388YE Autumn Equinox winds of war

Overview

Over the last three months, Imperial forces have engaged in military campaigns. Sometimes those engagements have been wide-ranging and dramatic, other times they have been more sedate. Where there has been dramatic action, or where there are opportunities, we've given a Wind of War its own page; other military actions are discussed here.

As always, how much or how little of this information you choose to know in character is up to you. Part of the purpose of Winds of War and the Winds of Fortune is to make players aware of things their characters should know, based on what their roleplaying says they have been doing, and to maintain the Empire as a living, breathing place where all kinds of events take place beyond the scope of Anvil.

It should go without saying that we ask everyone to abide by the rules about online roleplaying with regard to the military campaign. It's important that the key in-character activity of the Empire world takes place at events. The game is busier and better if everything that can happen in the field, does happen in the field. Military planning and political discussions should happen at events. For this reason, we generally discourage too much downtime roleplaying between events and put strict limits on what can be done online, particularly using our forums and Facebook groups.

All that said, we now present a summary of the key military activity in the Empire - both with links to the expanded Wind of War pages and notes about other important things that have happened that didn't need a full battle campaign write-up.

The Heavy Skies of Autumn

After the height of Summer, we take the slow road toward Winter. Green leaves shade to yellow and red; bright blossoms swell and undergo that magical transformation from flower to fruit. The sun stays abed a little longer each morning, retires a little earlier. The gulfs of night yawn, whispering the promise of snow and rain and the end of things. Summer is the season of war, blades bright in the noonday sun, shields raised against the sharp arrows of the foe, horns and voices alike raised in praise of battle. The crows circle lazily in the azure sky, though. They know that after every fight there will come a harvest, and they are eager to sup the bounty that spills out on the sodden soil.

This year is no different; the Empire's armies march proudly to war against their enemies. In the east, the west, and the south they fight, and even the north is not entirely spared the glorious rhythm of steel on steel as Imperial soldiers fight alongside the blue-swaddled warlocks of Otkodov who battle in pursuit of their own inscrutable goals.

Where to begin?

The Jotun have held Bregasland now for long enough that they might think it is part of their domain, might be considering placing their own stamp on it as they have Ashvale. The Strong Reeds have a different thought, and this season they rise, and with their allies, fight to change the status quo. It is a season of mud, blood, and manacles.

Or perhaps we should start almost as far away from the Marches as it is possible to get while still being in the Empire? In Mareave, the opposing strategies of Imperial and Grendel armies clash and flow around one another, while the neutral city-state of Beoraidh looks on. A clash of pride and retribution, of wisdom and cunning, of courage and audacity, of loyalty and fidelity, of sea and stone. The salt lions roar, and the long slow fight for the land that was once Mahal drags on another season.

Maybe look instead to Therunin, where the Golden Axe venture into the poisoned ruin that is the Tarn Valley. The reside of Sephals Cauldron has tainted the marshes, killing plants and animals and people with equal indifference. The Druj hold the valley, but they are isolated from the Mallum by the vallorn and the loss of the Sarangrave. Perhaps both sides will benefit from a reminder that it is the dose makes the poison?

And speaking of the Sarangrave... the victorious Imperial armies have not rested on their laurels. As Summer fades, the Empire sends its soldiers deeper into the Mallum. It falls to the Axou of Thornfen to protect the territory, the Urizen and rebels and former slaves alike, from the depredations of Winter spirits unleashed by the collapsing armies. Who better understands the skull beneath the skin than the necromantia of Axos?

Battle opportunities

Imperial prognosticators have identified four possible major conjunctions of the Sentinel Gate at the coming summit. The Military Council will muster on Friday night, and the generals will select two of them to be taken up by Imperial heroes. At the moment, the full details of these opportunities are not clear; more information will be provided nearer to the event.

All battle opportunities are Combat Highly Likely environments.

The sides for the battles will be chosen by the generals in the Muster of the Military Council on Friday night. The battle on Saturday must have at least 161 and at most 165 force weight sent on it. The battle on Sunday must have at least 157 and at most 161 force weight sent on it.

Battle participation

If you have your own orc mask please do bring it along as we're keen to ensure we can field forces predominantly comprised of barbarian orcs. If you are unable to wear a mask, then all battle opportunities have limited roles for human barbarian combatants and low-combat roles such as healers, support mages, artisans, messengers and attendants. Player elite monster units (EMUs) are expected to monster as their barbarian orc units regardless of the battle opportunity, and should not include human combatants.

We ask the majority of player volunteers to take on the roles of Grendel orcs as normal. You can help by wearing leather or plate armour you have, as well as any iconic Grendel weaponry, particularly swords, spears, and bows of all types. You can find out more about the iconic Grendel look here, and the key elements for portraying the Grendel are a light coloured base layer, with mantles, shoulder capes, wraps, and other purple clothing and other bright colours as their iconic look.

We ask the majority of player volunteers to take on the roles of Druj orcs as normal. If you have your own orc mask, please do bring it along as we're keen to ensure we can field a force predominantly comprised of Druj orcs. You can help by wearing leather or plate armour you have, as well as any iconic Druj weaponry, particularly swords, spears and great weapons, as well as bows of all types. You can find out more about the iconic Druj look here, but the key element for portraying the Druj is a mantle and ragged material layers that echo natural greens, browns, greys, and black, with occasional bright accent colours as their iconic look.

We ask the majority of player volunteers to take on the roles of Jotun orcs as normal. You can help by wearing any Jotun, Marcher, or Wintermark-style kit or armour you have, as well as any iconic Jotun weaponry, particularly axes, maces, and circular shields. You can find out more about the iconic Jotun look here, but the key element for portraying the northern Jotun is leather and fur over mail as their iconic look. For the Lasambrian Jotun orc forces elements of Brass Coast kit, armour, and weapons can be used emphasise their distinct visual nature.

We ask the majority of player volunteers to take on the roles of Druj orcs as normal. If you have your own orc mask, please do bring it along as we're keen to ensure we can field a force predominantly comprised of Druj orcs. You can help by wearing leather or plate armour you have, as well as any iconic Druj weaponry, particularly swords, spears and great weapons, as well as bows of all types. You can find out more about the iconic Druj look here, but the key element for portraying the Druj is a mantle and ragged material layers that echo natural greens, browns, greys, and black, with occasional bright accent colours as their iconic look. Any players looking to play a human fighter from the city of Leen is encouraged to wear any blue colours they have available.

IMPORTANT - we will not be reusing any orc masks to players for these battle opportunities. Our orc masks will only be used once this event and then washed ready for the next event. We are continuing the provision of battle opportunities with non-orc enemies until such a time as we have sufficient masks to run two fully orc-masked battles.

Conjunctions

The Sentinel Gate also allows smaller groups of Imperial citizens to reach locations all over the Empire where their intervention might change the course of events. Many of these conjunctions involve combat, but there are also a variety of other opportunities presented by the magic of the Gate.

For most conjunctions, the Civil Service has identified the Imperial titles that are the most appropriate to take overall responsibility for ensuring that a response is organised. Whilst the individual has been named by the Civil Service, there is no legal requirement for them to coordinate a response or travel on the conjunction. They may delegate oversight to another individual of their choosing. As always, Imperial war scouts will be on hand at the Sentinel Gate to provide further information to any citizens wanting to learn more. They can provide updates on the barbarians' goals, guidance on how to engage the enemy troops or advice on how to avoid casualties and return back to Anvil in safety.

Sometimes it is necessary for us to make small adjustments to the timing or size of encounters at the time of this publication and when an encounter runs at an event. Details for the conjunctions on Friday will be finalised on Friday afternoon of the event before time-in (18:00) whilst details for the conjunctions on Saturday will be finalised on Saturday before time-in (10:00). Please check the details of any conjunction you are interested in as soon as possible to ensure that you have the full and up-to-date information; it might also be sensible to check again shortly before the planned time of the encounter. You can check the details of a conjunction by casting Detect Magic (Discover Conjunction) on the Sentinel Gate in the presence of a referee.

It's very important to pay attention to the accessibility note for each conjunction, which covers the likelihood of combat. Further details about the accessibility of a conjunction are available both before and during the event. You can learn more about this on the accessibility page.

Friday

Saturday

Druj Tunnels

As Imperial forces drive the Druj further and further back into their Mallum home, so too does their desperation increase. In an attempt to slow down the advance of the Imperial armies, the forces of the Buruk Tepel are having to resort to more extreme methods and tactics in order to have a hope of success, and relieve the pressure on their remaining beleaguered territories.

In the weeks before the Autumn Equinox, reports come from the border territories to the Mallum of small but effective Druj raids. Small pockets of Druj soldiers, no more than a handful at a time, are caught infiltrating close to Imperial armies or into Imperial territories through any means necessary, including digging tunnels and making use of cave systems where possible to evade detection. The goal seems to be to sow havoc however they can: poisoning wells, burning buildings, and stealing supplies. In theory, these orcs would be able to return back the way they came, but by their demeanour when cornered and the nature of their mission, it's clear making it back alive is not a high priority.

Prognosticators have identified six conjunctions at the upcoming summit, 15 minutes apart in close sequence. Each of these leads to a separate tunnel or cave complex in the Empire or near Imperial forces, and the presence of Druj soldiers there attempting to commit sabotage. Imperial heroes will have the chance to interrupt them before they can complete their tasks; local forces will not be able to get there in time. The Druj will be Chikad skirmishers, potentially with mage backup of some sort. Imperial heroes should be aware that there may be small numbers of additional Druj nearby, who might enter the part of the caves or tunnels the Sentinel Gate sends them to after they arrive.

The presence of these small bands of raiders does not imply the presence of large, previously unseen groups of Druj in these territories. These raiders are isolated, small groups - effectively military units taking an opportunity and eliminating them here will remove the threat presented.

Slatefair Cave

While Therunin is technically no longer in the control of the Druj, much of the territory is still occupied by the Mallum orcs' forces. In response to the Golden Axe's move into the territory, a small band of raiders has captured a Navarr guide, called Idwynn Summersong. Idwynn has been an outspoken voice in the territory opposing Agramant's influence. Fearless, quick-witted and clever, he has publicly humiliated heralds of the Devourer of the Fallen on more than one occasion. His efforts have helped to raise the spirits of the Navarr left in Therunin - he urges his fellow Navarr not to give up, promising that the Empire will soon return.

Rescuing Idwynn and any of his coven who were with him when he was attacked will help to boost morale in Therunin. It's crude, but Imperial heroes rescuing a popular guide who has been an outspoken defender of the Empire will only strengthen his arguments. Imperial heroes, organised by the Strategos of Navarr, Mouse Ddawnswraig, will need to go into the tunnels where this band is hiding out and rescue the hostages before they come to harm.

Toadwater Catacombs

As the Empire pushes further into the Druj heartlands, the resistance of the Buruk Tepel grows ever more desperate and cruel. Elite groups of druj are given poisons and told to lie in wait, ready to seize any opportunity to use them to disrupt the Imperial supply lines.

One group have found a way to sneak into a set of tunnels under Lower Saarnath not far from where the Citadel Guard are camped. The tunnels lead to an important aquifer - the Druj plan to poison the waters, knowing that the powerful toxins will seep into the wells that the Guard rely on for clean water. As many as two hundred people will die if they're not stopped. It falls to the General of the Citadel Guard, Andronikos of the Lighthouse-That-Was to organise and eliminate the poisoners before they can carry out their wicked plan.

Forsaken Shaft

Even as their grip on the Mallum weakens, the Druj continue to try to get revenge on their enemies with deadly acts of sabotage. One group of raiders has used an old maintenance tunnel to sneak into the Vale of Sunless Depths and intends to sabotage the mine workings. They won't be able to destroy the whole mine, but they could collapse a section, causing chaos and killing scores of the miners.

If the raiders are not stopped, the inevitable loss of life will make everyone more wary of the mines in the future. The upkeep will be permanently increased by 2 thrones a season, and the mine will provide two fewer wains a season until the start of the Summer Solstice 389YE. Unfortunately. there is no Custodian at the moment, and as such the Strategos of Varushka, Grymnir “Gallows”, should organise a party to take them out, and stop them before they can bring down the mine.

Westfore Tunnels

The Tower of the Skink is an impressive fortification, but it's one vulnerability is that it was built by the Druj and they know it best. A group of Druj raiders have found a way into the passages that lie beneath the fort. Built to allow the defenders to sally forth, or even escape if needed, there is a warren of passages here that run for miles.

The raiders plan to collapse a section of passages that will bring down a portion of the curtain wall. It will do only minor damage to the bastion, the work can be repaired quickly the Axou stonemasons currently working on the Tower. But what it will do is alert the Axou to the danger and the risks they are taking. They are a conservative people and they will react by pulling their garrison back and sending it into the tunnels, looking to map every entrance and exit and secure them all. As a result the garrison will defend the region, but nowhere else in the territory this season. Their efforts are nearly complete; by the time the conjunction opens the Druj just need to destroy the last few supports in order to collapse part of the fort. The Strategos of Urizen, Setir, will need to organise a group to eliminate the Druj and stop the raiders who are destroying the supports before they can finish the job.

Endsfell

The Barrens has been a site of back and forth struggle between the Empire and the Druj for centuries, if not longer. Since the territory fell into Imperial hands several years ago, the Druj have had fewer and fewer opportunities to strike back. As the noose tightens in the Mallum, they are growing increasingly more desperate to find a way to hurt the Empire.

The Druj are skilled at poisoning wells and aquifers and they have extensive maps of the Barrens from their time here. This group have entered the caves of Endsfell, in Murderdale. They are intending to poison the groundwater, which will be a disaster for Caedwynn's Hold, the new Navarr Wayhouse in the territory. The Keeper of Caedwynn's Hold has not been appointed yet, therefore it is the duty of the Strategos of Dawn, Erykson of House De Vere, to eliminate the raiders before they can carry out their attack. If they're successful some of the wealthy occupants of the territory will provide the strategos with four thrones for them and the heroes who go with them, in gratitude for saving lives.

Nikal's Redoubt

Eli of the Seven Rivers, a young Highborn with aspirations of becoming an unconquered encountered a group of Druj while scouting Elsbeth's Aegis. This chapterhouse was overrun during the invasion of Reikos by the Druj who turned it into a military encampment. Two of the buildings collapsed when Lofir's magic ran amok through the territory and it has been abandoned since then. Eli caught sight of the Druj while searching through the underground chambers - heavily outnumbered he retreated immediately to report the incursion.

While the other conjunctions appear relatively straightforward to the prognosticators, the sign of the Wanderer appears over this one; things are not what you think. The sign of the Claw appears diminished here, meaning a diminished chance of violence potentially, which seems exceptionally strange given the presence of the Druj. Divinations indicate the presence of at least one ghost in the chapterhouse, but have revealed little more than that.

Reikos is a long way from Druj lands and it's not clear at all what this group could possibly want or why they would come all this way. Whatever the reason, there are Druj in the tunnels, and that should be dealt with. The Strategos of Highguard, Arlandria of the Sentinels Tower, will need to arrange a party to deal with the threat.

Military Considerations

Several territory pages now contain details of strategic obstacles presented or advantages provided by movement through or fighting in those lands. There are also several fortifications that follow different rules. Several armies or nations have special rules or opportunities related to the orders they can issue, which should be borne in mind when discussing military strategies during the Winter Solstice.

Click Expand to see military considerations that are less relevant at the current time but are still active.

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