Battle Phase
Core Turn -1 BattleOur scouts sent into the mountains are stymied by the harsh weather of winter. The high passes are closed, preventing our scouts from reaching the fabled ruins of Arcanis said to be found beyond them. Our generals believe siege weapons and other fortifications could be set up on our side of the passes both to defend them and provide some measure of support for our city should it be threatened. As for the high passes, they will thaw in spring but could be a continual issue every winter without a way to protect against the harsh climate.
In the center, the most accessible path we are thus far victorious. There is some concern the hilly terrain might inconvenience our pikes, allowing the Loji forces to ambush them. The blue steel of the Loji is concerning for it seems the equal of anything the Star nation can produce. If it has any less mundane properties, we have not been able to detect them.
Beyond the savanah to the east, lie forests that we are only just beginning to find paths through. No sign of the Loji so far, but we suspect we could run into them when we reach the deeper jungles beyond.
At home our fishing boats risk the water, fearing the arrival of the great ships of the Star to sink them in the name of maintaining the exile.
Loji(0/4) |
Foothills(0/4) | Fields(0/4) |
Mountains(0/4) | Forested Hills(0/4) | Forest(0/4) |
Arcanis(0/4) | | | Jungle(0/4) |
High Passes(3/4) | Hills(3/4) | Forest(3/4) |
Mountains(4/4) | Savanah(4/4) |
Iqua(4/4) |
InfrastructureIt is possible to design large-scale projects known as infrastructure. These projects can be used to deploy magical effects more cheaply than might otherwise be possible. For alchemy this allows the creation of recipe production buildings that provide a mana discount on the cost of one recipe. Such buildings are national expense buildings that gradually increase production the more they are invested in.
For chanting this takes the form of creating elite units of chanters with each type of chanter capable of deploying a single type of effect. Such chanters can be upgraded with techniques for their effect that allow them to use it more effectively.
Resources: Land 2, Ore 1, Mana 2, 2x 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 - Unskilled
Terrestrial Element
Water - Mastery - Alchemy, Shadow
Wood - Apprentice
Air - Adept - Chanting
Fire - Apprentice
Earth - Apprentice
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.
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.
Chanting Secrets
Elemental Distillation - The use of chanting to enhance the alchemy process by using the correct set of words.
Lady Adiva Shrivastava (d2), Experience: 3
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.
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’s 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)