Battle Phase
We now face a foe that has surpassed human limits. We raise mighty calamities beyond the endurance of mortal man with which to crush our enemies and for the Iqua this is only a sign that they should use their magic to challenge them and grow stronger in the trial. It is most vexing, even still we are winning. We must keep our edge and prove our truth that we are Eristria’s most worthy.
The Marching Brew protects our enemies from mundane exhaustion much as our Psalmfounts protect our chanters from magical exhaustion. It is an enhancement to their entire army so it is no small advantage, but it is also not something that we should fear. The greatest problem is that the Jarls chant is now significantly less effective, forcing them to face the Blademonks in battle once again. At least if they can fight their way past our Dreki Fangs.
The Xi Shan shields are quite effective in ruining the aim of our crossbowmen, but as the Xi Shan lack anything as effective as Dreki Fangs this does not cause us too many issues. The trenches they dig are a problem that may block our advance by cart, but thus far we are able to dislodge them before they can fortify too strongly.
We recognize the Orb as a work of Artifice. As long as the light shines the jungle will regrow and worse it will not offer up its mana to us until the jungle has fully recovered. We estimate that if we were to cease burning down the new growth, it will take a year to fully regrow.
It is now Autumn, Turn 6
Discovery PhaseLoji(4/4) |
Foothills(4/4) | Fields(4/4) |
Low Passes(4/4) | Forested Hills(4/4) | Forest(4/4) |
Arcanis(0/4) [+1 Ore] | | | Jungle(3/4) [+1 Mana Suppressed, Regrowth 4] |
High Passes(0/4) | Hills(3/4) | Forest(0/4) |
Mountains(0/4) | Savanah(0/4) |
Iqua(0/4) |
Resources: Land 3, Ore 1, Mana 2
Loji: Land 1,Mana 2
Fields: Land 1
Foothills: Ore 1
Low Passes:
Forested Hills:
Forest: Land 1
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 - Adept - Mana Discount
Form - Unskilled
Control - Unskilled
Terrestrial Element
Air - Master - Chanting, Fate
Fire - Adept - Refining
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.
Shape(Earth) Attack(Earth) Ward(Fire) - Spike of Embers
A chant that concentrates embers into a spike before projecting it forward away from the speaker. The spike of embers is a solid mass capable of inflicting damage on impact. Once it has struck a target the spike breaks showering the area in embers that have the potential to light fires before going out.
Shape(Air) Attack(Air) Ward(Fate) - Wind of Cold
The wind is transmuted by this chant, chilling all that it brushes against as it is directed away from the speaker. The cold is capable of turning rain to ice and is deeply unpleasant to face without protection from the wintery cold. Such a cold can not truly be blocked, merely endured.
(Air Mastery) Our Chanters may direct the Wind as they will.
Chanting Secrets
Elemental Materials - Using chanting during the Refining process, we can imbue the material with an elemental property. The chant must be a pure expression of that element such as is the case with our Wind chant.
Wind - Speed/Separation/Flight
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.
(Air Mastery) Air may be ignored selectively in accordance with the wielder’s will.
Shape(Fate), Attack(Fire) - Life/Chance/Fire Phasing
A variant of the phasing design, this inscription can cause inscribed objects to pass through living flesh and ignore fire. Additionally an item can sometimes phase unpredictably breaking all the rules we thought phasing adhered to. When this phasing occurs seems to be beyond our control.
Shape(Air), Shape(Air), Shape(Air) - Empowered Rune: Shape(Air)
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
Empowered Material - Using an Empowered Rune, in the Refining process will give rise to a material with a mana supply for our chanters to draw upon to increase the amount of times they can chant. Having already discovered the heart of this secret, we need but obtain a suitable Refining Rite to make use of it.
Refining Rites
Shape(Air), Ward(Air), Attack(Air) - Blue Jade Dust
We are unable to damage or melt this material. Even with the aid of chanting we do not believe we can materially affect it. The dust can get very hot without any sign of expansion, melting or weakness due to that heat. As a result we have no way of forming items of pure jade. The dust is light and appears to embody the aspect of swiftness. Those handling it finding their movements to be faster as though aided by a playful wind.
Blue Jade - Swiftness
Refining Secrets
Soul Inscription - With the right tool it should be possible to carve the holy scripture upon our very souls. We are uncertain of the value of phasing an immaterial soul into physical substance, but perhaps Empowered Rune would prove a more valuable inscription.
Music - With the right instrument it should be possible to play in harmony with a chant, prolonging their effects and reducing the burden on the speaker.
Demi-Artifice & Artifice - The creation of artifacts from magical materials such as Blue Jade. Such artifacts have a Name, appearance and purpose unique to each Artifact. Rather than needing the standard backing of an effect, the artifact just needs the backing of aspects drawn from magics used in support of the artifact.
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 of the Maelstrom: 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.
The Jarls of the Maelstrom fight with the chant ‘Wind of Stillness’ to stifle their foes even as they themselves move freely with their Air Phasing inscribed equipment. Armed with Axes of Valhalla and Jarls Shield no warrior of Loji is better equipped to face their foe.
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
Cone of Chill: A chant designed for the many; allowing them to chill the enemy, sapping them of their strength.
Cheap (Land 0, Mana 1)
Dreki Fangs: A barbed bolt of Fire Steel inscribed with Air Phasing. These crossbow bolts heat up in flight to deliver dangerously accurate and lethal strikes out to long range.
Cheap (Land 1, Ore 1, Mana 1)
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 1)
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 1)
Conflagration Ballista: A ballista mounted rearwards on a smaller variant of the sail cart. It has a variety of ammunition including fire steel or stone balls and large bolts. Rearward firing with a large firing arc.
Expensive (Land 3, Ore 2, Mana 2)
Psalmfounts: A talisman the deep metallic blue of a clear sky. It grants wearers the ability to chant more rapidly, at the cost of greater physical exhaustion. Chants are less burdensome to the wearer’s personal mana supply and the wearer will move a little more rapidly than normal.
Cheap (Land 1, Mana 2 [or Mana 1, BJD 1])
Windforged Steel: All metal equipment has been improved with access to Windforged Steel. It has a blue colouration.
Fire Steel: This red coloured steel gives off constant heat.
Stillborn Steel: This light blue coloured steel seems to carry an unnatural weight.
National Expense - Infrastructure
Windforges - Development: 2, Investment: 1/4
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 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
Stormcrown Fortress: A defensive location positioned to defend the route to the mountains. The Stormcrown Tongues train and work their magic there to change the weather. Should it be besieged they shall instead turn their powerful magic upon their attackers.
National Expense - Infrastructure