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Winds of the World - Winter 222

From Esterrapedia

Winds of the World Homepage

War is never easy.

Under the angered spring storms and the baking summer sun, the forces of The Concord stand their ground across the five Realms. Against the undead hordes in the East stands Bordevarian Knights and Concordian troops once again.In the hills of Lerona Mere there are skirmishes between Concordian scouts and Illsevir raiders. Among the fields and houses of Windholme mercenaries of many companies clear the way alongside the brave defenders of the Valleyfolk. But this season of war has known great loss. On all fields of battle Concordian citizens give their lives to claim victory, for the Concord is victorious in all the campaigns it has fought this past season. But in one campaign they offered no defence.

The Tribelands burn under a harsh summer sun.

The Onslaught of the Broken Moon - The War in The Tribelands

Of Sharks and Storms - The War in Lerona Mere

A Dark Knight and Bright Mourning - The War in Weiland

The Beast with No End and The Woman with No Fear - The War in the Icereach Sea

Hearts of Iron and Gold - The War in Windholme

The Beastlord Arrives - The War in Resinderholz

Beneath the boughs of the Ravensreach Wilds, the northern regions of Resinderholz, figures move. Beasts hauled by rope or bewitched by sorcery trudge forward. War-daubed hunters flank out far and wide. Bloodshamans chant, imbibe and roar in the night. The moon will come to Resinderholz, and the wilds shall rejoice in its coming.

Game Information

The Concordian Pathfinders wish to confirm that there will be a chance to strike against Brother Ash in Resinderholz as a major conflux at the Winter Summit.

Concordian Pathfinders Report

The Concordian Pathfinders report that the following confluxes will be made available to the heroes of The Concord during the winter summit. This is not an exhaustive list, as many confluxes will still be in flux as the Summit nears. The Archmage of The Shardcircle, as per the powers of their position, will receive a full report.

Concordian Pathfinders Report 222

Civil Service Report - Winter 222

The Royal Griffin Flies Again

Bordevar/ Weiland

Five years ago, Weiland would be described as ‘sleepy’ ‘quaint’ and ‘that's a weirdly large amount of drunks for such a small town’. But after five years of invasion,resettlement and Concord, the town is hardly recognisable. The cobbled roads of Jovells Road, Modwyns Way and Westmarch met in the town square, branching off into dozens of mud paths.

But in this past season a network of new cobbled streets and squares have begun to grow, adding to the now hundreds of streets, each one named for a noble scion perished in the war against the Undead. The town's three taverns have become five, with one capable of hosting a full three course meal fit for nobility in its main hall (something it does many times a week). The streets are full of soldiers, artisans, knights and nobles. The commonfolk are reeling from the massive concentration of wealth that has reached the city and much of life in a great state of flux.

But above it all, dotted from roof peaks high and low are small and simple banners in purple, white and gold. The Royal Griffin of House Bordevar. For the first time since the defeat at Royal Bordevar, there is a sense of stability and hope. There is a sense that The Concord and Bordevar will not fall here and so the land is worthy of investment. If Weiland is all Bordevar is, then it will be worthy of it.

Game Information

Continued investment into Weiland and the demonstrative importance of the Concordian forces has reinstilled a sense of pride and certainty into the region. The Weiland township is growing from a small town with a massive camp into a small city as hundreds of new houses and businesses are opening and infrastructure surges to catch up. Businesses, Farms and Congregations will function as if they were one tier higher for the next two seasons. Tax income has also increased somewhat for a short period of time. Characters from Weiland may have heard the common salutation ‘Can’t kill hope.’ which is responded to with ‘Can’t grow fear.’ This has become common in taverns, camps and homes across the region.

Like a Bull in a Harbour Shop

Andash, Mukarrem

As Nazafeza continues to grow from a small littoral burg to a sizeable local settlement, tension in Mukarrem continue to smoulder. While many of the rich cattle herds have been ushered back towards the town, even the most stubborn Headsman would not leave their countryfolk without food, there is growing concern among both the townsfolk and the tribes.

The townsfolk fear that their entire existence hinges on the honour of the tribes to continue trading with them, at least until Nazafeza can support itself off of maritime concerns, whereas the Tribes fear that soon a new Obregon will absorb all of their history, traditions and, most importantly, power.

A coalition of Tribal leaders has been formed at the Shrine of Maloza, dubbed the Order of the Steer; they represent the most powerful nomadic clans of Mukarrem. After unsuccessfully attempting to reach a decision with the trade council of Nazafeza, thousands of heads of cattle have been reported along the Salt Road as the leaders of the Order of the Steer travel to Passage to take up their concerns with their senator at the Winter Summit. The delegation from Nazafeza is close behind, eager to defend their township.

Game Information

Delegations from the Order of Steers and Nazafeza are slated to arrive in Passage for the Winter summit. They will likely have harsh and serious business with the Senators of Mukarrem and The Tribelands, but also likely the Andashi as a whole. With a laxening of the clans embargo of Nazafeza, trade has returned much to normal. Investments based in Mukarrem will produce as normal this Season.

Burning Breakthrough

Shardcircle/ Andashi School of Gifts/ War Chamber

After a few mishaps raged their way through the spires of the Andashi School of Gifts, the mage-scholars of Andash, under the guidance of Headmaster Lorenzo El-Obregon, present their creation to the world, Blazesap! (the name ‘Lorenzo’s Lighting Liquid’ was considered but not used due to concerns of vulgarity).

An alchemical treatment of Blacksap with charged and crushed Essencite, Blazesap burns with a popping and crackling fire that is both viscous and intensely hot. The mixture floats on water and can be chilled into a moldable putty if forced into a cold temperature. Blazesap is rendered safe by its avoidance to being lit,requiring a sudden and intense flash of heat and flame only achievable through magic.

Disregarding its difficulty with creation. The school has made available their documentation on its creation, particularly to the War Chamber who seeks to use it as a tool of war. But they have also produced a small enchanted striker, similar to one used to start a mundane fire. This striker would allow for individual ship captains to carry an amount of Blazesap on their vessels and have a reliable method of lighting the weapon when engaging other vessels. Game Information Blazesap Striker has been added to the list of possible Artisan crafts and can be learned by any character with the Artisan skill.Its statistics are as follows:

Blazesap Striker

Function: 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.

Type: Talisman - Tool

Rarity: Expert

Cost: 5 Blacksap + 2 Suns Iron + 2 Forgesteel +2 Essencite.

The Andashi School of Gifts has also created a method for Blazesap to be used en masse for fleet actions, but this information is closely guarded and will be delivered to the War Chamber.

With Fire and Fear

Greenweald Baronies, Resinderholz

In the evening, many days passed, important people with grim hearts and hard eyes came to Amelstadt. Their duty was never going to be an easy one. But with fire, steel and herb they treated those that they could and slew those they could not. Corpses were burned, sometimes in their homes to truly remove the infection of Blasserstreit from the border town.

As the mercenary cordon was dismantled and relief began to flow into the town from the Concordian Senate, word spread across Resinderholz of what had happened. By order of the Baroness and the lead Doktor within the Concord, hard choices had to be made. This is known across the Greenweald, and taken in stride. With grim determination the people of the Greenweald move on. They rebuild and they care for eachother.In private they may breathe a sigh of relief, the actions taken at Amelstadt saved Resinderholz from the fate of Vassertal. A bloody death known all too well.

The wagons arrived in the quiet town some months after. While not overwhelming in number, they represent a goodwill gesture from the not-to-distant Senate in Passage, particularly the Andashi Senator, Razil Del-Panoply. The supplies are eaten up all too quickly as the few remaining people in the once-bustling river port attempt to rebuild their lives. Where the wagons do succeed is in travelling the Barons Road towards Amelstadt, they are seen far and wide, The Concords symbol emblazoned on their sides. When Resinderholz needed aid, The Concord did what it could to answer.

The Blasserstreit has been pushed from the borders of Resinderholz once again and the town of Amelstadt will be rebuilt and grow again. While not a perfect success, it is a far cry for the worst that could have occurred. Regard for The Concord in Resinderholz is at a new height and many businesses and farms are displaying Concordian iconography.

Game Information

Herb Gardens in Resinderholz continue to not produce Stonestem, while producing one additional measure of Green Sunleaf and Rackoric. At this point a decree from the Baronness would be required to change this. The success at Amelstadt has managed to avoid any major disruptions to the baronies economy or security.Increased morale and sense of patriotism has made tax collection markedly easier this season, but little else.

The Butchers Harvest

Greenweald Baronies, Resinderholz, Wolstad.

As night falls in Wolstad, doors are barred and shutters closed. Parents tell their children to ignore the sounds that the pigs might make. Their screaming cut through the night like a woodsmans axe.In the morning they clean the sty, a bloody mess of cadavers and carnage. A murderer looms over the seat of the Baroness. A murderer of The Greenwealds own making.

The Eisen Beast known as ‘The Red Butcher of Wolstad’ has grown over the summer. With no shortage of prey the creature has gorged itself on the flesh and blood of the Greenweald, taking livestock, pets and those that walk alone or in small groups. The roiling mass of roots, scabs, barbs and hatred that was captured by Baron Arnmeyer has taken more lives than can be known. Some say a hundred or more are missing.

As the creature's territory begins to encapsulate all of Wolstad and its surrounding homesteads, people fear for their lives. Only a handful of soldiers and monster hunters have embarked out to pursue the creature. None had returned. Travel in and out of the regional capital has slowed to a crawl as small groups of travellers wait on the outskirts, forming up into larger caravans to enter the city. Even then, drunkards leaving the tavern late at night, a town guard all alone or a pair of absconding teens are more than easy targets.

Game Information

The following characters are missing and their players will receive information from The Concord Team:

  • Valrick Thanshaw

As the Red Butcher hunts around Wolstad, it seeks out those who are outdoors and alone. Even those who live outside of Wolstad struggle to get their goods to the capital for trade. As such, Farms, Herb Gardens, Businesses, Wildernesses and Mines in Resinderholz produce as if they were one tier lower this season (or half as much if they are tier one).

The Little War

Lerona Mere/ Bordevar

In the northern parts of Lerona Mere, a small war has been brewing. Bordevarian refugees, fleeing to a safer location from their homeland had bought up old nobles' villas and farms that dot the countryside. So many were left behind after the revolution and there are often not enough people to work them all.

But tensions began to grow as these Bordevarians attempted to join town life in these northern reaches. Those with the least education can often be the most dedicated to the way they see the world and both groups of people in northern Lerona Mere are very much those kinds of people. The local Lerona Mere are a fiery people, their revolution was short and often waged against absentee landholders, barely amounting to more than kicking in a door and looting an abandoned study. They long to be a part of the revolutionary tale of their urban fellows, and so they cling to a fire that has since turned to ember elsewhere.

For their part, the Bordevarians are conservative and bewildered. These local people appear violent and argumentative. They each spin off in their own directions rather than uniting behind their rightful leaders. They preach revolution but are just seeking the wealth of others. They are little more than bandits in patriots garb, without honour.

Now if left alone, these people would have been able to hold these beliefs in peace. But war and poor luck has thrown them together. First it was shouting matches at the local tavern after being deep in their cups. Then it was businesses refusing to sell to one group or the other.

And then Marco Stellano was killed.In an unclear tussle with a group of Bordevarian farmers a day from Passage, the young man bled on the ground. The Stellano brothers were quick to react,rallying their friends and marching on the Bordevarian villa. Only to find its doors barred and wooden spikes surrounding the homesteads walls. A siege has begun in Northern Lerona Mere, no-one tell the War Chamber.

Game Information

The slow building conflict in Northern Lerona Mere has reached a new boiling point, with a life lost and violence becoming more common. All around the area farms begin to show allegiance or attempt to stay out of the conflict. Lerona Mere characters with farms can opt to support either the Bordevarians Refugees or the Northern Revolutionaries by emailing the Concord team at [email protected]. Characters who do not pick a side will find that their farm produces slightly less this season as either side attempts to put pressure on the farmers across Lerona Mere.

Redbrick Divinity

Lerona Mere/ Church of Divine Spheres

Upon the decree of the Church of the Divine Spheres, the Redbrick Districts of Lerona Mere are named as holy sites to Anarch! Here in the middle districts the blood of the revolution, the blood of the nobility and the blood of the innocent ran with such a flood that the stones were stained red for months. Even now, as the wear of season after season seeks to wipe clean the streets, their inhabitants pour paint into the roads.

Never shall they forget what it took to topple tyranny and gain freedom. From across The Concord, priests of Anarch and other Spheres flock to the city.It has become a time and place of great discussion. With this demonstration of the newly independent Church’s power there is a feeling that much great change is possible.

These holy districts have become incredibly influential and incredibly prominent in recent months. Any Priest of Anarch from across the Concord may have attended the city of Lerona Mere in the last season, as all were drawn to the metropolis to witness the enshrining of a new holy place in the dogma of the Sphere of Change.

Game Information

Congregations in Lerona Mere count as having performed the Tithe and Petition actions this downtime, as the volume of priests in the city grant additional power and influence to Lerona Mere preachers. Congregations belonging to Lerona Mere Priests of Anarch count as having performed the Tithe, Petition and Mysticism actions this last downtime. As the Sphere of Change is foremost in the city during this time.

Party Time

Lerona Mere

Following a widespread election campaign by a group calling themselves ‘The Parliamentarians’ a mandate has been achieved, Lerona Mere will elect representatives to a civil government of the revolution, by the revolution. The election will be operated by The Concordian Civil Service as groups that were once The Parliamentarians wish to stand for government. Rumour has it that each citizen will be allowed to pick three parties to support.

In the ensuing months since the closure of the previous campaign near the summer summit, numerous groups of would-be electors have sprung up. Each group banding together under a similar platform or belief system. After a summer of infighting, separations and one meeting hall fire, eleven of these ‘parties’ have stabilised.It is likely that these groups will do their best to influence the Lerona Mere heroes that attend Passage as their public perception is notably high. These parties are as follows:

  • The Whites and Blues / The Blue Parliamentarians - One of the two groups taking credit for Lerona Meres decision to pursue a parliament. They believe in returning wealth to the city, by encouraging business and trade so that all may pursue economic freedom.
  • The Gray Parliamentarians - The other group claiming credit for the Parliament mandate. They are campaigning on the risk of Lerona Meres' powerful criminal element and weak defence to pursue a strong law enforcement and legal arm of the government within the city.
  • The Revolutionaries - What few hardline revolutionaries could stomach going into politics have formed under this banner. They wish for minimal government, social education and a revolutionary corps bringing freedom to other realms and nations.
  • The Captains Lodge - An association of Free Captains who want a seat in the Parliament to be chosen by the Free Captains Council and to have the Free Captains Council be recognised as a part of the Government. They have no other policies.
  • The Lighthouse Council - A group pursuing arcane growth in Lerona Mere, with the intent of turning the Lerona Mere Lighthouse into a School of Magic. They view Lerona Mere’s overshadowing by Andash as a fault and have some support from Priests at the Lighthouse.
  • The Internationalists - A group who believes Lerona Mere’s strength is in its central location and in its port. They believe in increased involvement outside The Concord, pursuing peace where possible and lowering barriers to trade.
  • The Villa Estate - A party for those who live outside the city in Madre Campo. A fiery group, they have come into new control of their lands and don’t wish to bend to city concerns.
  • The Sigils - For those who view The Concord as the saviours of Lerona Mere, the Sigils are your party. Dedicated to growing ties with the other Realms and supporting the Civil Service, a stronger Lerona Mere through a stronger Concord.
  • The Bravos - A party of warhawks, The Bravos believe that Lerona Mere deserves a position of military primacy in The Concord.In particular they believe the entire army of The Shark must be pushed from Lerona Mere lands and the city of Vidania at Barbarian should be reclaimed.
  • The Statists - Lerona Mere must work together in these hard times and they must work together with a long sight. A planned economy, with work for all and a dream of a great Lerona Mere achieved in steps, not in specialised dreams. Stability to protection, protection to strength, strength to power.
  • The Mivarans - Lerona Mere industrialists who believe that Lerona Mere is falling behind on the wealth of the earth and fire. Lerona Mere should be using the size of their population to train skilled artisans and seek out strategic resources in their territory, not train more playwrights.

Ship Shape

Twinblade Confederacy / Lerona Mere/ Exchange/ Senate

Following the Ambush on the Icereach, a damaged fleet limps into port at Lerona Mere. The black and red pennants of The Twinblade Confederacy and the mighty quinquireme ‘Theseus’ leading the way. A vast amount of the fleet anchors outside the port at deep water anchorage, but many ships make their way inside, seeking out dry dock and repair services that the great port has to offer. With the Concordian Fleet at anchor in the city already, the waves of the Bay are full with traffic and the dockside districts overflow with sailors eager to cause trouble.

A few short days later a public decree is nailed to every merchants hall or market place throughout the city. Some are reprints of the original, just as many are hastily scrawled;

In order to repair damages inflicted to the Golden Fleet by the Illsevir scum, Captain Ophelia Diablos, Polemarchos of the Great Trade Sea and Emperorbaneis placing a public order for strong Hartswood and Thunder Oak.

The Golden Fleet will pay 3 Keys for each measure of Hartswood and 3 Locks for each Wain of Thunder Oak. This is provided the Concordian Exchange is willing to uphold good mercantile practises and trade with the Golden Fleet.

Get your timber ready! For as soon as the Exchangeis willing, we will trade it for your riches!

Captain Lukos Axe, Lokhagos of the Golden Fleet

It is likely that allowing an Admiral of a hostile nation to open an account with the Exchange will need to go before the Senate.

But in the interim, Lerona Mere is overflowing with agents of a possibly hostile power. The Docklands, already embroiled in a massive criminal conflict, is full to bursting. The few city guards refuse to even approach the area and the Free Captains with enough Bravado to dock portside are hiring additional security to protect their cargo and their ships. Rumour has it that the Concordian Fleet is planning to burn the Twinblade at anchor with Andashi Blazesap, others say that the secret nobility of Lerona Mere will use the Twinblade to reestablish Artebazzani rule in Legend City. Regardless, Lerona Mere is on a razor's edge.

Game Information

It is possible that the Exchange will be able to purchase Thunder Oak and Hartswood on behalf of the Golden Fleet during the Winter Summit.If this is approved, the Exchange will make an announcement. Any possible profits to be made by the massive influx of visitors has unfortunately been cancelled out by a rise in crime and a cost of mercenaries to meet it. Lerona Mere Businesses will produce as normal. However Twinblade Sailors often have demands for unique Herbal Narcotics and other such mixtures. Local Herb Gardens and Alchemists are being contacted at all hours with strange requests as the corsairs partake of Legend Cities nightlife. Characters with Herb Garden investments may opt to have half of their production replaced with an amount of currency and unique Twin Blade Narcotics recipes for Alchemists to use. Please contact the Concord Plot team at [email protected]

A Thousand Names, a Thousand Stones

Iron Valley / Deorlings Citadel

If you were to look at Deorling’s Citadel in the right light, it would appear mottled and cracked. As if fortification was marred by a layer of dirt. Running your hand over the stones shows them to be carved. A small section of each stone reserved for the name of every person who has ever defended this great fortification.

As Summer turns to Autumn and the mercenary forces of The Concord camp in the shadow of the wall, once last rest before they return to their homes, the defenders of Deorling’s introduce them to this age-old tradition. Lerona Mere bravos add their names alongside long dead Huscarls, Bordevarian man-at-arms next to Iron Valley defenders. As these Concordians return to their homes, that little scrap of themselves will remain in the waning fortress, a reminder of what they bled and killed for.

As they travel across The Concord, telling stories of their season of campaigning, a fondness appears for Deorling’s Citadel across the barhouses and taverns of The Concord. A piece of history still serving its purpose in a new age, one marked with the names of honoured Concordians. But the story of its gradual decline also falls upon sympathetic hearts. Old soldiers appreciate nothing more than memories of the past that echo their own stories. From across The Concord support roles in for the ageing fortress. Some in the form of extra hands out of retirement, others in small parcels of coin or masonry tools. Regardless of the form it appears that Deorlings Citadel has one a small spot in many hearts across The Concord.

Game Information

Many more mercenaries were recruited to support Deorlings Citadel than were strictly necessary in the Summer Season. Drawing warriors from across The Concord draws attention to the plight of the decaying fortress. This attention creates a unique opportunity where reinforcing Deorling’s Citadel would be more effective. Each wain of Arcstone used to conduct emergency repairs on Deorlings citadel will repair 200 Strength,rather than only the first three doing so.

A Boar by Another Name

Iron Valley / Kingdom of Bordevar/ Windholme/ Weiland

The winds of change are flowing through the Valley once again. Strange tribesfolk descend from the impenetrable Steinvault Mountains. They offer the secrets of their paths, and their skills as guides for any who would seek a direct, if dangerous route through to Weiland. This ‘Boar Clan’ are strange. Clearly descended from the same stock as the Valleyfolk, but far removed by many years.

Some ask what has finally lured these mountainfolk from their hidden valleys and crags. Some suggest it is the Spheres, others opportunism. But ask any member of the Boar Clan and they will tell you the same thing. They are Dragon Slayers.

Not many take up the Clan on their offer, with some enterprising merchants being the only ones foolhardy enough to travel these foreboding and hidden paths in the pursuit of coin. But those that make their way into Arbington from the South find a surprised populace eager to spend their coin and even a few traders eager to attempt the return trip.

Soon enough there is a smattering of Iron Valley clothes appearing in Southern Bordevar and a few Bordevarian blades appear in the scabbards of Iron Valley soldiers. As winter approaches the Boar clan returns to the Steinvault Mountains, their demand is simple again; ‘Pay our toll and we will open our paths to you.’

Game Information

The strange Boar Glan made contact with Iron Valley leadership during the Summer Summit and a deal was struck. This has led to a unique trade that has bolstered the economies of both regions,raising their tax income somewhat. Businesses in Windholme and Weiland will produce slightly more this season. As the snows fall on the Steinvaults, the Boar Clan have closed their paths.It is expected that these ‘Dragonslayers’ will return in the Spring,ready to make their deal again.

Blessings of the Shardcircle

Bolsterlee/ Shardcircle

Bolsterlee experiences an unseasonably good Spring and Summer season, with the storms of the region abating somewhat and the heat being warming but not oppressively hot.It is not until the end of the season that it is revealed that this has occurred because The Shardcircle has used a strange new artifact to calm the weather.

The Arcline, a powerful tool for using the leylines of The Concord to create certain powerful magical effects on the Mortal Sphere. After a complex and dangerous repair process, the device is now attuned to The Concord and will likely be used for much good and ill through the following years.

In Bolsterlee, it has created a calming weather effect which has ensured that agriculture in the region has an easier time throughout the summer months.

Game Information

The effect of the Arcline is felt across Bolsterlee. While storms still occur and there are still days of oppressive heat, there is little flooding of the River and nothing too uncomfortable in terms of temperature. As such Farms and Herb Gardens in Bolsterlee will produce as if they were half a tier higher,rounded up.


Winds Winter 222 PDF