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Overview

Welcome to the Interlude page for the Autumn 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 ALL Downtime Submissions is Saturday 16th of May 2026

Downtime Form Link Here!

Enterprise Downtime Form Link Here!

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

Ducal Decree - Fight Further Into Draemoor (Any Realm)

Thanks to the actions of Duke Wynters of Starscar, The Vaulderin Armoury still remains open to all Heroes of The Concord as a staging ground to push further into Draemoor. Champion of the King, Ser Landry Tremane, has informed those that may wish to attend that the fighting is expected to be harsh and dangerous, and that damaged Investments and Traumatic Wounds are possible for any who attend. Any Military Investment of any Realm may take this action, representing spending their time working alongside The Barrow Hounds to take aggressive and defensive actions against The Onyx Aristocracy within Draemoor.

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 3 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.

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 is known to be operating in this region. In addition, the Concordian Senate is funding these expeditions with an additional Lock.

The Golden Fleet - Banathea

Tier Required: 1

The pirate-port of Banathea sits empty of its vast fleet as it is busy raiding the Great Trade Sea and Explorers Sea. The Treaty of the Corsairs, between the Concord and the Golden Fleet has ended. Captains can expect to trade for Herbs, Artisan Crafts, and Potions, albeit in small numbers.

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 is known to be operating in this region. In addition, the Concordian Senate is funding these expeditions with an additional Lock.

Fealties of Drummond - Bleakstarbe

Tier Required: 1

A far smaller port on the Cape of Karlais, south of Crownsport, Bleakstarbe is a stormwracked harbour set between dark cliffs. Ruled be 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 is known to be operating in this region. In addition, the Concordian Senate is funding these expeditions with an additional Lock.

Fealties of Drummond - Manacle Harbour

Tier Required: 2

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 is known to be operating in this region. In addition, 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.

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.

Public Special Actions - Naval

Plunder Hukar

As per the Winds Entry ‘White Flags Aloft Before War begins’, an opportunity to plunder the far shores of Hukar has become available to The Concord, and as of Autumn 226 it still remains available to those that would wish to do so. The action will involve sailing to the coastal Kaludas and attempting entry to steal whatever riches and information they can find. This action is expected to have moderate danger and an unclear reward.

Explore The Icereach

As per the Winds Entry ‘And a Future for Somewhere Else’, an opportunity to set sail amongst the dangers of The Icereach Sea has become available to The Concord thanks to a warm Summer Season. The journey itself would be dangerous, with many unknowable threats, mysteries and secrets to uncover, and the reward would be unclear at best. Nonetheless, the opportunity remains, and those seeking the thrill of exploration may be interested in such an action.

Other Public Special actions

Gather Starmetal - Mancante Terra, The Tribelands and Mukarrem

As per the Winds Entry ‘In the Shadow of Distant Stars’, an opportunity to gather the remnants of fallen stars has been made available in The Concord’s West. Starmetal, as it has come to be called, is an unusual and unknown material shrouded in mystery. Investments from Mancante Terra, The Tribelands and Mukarrem may take this action, representing spending their Season searching for pieces of fallen sky.

Conviction to Assist Obregon in Matters of Water and Faith

Yet again, The Council of Six utilises one of its precious few Endeavours to declare a Conviction. This is not a Special Action, but a Standard Action of Congregations. The details of the Conviction are briefly listed below, but more information can be found on the Church Motions Page;

While Obregon suffers in drought and distress, The Council of Six does not ignore them. The Council declares a Conviction for Priests of The Concord to Assist the people of Obregon, their duties shared between the carrying and distribution of water from The Oasis to the City proper, and also the ministering of Faith to those feeling distraught by their circumstance. Priests are to be present for Obregon and its people, to shine a light of compassion upon a hurting city, and to assist in this crisis to ensure that at least one more soul is given the chance to prove themselves before The Spheres.

See Also: