Sound and vision

"When Holberg and Reikos were held by our Foes, T’was Gabriel Barossa that freed ‘em, Through their army was huge, he baited the Druj, And used their own tactics to bleed ‘em!"Jonty slammed his tankard down on the table and groaned. "Not that fucking song again. Doesn't that troubadour know anything else?""What ya complaining about?" argued Dina. "It's catchy - and at least this Barossa fella's still alive. It's this or that one about the doomed lover who throws themselves in the Barren Sea five hundred years ago. This is topical. And it's about beating up the Druj. Oh, Ho! Gabriel Barossa!" the last part was shouted, as was now traditional, along with half the tavern."It's trite is what it is. It doesn't scan properly. It's doggerel.""Oh right, yeah... This from the man whose only contribution to art is finger painting crude drawings on latrine walls. Going to give up woodcutting and become a troubadour are we?" Dina grinned at her drinking partner enjoying his foul mood."Oh, Ho! Gabriel Barossa!" shouted the crowd.Jonty just scowled and mumbled to himself "Death by the Druj would be better than this... If I ever see this Barossa fella, I'll give him what-for..."

Overview

There is magic across the Empire. In the weavings of the cabalists. In the lore of the weavers. In the craft of the witches, and the arts of artisans. There is also magic in the world itself, serendipity and spirits, constellations and confluences, in the sky and in the salt. Some magic ripples out from the workings of orcs and humans, some rains from the heavens, some rises from the earth and stone.

This season events that relate specifically to the eternals is discussed in more detail in The prettiest star wind of fortune.

Silver Earworms

For reasons known only to the Unicorn Prince, the Lord of the Forest of Arden has taken it up themselves to promote a new poem extolling the apparently limitless Virtues of the General Gabriel Barossa. They are apparently determined to ensure that this piece is heard as far and wide as possible, possibly because they want to let everyone know how much they like the general or maybe just because they want his name to life in infamy, it's hard to be sure.

Bards and anyone who might be a regular performer is being asked to consider reciting the poem at any opportunity. scops, stzena, sutannir, mountebanks, troubadours and even mummers have been offered a few rings if they will add the piece to their repertoire and given free rein to change the words, set it to music or include it in a play. Provided it is performed far and wide, the servants of the Moonsilver Prince are content.

Participation: Performers

Anyone who plays a character who regularly performs in anyway will have been approached by servants of the Moonsilver Prince and asked to perform the poem. If you would have taken the Prince's ring, you can let the crew in GOD know and exchange the eighteen rings income for a crown when you collect your pack by visiting the lost property desk before you leave GOD. You will have been encouraged to perform the poem far and wide and given license to adapt it however you wished. The words of the poem are shown right.

If you perform the poem at Anvil during the summit in front of a substantial audience of a dozen or more people, you will receive a boon from Jaheris. You will experience a roleplaying effect. You feel joy in the power of poetry and music to entertain, bedevil and cause trouble. You feel an urge to perform disconcerting pieces at any opportunity.

In addition, you have one additional hero point for the duration of the event. You can only increase your maximum number of hero points by one in this manner, but if you have expended this hero point then it is regained whenever you perform the poem in front of a substantial audience in Anvil.

Anchoring an Artok

Last season, Mystics from the Aviary of Ishal discovered previously unknown writings regarding the binding of Artok. An opportunity to discover the methods was presented to the Raven Seer, but the decision was made to instead seek the truth behind the animal attacks across Sermersuaq and the north-western Empire. A mystery half-solved? Not if the Empire has anything to do with it. The Grandmaster of the Silver Chalice issued a declaration to Conclave calling for interested parties to research the writings of Storm's Folly. A lateral move, but one that many Mystics speak of approvingly. There are often many routes to the same destination, and the magicians of Anvil have identified one.

It is not a flood of scholars who arrive at the isolated Hall in Suaq Fount. More like a trickle, a thin rivulet of curious people, all Winterfolk. This is not the might of a directed order, but a few interested parties. The people of the Empire know very well the power of a small but determined band of experts with time on their hands. And sure enough, just before the Summer Solstice, the researchers present their findings. They have no formal presentation, no context, no historical research. They have gone through the ancient writings and identified only those parts that related to their goal, ignoring everything else. The story of Storm's Folly and their place in the wider history of the artoks will be for others to research, should they be of a mind. But their methods? Those are now in the Empire's hands.

Artoks are strange and unpredictable beings, guided by some mysterious force that the Empire does not know. The same methods will not work on all of them, and worse they become more difficult over time, as the artok's urge to resume its original path grows stronger. But Little Icebarn, it seems, is susceptible to this control. The researchers are confident that they could use twenty mana crystals to bind the artok to work at the Pride of Ikka's Tears for another year. This is not even a one-off thing - the process could be repeated, albeit at greater cost. To bind Little Icebarn for a second year would cost 40 mana crystals, then 80 for a third year, 160 for a fourth, and so on. The required quantity would double every time so Little Icebarn could never be bound forever, but the only limits are the mana crystals available.

All it would take is for the Custodian of the Pride of Ikka's Tears, currently Æðelric Dagursson, to acquire the mana crystals and have them delivered to the mine for use (OOC Note: The Custodian of the Pride of Ikka's Tears should hand-in mana crystals at the end of the event and email plot@profounddecisions.co.uk before downtime closes.)

A Mountain Rises (Zenith)

Last season, Meraud provided the Golden Chalice with an arcane projection in recognition of their aid in his restoration. The Hands that Shake the Heavens was performed during the summit by the Ashen Flame coven of Urizen, targeting Occursion in Zenith. The first of the tremors was felt shortly after the equinox, with subjects of the Lord of the Silver Tower visiting spires to warn them before the earthquake that followed. One of the mountains of Occursion, Mount Polus, began to rise as the tremors continued. Shortly before the summit, the last of the tremors is felt, and the region seems to breathe a sigh of relief. Just one day later, an overwhelming crunch is heard as far away as the Storm Vault. A crevasse has opened near the base of Mount Polus, which seems to beckon for adventure.

It is too soon to know for sure what might be found in the crevasse, but local spires and citadels are incredibly interested in what might be uncovered in this new unknown. The Citadel of the Empty Sword, sentinels who maintain a watch over the southern pass into Spiral, have suggested that an army could be used to explore the crevasse... once the Druj are pushed from the territory, of course. The Narwhal's Spear, the Seventh Wave, or the Wolves of War (hiring the appropriate mercenaries), or an Imperial army enchanted with Bound by Common Cause could take a defensive order to fully explore the crevasse. The general would likely receive a sample of what might be found in the crevasse, and the civil service would publish a report of what was uncovered, and how best it might be exploited for the Empire.

Of course, impossibly tall mountains whose peak is way above the clouds could be the perfect place to found a new spire. Just as the proposal for the Omphalos in Spiral, the nation would need to commission an edifice to serve as the focal point of the Dreaming Spire. It would need at least ten white granite, but it could be bigger than that if there was sufficient desire to ensure the new spire had sufficient grandeur to meet the moment.

The problem here would be how on earth to drag the materials all the way up the side of the tallest mountain in the Empire. Regular ushabti are not designed for that work, so the labour costs would be ten times the normal rates, 300 crowns for a ten wain edifice, more if the territory decided to build something bigger. What is needed are specialist ushabti built just for this purpose - with the right constructs, the costs could return to normal (30 crowns for a ten wain edifice).

Fortunately Zenith is the home of the Crucible of Fate, the extraordinary foundry, with accompany forges and workshops that allow the Architect of the Crucible to oversee the creation of specialised Ushabti. Currently the focus of that work is on the specialist ushabti needed to maximise production of mithril for the Brilliant Star but they could be redirected for a season to support the construction of the new spire by the usual method. If that happened then the costs for any commission on the mountain-top would return to normal.

Of course those are just the technical problems - the spire would need a name - and ideally a purpose. One possible choice might be to study the stars - Zenith was once renowned for its astronomancers. The Arch of the Sky was a collection of spires on the tallest mountains in Zenith where stargazers and masters of celestial magic would come to observe the night skies. It was destroyed when the Druj invaded Zenith and has never been rebuilt. It could be anything however; if the edifice is commissioned, that is the perfect opportunity to set the name and direction of the new spire.

When the Crucible of Fate it beat out a proposal by Delius of the Night Spire, to make Zenith the indisputable home of astronomancy throughout the Empire. Her proposal was five separate observatories spaced out across the territory to mirror the positions of The Key and The Lock. However the opportunity presented by Mount Polus offers the stargazer a chance to shake off those plans and repropose them. It is well known among dedicated astronomers, that the higher an observatory is positioned, the easier it is to read the stars. This is hardly surprising, since you are considerably closer to the stars on top of a tall mountain! So rather than five small observatories, why not create one enormous one, a spire close enough to touch the heavens?

The proposal is hardly cheap, but building the Eye of the Heavens was never going to be easy. It wouldn't change the essential nature of Zenith, it will always be renowned as a territory whose people were masters of their own fate. But it would be the perfect way to restore the legacy of the Arch of the Sky and also create an observatory that would be an unrivalled centre of the study of astronomancy in the Empire. The perfect way to show those actors in Apulian what real magical study looks like!

A Gate of Mist and Shadow (Lyceum)

Last season, a plenipotentiary meeting was arranged between the Brother of Wizards and members of the Unfettered Mind. The discussion about how to solve the problem of the Lyceum being stuck behind a mostly impenetrable wall of magical mist ranged far and wide but in the end some potential solutions were settled upon.

A Gate of Mists

The first apparently involves a scheme to create a specific ritual of Night magic that, among other things, would allow a fleet to pass through the wall of mist (and also avoid being eaten by the dangerous guardians the Father of Bats has apparently unleashed into the area). With the help of the eternal, the wards would be modified to allow any ship bearing that specifically crafted enchantment to pass freely.

For this plan to work, the ritual would need to be codified and then made part of Imperial Lore. Once that were done, Imperial ships would be able to reach the Lyceum again. This is convenient, but also risky. The Globbersnotch warns that if the wards are attuned to a ritual they allow anyone through to the Lyceum island. While the Empire might be able to control access to such a ritual, it would still be possible for enemy magicians to work out the details of that ritual and potentially create their own "key" to the lock protecting the college of magic.

A Course of Shadows

The other possibility is to draw on the inspiration of the old Paths of Lan Thúven. Discovered in the depths of the (then) vallorn dominated western Liathaven, the paths were a specific route woven with night magic that allowed Navarr armies to pass through vallorn controlled West Ranging. With the help of the Toad King a similar structure could be put in place connecting the Brass Coast mainland to the Lyceum island. This would allow any ship to sail safely through the mists - and also incidentally avoid any other threat along the route.

There is of course a weakness to this plan as well. The "entrance" to the magical path would need to be built in either Siroc Bayou (which is not currently part of the Empire, and is also tricky to build in), or in Oranseri (most likely as part of the docks at Oran). The problem here is that if enemies capture the region where the mainland end of the gate stands they would be able to sail as many ships as they wanted to up to the Lyceum and raid or destroy the college.

Sadogua has provided plans for the required gates however. The eternal says that with his help, the magicians on the island will be more than capable of cannibalising the resources they need to build their end, at least in the short term. Once the gate opens, the first ships will be able to bring the last few resources in to anchor the "course of shadows". The plans the eternal has provided represent an edifice requiring 15 wains of either weirwood or mithril (but not both), and 5 rings of ilium. Construction will require a base 45 crowns (more if they are built in the marshes of Siroc Bayou). Once complete, Imperial ships will once again be able to reach the Lyceum, allowing the magicians trapped there to leave and new students and faculty to reach the island.

The Wyrm-lord is always angling for magicians to gain additional power, and points out that the Senate could amend the title of Arcane Architect to allow them to build edifices, a useful ability that would be of value not only to eternals from all realms but also to Imperial magicians who need something built for magical purposes. He can't do much himself, but he does point out that there are probably forces in the other lesser realms (perhaps the Iron Labyrinth) that are more focused on material concerns. They might be convinced to support the Arcane Architect if they had a wider remit than just "mana and vis sinecures", perhaps even going so far as to free them from the need to work with the mundane civil service and Senate when commissioning a structure in a similar way to the Master of the Koboldi (but with fewer koboldi).

Shadow Empire (Casinea)

As the Summer Solstice approaches, people across Casinea awaken having experienced strange dreams with peculiar spires and palatial, shadowed spaces. Often these dreams involve being surrounded by others - some they recognise, most they don't - all in hushed silence. The atmosphere in these dreams is heavy with expectation, tinged with an edge of the unreal - of a brief, discomfiting blurring between the dreamer and the dream at the moment of waking that lingers for hours long beyond the persistence of memory.

Budding oneiromancers dwell upon these somniations at length before turning to the Rainbow Serpent to decipher its mysteries. Her response is delivered with that eternal's usual mystique: these dreams, it would seem, are a celebration of sorts - a gift formed from the contribution of several Night eternals. The Whispering Wind goes on to hint at a further invitation for those who seek the mysteries of their dreams that can be found by "seeing through the eye of the magpie and taking tack and bridle to ride beyond the veil of sleep". All other questions on the matter return only silence.

It is soon discovered that those affected by Ride the Noble Steed within Casinea experience an especially vivid dream of riding far - through foreign lands, blurred by night - making for a distant point of light. When they awaken they are filled with a certainty that they have begun to undertake a journey - though towards what, the dream offers no answers.

Participation: If your character has slept overnight in Casinea in the last season (or indeed after sleeping in Anvil during the event), they may roleplay having experienced this strange dream. Any character who is the target of Ride the Noble Steed may request to receive additional information about the dream of travel from the Regio or the Ritual Access Tent.

The Littlest College

The Church of The Little Mother is continuing the practice of auctioning access to the Loom of Spells. A bishop of the Church will attend the Imperial regio at 14:00 on Sunday of the summit, where the auction will take place. Bids are to be given in ingots and measures. It does not matter which materials are given, and bids may include a mixture. The only thing that matters is the raw quantity.

They remind potential bidders that the Loom can only codify rituals of up to the tenth magnitude, but have established that the ritual Quick Study, which is part of Urizen lore, will work. The bishop taking the bids has been assigned as head of the work crews on the Loom this season, and may be targeted by this ritual if needed, though they will expect any bidders who require such a thing to have arranged their own casting and to be ready to cast it as soon as their bid is declared successful.

Lights in the Sky (Feroz)

After the Spring Equinox, a majestic vision starts appearing in the night skies over Feroz. The vision repeats each night although the details are sometimes different. As the months roll on the light becomes less pronounced, and several nights may pass between appearances. About a fortnight before the Summer Solstice, the last lights are seen and then the effect ends.

A bag bound in chains, set within a cage formed of magnificent light, emerges from what appears to be a hole in the sky. Two figures follow; the first an Urizen changeling, clad in a robe of falling stars. In his hand, he holds a gilded staff topped with a blue crystal. Soon after, a Navarr man follows, adorned in moonlight. The two figures share a glance before they seem to survey the land beneath them. Linking hands, they produce a gilded key, and they walk towards the locked bag. As they unlock the bag, it explodes into a starburst of multiple colours, which settle into the forms of creatures dancing in the sky. After a few minutes, there is a flash of light, and the apparition repeats itself anew.

The effects are clearly the result of a powerful Summer enchantment. There is a little grumbling from the folk of Feroz about the amount of mana the images must have required and how they might have been better spent.

Koboldi in the Barrens

Shortly after the Spring Equinox a large group of excitable koboldi appear in Murderdale in the Barrens. They are apparently here to raise a new statue, something grand and impressive, as part of an agreement with the King under the Mountain. They were expecting to meet with Dawnish magicians from the Phoenix Rising coven who could tell them what needed to be built, so they are somewhat non-plussed to find nobody waiting to greet them.

The koboldi are delighted to discover there is nobody here to direct them. They've been sent here by King Adamant to build the state as directed by the Phoenix Rising and while they are eagerly looking forward to the chance to get to work, they're equally delighted to be contractually forced to do nothing. Of course they are all going to be in enormous trouble with the King once he discovers they've spent all season doing nothing when they should have been hard at work building, but that's a problem for tomorrow.

They spend the season causing a minor nuisance in the area by suggesting a series of increasingly ludicrous building endeavours. As an example, they offer to turn the modest wooden dwelling of Hafton, a yeofolk from Drycastle into an enormous palace, "the size of the moon", if he can just find them five hundred wains of white granite. When Hafton explains he doesn't have five wains, let alone five hundred, the disappointed koboldi attempt to hawk the plans around various wealthy nobles in the area.

As much as they are enjoying themselves, Adamant is bound to discover that they have absconded from work eventually, and order them back to it. If they are given direction by a member of the Phoenix Rising coven before the start of the Autumn Equinox (plot@profounddecisions.co.uk) then they will build a statue as required. Otherwise they will keep making a nuisance of themselves suggesting ridiculous commissions until Adamant notices, at which point they will sculpt a large stone bust depicting the noble demeanour of the most glorious King under the Mountain and depart.

A Cry in the Night

The four stars that make up the constellation of the Claw remain clear and pronounced despite any amount of obfuscation of the sky. Since the Winter Solstice, those who know where it is find their eyes are drawn to it whenever they see the night sky. The sensation of gazing on the Claw makes sensitive people (especially naga or merrow) feel uncomfortable. If it is invoked in an astronomantic ritual, any contributors to that ritual feel its power particularly strong and immediate. Anyone participating in such a ritual may experience the roleplaying effect: you feel an urge to assert your dominance over anyone who challenges you, or seek a physical confrontation with anyone you feel has wronged you. Violence seems easy and satisfying. This effect lasts for at least half an hour if a player chooses to embrace it.

In addition, the Claw continues to exert the powerful influence observed at the Spring Equinox. If the Claw is invoked while performing certain ritual enchantments, their power is enhanced. The first time each day that a contributor calls on the Claw, they can choose to spill their own blood to empower the ritual. They can spend up to three hits by cutting themselves or other willing contributors, and each hit lost counts as one mana toward the performance of the ritual. The hits lost during the performance of the ritual cannot be restored until the ritual is completed or abandoned. A contributor can reduce themselves to 0 hits during a ritual, but they will be able to complete the performance before collapsing and beginning to bleed to death. Each magician can only use this ability once per day, and the roleplaying effect invoking the Claw creates will last for at least an hour and be much more pronounced.

The rituals this peculiar blood magic will enhance seem to be a selection of those particularly associated with violence and conflict:

However, the Imperial Conclave has chosen to outlaw this practice. The Arbiter of the Rogue Declaration Lights Aliss brought a declaration of Interdiction that was upheld by the magicians of the Empire. It is now a crime for any magician to call on the power of the Claw and shed blood instead of mana. The ability to use the Claw in this way remains available, but in addition to any physical or magical consequences there are now also legal consequences for drawing on it.

Wyrm Pulls the Sailor Down

Since the Winter Solstice, Imperial astronomancers have been aware of a rare grand conjunction of the Great Wyrm and the Mountain in the skies above the Empire. The impact of this conjunction has already been felt by magicians, with seismic changes to the way certain types of magic, specifically those associated with warfare, function. This has led to permanent alterations to the way armies, warbands, and ships are enchanted, and to how certain divinations work. The power of the conjunction appeared to reach its zenith during the Spring Equinox. It is now in decline, the powerful magical effects observed last season having entirely faded.

However, the chaos in the stars is not over. Astronomancers have noted that the Drowned Man has been shifting into alignment with the Great Wyrm and it appears another grand conjunction is imminent. The Hanged Man is quite a dangerous constellation, often used in magic that creates curses or destruction, leading some astronomancers to become quite nervous.

The Unravelling

The Unfettered Mind were also the first people to spot the peculiar phenomenon that coincided with this Grand Conjunction. Dubbed the Unravelling in some parts of the Empire, it means that any arcane projection issued before E1-2025 that attempts to enchant an army or navy can no longer be cast. Likewise, arcane projections that involve enchanting a military unit or fleet no longer function. The Grand Conjunction appears to have scrambled the magic bound into the projections themselves.

Any of these arcane projections that no longer function can be brought to GOD and exchanged for 10 crystal mana. This either represents someone intentionally speeding the unravelling process along to reclaim the mana invested in the projection, or might mean that in-character a valued projection (that the player no longer wants OOC) has fallen apart despite their best efforts. The ability to exchange defunct arcane projections for mana in this way will persist until the end of the Autumn Equinox 387YE.

While the Drowned Man is not yet part of a Grand Conjunction, astronomancers have indicated that they believe such a thing is imminent. It is still not possible to create an arcane projection that creates a personal curse - a curse that targets an individual. Such arcane projections that already exist can still be cast, but magicians of the Unfettered Mind theorise that it is only a matter of time before the same conjunctional effect that has diminished the power of warlike arcane projections will affect arcane projections based around curses.

OOC Note: You'll need to hand the arcane projection phys-rep over so we can mark it as inactive on our systems. We don't plan to reprint lost arcane projections for the event; if you have lost an arcane projection in downtime you can e-mail plot@profounddecisions.co.uk after the event with the details of the missing projection and we'll do our best to replace it in time for the Autumn Equinox.

Lock and Key

As well as the conjunctions of the stars involving the Great Wyrm, the Claw, and the Drowned Man there is another peculiar celestial phenomenon that might be worth noting. Since the Spring Equinox the Wanderer has moved through first the Lock and then the Key. In both cases the baleful red star that heralds plans going awry seemed to hang between the existing stars of the constellations making it appear to the uninitiated that they had each spawned an extra star.

The conjunction appears relatively minor, but astronomancers have warned that it appears to have spawned an unfamiliar tulpa of the Wanderer. The entity is in Casinea, and its not clear where it came from. It's also not clear if it is a "pure" tulpa, or a magician who has touched the stars a little too closely and become "ridden" by the power of the stars. It is apparently called the "Pilgrim Flame" and has enough personality to hold conversations, reinforcing the idea it might be a magician under the influence of a star (although that said, the tulpas of the Wanderer, more than most other star-spawn, have proved capable of communicating with mortals, albeit in unpredictable and often incomprehensible ways). It intends, apparently, to visit Highguard and the Brass Coast at four in the afternoon on Saturday.

Written in the Stars

And on the subject of constellations... much of the Empire has had the penumbral veil drawn over it for several seasons now. With the notable exceptions of astronomancers and stargazers, most citizens have come to treat the occasional strangely shifting shapes and lights in the night sky as unremarkable oddities.

This past season, however, one Urizen Spire claims to have spotted a pattern in the odd lights that sometimes appear in the veiled night sky. Members of the Spire of Shadowed Glass have travelled across the Empire, cataloguing what they see each night. They have found that some areas of the Empire seem to be repeatedly visited by the same odd stars. These pseudo-constellations are not visible elsewhere, and it is notable that people living within these areas have been having odd dreams associated with them. Even more unusual, people who see these stars seem inclined to draw the same shapes between them and call them by the same names - even if they have never talked about them with anyone else.

This is a patterns of stars - or star-like objects - often seen over Skarsind. People in this area seem to be experiencing a boon of creativity, and frequently dream of boat voyages or being caught in a great net and ripped from their home.

Those who spend significant time in the territory may find themselves under the following roleplay effect:

Roleplay effect: You are drawn to new ideas, concepts and sources of inspiration. When viewing art, you are overcome with an urge to transform it in some way to make something new.

The Serpent winds across the skies of the Mourn, seeming to draw the attention of people already feeling an urge to change something about themselves or their life. The territory is not short on people unhappy with their situation, and the serpent is becoming a popular topic of tales, songs and artistry.

Those who spend significant time in the territory may find themselves under the following roleplay effect:

Roleplay effect: You are keenly aware of how negative experiences have caused you to transform and change. You feel a deep urge to continually reform yourself in new and exciting ways.

It's difficult to say how anything about the collection of stars rising over Tassato resembles a ferret, let alone a golden one. And yet somehow Mestra and Regario are in complete agreement that they couldn't be anything else. Unfortunately, those who spend long enough gazing at the stars only seem to become more passionate about the rivalry between the two halves of the city.

Those who spend significant time in the territory may find themselves under the following roleplay effect:

Roleplay effect: You feel an urge to act on your deepest desires and take what is rightfully yours. Adorning yourself in your achievements and the fruits of your labour gives you an immense sense of satisfaction.

In Necropolis, the diamond of stars stretching across the sky is viewed mostly with suspicion. Chapters come together to view it on the tallest hills, debating the risks it may pose. A network of archivists begins to document the movement of the stars, and any possible effects they may be having on the area, but they struggle to come up with any reliable findings.

Those who spend significant time in the territory may find themselves under the following roleplay effect:

Roleplay effect: You are keenly aware of the power of working together with others. You feel an urge to connect with others to create things greater than the sum of their parts.

Never Get Old (Falconer)

The Cult of the Falconer has expanded even further in the last few months. Across the north-west of the Empire, there are illicit meetings between would-be adherents of the powerful creature, where they boast of what they have done to prove themselves the strongest and worthiest. The Cardinal of Vigilance, Gaelen Embercast, raised a statement of principle in the Assembly of Nine that called on the Silent Bell to investigate the cult. There is little word from the members of the sodality before the summit, other than confirmation that the cardinal will receive their report. The Assembly of Nine upheld a statement of principle, raised by Skywise Tulva, condemning the cult as idolatrous, but it appears to have done nothing to sway those who have pledged themselves to this inhuman entity.

In Sermersuaq, the cult grows. There are rumours from Atalaq to Wreck of pillars being raised in the wilds, though few have seen one and no-one admits to having a hand in their creation.

Falconer Cultists

In Winter and in Spring, representatives of the Chosen of the Flaconer have visited Anvil. They have spoken to any number of people of many nations and it is widely suspected they are connected to the strange magical influence spreading across the north-western Empire. Perhaps they are taking advantage of the odd conjunction of the Claw; some more excitable types argue they may actually be causing it somehow.

At least two groups of these "chosen" are apparently planning to return to Anvil this season. They have been seen travelling along the roads from Wintermark, and most sensible fellow-travellers give them a wide berth. There has been talk of trouble at some wayhouses along their route - brawling and angry words rather than anything more seriously. They are anticipated to arrive either Friday night or perhaps early Saturday morning. They aren't being open about their reasons for attending the summit, so citizens are warned to exercise caution. The magistrates are however at pains to remind anyone who asks that these people are still Imperial citizens, and membership of their group is not illegal. Violence against them will be viewed just as seriously as violence against any other citizen of the Empire.

Painted (Miekarova)

Deep in the wilds of Miekarova, not too far from the Night Quarry, stands the Painted Clearing. The clearing lies in the middle of some of the wild woods of Mieriada, and was created as a place of beauty to represent the importance of the Painted Caves. The beauty was shattered over the season with the apparent arrival of the cult of the Falconer. The supposed cult has kept moving in the forests of Miekarova, avoiding the garrison of Grimhold, whilst striking at travellers and threatening outposts.

The woods around the Painted Clearing are not only possibly inhabited by the cult, dangerous and wild beasts also stalk the woodlands. The pervasive feeling of short-temperedness and anger is now common in the woods, and locals have seen a significant increase in attacks from the wildlife.

The alleged cultists are planning something. For the past few days they have been quiet, after a frenzied period of attacks. Rumours abound of what they are planning, with worry that they might be preparing to unleash havoc on Olodny. It is the responsibility of the Senator for Miekarova, Vaclav Mladenovich Kosti, to defeat the alleged cultists and any nearby beasts who might object to the intrusion on their land.

Herding (Skarsind)

In Skarsind, in the woods of eastern Estermark, rest some of the cattle of the Great Herd. Here, too, are adherents of the Cult of the Falconer. Reports from locals are that the cultists have been launching attacks on travellers - butchering them as they go. Where corpses have been found, they have almost always been missing some limb or another, methodically lopped off with repeated blows of a keen edge.

Whether this has something to do with the rumours of vicious beasts in the area is a matter of some debate, but the trail of corpses does continue towards the Great Herd. The cult may be planning on trying to lead and goad a vicious beast into devouring the cows of the Great Herd. Given the threat it represents, it is the responsibility of the Shepherd of the Great Herd, Sand Viper Idra, to defeat the cultists and any vicious beasts in the surrounding area.

Corpse (Hahnmark)

In Valasmark, south-west Hahnmark, is the Dunhall Copse, rumoured to be named after one of the Great Dun's progeny who turned aside from the rest of their kin and tried to make a home for themselves away from struggle and strife. They failed, and their name has been lost by the generations that have passed. The copse is all that remains of a vast forest that was once their home, and now it is haunted by the wails of the dying. Cultists of the Falconer have been spotted in the area, stringing up their prey and leaving them to bleed out in reverence to their strange, misguided faith.

The Senator for Hahnmark, Runa Whiteoak, is responsible for freeing the victim, and dealing with any beasts or cultists that might be in the surrounding area.

Something Stirs (Coral Husks) (Conjunctions)

Just before the Winter Solstice, there was a small earthquake centred on the Gullet but felt all around it. The tremors lasted for a few minutes as the ground shook, but there was little lasting damage and few thought anything of it at the time.

Sadly it now seems that the earthquake was not completely benign. There were sightings of strange creatures in the gullet which have only grown worse with time.

Sense of Doubt (Kallavesa)

There have been increased sightings of the strange coral husks in the marshes of Kallavesa, along the Pilgrim's Trail. Having moved further east, into the Westmere, packs of them are spreading towards the Sovenann, sacred swamp of the Kallavesi and the rest of the Winterfolk. If the husks are not stopped, then they will continue to attack those walking the trail, potentially creating long-term issues for pilgrims who wish to walk the trail.

The Swampcrows, who provide a gift of three doses of Goosewhisper Infusion each season to the Crow Keeper of the Rest, have called on Cynerik, the incumbent Crow Keeper, to deal with these threats. Reports from the Swampcrows indicate that the husks are somewhat spread out, in two separate groups, and that it might be possible to engage and deal with one group before the other group realises what is happening.

Fascination

Robin Hopper, a captain of the Strong Reeds has spent the last year in Bregasland. First, having to contend with the invasion of the Jotun, then the appearance of the strange coral husks, it has been a strange year. Robin reports that there are a small group of magicians that have been trapped by the coral husks and need rescuing. She has asked the cadets of the Academy to go through the Sentinel Gate and help the magicians, who were trying to uncover the secrets of these strange monsters.

Robin warns that the magicians are spread out, with the husks preventing a simple route to the imperilled Imperials. Whoever is elected as the Cadet Commander is responsible for rescuing the magicians and defeating the husks.

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