Battle Phase
At Arcanis our forces found only darkness. Our chants were not impeded by it and we heard the screams of dying tribesmen where we were able to pin down a defended position, but it seems the Xu-Shan have some means by which to see, allowing them to organise and strike at their leisure against our blinded forces. They mostly avoided close combat, preferring to douse our forces in poisons that left our soldiers shivering and numb. Those our Apothecaries weren’t able to get to before sleep, reported nightmares of a large sea beast dragging them beneath the water. Where they didn’t use poison pots, they use arrows. Based on these reports it is suspected that any light they have ought visible if they were close enough to see us directly. Instead, we surmise they are mostly tracking our movements and firing blindly upon known positions.
In the hills the sail carts are proving to be a great boon, we are suffering from some breakdowns in the wooden cart wheels, but nothing that limits us on this ground. The cloaks of the enemy have reduced the devastating strikes of the Hellbringers to merely effective strikes. The main issue is that the Blademonks are proving hard to kill without a direct strike and that more of our Hellbringers need to be used to strike at the pike formations in order to keep them disrupted.
In the jungle we have not had much luck, the dense ground does not allow us to bring the enemy to battle where we would be strongest, turning the fights that do occur into sporadic things that drain the fatigue of our chanters.
It is now Winter, Turn 3
Discovery PhaseLoji(4/4) |
Foothills(4/4) | Fields(4/4) |
Mountains(4/4) | Forested Hills(4/4) | Forest(4/4) |
Arcanis(0/4) [+1 Ore] | | | Jungle(1/4) [+1 Mana] |
High Passes(0/4) | Hills(1/4) | Forest(0/4) |
Mountains(0/4) | Savanah(0/4) |
Iqua(0/4) |
Resources: Land 3, Ore 1, Mana 2, Hint Token
Loji: Land 1,Mana 2
Fields: Land 1
Foothills: Ore 1
Forest: Land 1
Mountains:
Rune Skills are a measure of your nation’s understanding of the Runes. They are measured as Unskilled, Apprentice, Adept and Master. You cannot make use of Meanings or Elements until you have at least an Apprentice level understanding of them.
Meaning
Shape - Adept - Mana Discount
Attack - Apprentice
Ward - Apprentice
Form - Unskilled
Control - Unskilled
Terrestrial Element
Air - Master - Chanting, Fate
Fire - Apprentice
Earth - Apprentice
Water - Apprentice
Wood - Adept - Inscription
Celestial Element
Fate - Apprentice
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(Air) Attack(Air) Ward(Fire) - Wind of Flame
This chant transmutes the wind into fire directed forward away from the speaker. The flames burn hot, charing meat and setting fires. When blocked the advancing wall of flame will expand outwards sideways in a spiral curl before going out.
(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.
Shape(Water) Ward(Wood) Attack(Air) - Gathering of Poison
Draws poison from the environment into a single mass. The effect of the poison depends on what is gathered, but usually only results in rashes or other minor side effects.
Shape(Air) Attack(Air) Ward(Earth) - Wind of Stillness
Transmutes the wind to paradoxical stillness directed away from the speaker. The stillness created is not complete, slowing an arrow or turning a walk into a slog as the air seems to gain the consistency of mud. It seems to have little effect on those who choose to remain unmoving in the face of it and they will have difficulty detecting the wind as it does not buffet them as it should.
(Air Mastery) Our Chanters may direct the Wind as they will.
Inscription Words
Ward(Air) - Fizzle (Rule of 3)
Shape(Earth) Ward(Earth) Ward(Fire) - Fizzle (Double Meaning)
Shape(Air), Ward(Air), Attack(Air) - Air Phasing
This inscription etches the word Phasing in our own language into an item. They can activate the item causing the letters etched to glow blue. Once active the item travels through the air without being impeded by it.
Inscription Secrets
Empowered Voice - An inscription exists that can enhance the power of a chant for a speaker carrying an appropriately inscribed object.
- The inscription requires Rune x3
Elite Units
Voiceguard: Holy magic users dedicated to the Chanting arts. Currently divided into four groups.
Windsingers: In charge of inspiring the army on the march.
Shroudweavers: Battlefield warriors trained to hide soldiers from the enemy.
Apothecaries: Make soldiers ready for battle.
Enkindlers: Light fires with which to purge the wicked.
Hellbringers: Bringers of the unholy fire to purge the enemy with pillars of flame descending from on high.
Jarls: Once leaders, rulers and warriors. The Jarls dishonoured themselves in battle against the Glorious Star and now seek to reclaim their place once more at the head of the armies of Loji. Armed and armoured with the finest equipment Loji can produce, though they prefer axes to the longswords wielded by more conventional officers of the army.
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)
Pavise Shields: Metal reinforced, wooden shields designed to be worn on the back to protect a crossbowman while they reload their crossbow.
Cheap (Land 1, Ore 1)
Northman’s Shield: A round wooden shield with a metal spiked boss. This shield is reinforced with metal around the edges. These shields are carefully painted with unique designs to help identify the hero who wields it.
Cheap (Land 2, Ore 1)
Brigandine Armour: Strips of Windforged Steel cushioned by wool and linen on both sides. Only the vital organs are protected with Steel in order to keep costs low. Cloth gloves and hood help to ensure that every part of the body has at least some protection.
Cheap (Land 2, Ore 1)
Improved Scale Armour
An expansion of the traditional armour of our officers, this armour includes a conical helmet with cheek guards, greaves and bracers. The scaled shirt is lengthened to cover the upper arms and the knees.
Expensive (Land 2, Ore 2) | Discounted: Cheap
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)
Medium Crossbow: A larger, steel reinforced crossbow. This crossbow has a metal stirrup and claw reloading method. Improved bolts allow for greater effectiveness against armour. It also has a superior range compared to the light crossbow.
Cheap (Land 2, Ore 1)
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.
Cheap (Land 3)
Magical Equipment
Wind Cart: A four wheeled cart with a hollow cylinder in the back. This cart is designed to be crewed by a Chanter who is capable of propelling the cart at walking speed using a variant of the Wind Chant.
Cheap (Land 3, Mana 2)
Sail Cart: A four wheeled cart that offers no protection from arrow fire or the elements. This cart contains a revolutionary new steering system that allows a single man to direct the cart by lever. A chanter propels the cart for a portion of the journey.
Cheap (Land 3, Mana 2)
Windforged Steel: All metal equipment has been improved with access to Windforged Steel. It has a blue colouration.
National Expense - Infrastructure
Windforges - Development: 1, Investment: 1/2
Built around the smelteries for Windforged Steel, the Windforges house blacksmiths and apprentices of the Voiceguard to learn together how to produce the finest equipment in large quantities.
Provides a discount equal to the development level to the cost of one design.
Current Design: Improved Scale Armour
National Expense - Selectable Infrastructure (Takes x turns to increase Development where x is present Development level multiplied by 2)
Temple of the Voiceguard: A training ground for the Voiceguard, Chanters trained to use simple cantrips to support our troops in battle.
March: A cooling wind to make an army’s journey easier. (Wind)
Smoke: Obscures the battlefield with smoke. (Spike of Smoke)
Poison: Gathers poison from the local area to douse our weapons. (Gathering of Poison)
Ember: To set fires. (Wind of Embers)
Hellfire: Pillars of flame descend on the enemy. (Wind of Flame)
National Expense - Infrastructure