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Winds of the World - Summer 222

From Esterrapedia

Winds of the World Homepage

With the winter rains and frost coming to a close, with the sun rising earlier and earlier, with planting season and spring fairs on the mind, The Concord looks back on the last two seasons. On losses and victories hard fought for. On the changing winds and the shifting tides.

It has been a strong winter for The Concord. The War efforts bode well through the unwavering dedication of the War Chamber. The coffers are stable through the careful governance of the Senate and opportunities abound through the intelligence of the Shardcircle. Taken as a whole, The Concord is doing well.

But even a cursory glance beyond the cover reveals danger. Criminals stealing with ruthless efficiency, nations beset by disunity, traitors and heretics. Foes both great and small, but always deadly. The Concord is doing well, but the same cannot be said for its member Realms.

As Spring and Summer cease being distant concepts and start being the near future, The Concord prepares for the Summer Summit and hopes that they can find peace and unity in the hearts of their allies, and that they can survive the machinations of their foes.

Let Slip The Cogs of War - War in The Icereach Sea

Carnage Among the Past - The War in The Tribelands

A Walk in the Woods of the Sickened Sufferer - The War in Vassertal

Carried with the Madness and Scars - The War in Resinderholz

War and Consequences - The War in Mukarrem

Long Live the Shark - The War in Lerona Mere

Concordian Civil Service Report - Summer 222

Vengeance of the Burning Grail

Athermer’s Folly, Eisen Orchard, The Relazione

Throughout the warming months of Spring a series of violent and sometimes arcane attacks take place across The Concord. At each of these locations, cultists in pale cream robes and clutching sharpened farming implements bring forth magic and violence against The Concord.In their wake they leave the image of a grail filled with grain lit aflame. The Church of the Grain and Grail, once masquerading as simple priests and followers of Panoply have shown true colours as foul cultists of the Zekartaal.

In Bolsterlee a cabal of cultists weave magic over Athermer’s Folly, causing the support beams and the hafts of pickaxes to curl with thorns and hungry barbs. Even after local forces overcome the violent cultists, miners spend days carving away at a warren of barbs and thorns to free lost compatriots, only to find them painfully killed by the plants themselves.

In Resinderholz a spell is woven using the blood of the cultists who appear to have slain themselves to complete it. A bulbous and warped Thunder Oak tree is awoken and stalks the Eisen Orchard for weeks before being slain by a militia raised by the Houndspriest Hans Rakkenbach. The flame that fells the creature spread throughout parts of the orchard,risking future production.

Most viciously,robed cultists storm The Relazione in Lerona Mere in a vicious attack they pull embassy staff from their desks and rooms, striking with axe, sickle and hoe. Many of the clerks and envoys are brutally murdered as are some visiting merchants. The remaining staff manage to survive by barricading themselves on the structure's roof until sailors from The Docklands can be gathered to kill the cultists.

The Church of Grain and Grail was never a large organisation and it is thought that most of its followers have fallen in these vindictive attacks. The High Priest of the Church of Grain and Grail, a Greenwealder man known as ‘Daal’remains at large, currently one of the Concord’s most wanted.

Game Information

These violent attacks will have a number of effects throughout The Concord. Athermer’s Folly and The Eisen Orchard will have a reduced production this season. The Embassy to the Twinblade will find that their ability to complete their duties may be reduced. Characters attached to these commissions will have additional information in their character packs.

New Lands with New Hopes

The Senate, All the Concord

Following a decree by The Concordian Senate (motioned for by the Senator for Lerona Mere, Marciana Fuchs), citizens of The Concord who do not feel welcome within their own Realm or are interested in seeking out new lands to call home have been encouraged to do so, with the Civil Service removing barriers to complete such tasks.

Across The Concord it has become more common to see families or even single travellers packing up what they have to move to a new life elsewhere. These people are dwarfed by the massive refugee caravans leaving places like The Tribelands and Resinderholz. While it is unclear the effect this will have on The Concord as a whole it has caused populations across much of The Concord to shift, as well as opening up many new opportunities.

Game Information

Populations are moving across The Concord, shifting away from regions experiencing conflict and malady (such as The Tribelands and Resinderholz) and towards regions previously experiencing peace (such as Mukarrem and Bolsterlee).It is likely that these regions will experience expanded tax income and decisions related to this.

The Senate decree will also offer improved options for Heroes who feel the need to move Realms. Any character who changes realm during the Summer Summit will not be charged any fees for taking up a new Investment in the Region they have moved to.

Sages of Steel

Greenweald Baronies, Resinderholz, Ritters

For years the Eisen College of War has been a misnomer. Little more than a cleared campsite on the edge of town for those calling themselves Ritters to gather when they pass through town and couldn’t afford a night at a tavern. Most of a Ritter's work was done in the militia garrisons and watch houses spread across Resinderholz, clutching vestigially to the equally waning groups of Houndspriests and Huntsmarshalls.

However recent works have been completed, owing to some funds collected by both the townships of Eisen and Wolstad. The wide clearing has gained an oak barracks for fifty Ritters and their apprentices, a grey stone library and classroom blessed by the local sect of Stallia and a well outfitted training field. Enough funds have even been set aside to keep some experienced Ritters on hand to help train new members of their organisation and collate records. For the first time since before the Zekartaal invaded the Eisen College of War is a functioning school of combat, tactics, leadership and strength.

Game Information

Improvements to the Eisen College of War have improved the standing of Ritters within Resinderholz, granting them additional resources, demand and pursuits. Characters with the Ritter Archetype will find that they have additional funds in the character bag at the coming Summit, reflecting additional work for their skills.In addition, these characters will find that additional tasks and opportunities are presented to them on behalf of the Eisen College of War.

A Quiet Grave in a Dark Grove

Greenweald Baronies, Resinderholz

A war waged across the border of the Concord and its enemies struck at the heartlands, a small army of hundreds of Greenwealders marched. Following the Eisen River, they walked the groves of the Eisen Orchard, freshly burned. They braved the marshlands south of settled areas and braved the beasts that inhabit them. With only the words of a dead man to lead them they sought out a cairn of a great Wealdsage, to undo the Butcher that hunted their people.

Beyond the marshes and on the edges of the Sableheart that overlook Lake Ladure they found it. A single raised burial cairn, overgrown with thorns and beset by a curse that brought darkness where there was life. A statue of a robed woman with a farmer's scythe looked over all with sadness, her brass tears corroded away. But as the party grew closer the forest turned and swirled, inviting them forward. To doom or salvation they did not know. Their Wealdsages laid hand and spell on the enchanted stone barriers to the graves heart and a bolt of magic echoed through them.

In distant Wolstad the creature howled. A hunger it had not known for more than a hundred years. The Red Butcher they called it now, but before it was Baronsbane, before it was Blutharvest, and before it was The Eisen Beast. Beyond any dreams of growing its territory or feasting on the Wealders it wanted to consume its creator,revenge for being born into a carving hunger it did not wish. And its creators' final rest had been found and disturbed.

The writhing chokehold around Wolstad is released and stalks towards South Eastern Resinderholz to finish a blood debt more than a hundred years in the making.

Game Information

The tomb of Gabrielle Slaugh of Sableheart has been found, drawing the Red Butcher from Wolstad. But its magical defences will require the combined skill of the Greenweald to break, all while keeping the Butcher and its spawn at bay. There will be a chance to break the tomb, uncover the mysteries and defeat the Red Butcher of Wolstad once and for all at this Summit

The luring of the Red Butcher from Wolstad has allowed trade to flood back into the city,removing any negative effects from previous seasons.

Returned to the Fold

Iron Valley, Bolsterlee and Windholme

Across Bolsterlee a healing is occurring. Valleyfolk exiled from the High Valley who have been living on the outskirts of Bolsterlee for decades have been granted amnesty by the Reeves Council. This has allowed thousands to rejoin with their country folk and swell the population of Bolsterlee considerably. This announcement is the result of nearly a year of discussions between the Reeves Council and ‘Marshall’ Curnden, leader of these outcasts.

While Strivington and the outer parts of Bolsterlee are enthused by the newcomers all is not well. There are families and Burroughs in Windholme and among the refugee camps that have raised complaints against this decision, accusing the Reeves Council of abandoning laws and blood debts after being wooed by new recruits for the many war efforts. While the decision has been made, it is likely that the effects will remain for some time. In moments like these, the Iron Valley adage of ‘We Stand Together’ is put to test.

Game Information

The decision to give amnesty to the exiles in Bolsterlee will have continuous effects across the Valley for some time.It is likely that Iron Valley titles will have a number of decisions in regards to it during the coming Summit.

Due to the increased population in Bolsterlee opportunities abound! Building off the back of consecutive enchantments, economic windfalls and policy decisions, there are few regions experiencing as much growth as this. Characters whose investments are based in Bolsterlee may upgrade these investments for one wain less (to a minimum of one) during the coming Summit. Although the maximum of one upgrade per Summit still remains.

Blood Unblessed

The Church, Windholme.

Tragedy strikes the Valley unevenly as an avalanche. The wounds of Old Hearth Night, the continued rumours of The Stone Bears return and a malaise of fear continue to loom from the shadows of memory and anger.In Bolsterlee these wounds became grim determination, Bolsterlee is a place of poor happenstance and this is but another in a long list of wounds. But in the High Valley things are different.In the High Valley wounds with historic blades are felt ever keener.

It is the silence of the Church, of the Reeves Council and the Senate that festers this wound. Concordian priests fell upon this comrades and their congregations at last Old Hearth Night. Many died, brutalised at a feast of tradition and love, torn apart by half-formed beastial arms.In this moment when faith was shaken, when wereguild was asked for and when community was tested, none of the leaders of the High Valley gave response, and so their flocks moved forward as best they could.

In the months that have passed things have soured. While none speak of heresy, all know that the ghosts of their divine past that are haunting the Valley are shadows on the wall, there is disillusionment with the Church and the Reeves. Perhaps Passage and The Concord are too much of a glittering distraction to remember the High Valley in winter. Perhaps other concerns bothered their time. Perhaps their plight was of little worth. Regardless, sermons draw less of a crowd, shrines gather uncleared snow and the tithing bowl grows empty.

In the High Valley, the Church begins to find opinions of them are cooling as the weather warms. Only time will tell how this progresses.

Game Information

Disgruntlement with The Church and the Reeves Council in Windholme has grown over the winter following the Old Hearth Night attacks. Petitioners for Wereguild and restitution have withdrawn their requests and it will likely take a more coordinated effort by the Reeves Council and The Church to return a divine fervour to the Valley.

Congregations based in Windholme will not produce any additional resources this past season and will only be able to take the Petition action for the coming season.

The Boar Returns

Iron Valley, Kingdom of Bordevar, Windholme, Weiland

With a warming in the high places, the vast ice canyons of the deep Steinvaults melt. As this inhospitable frozen labyrinth of monstrous anger opens its maw wide,rugged wild people descend. Members of the lost Boars Head Clan enter Heinsgraf and Arbington. Clad in goat furs, strange ancient styled armour and faces as craggy as the mountains themselves, they wait. Merchants flock to them, eager to make the travel and sell their inflated goods on the far side of the mountains, but the Boars Head Clan refuses. They won't take anyone up into the mountains until their tithe is paid.

As these dedicated merchants wait in Southern Weiland and Northern Windholme a group of skilled Summiters filter down from the Steinvaults in ones and twos. Clutched in frozen hands and hidden in sealed packs are plans,routes and stolen knowledge. They have tried their best to wander the forbidden paths of the Boars Head Clan, and they might have found a way to steal the knowledge of the paths from these strange ‘Dragonslayers.’

Game Information

The Boars Head Clan will return to the Summit, this time demanding their tithe from both The Kingdom of Bordevar as well as the Iron Valley to reopen their mountain paths for the Summer. If their paths are opened it is likely that it will support Businesses and Farms in both regions.

Efforts have also been taken to investigate the routes of the Boars Head Clan, with some options becoming available to Iron Valley and Bordevarian leadership at this coming Summit.

Stones are Laid,Blood is Held

Weiland

In six locations across the border between Weiland and Royal Bordevar groups of common folk work hard in the mud, wind and rain, breaking the ground and flattening the earth for the first delivery of Arcstone to be laid. These six border keeps will act as garrisons,redoubts and watchtowers ensuring that the border against the undead of the Onyx Aristocracy remains watched evermore. While it is still years until these keeps will begin their long watch, there is already fear that the Onyx Aristocracy will strike before they can be completed.

From across the border into what was once Royal Bordevar, ghouls and other cunning undead can be seen prowling, probing for weaknesses in the Bordevarian line, any chance to crash into a poorly prepared site, killing its workers and stealing its arcstone. However it appears that the true focus of the Onyx Aristocracy is currently elsewhere as no attack has materialised yet.

Meanwhile in Weiland, taverns overflow with discussion, debate and argument. What heroes should these Border Keeps be named after, who should they belong to? Are the workers risking their lives being paid justly or are they another cog in The Concord’s war machine? All idle tavern talk, until it's not.

Game Information

Construction on the fortification on Weiland’s Eastern border has begun in the form of six keeps. This long process will take some time, but even now coin and resources have begun to be spent. Which leads to a number of strategic and cultural concerns

If the Onyx Aristocracy is successful in their campaigns in Weiland they will likely ransack the constructions of these keeps for tools and precious arcstone. If The Concord loses any hold in Weiland before the fortification is completed, all resources and construction completed will be lost.

There will be a number of decisions to be made in regards to this new fortification by Bordevarian Leadership at the Summer Summit.

Return to Dukal Power

Weiland, Kingdom of Bordevar

The Wise Council of Bordevar was raised following the death of King Artourious Bordevar to search for a monarch for the Kingdom as well as maintain the lands ruled by the Royal House. As the companions of King Artourious died over the years and their lands defaulted back to the crown, and by extension the Wise Council, their duty to manage the lands of the nation quickly overshadowed their pursuit of a new monarch. Over time the Wise Council became known more as bureaucratic landlords and misers who couldn’t coronate their way out of a feast if a sword was held to their hearts.

In a decision that has overturned the nobility of Weiland and created a frenzy of ambition among these powerful folk, the Wise Council has decreed that the Dukal Seat of Heartgrave will be granted in mandate to a noble house of the Wise Council’s choosing. The Duke or Duchess of Heartgrave would be the liege of all lands south of Lake Ladure and West of Elaiths Line including the farmlands of Weiland, the Wolfden Woods and The Manor. The Dukal house would answer to the Wise Council and would be responsible for completing a mandate given by the Council or face removal of noble title.

Swiftly, the Freefolk Council of Weiland has moved within Weiland’s township to declare Weiland a Trade Township in accordance with the Oaken Accords. Weiland township will not fall under the lands of the Dukal house of Heartgrave but will instead be administered by their own Sheriff, to be elected at the Summer Summit by common consensus.

Across Weiland taverns are full with rumour about who might take the new Dukal Seat of Heartgrave, who will stand for Sheriff of Weiland and how long it will take for the Wise Council to release the remaining Dukal seats of Everguarde and Starscar. Regardless, the Kingless Kingdom will see new leaders wise within their lands.

Game Information

Two new titles for Bordevarian characters will be available during the Summer Summit.

The Dukal Seat of Heartgrave will be available for any noble character from Bordevar who does not currently hold any Concordian title. With a term of two years, the Dukal Seat confers numerous powers over the region of Heartgrave (much of South Western Weiland) and is the first step in creating a Dukal Council to rule over the region. This position will be elected during a council of nobles, called in the early evening on the second day of the Summit.

The Sheriff of Weiland is a title available to any commoner character from Bordevar who does not hold a Concordian title. Endorsed by the Commonfolk of Weiland Township, the Sheriff of Weiland will be responsible for ensuring the freedom and security of its people, supporting economic growth and sitting on any future Dukal Council. The Sheriff of Weiland will be elected early in the evening on the second day of the Summit by vote of the Commonfolk, overseen by an alderman from Weiland.

No Place for Fettered Fealty

Lerona Mere, Bordevar

After two years of rising conflict in the rural north of Lerona Mere, it appears that a corner has finally turned in relations between revolutionary Lerona Mere and Bordevarian refugees. After a cohort of Concordian heroes broke up a small scale siege, the risk of being beaten by powerful warriors and mages began to cool tempers but it was the decisions of both the Concordian Senate and The Bordevarian nobility that yielded the truest results.

Senator Fuchs of Lerona Mere’s motion to enable freer movement of citizens eager to shift their citizenship has moderated the region somewhat as refugees from Resinderholz and the Tribelands have furthered the melting pot of culture in this unique area around The Concordian capital.

Notably, a declaration in the area signed by many Bordevarian nobles, including the Senator of Weiland and Champion of The King, was deeply effective. Declaring that Weiland was not a place of danger and that The Concord had spared no expense in ensuring that the region was safe for the people of Bordevar. Nearly overnight vast numbers of Bordevarian refugees fled northern Lerona Mere for the welcoming arms of home. Trials for the Bordevarians involved in the violence are swift, with many returning to Weiland to face lashings and for one of them, a headsman's axe.

Those refugees return to Weiland with an image of violent revolution, of the overreach of rebelliousness and the fire that burns in the hearts of the Lerona Mere. Jokes become rumours, rumours become lies. Quickly, taverns across Weiland are replete with cautionary tales about ‘Too much revolution’ and ‘The violence of the Lerona Mere’.

For their part, the Lerona Mere revolutionaries face swift judgement in the city, with many receiving similar punishments to their Bordevarian foes. The Revolutionary Party protests the public floggings, stating that revolutionary fervour should moderate the punishments but not remove it. They draw attention to the atrocities of the revolution that dwarf the recent uprising

Regardless of the truth of the matter, ties between the folk of Lerona Mere and Bordevar has cooled, as has revolutionary zeal among the common people of Bordevar.

Game Information

Actions taken by numerous characters in Lerona Mere and Bordevar, as well as a skirmish conflux at the Winter Summit have put an end to the revolutionary uprising in Northern Lerona Mere. While controversial, the violence between Bordevarian refugees and northern Revolutionaries has stopped, with many of the Bordevarians returning to Weiland.

There will be decisions to be made in regards to this for Bordevarian and Lerona Mere leadership.

Due to a reduction in available farmers in Lerona Mere and an ease of hiring new help in Weiland, both regions farms will have produced slightly more in this past season.

The People have Spoken!

Lerona Mere

After a laborious and often divisive election, the people of Lerona Mere have made their voices heard across the districts of the city and beyond. Thousands of votes have been tallied and for the first time on the 10th of August 222, the Lerona Mere Peoples Parliament sat, hopefully bringing stable governance to Legend City for the first time in nearly two years.

The results are emblematic of Lerona Mere society, surprising some and emboldening others. While no single party received enough votes to lead without coalition with others, there was certainly a gap between the victors and the less popular.

The Sigils, a party dedicated to the concepts of The Concord and supporting their alliance as a whole have taken the most power in the People’s Parliament,reflecting an overwhelming support and belief in the precepts of The Concord. However as is to be expected by the people of Lerona Mere, The Revolutionaries are second in power by a small margin, the group are hardened believers in freedom for all and empowerment of the disenfranchised. A dynamic party to be sure, but also one that may make waves for the people of Lerona Mere, for good or ill.

Two parties have taken the third position of power equally between them, and while both decently less powerful and representative than the Sigil or the Revolutionaries, they represent a growing warlike and infrastructural concern within Lerona Mere. The Bravos, a militaristic party dedicated to increasing Lerona Mere’s land forces and reclaiming its lost territories and the Villa Estate, a nationalistic party focused on the rural people of the Madre Campo and Esperanza, have taken these weakest positions within the Peoples Parliament.

All is not victory celebrations in the taprooms of Lerona Mere unfortunately, with numerous parties collapsing to infighting and disillusionment following less than stellar results. Reports show that The Statists, The Blue and Whites, The Mivarans and The Lighthouse Council all collapsed or folded into other parties following the election.

As the next eighteen months unfolds the people of Lerona Mere will look to this parliament for guidance Whether or not it is able to give this guidance remains to be seen.

Game Information

The Lerona Mere people have spoken and have elected their first parliament. The parties with the most power will begin to put pressure on the leaders of the Lerona Mere delegation to The Concord in order to act in line with the values and goals of these political parties. There will be opportunities to both benefit and be harmed by these groups for Lerona Mere leadership which they will have to balance carefully.

The next election is scheduled for Summer 223.

Calvano’s Academy for Law and Investigation

Lerona Mere

As the fleets of Lerona Mere prepare for war and gather their forces, the people of Legend City hold their breath. The Docklands War continues to wage, making a third of the city a dangerous hive of scum and villainy but an essential one at that,responsible for much of the city's prosperity. But with the fleets considering their next moves, Lerona Mere may be left without a lot of law enforcement options, as it has deputised its military to impose law and order. Between the Docklands, struggles in the northern parts of the realm and continued crime across all of Lerona Mere, there are serious concerns that the city might fall to lawlessness.

While the solutions for such concerns are well beyond the reach of individuals, it has not stopped individuals from stepping forward with their solutions. One such man is Barsaba Calvano.

An ageing revolutionary, Barsaba Calvano was the armoury warden of the Bambino Castille, the prison fort that sits outside of the city to the South West. He rose to fame during the revolution for unionising the guards of the Castille and releasing political prisoners.It appears that his history has hardened Calvano against tyrannical uses of force against the common people, while also showing him the dangerous underbelly of true criminals present in Lerona Mere.

Unfortunately, age comes for all heroes of The Revolution, and Barsaba Calvano is unable to spend his days advising the bosuns of the fleet on how to patrol the Docklands or seeking out knife-killers in the Windward districts. But on the grounds of the old Barbino Castille, a hall has opened with new signage.

Calvano’s Academy for Law and Investigation.

Across the city, printed posters have been seen advertising the new enterprise. Calvano is seeking dedicated, community minded and intelligent individuals to study the city and his methods, to fight crime within Lerona Mere and protect its people as ‘Investigatores’. The address for the academy is penned simply on the bottom, and invites application essays from all individuals not burdened by other enterprise or title.

Game Information

Calvano’s Academy for Law and Investigation has opened on the outskirts of Lerona Mere. Hoping to train new Investigatores, Barsaba Calvano is seeking apprentices to take up his skills and mantle. Lerona Mere characters without titles who are interested in taking up Calvano’s tutelage are invited to complete an Academy Application Essay and send it by Winged Messenger to The Calvano Academy of Law and Investigation. Appropriate applications will proceed to a vetting process and further challenges of detective skill.

The Docklands War

Lerona Mere

Despite considerations to the contrary and the wild power of the storms that rage around The Concord, in the coastal districts of Lerona Mere’s ‘Docklands’ continue to be a place where simple violence and criminal coercion are the name of the game. The Docklands War, a criminal conflict between the rival gangs and cartels of Lerona Mere continues to wage, making these important areas of Lerona Mere a battlefield of murder, arson and theft.

Beneath the chaos of the war, a skilled eye can see shifts in allegiance and careful strikes designed to create maximum advantage. The Light District, Legionaires Rest, The Bailite Quarter and The Hawks Market are all host to bloodied scenes of street brawls as rival protection rackets slam into each other with greed in their hearts and sharp edges on their minds. Skilled second-story folk and gutterknives strike at carefully chosen opportunities.

As power begins to pool in certain areas of the Docklands, new contenders appear and the conflict looks like it is far from stopping.It remains to be seen if a frontrunner will appear or if the civil government will step in to put a stop to the danger this conflict poses.

Game Information

The Docklands War is a small-scale conflict open to Lerona Mere warbands where they compete with each other and the other gangs of Lerona Mere to control this lucrative area of the city. There are numerous opportunities for such grounds which spread into the player base beyond.

The war has continued over the winter and there are a number of impacts that it has had as a result. They are as follows:

  • A series of misdirections of timber and a daring wagon heist leads to Thunder Oak destined for the new Lerona mere fleet going missing. The new Lerona Mere Fleet will be completed with a current strength of 4500 rather than 5000. This does not affect its maximum strength.
  • Lack of violence and crime in the waterfront areas of The Docklands allows Naval Investments based in Lerona Mere to function as normal during this season.
  • Increased demand for mercenaries to both take part in and defend against the Docklands war means that all Lerona Mere military investments that take the ‘Independent Action’ downtime this coming season will function as if they were two tiers higher. This does not include investments who take Docklands war actions.
  • Tax income from Lerona Mere is reduced as long as the Docklands War continues

If You Already Know Where it is

Twinblade Confederacy,Naval Investments, Corsairs

As the Golden Fleet returns to its portage on The Guardian, Ophelia Diablos’ private city of Banathea returns fully to life. Word quickly floods the sealanes west of Esterra that merchant vessels once again need to watch their cargo holds and pray to their gods if they wish to make their journeys successful.

But thankfully more pleasant news has reached The Concord, in line with new friendship between The Golden Fleet and The Concord, Banathea has been opened to Concordian shipping, promising a lively sojourn and a raucous night life to rival even Lerona Mere.

In particular a group of the Golden Fleet who name themselves ‘The Seajacks’ have sent out an invitation for all Andashi Corsairs, inviting them to share in a festival and begin a tournament of seamanship,reckless arrogance and skill.

Word has reached quiet taverns and docksides that those with a mind for plunder, wealth or secrets are welcome to contact The Golden Fleet as well, one of those close to Captain Ophelia Diablos is interested in the ambitions of Concordian citizens in particular. Captain Lukos Axe, captain of The Questing Hawk and ‘Lokhagos of Letters’ has made himself available.

Finally, after considerable disgruntlement from the Civil Service’s cartography department, changes have been made to recognise The Guardian as its own region. This brings Concordian maps and understandings in line with the reality of the world.

Game Information

A number of changes have occurred centred around the Golden Fleet’s settlement in Banathea on The Guardian. Primarily, the location has become an option for the ‘Trade with Foreign Ports’ downtime action that Naval Investments can pursue. Although these investments should note that the goods they are trading for are likely the products of piracy. Trading with the Golden Fleet at Banathea will produce:

  • Currency
  • Random Resources
  • Potions

Andashi Characters with the ‘Corsair’ archetype who take the ‘Trade with Foreign Nations’ downtime action targeting Banathea in this coming season will be treated as if they were one tier higher and gain additional information from The Seajacks.

Captain Lukos Axe, Lokhagos of Letters to Captain Ophelia Diablos is available for contact through the ‘Call Winged Messengers’ ceremony, he is in residence at Banathea

Finally, The Guardian has been amended to be its own Region,rather than part of Mukarrem. This is better fitting with its strategic function and role in the world. Since it is far more of a distant place than part of Mukarrem. However, given the region's size it will only have a maximum hold of 2 rather than 3, similar to Baelags Holdfast.

A Line in the Sand

Andash, The Tribelands

As the forces of Sister Oak threatened the Andashi people, they flocked to their capital. Those who saw only a life of community, those who lacked the funds to travel further, or those who had simply lost everything to begin with.In this moment they found a city that was dedicated to building and growing rather than looting and fleeing

The Champion of the Tribes, Arimir El’Obregon, gave the command that the city would not fall, that every step would be fought for and every drop of blood would be spent to save it. This was a mighty gamble, for if done poorly there would be tens of thousands of nomads sheltering around Obregon when the raiders of the Zekartaal would fall upon them.

The civil government had not been idle either, with Catalina El’Obregon obtaining five vaults towards the support of the refugees in Obregon. Plans were drawn up for a fine new series of plazas to house them and quickly Obregon became a city on the rise again, not one days from destruction.

But Arimir El’Obregon is no liar. The 1st Andashi Army gave their lives so that the people of the city would be safe. There was no great massacre of the innocents, no burning of the spires and tragic despoiling

And so the Andashi people can now reap the rewards of this gamble, as is the glory of ambition.

Game Information

Andashi leadership's dogged determination to remain and invest in Obregon as the Zekartaal tightened the noose around them was a considerable gamble that put many lives and coffers at risk. While it could be argued that this was reckless and dangerous, it is a decision that has paid off.

All Businesses, Farms, Mines, Wildernesses, Congregations and Leylines in The Tribelands will have functioned as if they were one tier higher this past season. Andashi characters from the Tribelands may experience the following roleplay prompt:

“Our people aretrue gamblers and when we gamble we win! You arefar morelikely to takerisky gambles of any kind thiscoming season.”

Bam and the Mage is Gone

Andashi School of Gifts, Artisans

Following a request by the Pathfinders of the Concordian Civil Service, the Andashi School of Gifts have been tirelessly working on new magical crafts since the end of the Winter Summit. Their focus has not been on war magic, or healing, but something far more dangerous. Teleportation.

Despite The Concord’s use of portal magic through the Waystones is certainly an abnormality that is responsible for much of the nation's skill at arms. But in order to ensure that mages are not a danger to themselves or others, teleportation has been left largely uninvestigated, even the spell ‘Recall’ is simply a short distance hop to return a user to within a portal controlled by a waystone. While the work of this recent creation has opened the door to more diverse studies into teleportation, there are concerns that such knowledge may be more dangerous than first thought.

The new item created by School of Gifts has become known as ‘Pathfinders Gambit’. Often appearing as a series of woven Suns Iron wires in a small bracelet holding both Essencite and Bloodglass gems. The wires rip hair and skin from the arm to act as a secondary target, enabling the recall spell to be cast (which requires two beings). The Gambit will latch onto the nearest portal or portal location, either throwing the wielder back through the portal or facilitating a short distance teleport to draw the user out of a bind. However, the Gambit can be bloodthirsty. Even simple use can be painful, but every now and then it draws far more than it meant to. Some Pathfinders have reported bleeding wounds, one has even reported the loss of a hand.

Better the loss of a hand than the loss of a life.

Game Information

The Andashi School of Gifts has created a new Artisan craft.It is as follows:

Pathfinders Gambit

Masterwork Craft - Talisman - Jewellery

Cost: 6 SunsIron - 6 Bloodglass- 6 Essencite

Effect:

Once per day you may Swift Cast the recall spell will the following alterations:

  • The spell only targets yourself.
  • There is no additional target and cannot be increased to have additional targets.
  • You can cast this spell while wearing medium armour.
  • It costs 0 mana.
  • It can be cast in Passage to return you to either the Shardcircle Waystone or the Main Waystone.
  • Before you re-enter play, check with the storyteller at the Waystone to determine any additional effects.

Pathfinders Gambit has been added to the list of artisan crafts.

Arcane Involvement

Shardcircle, Lerona Mere

As the Arcline whirrs within the Shardcircle it draws the threads of leylines from across The Concord together. This great arcane device calls forth power far beyond any one mage and draws this power into Esterra. The mages who administer the strange device watch with careful awe and concern, for repairing the device again would be a dangerous feat.

Across Lerona Mere, leylines flare beneath the soil and stone of Madre Campo and within the laboratories of Citizen-mages in Legend City. They pulse with renewed arcane fire and their unknown power is energised with the shepherding of the Arcline and the Shardcircle. Crystal Mana forms at an elaborate rate and the circle of magic continues to flourish.

The growth of mana is not without strange consequences, as the Arcline is want to do. Mages who have been working closely with this empowered leylines report stange fumes and a renewed sense of arcane vigour. It appears that crystal mana not harvested quick enough can ‘burn off’ with each flare of the leyline, becoming a vapour empowering the personal mana of a mage. Some have indulged in this magical empowerment, while others have acted frugally and harvested the mana quickly.

Game Information

Thanks to the focus of the Arcline, Lerona Mere Leylines will produce as if they were a tier higher this season. However, characters who have a leyline in Lerona Mere may opt to instead increase their personal mana by six and receive no additional mana by emailing the Concord team at [email protected]

Raiders of Records Lost

Shardcircle

Pages upon pages of requests lie abandoned on the grand entry hall of The Andashi School of Gifts. A request from an Iron Valley Farseer for research into the concept of time within teleportation. An enquiry from a Wealdsage about the common duration of curses. A demand from a Mountebank for funding to break ‘Archibald’s Concepts of Arcane Warchance’. All left to wallow in the wind through the spires and occasionally to be used as fire starters on cold evenings.

You see, the Andashi School of Gifts is a functional school. A school of creation and design, not one of esoteric enquiry and flights of fantasy. Well, not often at least. But as the requests for research continue to flood into the School of Gifts, the leadership of the school have reached out to the Shardcircle to at least act as some sort of filter so that they can continue their important work of creation.

The Civil Service and the Shardcircle have done one better. By accessing the misbegotten records within the Shardcircle and coordinating the the Library the the Clans in The Andashi School of Gifts, they have made some amount of theoretical research available to the Shardcircle, enabling it to stop bombarding the School of Gifts with requests into arcane esoterica.

Game Information

The Shardcircle has gained access to pursue research into magic theory beyond the methods of Schools of Magic. This process is still quite limited and will require expansion of the resources of the Shardcircle to grow. However it will allow the Shardcircle to pursue esoteric investigation into the various aspects of magic, mythos and mystery within the world. However such options are limited and research proposals are likely to be a cutthroat pursuit.

It is recommended that Mages interested in the progression of arcane learning begin to gather in groups and consider what topics of research are most appropriate and pertinent so that they will be better prepared for the Summit. More information for this process will be made available at the Summit.

By Decree of the Spheres

The Church

The business of the Church of The Divine Spheres of The Concord is as long as its name. Ranging from decrees on morality, the logistics of a state religion and its income, all the way down to advising lowly civilians and their quandaries. While there were a great many actions undertaken by the Church at the previous Summit, some have had results over the course of Winter while a great many more continue to work below perception.

A decree by The Church called priests of Lumos to the Greenweald, to brave the dangers of this curse infested forest and preach hope to the people there. Fearful that continued malady and misfortune may irreversibly damage the morale of the Greenwealders. Many have taken up the Church on this offering, lighting a candle of hope within the darkness beneath those cursed boughs.

The Church has compiled a change of doctrine, taking after the Artebazzani Church, they will seek out and name great heroes past, present and future who have lived their lives in great alignment of The Spheres. These heroes will be named as Paragons of the Spheres and upheld as models for all Concordians to live by. Notably, the Church has decreed that Artebazzani paragons of ages past will not be recognised as Concordian paragons.

Deorlings Citadel, the fortress protecting the Iron Valley from the West has been declared a holy site of The Spheres. Not aligned to any single Sphere, this holy site is marked as a gathering point for all of The Concord and The Spheres. A place for all to gather, defend and grow mighty. The fortress has begun to be marked by hundreds of small shrines to the Spheres. Glowshards of many different colours dot the face and towers of the Citadel, creating a wall of twinkling light in the evening sunset.

The Church has decreed that the Golden Fleet of the Twinblade Confederacy, in its new diplomatic circumstances, is worthy of the attention of The Concord’s priests. The call has gone out for Concordian congregations of adventurous bearing to seek out private captains and sail to Banathea, home port of the Golden Fleet and spread the revelations of Nicolo and the Divine Spheres. Truly an act of ambition and courage.

Game Information

As a result of Church decisions the previous Summit, the following effects are taking place:

Greenweald Priests of Lumos are supported by both the Church and priests from other Realms. Any Greenweald characters with Divine Lore (Lumos) will receive crystal mana this season in addition to their investment income to reflect this support.

The dedication of Deorlings Citadel as a Concordian Holy Site has drawn attention from near and far. This mighty fortress is standing as a representation of the strength of The Concordian Church and cannot be allowed to fall. While Deorlings still stands, Congregations can take the Other Action: Defend Deorlings Citadel, where they will function as a military investment with a strength of 50.

Concordian Congregations are able to take the downtime action ‘Minister to the Twinblade’ in this coming season. In order to do so they will be required to list a naval investment that is taking the ‘Trade With Foreign Ports: Banathea’ action as an investment they are working with. Doing so will provide a random set of resources as if they had taken the ‘Trade with Foreign Ports: Banathea’ action themselves, as well as support Concordian Efforts to convert the Golden Fleet.


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