Battle Phase
At Arcanis victory is proving difficult to grasp. The natives are skilled and well armoured enough that they can threaten us, though they don’t seem to have anyway to fight our Blademonks. Taking a section of the city has actually increased the number of directions they can raid us from. With no reliable way to track down the darkness stones they rely upon to keep us out and only so many Blademonks to guard our forces, we could be bogged down here. Worse winter approaches which could see us cut off from reinforcements next season.
In the hills things are if anything worse. The superior speed of maneuver of the Loji forces allows them to dictate the terms of engagement and with our own forces lacking the ability to repel direct assault, the battle this season turned into a bloodbath. We desperately need something to turn the tide against their forces here.
The jungles continue to be a dangerous battlefield that could go either way. At present our Blademonks are proving to be better equipped for ambush warfare than the enemy, though the ground we gain is limited by the smoke the Loji are deploying.
It is now Winter, Turn 3
Discovery PhaseThe mountain passes will be cut off this season, so advancing on Arcanis won’t be an option without some way of solving that problem.
Loji(0/4) [+2 Mana] |
Foothills(0/4) | Fields(0/4) |
Mountains(0/4) | Forested Hills(0/4) | Forest(0/4) |
Arcanis(1/4) [+1 Ore] | | | Jungle(1/4) [+1 Mana] |
High Passes(4/4) | Hills(2/4) | Forest(4/4) |
Mountains(4/4) | Savannah(4/4) |
Iqua(4/4) [+2 Mana] |
Resources: Land 3, Ore 1, Mana 2, Hint Token
Iqua: Land 1,Mana 2
Savannah: Land 1
Mountains: Ore 1
Forest: Land 1
High Passes:
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 - Apprentice
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.
Shape(Earth), Form(Earth), Ward(Earth) - Earth Elemental’s Fortifying Elixir
This white elixir aligns the blood of the drinker with the element of Earth. A chanter who drinks this elixir, will find it easier to manipulate Earth mana when speaking. This should allow them to speak Earth aligned chants for longer before exhaustion becomes a problem.
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.
Attack(Wood), Control(Fire), Form(Shadow) - Reinforcement of Fear
This chant inflicts a target with fear. This supernatural fear will cause the target to run from danger or otherwise cower in fright. As the fear is only inflicted on a single target, we suspect that this chant would be very exhausting to use on the battlefield.
Control(Earth), Ward(Earth), Shape(Water) - Spike of Mud
A chant that concentrates mud into a spike before projecting it forwards away from the speaker. The hardened mud has some amount of mass behind it and thus is capable of causing damage on impact. Once it has struck the target the spike breaks, spreading mud all around the target area.
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: 6
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 their blades. They have mastered the use of their chant to cut only what they wish cut.
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)
Flamequencher Cloak: This dull black cloak is tainted with Black Dragon’s Lethargy. It is able to provide some limited additional protection against arrows and bolts. The primary value of the cloak is that it protects against fire.
Cheap (Land 1, Mana 2)
Moonlight Sabre: Compared to the traditional sabre, this one has a longer blade and a hand and a half grip allowing it to be wielded one or two handed. It is made of iron that has been dipped in Earth Elemental’s Fortifying Elixir. This has turned the metal white and hardened it comparably to steel.
Expensive (Land 2, Ore 2, 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
Civil Mageineering Corps: A gathering of non-combat trained chanters who contribute to the war effort by drilling for ore with the aid of chanting and alchemy.
National Expense - Selectable Infrastructure (Applies a Drilling value to a selected location, takes four turns to produce a result.)