Design Phase
Runic System Experiment: Shape(Air), Ward(Air), Attack(Air)
New Chant Discovered: Wind
Speaking the pure Air Element gives rise to the expulsion of wind mana directly away from the chanter. The wind generated is quite strong and grows more powerful the more mana we commit to the Runes. In comparison to Wind of Embers the force of the wind that can be generated is larger.
With mastery of the Air Element comes the ability to direct this wind as we please.
Design: Simplification of Crossbows
Our workers and researchers have found out how these things work, and can now create them uniformly with more success. Knowing how to plane the wood, as well as which wood to choose helps a lot.
Roll: 4+1=5 (Easy)
Though our artisans grumbled about the loss of artistic freedom, the will of the Loji people that they should truly master the production of these weapons touched their hearts and spurred them to new heights. Many amongst the master artisans have found ways to carve their mark on the weapons in a more cosmetic fashion, taking pride in the reliability of their function. Now the question our generals find themselves asking is, how many of their troops should not be armed with these perfected weapons?
It is now Summer of Turn -3
Revision PhaseThis turn is a double turn, so you may take 2 actions each phase. There will be no Battle phase.
Resources: Land 2, Ore 1, Mana 2
Discoveries are magical effects you have discovered that you can put to practical use inside Designs.
Chants
Shape(Air), Ward(Air), Attack(Air) - Wind
An expulsion of wind directly away from the chanter. The wind generated is quite strong and grows more powerful the more mana is used to empower the chanter.
(Air Mastery) Our Chanters may direct the Wind as they will.
Shape(Air), Attack(Earth), Ward(Fire) - Wind of Embers
This chant transmutes the wind into embers like the sparks escaping a bonfire directed forward away from the speaker. If these embers land upon suitable kindling they can start fires, but they do not seem overly harmful on their own.
(Air Mastery) Our Chanters may direct the Wind as they will.
Shape(Earth), Attack(Fire), Ward(Air) - Spike of Smoke
A chant that concentrates smoke into a spike before projecting it forwards away from the speaker. The smoke does not disperse nor does it cause much damage on impact, instead forming into a cloud. It is possible to choke on it if the target remains within the effect for long enough.
Mundane Equipment
Longsword: A double-edged blade and a cruciform hilt. A versatile weapon capable of cuts, slices and thrusts. Requires training to wield, can be used one or two handed.
Expensive (Land 2, Ore 2)
War Axe: Can be used as a tool in a pinch, this is a single-handed weapon that does well against heavily armoured foes. Can be used with minimal training.
Cheap (Land 1, Ore 1)
Wooden Shield: Couples well with an axe, cheap, easy to replace. Works best in heavy melee. Can be used with minimal training.
Cheap (Land 1)
Hide Armour: Constructed from the hides of sheep. Turns aside weak blows.
Cheap (Land 1)
Scale Mail: Scales of iron on a leather hide backing.
Expensive (Land 2, Ore 2)
Light Crossbow: Based on the bow and mounted horizontally on a frame. Powerful, but reloading is slow and dangerous. Each crossbow has been standardised, allowing even lesser skilled crafters to build a functional weapon of war.
Cheap (Land 2)
Standard: A flag used to identify units and maintain order in battle.
Cheap (Land 1)
War Cart: A four wheeled cart used to carry crossbowmen to battle. Unfortunately the lack of horses on the island leaves it unusable at the moment.
Very Expensive (Land 3, Complex)