Battle Phase
Core Turn 0 BattleIn the mountains to the north, the high passes are clear allowing our scouts to advance. 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. In the night we saw strange flashing lights in green, blue and white. What followed was a well-organised ambush. Arrows poisoned with alchemy, that left those struck with a terrible chill. Tribesmen appearing out of the darkness armed with short spear and shield. Without our Blademonks we would likely not even know that much. For amongst the scout groups attacked, it is only those who counted a Blademonk in their number that were able to repel the assault. Fur armoured tribesmen proving no match for the Chantless Blade style. We suspect we may have struck some with arrows, but the only corpses left behind were those slain by the monks. One who we suspect was a squad leader of sorts carried a talisman, with strange marks glowing with mana. We have not been able to get it to do anything nor decode the foreign language of these primitives.
At last, we have met the Loji zealots in true battle and though the battle was trying, we are victorious. Our pikes prove their strength, pressing the enemy back and preventing them from striking us in close quarters. Our Blademonks also performed well, showing their superiority in close quarters battle against the best of the axemen of Loji. Though many died in the process, lacking as they are in defenses.
The advantages of Loji instead lie in their crossbow trickery. Able to outlast our archers with their shields and armour. Their strange carts also represent a serious threat as mobile if slow cover.
The jungle is no fit place for soldiers. It is a battlefield filled with trickery and ambush and our troops lack the support needed to press forward here. Perhaps we were just unlucky with the number of ambushes we blundered into, but it seems the enemy is already well equipped to do battle here. Perhaps if our Blademonks were trained as hunters, they might stalk the enemy more effectively.
It is now Summer, Turn 1
Discovery PhaseLoji(0/4) |
Foothills(0/4) | Fields(0/4) |
Mountains(0/4) | Forested Hills(0/4) | Forest(0/4) |
Arcanis(0/4) [+1 Ore] | | | Jungle(0/4) [+1 Mana] |
High Passes(4/4) | Hills(4/4) | Forest(4/4) |
Mountains(4/4) | Savanah(4/4) |
Iqua(4/4) |
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
Ward - Apprentice
Form - Adept - Mana Discount
Attack - Apprentice
Shape - Unskilled
Control - Apprentice
Terrestrial Element
Water - Mastery - Alchemy, Shadow
Wood - Apprentice
Air - Adept - Chanting
Fire - Apprentice
Earth - Apprentice (Path to Golems)
Celestial Element
Shadow - Apprentice
Discoveries are magical effects you have discovered that you can put to practical use inside Designs.
Alchemy
Ward(Wood), Form(Water), Attack(Air) - Swan’s Black Blood
A poison that attacks the blood of the victim making them more susceptible to bleeding as their blood does not clot properly.
(Water Mastery) This poison produces an excess of the Water Element.
Ward(Earth), Form(Water), Attack(Fire) - Black Dragon’s Lethargy
A poison that attacks the blood of the victim, devouring their vitality. Victims are fatigued for the months it takes to make a full recovery.
(Water Mastery) This poison produces an excess of the Water Element.
Ward(Wood), Form(Air), Attack(Air) - Fizzle (Froth)
Caused by mixing the first Rune with the second.
Alchemy Secrets
Records - The use of alchemy to record a chant for later speaking.
Chants
Ward(Wood), Form(Air), Attack(Shadow) - Reinforcement of Cutting
This chant grants a target enhanced ability to cut for the duration of a battle. This supernatural sharpness can render a punch capable of stabbing holes in an enemy. Wielding an already sharp blade such an individual could cleave through armour.
Rune, Meaning(Fire), Meaning(Shadow) - Path to Induce Fear
Chanting Secrets
Elemental Distillation - The use of chanting to enhance the alchemy process by using the correct set of words.
Lady Adiva Shrivastava (d3), Experience: 4
Daughter of the Noble house of Shrivastava, an upstart family by the standards of those who claim to descend from the time of the first Goddess War. Adiva has earned her place in the officer core with skilled leadership as an archer, setting an inspiring example for those who follow her.
Elite Units
Blademonks: An order of chanters dedicated to calm contemplation of the Reinforcement of Cutting chant and its use in battle through the use of blades. Unfortunately they have yet to truly master their chant, causing blades to break under the pressure of their magic.
Mundane Equipment
Sabre: A single-edged blade that favours cavalry combat over infantry combat. Requires training to wield, one-handed.
Expensive (Land 2, Ore 2)
Spear: Essentially a dagger on a long stick. Very cheap, requires minimal training to use. Can be used double-handed, or single handed with a shield.
Cheap (Land 1, Ore 1)
Pike: A longer spear, the butt has a bronze spike for embedding in the ground when defending against a cavalry charge. The pike is best wielded two-handed without a shield. This design is well balanced with a leaf-shaped blade of iron.
Cheap (Land 1, Ore 1)
Wooden Shield: Couples well with a spear, cheap, easy to replace. Works best in heavy melee. Can be used with minimal training.
Cheap (Land 1)
Hands-Free Hardened Shield: A smaller shield with a metal spike in the centre. It has a strap that allows the shield to be hung around the neck and handled a little with the shoulder. This allows it to be used by soldiers whose hands are otherwise occupied with two-handed weapons.
Cheap (Land 1, Ore 1)
Padded Armour: Very cheap, just layers of cloth, but doesn't protect against much. Well ventilated in hot conditions.
Cheap (Land 1)
Chainmail: Interlinked riveted iron hoops. Very effective against most weapons.
Expensive (Land 2, Ore 2)
Songbow: A medium bow with draw strength greater than our normal composite bows. They are not practical to use while riding a mount.
Cheap (Land 2)
War Horn: A musical instrument made from a ram’s horn used to communicate over a distance. Used to deliver orders and sound the alarm in the event of an attack.
Cheap (Land 1)
Saddle + Bridle: Equipment for riding beasts of burden. Unfortunately, with the lack of horses on the island, this has limited utility.
Cheap (Land 2)
Magical Equipment
Symphony Quiver: These quivers contain a variety of arrows each envenomed with a poison known to the Iqua.
Swan’s Song Arrows: Wounds inflicted take longer to heal.
Dragon’s Song Arrows: Victims are sapped of energy, running short on stamina.
Very Expensive (Land 1, Mana 5)
Swan Pike: A pike with a poisonous blade. The venom is a milder version of the Swan’s Black Blood used by the Swan’s Song Arrow. Notably the blade flexes a little, allowing it to cause wounds even when the blade is blocked.
Cheap (Land 1, Ore 1, Mana 2)
Dragon Pike: A pike with a poisonous blade. The venom is a milder version of the Black Dragon’s Lethargy used by the Dragon’s Song Arrow. Notably the blade flexes a little, allowing it to cause wounds even when the blade is blocked.
Cheap (Land 1, Ore 1, Mana 2)
Chanter’s Sanctuary: A retreat that is the center of learning for the Blademonks, a place of calm contemplation away from the normal concerns of everyday life. Here the Blademonks focus on the twin mastery of blade and cutting chant. An act hindered only by their lack of worthy blades and the fearsome cutting power of their chant.
National Expense - Infrastructure