Battle Phase
Core Turn -1 BattleOur scouts sent into the forests to the south haven’t yet cut their way through to the deeper jungle. We believe there is a strong possibility we shall meet them next turn.
In the center, the news is dire, despite superior ability to maneuver our crossbowmen were not able to hold the field against the superior range of the enemies bows. Our generals suggest that either heavier crossbows or some other trick shall need to be employed to overcome the skirmish advantage the enemy presently possesses. The poison is also a problem as our Preparers are only able to cure the afflicted with great difficulty and even then the gathered poison turns to simple water, preventing us from using it against the enemy.
To the west, the mountains are harsh in the winter, but passable by following the valleys. We have caught sight of fabled Arcanis or at least so we believe. For where the ruins should be lies instead a terrible darkness. None can see a way to pass into the ruins without testing it and we fear to tread blindly. Worse in the night our scouts suffered ambush, once again beset by poison arrow. This poison inflicted a chill that with rest turned to nightmare as though our soldiers were being dragged beneath the waters by a terrible sharp-toothed beast. Fortunately, our Preparers were once again on hand to cure the affliction, but they fared no better than against the Iqua. For the moment our scouts have pulled back while they await our main force.
At home our people wade out into the waters to fish, not yet daring to build boats for fear of the Star arriving to sink them in the name of maintaining the exile. Instead preferring to grow food in the farmlands between the city and the hills.
Loji(4/4) |
Foothills(4/4) | Fields(4/4) |
Mountains(3/4) | Forested Hills(3/4) | Forest(3/4) |
Arcanis(0/4) | | | Jungle(0/4) |
High Passes(0/4) | Hills(0/4) | Forest(0/4) |
Mountains(0/4) | Savanah(0/4) |
Iqua(0/4) |
InfrastructureIt is possible to design large-scale projects known as infrastructure. These projects can be used to deploy magical effects more cheaply than might otherwise be possible. For chanting this takes the form of creating elite units of chanters with each type of chanter capable of deploying a single type of effect. Such chanters can be upgraded with techniques for their effect that allow them to use it more effectively.
For inscription, this means creating a factory that produces a particular type of inscribed item. This item will be gradually discounted as the factory is invested in. The factory can be retooled with a revision to build a different item.
Resources: Land 2, Ore 1, Mana 2, 1x Hint Token
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 - 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(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.
Inscription Words
None
Inscription Secrets
Empowered Voice - An inscription exists that can enhance the power of a chant for a speaker carrying an appropriately inscribed object.
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.
Preparers: Make soldiers ready for battle.
Enkindlers: Light fires with which to purge the wicked.
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)
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
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)
National Expense (Land 2, Mana 9) - Infrastructure