Design Phase
Runic System Experiment: Shape(Water) Ward(Wood) Attack(Air)
New Chant Discovered: Shape(Water) Ward(Wood) Attack(Air) - Gathering of Poison
At first, we had difficulty identifying what this chant was for. Only when used in the presence of plants known to have poisonous properties did its use become clear. This chant gathers poison mana from such plants, slowly detoxifying them and focusing the poison in a sphere in front of the chanter. When the chant ends this sphere drops to the ground splashing those nearby with poisonous residue. The poisonous residue is changeable depending on the poisons gathered, but tends to produce rashes rather than more serious symptoms.
Design: Windforged Steel
To create proper arms and armor for our soldiers, we first build larger furnaces than ever before, heated by large fires and great bellows, melting iron and allowing impurities to run off the top, before pouring the molten remainder down into casting basins to make ingots for our smiths.
To improve this process, we start by making a few runes to hold mana for some of our Chanters, we can directly apply the Wind chant to steelmaking. We can replace or augment bellows with Chanters, creating greater heat in our forges. By doing the same thing in front of a sort of "waterfall" of the resulting liquid iron, we can literally blow almost all the impurities out of the iron.
Providing such pure iron to our smiths makes their jobs much easier---they do not have to heat and hammer iron into wrought iron, instead they simply make use of their own preexisting charcoal-heated forges to add the desired carbon content to the iron, making perfect steels for any purpose.
Roll: 4 (Normal)
Windforged Steel is a material superior to any thus far produced, only from the Star nation have we seen its like. Our Windforged Steel is a blue metal that serves as an upgrade to all our iron equipment. Already our smiths wouldn’t dream of wasting their talents on mere iron when the chanters are available to direct their efforts towards our new blue steel. Our Chanters believe it is perhaps possible to make this steel lighter somehow, but they have not yet devised a method to do so.
Cost: National Expense (Land 1, Mana 9) - As infrastructure, only 1 is required.
Hint Token: Use of Runes Applied to Objects; otherwise known as: Enchanting
The Wood Element is perhaps not the most intuitive path to take towards the imbuement of magic into objects. What of Earth or Fire after all. Yet when one considers the passage of life, carving through terrain and reinforcing it against more natural forces. It is then that one realises that it is life that imbues meaning into the meaningless. Transferring power to that which once had none.
Follow the path of Wood and all the power and meaning of mana shall be offered up to your tools.
It is now Autumn, Turn -2
Revision PhaseThis turn is a double turn, so you may take 2 actions each phase. There will be no Battle phase.
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 - Apprentice
Attack - Apprentice
Ward - Apprentice
Form - Unskilled
Control - Unskilled
Terrestrial Element
Air - Master - Chanting, Fate
Fire - Apprentice
Earth - Apprentice
Water - Apprentice
Wood - Apprentice (Path to Enchanting)
Celestial Element
Fate - Unskilled
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.
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.
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)
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)
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.
Expensive (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.
Expensive (Land 3, Mana 3)
Windforged Steel: All metal equipment has been improved with access to Windforged Steel. It has a blue colouration.
National Expense (Land 1, Mana 9) - Infrastructure