somehow sterner than previous. Before she could speak another word, Rigor speaks up, breaking the awkward silence. Rigor mentions that while it may not be as perfect as the full force of another set of miners, he had brought with him the effective force of two. Enough, should luck have it, to get the job done.
Romilda, arms crossed and fingers tapping, waits a moment before finally nodding.
It’ll do. No point waiting for another who isn’t coming. Alright, I will start divvying out tasks to you, and you can give them to your people from there. Our first priority is to secure the integral shaft’s structure by —-------
-=-=-=-
Over the Summer Season, Athermer’s Folly would see a great deal of effort put into securing access to the Aetherial Kyanite within it. As the heroes that once had to experience it can attest, the initial structure around it was incredibly unsafe due to an unforeseen collapse and flooding. In addition to the danger of the Kyanite itself, an as yet mysterious substance that is primarily recognised by its risks and unique appearance, the deathly decay of rotting bodies created a truly deadly area.

In coordination with heroic investments and their owners, the dangerous mineshaft would be entirely rebuilt and the water drained. A difficult and long process, to be sure, but as luck would have it not a costly one. While the rest of Athermer’s Folly worked away at their usual tasks of mining the ever important Mithril, the disruption of such a rebuild certainly drew ire from the other miners. Forereeve Bulren would quickly intercede such ire, waiving around letter responses from the Archmage and Deed Holder acknowledging such disruptions in the name of this new, and far more rare, material.
Such a combination of heroic assistance, in letter form or otherwise, would see the entire process smoothed over and efficiently paced. Despite this, initial concern for safety due to the lacking numbers would be proven right, as a cave-in near the start of the reinforcement would trap several miners associated with Jezabav, including his own brother Habev. A worrying situation, one that could have seen the entire project ruined and more deaths added to the tally in pursuit of Aetherial Kyanite.
But, the hopeful confidence of Rigor Shattered Hand would ring true. The combined efforts of all those present would see the cave-in remedied within barely a day, those trapped within alive and safe save for a few scrapes and bruises. Luck and skill would be the saviours that day, but each continued day after would see the high spirited result of such things well settled.
After a good few weeks of hard work, the mine shaft would see itself entirely rebuilt, and access to the Aetherial Kyanite vein renewed and sturdier than ever.
Yet work would not stop here. Romilda, after allowing a day of celebration and break after what is described as a tense conversation with the Forereeve, would knuckle down yet again on the job at hand. Now, the vein remained to be excavated, the stone around it cut away and the material within revealed for the taking. Such a process, according to those present, would be both the exact same and entirely different as mining mythril, but true answers on what such a statement meant were hard to come by.
Still, the work would continue. Stone would be smashed and picked, and the ever-so appealing reward it hid would be unearthed for those that desired it. The danger of moving the volatile material seemed barely a flash of excitement to those who had spent a good few months freeing it from its earthen shackles. The single piece of Kyanite, crystalline and strange, would see the dark of a mine traded for the light of the sky and the great cheers of those who ensured it got there.
Game Information
The Shardcircle, alongside authorisation of the Deed Holder of Athermer’s Folly, have requested excavation of Aetherial Kyanite from the Mithril Mine in which it was found. Despite concerns at the lack of total attending Investments, a single piece of the dangerous material has been successfully retrieved and will be made available to The Shardcircle at the coming Summit as safely as possible.
The Mithril Mine has produced 5 less Wains over the last Season, as expected. It is very likely that any desire to further mine Kyanite will come at a cost of 5 less Wains for 1 Aetherial Kyanite over a Season, with a limit of 1 per Season, as labour and resources are redirected. Regardless, such a thing is expected to be possible until the vein runs dry.
Both the Archmage and the Deedholder of Athermer’s Folly should expect further information or opportunities in regards to the further mining, and more importantly safe storage, of the remaining Kyanite in the Mithril Mine. In addition, a small amount of new information on Kyanite, particularly its natural formation and estimated quantity, will be made available to the above Titles.
Let Me Go Or Take Me With You
The shores of Lake Isabella, now far more safe to access since The Concord has progressed further into Mancante Terra, have brought with them an interesting tale. At the Summer Summit of Two-Two-Four, The Shardcircle took a portal to a cave discovered along the shoreline by the staff of The De Re School of Embers. Led by the Headmaster of the School, Winnifred Eldermere of Bordevar, the cave was to be explored for mysteries worth researching.
While the exact details of what transpired within that cave would remain the purview of the heroes themselves to disclose, two things would become glaringly clear. First, and argued to be most important by many in The School of Embers, was that the cave would turn out to be some sort of Artebazzani spy den, according to whispers at least. With research papers, arcane implements, and experimental tools littered about the den, these rumours are hard to pin down, and many look to the heroes for truth over the Summer Season.

Reports of a large piece of, now shattered, Arcstone embedded into the roof of the cave have spurred these questions yet onwards. The faculty of Magic School within Legend City would quickly and excitedly spread word among Lerona Mere and the greater arcane community of its existence, but environmental clues hint to its purpose. With confirmation by some of the questioned heroes who were present, the Arcstone is learned to have been used as a focus for large-scale scrying magic.
Such news spread like wildfire. Dozens of questions would surface, particularly on whether Divine influence and Ceremony were involved in its use, but no answers would be easily found due to the shattering of the Arcstone itself. Such a thing would not stop the faculty of The De Re School from trying, and as the months progress it is well known that what was once an Artebazzani spy den has now become the haunt of Concordian arcane researchers; the cave itself named “The Looking Glass” by those that frequent it.
This would be but the first clear sign of what transpired. The second would instill a feeling far more akin to nervous curiosity, rather than excitement.
Lifeless stone golems would slowly walk from the shores of the Lake, seemingly indestructible and of a quality so life-like it was almost impossible to distinguish them from a real Lerona Mereian at a distance. Their movements sluggish and slow, but steady and purposeful, they appeared to be walking a path directly east of Lake Isabella. The destination and intent of such things a mystery to any who come across them, but so far they remain harmless in their never-stopping strides.
And so as the Autumn Summit approaches, questions remain. Can the scrying capability within ‘The Looking Glass’ be fixed? Are there still Artebazzani spies within Lerona Mere? What are the strange golems and where are they headed? Can the Arcane really mimic the powers of the Divine?
Game Information
The heroes of The Concord would yet again reveal matters of great excitement and importance through their actions.
A cave along the shores of Lake Isabella, now named “The Looking Glass”, is discovered to harbour secrets of Artebazzani spies and a way to use arcane magic to scry an entire region. While such a powerful tool now lies broken and unusable, it has become a clear focus of The De Re School of Embers to investigate all they can.
Meanwhile stone golems, appearing to look exactly like flesh and blood Lerona Mereians, slowly stride east. Their intent or goal as yet remains unknown, but none are hurt by their travel.
There will be decisions or opportunities regarding “The Looking Glass” for The Headmaster of Embers and The Archmage
Nothing Will Work Unless You Do
For some, it is a forgotten event that comes barrelling into their academic lives with all the care of a falling tower. For others, it is an event that they plan for months around. It can make or break a career, raise you out of debt or cost your last shard of mana. It might be another feather in your cap or the endnote on a list of achievements greater than any other.
The Shardcircle Challenge.
A tradition older than The Concord, the Challenge calls together the Mages of The Concord to test their skills against each other. More than just a matter of magic, it is a challenge of wits, knowledge, and adaptability. Only coming around every sixteen months, the Challenge has only occurred twice during the time of The Concord and has proven a cutthroat arrangement each time.
As the Autumn Summit draws close, mages from across the Concord prepare themselves to see who is the best among them. Shardcircle staff have been seen speaking with Magistrates and the Exchange, attempting to pull together a Challenge that walks a thin line between illegal and immoral.
All that is known is that entering the Challenge is not for the faint of heart.
Game Information
The Shardcircle Challenge will be occurring this summit. Mages can enter by attending the Shardcircle meeting on the first night of Summit. As is tradition, entry costs 1 Crystal Mana or goods equivalent to this amount, paid to the Augry during the meeting.
The Shardcircle Challenge is a three-stage elimination challenge that takes place over the course of the Summit. The Winner not only receives the total entry costs, but also any additional goods obtained during the challenge, and their name inscribed on the Challengers Cup.
Further reading at Winds of the World - Autumn 225