Battle Phase
Core Turn 0 BattleOur forces sent to the mountains are stymied by the spring thaw, the valleys are flooded or otherwise blocked by mud and rock slides. It might be possible to travel via the more mountainous routes, but we would need cold weather equipment if we want our soldiers to be able to fight when they reach Arcanis. We expect the way will be clear by summer, but the passes are likely to be blocked every spring.
Our crossbowmen are pleased with our discoveries, now that they have seen the windcarts in action, some soldiers are calling for them to be deployed first to provide forward cover. They were reported to be lacking in terms of the ability to turn, but for now, we hid that weakness by deploying them at an angle on the flanks.
Despite our advantages at range, in a prolonged battle the attrition caused by the poisons of Iqua push the battle in their favour. The Jarls speak of the fearsome power of the enemy’s chanters, demanding better equipment with which to face down the threat. Meanwhile, the real soldiers know that we must find a way past the pike formations if we are to prevent a protracted battle.
In the jungle we encountered few difficulties, it seems the Iqua know nothing of woodcraft. They blundered into our ambushes time and time again. Perhaps this will fill them with enough fear to stay away for now.
It is now Summer, Turn 1
Discovery PhaseLoji(4/4) |
Foothills(4/4) | Fields(4/4) |
Mountains(3/4) | Forested Hills(4/4) | Forest(4/4) |
Arcanis(0/4) [+1 Ore] | | | Jungle(1/4) [+1 Mana] |
High Passes(0/4) | Hills(0/4) | Forest(0/4) |
Mountains(0/4) | Savanah(0/4) |
Iqua(0/4) |
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 - 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(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
Ward(Air) - Fizzle
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.
Apothecaries: Make soldiers ready for battle.
Enkindlers: Light fires with which to purge the wicked.
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)
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)
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.
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 2)
Windforged Steel: All metal equipment has been improved with access to Windforged Steel. It has a blue colouration.
National Expense - 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 - Infrastructure