Stars and sigils
Wind in ProgressThis wind is a roundup of magical events and effects. Normally, this would be one of the last winds to be published because it is heavily dependant on plots that are running at the event. This can be unsastisfying, because it often results in us presenting things that don't leave players enough time to consider them before heading to the event. To try and combat this, we're planning to publish it in an "unfinished" state - and add elements to it as they are developed. Once everything is on here that needs to be on here, we'll remove this box and the tag at the top of the page and let people know that it isn't going to change again.Overview
There is magic in the weavings of the cabalists, and the spells of the witches, and in the prowess of the artisans. There is also magic in the world itself, strangeness and serendipity, spirits and stars, the wind and the waves. Things that do not move to the will of mortals - or if they do, then not for long - but instead carve out their own inscrutable patterns across the Empire and the world.
The heavens and the earth reflect one another, and the echoes of magic waver back and forth between the two. The runes clack and dance, the masks shift and change, the aspects and symbols speak and are silent. Here we talk of many different things - rituals cast, the doings of the Imperial Conclave, the often contradictory demands of the eternals. Scattered stories, just beginning or moving to their inevitable end. Not all of them make sense right now, but they all share something in common. Wonder. Mystery. Magic.
Some magic is familiar and predictable, and some is not. It isn't always the strict perview of magicians either - anyone might make a deal with an eternal or come into possession of a tool that lets them alter the world in some way, large or small. One thing is sure though, from the most mundane hearth magic to the strange influence of the stars, to the vagaries of fate and chance, it changes what it touches.
There are a number of other winds that talk about magical events in the Empire; of particular interest might be TBC, which discusses the response to the archmage plenipotentiaries, and TBC which rounds up matters specifically related to the eternals.
Strangeness in the Northwest
- There are reports of an increase in the number of beast attacks in the north-west The effects seem to be getting worse, and spreading
Before the Winter Solstice, stories begin to spread of a marked increase in the number of beast attacks in Sermersuaq and neighbouring territories. Obviously, there are already dangerous beasts in Sermersuaq - the guardians unleashed by Blood on the Snow and the Gryphon Prince - and as Spring draws near they are becoming significantly more violent and range further south. The stories of attacks by more mundane animals - mammoths, lions, walruses, bears, even some unexpected creatures like normal-sized squirrels and domestic pets or cattle - become much more frequent. They extend into Skarsind, Hercynia and Hahnmark, where they have become equally pronounced.
One particularly notable event takes place when the largest pack of wolves recorded since the Imperial Orcs gained their homeland attack the cattle of the Great Herd in Estermark. The orcs are able to fight them off, under the guidance of the Shepherd of the Great Herd but the attacks continue sporadically through the Winter. There's real concern that if this predatory behaviour by the beasts continues to escalate the next attack might cause significant damage.
There's also a marked increase in violence among humans and orcs as well. Following on from several incidents during the Winter Solstice, the magistrates report an increase in brawling and fighting in the four territories that has in some cases lead to loss of life. None of it seems particularly premeditated - it just seems that tempers boil over more easily through the cold Winter months. it's especially pronounced along the Northern trade network, where there's a particular concentration of strangers moving with merchant caravans, and they are often the victims or perpetrators of the unexpected violence. Again, it's not lead to any impact on the trade route but gloomy sorts suggest it is only a matter of time.
Finally, there have been more attacks on actual halls, villages, and steadings by animals and great beasts that seem almost maddened. Several folk have lost their lives, including a number of skilled hunters who have gone missing and are presumed slain and eaten by wild animals. The Hall of the Hunters has been hit by several such disapperances, but fortunately the heroes who hunt the Suaq Wastes each season are helping to keep such losses to a minimum.
Worse, as the Spring Equinox creeps closer, there are reports of unexplained animal attacks in the wild places of Temeschwar and western Karov, Weirwater, and Astolat. Even northern Miaren has not been spared - a dire bear attack on a group of travellers in Goldglades leaves two dead and half a dozen more badly injured. If not for the timely intervention of some Roadwardens the situation would have been even more tragic. Northern Kallavesa appears to be spared at the moment, interestingly, but the consensus is that this is likely due to the powerful enchantment coincidentally woven over the territory at the Winter Solstice.
Interestingly, the effect doesn't seem to be having any impact on rats. Not in Temeschwar, not anywhere else. Why this is, nobody is able to say, any more than they are able to say with confidence exactly what it is that is causing this spread of violence and predation. It is not clear whether the Jotun are experiencing any effects - or if the Thule are being influenced, beyond those who already live in Imperial territories. Has the effect spread to Otkodov proper? The Thule, for the time being at least, are not saying.
Concerns, as they say, continue to grow. Perhaps the effect has reached it's zenith? Perhaps it will begin to fade as the Summer Solstice draws near?
Participation: Anyone in Sermersuaq, Hahnmark, Skarsind, or Hercynia, is welcome to roleplay that they have had a violent encounter with an animal or beast or with a human or orc who explodes into unexpected violence. The exception is rats - nobody seems to be being attacked by rats. Characters from Temeschwar, Karov, Weirwater, Astolat, and Miaren might also have had unsettling encounters in wild places, or with people losing their temper unexpectedly, but they are much less immediate and pronounced than those in the more north-westerly territories.
Ravens and Giants
- The Ravenseer asked the Mystics of Ishal to study the omens of the Artoks bound to the service of Wintermark The mystics have made some progress, but they are diviners and not researchers
Last season the Raven Seer tasked the Mystics of the Aviary of Ishal with investigating Big Icebarn and Little Icebarn, the two Artok that have been briefly controlled by the people of Wintermark. The work of mystics is wrapped in mystery - they study omens, the flight of birds, pull runes from bags and read the entrails of animals to divine the future. Their goal has always been to discover truths that might help Wintermark, but in recent times they have left their fabled home. Stung by criticism that their work is too esoteric and they have travelled Wintermark looking for more practical ways to help.
The Mystics of Ishal are soon able to satisfy themselves that there is little of note about the artoks that they can find when reading omens. Nobody knows where artoks come from - they are a great mystery - but that doesn't mean they have are portentious or significant. The lack of anything in the omens about the artoks, strongly implies that whatever mystery is wrapped up with these creations it is not important to Wintermark right now. Both the two artoks that emerged recently have been succesfully bound - their nature is known, it is fixed, their skein is determined - at least for now. Hence neither of them now appear to augur anything for the future.
If Wintermark truly wishes to know more about the artoks, then the best way to do that would be to carry out some new historical research regarding them - the more proactive and hands-on approach of someone like Marko Siwarsbairn might turn up new avenues to approach the matter. At the very least it should reveal everything useful the Empire has learned about these mysterious creations in the past. The Seers of Ishal can sometimes divine the future, but they can't compile the work of historians of the past.
So is that it? A request that simply cannot be completed? Not quite. The Mystics were also asked to look into ways that the two artoks might be made even more useful. In pursuit of this goal, a pair of mystics happen upon an isolated hall in Suaq Fount. The inhabitants, mostly hunters and tanners who supply tough clothing to the workers at the Pride of Ikka's Tears, are perplexed by the arrival of the Mystics, until the subject of the Artok is brought up. They fall silent then, before bringing out a series of well-preserved sheets of vellum.
The parchment tells the story of a Runesmith who lived in their hall during their grandparents' time. This runesmith, now known only as Storm's Folly, became consumed by studying the Artok. The tale is long and tragic, ending with them leading an expedition into Sydanjaa to "find the truth of the masters of these ancient beings," but it may contain a few useful pieces of information.
A Crossroads
- The Mystics of Ishal have presented three paths to the Ravenseer, and asked them to select only one The Raven Seer should use Parliament of Owls as normal to deliver their decision
Many of the Mystics of Ishal are skilled magicians and the omens reveal that if the Ravenseer asks them to devote the coming season to researching the writings of Storm's Folly and experimenting with Little Icebarn, then they will be able to find a way to add a third rune to the artok. If that happens, then the Pride of Ikka's Tears would gain the benefits of the Artok for as long as the creature endured - which might be years (nobody really knows how long these things last).
This is not the only option available however. The Mystics are mindful of the wave of inexplicable violence that seems to have begun in Sermersuaq and is spreading across the north-western Empire/ That phenomena is surelyly having a powerful impact on Wintermark's skein. Rather than task them with helping bind Littlebarn to the Pride of Ikka's Tears, the Ravenseer could instruct the Mystics to find some way to influence events regarding these attacks, which seem to be growing in violence.
If that is not a priority, then another option would be to study the runes and read the omens to see what help could be found in relation to the strange developments along the shores of the Gullet. There seemss to be a growing threat there, with talk of dangerous creatures emerging from the waves and seeking to slay or kidnap Winterfolk. Something ominous is afoot, and the seers are certain that they could provide some way to influence that development if they were asked.
Keen to ensure that their efforts are not wasted, the seers have placed these restrictions on their services this season. The Ravenseer can either use the Mystics to make the benefits of Little Icebarn permanent for the forseeable future, or they can ask them to secure a chance to investigate the outbreak of violence in the northwest, or they could be asked to study what is going on with the coral creatures in the Gullet.
Feast For Kallavesa
- The marshes of Kallavesa are infused with Night magic encouraging people to create and enjoy fine food, drink, and company Characters whose personal resource is in Kallavesa might experience lingering effects from this magical enchantment
Just after the Winter Solstice a Night magic enchantment settles over marshy Kallavesa in Wintermark. Many people within the territory experience wild and vivid dreams of celebration, fine food and drink, and fine company. These dreams follow them into waking life and individuals within the territory experience a roleplaying effect that encourages them to seek out the finest examples of food, drink, and their component ingredients in order to combine them and create unknown and unusual flavour combinations, before joyfully sharing and consuming them with others. Using, learning, and developing cooking skills feels particularly enjoyable, and it is easy to be inspired to try creating something combining colours, flavours, and textures in new and potentially delicious ways. It helps to build a cheeful attitude of shared camaraderie in Kallavesa over the cold winter months - and given that Kallavesa is home to many unique flora and fauna, some of the exciting new flavour combinations do more than entertain the palate.
Participation: Kallavesa
- There are lingering effects from the enchantment that may influence those coming to Anvil Some folk may receive lasting benefits from a season of culinary indulgence and experimentation All effects fade by the end of the Spring Equinox
Any character whose personal resource is in Kallavesa, can choose to start the Spring Equinox still experiencing the lingering roleplating effect. It urges them to seek out food and drink at Anvil - perhaps at one of the many eating houses or pubs scattered across Anvil - and share their own food and drink with others. Eating somewhere one has never eaten before - outside of the Wintermark camp in particular - feels especially satisfying. Sharing food and drink with strangers also feels right, especially in the form of a feast or shared meal.
Furthermore, any character whose personal resource was in Kallavesa after the Winter Solstice can choose to embrace the lingering benefits of a season of good food, good drink, and fine company. First of all, they gain a source of spirtual strength that they can use to overcome any roleplaying effects that cause them to become hungry, thirsty, sorrowful, or remove the joy of eating, drinking, or good company. Instead of experiencing the roleplaying effect they can tell a quick anecdote about the celebrations in Kallavesa over the last season, and respond with good cheer, feeling satiated and replete, and taking appropriate joy in food and drink. This will not change mechanical effects - the Gnawing, Endless Hunger curse still prevents them benefitting from herbal potions for example.
In addition any character with the magician skill gains two additional points of personal mana, while a character with the hero skill has an additional hero point. If a character has both skills, they must choose which benefit to gain at the start of the event and cannot change it. If a character has neither skill, they instead gain two additional ranks of fortitude, their will to survive bolstered by a season of fine food and good cheer.
The effects last until the end of the Spring Equinox. If it's not appropriate to your characterisation to have engaged in magically enhanced feasting and celebration you can choose to ignore all these effects. it might be appropriate to "lean in" to your austerity, or explain to others what it was that made you suspicious of this magical effect.
The benefits come mostly from the enchantment, and a season of celebration and feasting, but the mandates enacted over the last year or so by the WIntermark assembly urging people to look after their neighbours and strengthen their communities also played a part in establishing this magical effect. There's no guarantee that the enchantment would have the same effect if it were cast again, or performed on a different territory.
Disappearances in Ossium
- All seventy or so people in the village of Zurrah in northern Ossium have been killed during the winter A volhov who has investigated is very concerned about the state of the village and urges caution or further investigation
It's not just in the north-west that there are inexplicable events taking place - there are also reports filtering in of disappearances in the north-east. In the Varushkan territory of Ossium in particular. Winter is often a time for staying close to the hearth, as the winds and the wolves howl, and snow beats mercilessly against the door. As the thaw comes, though, there is consternation in the Galath Fields. No Spring traders come from the walled village of Zurrah, north of Ketsov out on the very edges of the Bonewood and the Webwood. For the last three years, without fail, a caravan has come south from Zurrah all the way to the Stinking Market to trade beggar's lye and ambergelt for metal, and the kinds of fine goods not easily found in the pine forests. This year, they do not arrive. A volhov - Arkadi Sokolov - takes several members of the Black Hare fellowship north to see what has happened and finds the entire village empty of life. Seventy people, all gone. There are signs of violence - doors broken open and pools of dried blood spilled everywhere. The villagers themselves - or their remains - are found in a great pile in the centre of the settlement. Their marrow-sucked bones have been stripped of all meat, broken and gnawed.
The strangest element - and one that makes Arkadi believe this is not a simple attack by mora is that there are also signs that clothes have been stolen from each dwelling, and that none of the poor villagers' skulls are found anywhere in Zurrah. They swiftly report their findings, and news of the attack spreads across Ossium. The folk of Zurrah were sensible, wise, and knew the dangers. They were vigilant against the threats of winter, but it seems there must have been a tragic lapse that let some horror of the woods take them.
The Ketsov, secure in their town, mutter darkly about face stealers but, perhaps still stinging from the results of their recent visit to Anvil they keep their own counsel, greeting Arkadi and their wardens politely but refusing to be drawn on what they think may have happened to their neighbours at Zurrah. Rumour spreads - a nameless storyteller suggests that perhaps the people of the tragic village were taken and consumed by the Thule who control the northern forests and are known to be cannibals - or perhaps it was the Ketsov themselves who slaughtered the villagers. Nobody trusts the Ketsov, after all.
For their part Arkadi and the Black Hare wardens are careful not to fuel the fires of gossip. The volhov suggests that the only reasonable way to know for sure what happened in Zurrah would be to ask one of the citizens - to call their shade back through the Black Gate and that is beyond their abilities. If magicians in Anvil wished to do so, they could do worse than contact the spirit of Nikita Olevavic Morozov, a wise one who counselled the elders of the village and taught the children there. Time is not pressing, but Arkadi points out that the more time passes the more risky such a calling will become - and that calling up the phantoms of those slain by monsters is always risky.
In the rest of Ossium, especially those vales and villages near the forests, people are reminded to take extra care, to make sure their gates and walls are secure, and that they make sure not to welcome strangers unless they know for sure that they are not flesh-hungry abominations in human skins.
OOC Note: As always, if anyone does plan to use Whispers through the Black Gate to call up the spirit of Nikita Olevavic Morozov they need to let the main referee desk in GOD know at least two hours in advance, as stated in the ritual description.
Wyrm Coils Around Mountain
- A Grand Conjunction of the Great Wyrm and the Mountain has had a profound effect on magical laws Several enchantments have been empowered by the conjunction of the Great Wyrm and the Mountain
Since the Winter Solstice, Imperial astronomancers have marked a rare Grand Conjunction of the Great Wyrm and the Mountain in the skies above the Empire. The stars known as Uril, Who Twists and Omadan, Who Breaks All Names seem particularly bright, and there is a passionate discussion as to what it might mean (if anything) that these two stars are generally seen as being the end of the tail and the point of the snout of the notional celestial Wyrm. 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 lead to permanent alterations to the way armies, warbands, and ships are enchanted, and to how certain divinations work.
As predicted last season, the power of the Grand Conjunction has increased since the Winter Solstice and is not entirely negative. The Great Wyrm is a symbol of magic that moves magic, and it seems that while this celestial event is causing problems for some, it is empowering others. Until the Summer Solstice, several rituals that provide on personal empowerment to magicians are made more powerful.
In each case, the effects of the empowerment persist until the start of the Summer Solstice (or until the enchantment is removed of course). Anyone who has a permanent version of one of these enchantments will find they are able to use the benefits while the effect of the conjunction persists, but it will not permanently change the enchantment - effects return to normal at the end of the season.
Cascade of Power
- Enchantments that grant a magician the ability to cast many additional spells are empowered
Any magician enchanted with Unending Cascade of Blood's Fire (Spring 14), Glorious Crown of Enchantment (Summer 14), Brazen Claws of the Lictor (Autumn 14), Hungry Grasp of Despair (Winter 14), Sorin's Chastising Touch (Winter 14), Irresistible Stance of Force and Focus (Day 14), and The Stargazer's Astrolabe (Day 8) finds that the magic is more powerful. They are able to use the ability granted by the enchantment two additional times each day, meaning that the magician can use venom, empower, entangle, weakness, cleave, repel, or detect magic (as appropriat) six times rather than four. The full effectiveness of the enchantment is restored by spending time in a suitable chamber.
Shared Wisdom
- Enchantments that grant additional magical lore are empowered
Any magician that receives the Shared Mastery of the Magician's Guild (Autumn 4), Illuminate the Higher Mind (Day 4), Ascendance of the Highest Mind (Day 15), or Transcendent Mastery (Day 26) enchantments finds that they have gained more than mastery of spellcasting. In each case, they are able to cast (but not swift cast) the spell or spells they have gained once each without expending any personal mana, provided that the spell was not one they knew before the ritual was cast. This means that anyone receiving Transcendent Mastery for example would gain the ability to cast any new spells they have learned, not the spells that they already knew. This ability to cast spells in this way can be used once for each spell gained over the course of the enchantment - not once each day.
Transformation of Lore
- Infant Starts with a Blank Slate allows the subject to retain knowledge of some rituals
During the Spring Equinox any magician who accepts the Infant Starts with a Blank Slate (Night 12) ritual can choose to retain knowledge of some of their rituals. This requires them to consume a pawn of vis at the climax of the ritual (which is used up without having any other effects). Rather than losing mastery of all their rituals, they will keep their knowledge of all rituals related to the lore that matches the vis. For example, if they daubed a pawn of Heart's Blood on their face as the ritual was cast, they would retain knowledge of all their Winter rituals but all other rituals would be forgotten. It's not possible to pick and choose - either all rituals of a specific realm or none are retained. it's also not possible to mix vis; only one realm of knowledge is retained.
Stars Above and Below
- It is easier to create certain permanent enchantments during the Spring Equinox
While the Grand Conjunction is at its height, it is much easier to use star metal to create certain permanent enchantments. During the Spring Equinox making one of these enchantments permanent requires a number of rings of ilium equal to twice its magnitude, with a minimum of ten rings. The rituals that can be made permanent in this fashion are: Unending Cascade of Blood's Fire, Glorious Crown of Enchantment, Brazen Claws of the Lictor, Hungry Grasp of Despair, Sorin's Chastising Touch, Irresistible Stance of Force and Focus, and The Stargazer's Astrolabe.
One of these enchantments - Sorin's Chastising Touch - draws on the power of the eternal of the same name. The enchantment can still be made permanent, but it is not clear what the Whelpmaster might think of this - and eternals are always aware of what is done with the rituals that they empower. The assurance associated with the ritual would not be endangered by making this ritual permanent, but it's not clear what would happen to a permanent enchantment should it be broken. Caution might be advised, although it must be said that Sorin rarely acts immediately when he becomes annoyed, preferring the "enough rope" approach to perceived transgressions.
Note that until the Summer Solstice these permanent rituals will still provide additional power thanks to the conjunction, but after that they will have their usual effects (four additional castings each day).
There is one additional consideration - for purposes of removing one of these enchantments the number of rings of ilium actually used is irrelevant. The enchantment is treated as if it had been made permanent with the normal amount of ilium (three times the magnitude).
The Unravelling
- Arcane projections created before Winter 386YE that enchant armies, navies, military units, or fleets no longer work Such arcane projections are unravelling and may be exhanged for crystal mana The ability to exchange an arcane projection lasts until the end of the Autumn Equinox 387YE The inability to cast these arcane projections is permanent
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 projection 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.
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 Spring Equinox.
Red in Tooth and Claw
- The constellation of the Claw has become clearer and is exerting odd influence
Apart from the Grand Conjunction, the four stars that make up the constellation of the Claw have become especially pronounced. 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 may make 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 who wishes 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.
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 are seem to be a selection of those particularly associated with violence and conflict:
- The personal enchantments Forest Remains, Call Down Lightning's Wrath, Might of the Myrmidon, Talon of the Gryphon, Swift Leaping Hare, Swan's Cruel Wing, Hammer of Thunder, and Hook of the Hoarfrost Guardian The resource enchantments Merciless Wrath of the Reaver and Blood and Salt And these rituals which are not part of Imperial or Urizen lore Heaven's Spear Sunders the Mountain, and Ironwind's Pride
The Drowned Man
- It is currently not possible to create arcane projections that create a curse which targets an individual
While the drowned man is not part of the Grand Conjunction, astronomancers have indicated that there is a connection forming between its stars and those of the Great Wyrm. As a consequence, it is 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 theorize that it is only a matter of time before the same conjunctional effect that has diminished the power of warlike arcane projections effects arcane projections based around curses.
Imperial Shrouds
- The Penumbral Veil persists across most of the Empire Magicians drawing on the Claw in their magic may experience a roleplaying effect
The shroud laid across most of the Empire during the Autumn Equinox remains, concealing people, places, and events in a the areas effected from the prying eyes of scryers and seers. At least in theory - in practice the shrouds are mostly not especially potent, barely impeding the traditional divination rituals used by Imperial magicians.
Still, the veil is far-reaching. All five League cities (Sarvos, Tassato, Temeschwar, Holberg, and Spiral). The entirety of Urizen (Redoubt, Zenith, Morrow). The whole Brass Coast (Kahraman, Segura, and the reclaimed Feroz). All of Dawn (Astolat, Weirwater, Semmerholm, and the Barrens). All of Highguard (Bastion, Casinea, Necropolis, Reikos). Both Imperial Orcs territories (Mareave and Skarsind). Most of the Marches except Mournwold (Bregasland, Mitwold, Upwold). Both the Navarr territories still in control of the nation (Miaren and Hercynia). All of Varushka is afffected (Karov, Karsk, Miekarova, Ossium, Volodmartz) along with the whole of Wintermark (Kallavesa, Hahnmark, and Sermersuaq).
Given the specificity of the effect, it seems likely this represents dozens of castings of the ritual rather than a specially designed Arcane projection, as the shroud over Sarvos is more than three times as powerful as that raised in the other territories.
The effect is noticeable in every effected territory once the sun sets and the skies over the Empire appear strange and unfamiliar. The effects are relatively low-key, as the shrouds have not been performed at particularly high magnitude, but occasionally they can be dramatic and exciting. Effects include stars not being where they are expected to be; the moon seeming closer, further away, strangely coloured, absent, or in the wrong phase; odd prismatic lights glittering in or moving across the celestial vault. Very occasionally even stranger effects might be seen such as vast coloured banks of sparkling light, strange translucent birds and fish of immense size that swoop or skim lazily through the clouds, and similar phantasmagoric images of all kinds.
Obviously, we can't affect the appearance of the night sky, but everyone should bear the effects in mind if they are visiting a territory that has been shrouded. Most of the time being aware that the moon is in the wrong phase, or some of the stars are in odd places, will be sufficient to bring this effect to life. The ritual may sometimes cause consternation in people living in affected territories; any details in this regard will be included in individual winds of fortune. But in all honesty, Imperial citizens are familiar with these effects and in the words of one cynical Marcher, it makes a nice change from giant figures posturing in the sky and keeping people awake.