Design Phase
Living Bloodblade"Those who have handled metal quenched in Blood Hydra's Recovery Potion report feeling like the metal was alive and moving with them."
This is a fascinating claim, and one that merits further investigation. We will assemble the greatest smiths in the land, provide them with the best metal our smelters can produce ((Target ore/land cost: 3 to 4 ore, 3 land)), and enough medium-strength Blood Hydra's Recovery Potion ((5 mana after Form discount)) to quench the metal. They will be given the task to forge a new sword worthy of the greatest swordsmen in the world (us). More importantly, they will attempt to get to the bottom of the 'living metal' phenomenon, trying different procedures in an attempt to make the finished blade respond to the wielder, such that the blade itself lends strength to the user's strikes- making it easier to power through a Jarl's windy field, for instance. While this may take some getting used to, it is anticipated that expert swordsmen could use the ability to perform actions not normally possible, such as radically changing the trajectory of their strike at a moment's notice.
Easy: 5 + 1 = 6
With the lavish resource budget allocated to this project, many skilled smiths have stepped up to the challenge by producing a greatsword to maximise the reach of the blade.
Each greatsword possesses the same thirst for blood as the legendary Hydra that lends the name to the alchemical magic that has awakened it. These violent instincts transmit themselves to the wielder granting them insight and influence over its every movement. Just as the blademaster must learn to adjust their style to accommodate these instincts, so too in time does the blade learn that style. This partnership of blademaster and blade creates a greater whole formed out of instinctive action, flexible movement, vicious bloodthirst and self-control.
Very Expensive (Land 2, Ore 3, Mana 5)
Earthmover's OrderThe chant of Spike is an incredibly pure magic, granting one control of the Earth itself. It is simple, but it is not dull or lacking value. Some would use it purely for destruction, but the Earthmover's Order is taught to also use it for it's true strength: Creation.
While Earthmovers can and will use the chant in it's baser form to assault enemies - an upwell of spikes could break a charge or disrupt an unprepared enemy formation - they will also use it in fortification and construction. Using the Earth Elemental's Fortifying Elixir to align their bodies to Earth, the Earthmonks are able to use a medium-strength Spike chant at length, erecting rapidly the kinds of fortifications that would take mundane tools far, far longer to build. They can also use the elixir to mix into the earth of their creations, strengthening them beyond the durability of mundane fortification. Forts to defend against an oncoming attack, raised platforms to give our archers and miremonks clear vision, or more. In combat, they accompany our formations, using Spike to assist them in combat and in protecting from the enemy's long range bombardments.
Normal: 7
The simple white robes of the Earthmovers match the humble and contemplative disposition of the wearers themselves. When not engaged in practice or battle, a great many practice gardening. Taking great care to fine tune their control of the earth to best support the plants they care for. Their ability to quickly raise shelters of stone allows them to live a nomadic lifestyle, travelling long distances as they gradually shape their environment to match their grand visions. Although they set the stage to enable plants to grow, it can be some time before they get back to check the same plant again.
With the Earthmovers showing a way to defend against the flames of the enemy, Lady Adiva takes a particular interest in learning the way of the Earthmover. With the resources at her disposal, she is soon training to master the immense power of a strong Spike chant. Where the Earthmover’s can work together to rapidly erect fortifications right on the front lines, Adiva is able to do so singlehandedly. She is particularly fond of creating needles of earth that splay out to form jagged umbrellas to protect herself and her allies from ranged attacks.
It is now Autumn, Turn 6
Revision PhaseLady Adiva Shrivastava (d4), Experience: 9
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.
Dreadmonks: An order of chanters dedicated to mastery of the Reinforcement of Fear chant and its use in battle with the aid of their terrifying masks. Some of those who pass the trials these monks test themselves with possess a berserk strength and suicidal resolve, choosing to fight on the frontlines as inspiration for their allies.
Mire Monks: An order of chanters dedicated to the mastery of Spike of Mud in combination with Black Dragon’s Lethargy to splatter their enemies with poison. They are filled with a relentless energy always active and moving.
Earthmover's Order: Dressed in simple white robes, this order of chanters are dedicated to the Spike chant and the many ways it can be used to prepare the battlefield to give the best advantage to their allies as well as themselves.
Mundane Equipment
Sabre: A single-edged blade that favours cavalry combat over infantry combat. Requires training to wield, one-handed.
Cheap (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)
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.
Expensive (Land 1, Mana 3)
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 1)
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 1)
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 1)
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.
Cheap (Land 2, Ore 2, Mana 2)
Living Bloodblade: When drawn these blood red greatswords are in constant motion, there bearer’s filled with restless energy. As they master blade’s fighting style their blows grow ever more vicious and relentless.
Very Expensive (Land 2, Ore 3, Mana 5)
Moonlight Chainmail: Interlinked riveted iron hoops that have been dipped in Earth Elemental’s Fortifying Elixir. Very effective against most weapons.
Cheap (Land 2, Ore 2, Mana 2)
Scroll of Fear: Words written in ghostly green flame enable any individual to speak the Reinforcement of Fear chant for a season. These scrolls are passed out to the soldiers of Iqua.
Cheap (Land 1, Mana 0)
Scroll of Blooming Shadows: A single use scroll that can be unfurled into a mat. It bears a circle made of words in ghostly green flame. Once activated a black flower blooms covering the area in darkness.
Cheap (Land 1, Mana 3)
Marching Brew
A black elixir that glows malevolently darkening room a little in close proximity to it. Our troops love it. This elixir aligns the drinker with water and fills them with vitality.
Cheap (Land 1, Mana 2)
Healing Brew
A blood red potion that speeds healing, but does nothing for scars. This potion has a poor reputation around the soldiers and is kept off the battlefield due to the distrust.
Cheap (Land 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
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.)