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Author Topic: West Side, Embers of the Past Turn 2 Revision Phase  (Read 5258 times)

chubby2man

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Re: West Side, Embers of the Past Turn 1 Revision Phase
« Reply #60 on: April 25, 2020, 04:11:37 pm »

Quote
Revisions (x2)
Reinforcement: Harden: ()
Magical Grasp: (2) TricMagic, NG1999
Structural Grasp, Physical: (5) Madman,  m1895 , TricMagic, NG1999, C2M
Enduring Song of Iron: (3) Madman, m1895, C2M

Formal Lore Decision
Lore:
Telerin, Land of Pride: (6) Madman, Glass, TricMagic, m1895, C2M, NG1999

Current Name:
Telerin, Land of Pride: (3) Madman, m1895, C2M
The Silver Tree, Land of Pride: (3) Glass, NG1999, TricMagic

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Jilladilla

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Re: West Side, Embers of the Past Turn 1 Revision Phase
« Reply #61 on: May 01, 2020, 04:21:09 am »

Turn 1 Revision

Quote from: Structural Grasp, Physical
A more focused attempt at accomplishing what Structural Grasp's primary purpose was, this modification abandons any attempt to sense magic and instead simply focuses on processing physical information about a structure. It also does not reach for an entire building at once, instead "scanning" only as far as the caster wants to, or more likely is capable of. This allows us to try once more at granting some amount of understanding of what is going on in the structure being scanned, things like finding compromised sections of a building and load-bearing elements, and so on.

[Easy] 3 + 6 + 1 = 10 Superior

This was an accomplishment. I'm logging this into record, it was a huge success. It's difficult to parse the enlightenment. Anyhow, onto our attempts: By and large, we were successful. Structurally Grasping something now not only bestows knowledge, but also context for said knowledge. While this has lead to migraines and temporary psychotic breaks from what we assume is information overload; the knowledge granted by the spell has a tendency to 'leak away' if it's beyond the caster's grasp. Notably, some fool tried to surpass Ionos with this improved spell and tried to scan the relics of our past. The only difference between the two is that the more recent fool managed to (eventually) recover with only memories of pain to show for it.

Also of note, the early attempts to remove the magic sensing bits of the spell were met with failure; while we managed to make a 'mana blind' variant, it had a tendency to go utterly haywire when Grasping anything even mildly enchanted. The temporarily mad mages had a tendency to ramble on about how it was 'impossible'. So for the sake of our Spellwright's sanity, the magic sensing has been left in, with no improvement or detriment to the rest of the spell.

While the spell should be usable in its improved form for the majority of Spellwrights, we expect that a caster with more Specialized knowledge would be able to greater exploit it within the confines of their specialization.



Quote from: Enduring Song of Iron
A concerted effort is made to investigate the problems behind Song of Iron requiring either a massively overkill amount of heat to remain intact for long periods of time or steadily losing the power that binds it together and then falling apart piece by piece. The goal is to produce knowledge useful to future endeavors to provide lasting enchantments that draw on energy from their environment, so we're going to try and make the enchantment last for more than a season without any maintenance whatsoever. We expect that we should probably be able to render the enchantment a little more efficient with its conversion between heat and mana stored in the spell, after all, it's only our first attempt. Finally, an attempt is made to produce a slight alteration to the spell, so that heat can be absorbed while the spell isn't in use. If the enchantment can be recharged while the forge isn't being used for metalworking, then the fact that not as much heat can be absorbed from a working fire doesn't matter---we can simply spend a bit more fuel to keep enchantments running for longer.

[Normal] 2 + 2 = 4 Poor


In hindsight, the first omen that things were going to go wrong was when Ionos The Shattered ran screaming from the building. We ignored it, taking it as the simple day to day goings of a madman. After all, the results were promising, up to that day; the spell being 'well fed' and with projections seeming to line up with it never running out of power, all while still being more than hot enough for ironsmelting purposes. All in all, a great success... Until the fires of the forge flared in intensity one moment, and the next one of the smiths working the forge fell over, frost rapidly forming over their already dead corpse. Needless to say, all in the room followed Ionos's example. Not all of them made it out.

One of the Spellwrights who stayed long enough to inspect the forge before running out (and being lucky enough to make it out!) quite simply stated that the enchantment forgot that it was supposed to take heat from the fires, and proceeded to leech heat from the next hottest things in the room: The smiths and spellwrights working on it. Thankfully, once the room was vacated, the spell seemed to have more or less self-destruct as it tried to leech heat from it's surroundings which only grew colder and colder...

In spite of the failure, thanks to the heroic efforts of that Spellwright, many things were learned this day; we know where things went wrong, and while we don't yet know how to fix it, we are confident in being able to produce a simpler enchantment as a practically-permanent spell; with only the occasional maintenance from skilled hands needed. But still; even the mundane need such maintenance, would it not?


Spoiler: Armory (click to show/hide)

With these last minute studies, our armies have went on the move, and the reports should arrive soon.
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TricMagic

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Re: West Side, Embers of the Past Turn 1 Revision Phase
« Reply #62 on: May 01, 2020, 08:46:28 am »

Heat Shift

A spell that takes from the.. issues we've had with the forges. This spell allows one to manipulate one of the fundamental forces of life, heat. The user can drain heat out of an area, and redirect that heat to another form/area/target. The result is fire, a lot of intensely hot fire, with it's heat being increased the more heat you drained beforehand. A style of magic that makes use of ice and fire creation. It is also possible to stuff a target full of the drained heat, so it is a two way form of offense, defense based upon overwhelming power. However, it can also be dangerous, as one wrong misstep and the caster will die in an explosion as the spell destabilizes, with the death of the caster being the result. A sign of mastery of this spell is a wider area that one can drain heat from, as new practitioners are limited to a small area around them, with touch often used for the drain action.

This spell does have rather obvious applications for forges, able to drain heat from the earth or objects to increase the heat of the forge. However, the control needed for that is not possible for new casters, as the second action of the spell tends towards destruction of property, structures, and equipment.



Harry Dresden, everyone. Another combat spell, though this one really does tend to be destructive.
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Naturegirl1999

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Re: West Side, Embers of the Past Turn 1 Revision Phase
« Reply #63 on: May 01, 2020, 08:56:17 am »

Quote from: Spell Votes
Heat Shift: (1) NG1999
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Madman198237

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Re: West Side, Embers of the Past Turn 1 Revision Phase
« Reply #64 on: May 01, 2020, 09:42:04 am »

I hate to be the one to inform you, Naturegirl, but it is not in fact a design phase yet, we're waiting on the GM to write a pregame battle report before the next design phase.

And it'd be foolish to start voting yet since we don't know what weaknesses we're going to find.
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Glass

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Re: West Side, Embers of the Past Turn 1 Revision Phase
« Reply #65 on: May 01, 2020, 09:47:40 am »

And it'd be foolish to start voting yet since we don't know what weaknesses we're going to find.
I mean
Let's be honest here
Being able to reduce someone to absolute zero, or make them spontaneously combust, is likely to be useful no matter what we're fighting.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

Madman198237

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Re: West Side, Embers of the Past Turn 1 Revision Phase
« Reply #66 on: May 01, 2020, 09:49:20 am »

Oh I agree, though I think it would work better as an enchanted item capable of storing the "heat", since that leans more heavily into our enchantment thing and borrows more of the experience from the forge, AND it also gives us a place to store the "heat" instead of potentially needing to expend it immediately.
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Naturegirl1999

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Re: West Side, Embers of the Past Turn 1 Revision Phase
« Reply #67 on: May 01, 2020, 09:55:24 am »

I hate to be the one to inform you, Naturegirl, but it is not in fact a design phase yet, we're waiting on the GM to write a pregame battle report before the next design phase.

And it'd be foolish to start voting yet since we don't know what weaknesses we're going to find.
Sorry, when the next design phase comes up, I can port the votebox to after the future post
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Jilladilla

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Re: West Side, Embers of the Past Turn 1 Revision Phase
« Reply #68 on: May 04, 2020, 04:59:03 pm »

Turn 1 Battle Report

Shimmerock Ravine
It is along the Northern Coast that our forces make the most ground upon. After all; the beach is fairly mundane, if mayhaps a bit soft and moist for comfort, one look to the advancing column's right assures them that they made the right choice in path; for to their right, they see a massive scar in the earth; so wide that their voices do not echo, and so deep that even with the shimmering crystals from which the ravine gets its name remains shrouded in darkness. Though they would also see countless stone bridges crisscrossing across the chasm, leading into an utter labyrinth of tunnels. Exploration is completely minimal, for we cannot delay lest the False Accusers finish their preparations to stop our path to regaining our glory...

Eventually, we come across an inlet to the ocean; the water surging through and pouring into the ravine. Fording or even sailing across this inlet is utterly unthinkable, and one doesn't even need to cast Structural Grasp to feel the chaotic magic that flows through this stretch of water. Thankfully, somehow, someway, the Magnii managed to construct a bridge over this inlet; reportedly to facilitate trade, though some wonder just how they did so. Still, there is no time to do a thorough investigation; just enough to, if the worst comes to pass, destroy the bridge.

Shortly afterwards, the Vanguard of our army comes across a Magnii mining outpost. It's small, likely several dozen to a hundred people at most. However, even such a small settlement has a militia, and they aren't blind enough to miss an approaching army. While mayhaps the wisest thing would be to wait for the bulk of the army to arrive and crush any resistance underfoot, time is still of the essence, and the militia is not larger than the Vanguard, so reasons Baranor. So he pushes forth, and engages the enemy.

The first thing he notices is that the militia is vastly better equipped than our Hunters; each sporting not only a spear, but a shield, armor, and... 2 shorter spears? Irregardless, the Magnii Militia forms up into a line, and waits; letting us take the first move... A mistake on their part, given their apparent lack of ranged weaponry, and so Baranor gives the signal, and a storm of Arcane Sparks and slingstones bombard the Magnii line... To little effect, given their armor and shields. The Arcane Bolt fired by the one Spellwright Adept assigned to his Vanguard has greater effect; staggering the target and visibly cracking their shield. This isn't a battle that would be won at range, Baranor realizes, but on noticing the extremely apparent hesitance the staggered militiaman had in re-joining the line, perhaps it would be easier won than thought...

A charge is ordered, those who had their protective garments and spears Hardened beforehand taking point, with Baranor himself leading the charge at the Spears Point. As he approaches, he notices the Magnii equipment having the tell-tale color of iron; and smirks to himself; it'd be no match for magically hardened bronze. Even better, he can tell that some of the militia have physically staggered at the charge, even though it hasn't even come close to closing the range. Those who didn't flinch though, grabbed one of their shorter spears, and threw them at the approaching attackers... Thankfully, the hardened garments were enough to resist the barrage, somewhat, turning what would have been serious wounds into something more manageable. Though it did certainly slowed the charge; it did not stop it.

Baranor was first to engage, eager to strike down these cowardly Magnii for daring to claim his ancestral lands for themselves; and this close, he could see that their armor wasn't even that solidly built, and so, he thrust his spear, only to be met with shock when the lightweight ringed armor put up actual resistance to his magically enhanced bronze! Still, it was only moderate resistance, and nearby the same scenes played out with Magnii militia receiving wounds, their clumsy attempts of parrying or counterattacking largely unsuccessful; though the few time their spears met their mark, it cleaved right through what our Hunters call armor, even when Hardened magically.

The battle was short lived after that; the tell-tale sound of the electrical discharge that Baranor used to finish off his adversary seemed to crush the militia's morale, them dropping their arms (frequently at their attackers) and running. All that is left is to pick up the pieces, recuperate, and move forwards. There's still plenty more ground to cover.


Notably, when Structurally Grasped, the equipment of the Magnii did in fact come up as iron, and unenchanted at that! Which begs the question: Why is it so strong? How did they manage to get it to be like this? The examples of equipment were sent back to our capital; it is hopeful that the Spellwrights who have been working on the forges (and as such have likely acquired knowledge on metallurgy) will have better insights.


Steamspout Slopes
Those sent south can only dream about the leisurely stroll down the beach that the northern army must've enjoyed. Travel through the shifting ground of the Steamspout Slopes along a 'safe path' charted by the Karrik is still fraught with peril; while the path is clear of the geysers that frequently erupt throughout the hills, it is also completely unmarked... More than a few brave men and women died when they inadvertently wandered off the path, those caught in the steam blast dying in seconds, but those who were merely nearby falling ill, their condition worsening day by day until they finally die. 'Such is life in the Cursed Wastes'; is the saying frequently said by Karrik traders when asked why they'd brave these dangerous hills...

Still, eventually, our army reaches the end of the path, arriving near a Karrik camp in a stretch of the slopes completely devoid of the steam geysers that plagued our army on the way here; a courtesy to our traders apparently. As before, our army is not missed, but unlike the Karrik's northern counterparts, they do not organize a militia and flee; no, the entire camp mounts on horses and prepares themselves. Still, even with the entire camp, the Karrik forces are lesser in number than even the Southern Vanguard, so reasons the theater commander, so instead of waiting for the bulk of the army to arrive, they engage so that the army need not slow down its march.

Spellwright Adept Ar-Adunim was not having a good day. In fact, their day was rather terrible, all things considered even compared to the days before. It started promising, the Tribe of Karrik horsemen being outnumbered by the Vanguard, though that illusion shattered the moment the first slingstones and sparks were fired, the Karrik responding with their arrows, targeting the slingers and Spellwrights... And unfortunately, the Karrik got the better of the exchange, with our unprotected slingers falling victim more often than not to their projectiles, while the armor of the Karrik, though meager, is enough to meaningfully protect against mere slingstones and sparks, though not perfectly; several did perish on their horses, either from lucky shots or sheer weight of fire.

The Theater Commander ordered a charge, leading the Hunters in an attempt to relieve the pressure on the slingers and Spellwrights... A mistake, as the Karrik took their horses, danced around the formation, and charged the now exposed slingers and Spellrights... Faced with spear armed horsemen, the slingers had no choice but to run and pray that they aren't targeted, or prepare a last stand... Ar-Adunim themself would have died then had an Initiate not threw herself in front of them; managed to successfully electrocute the horse even as she was being skewered by the rider's spear... Still, while it did not cause the Karrik to rout, or even panic, the event did cause them to be more cautious, returning to potshot the savaged ranged contingent while mostly ignoring the Hunters (though, Ar-Adunim noticed, the theater commander was absent).

This continued for some time, until we find ourselves in the present situation: The hunters forming a wall of bodies to try and cover for the slingers and Spellwrights left... Ar-Adunim peaks out from behind their 'personal shield' of a hunter; who went so far as to wrap the garments of a fallen comrade around their head for added protection, and casts an Arcane Bolt. At this point, they are the only one scoring reliable kills, the reduced ranged contingent being unable to launch another massed volley of stones and sparks; while the meager armor of the horsemen being insufficient to prevent it from killing the rider or seriously wounding the horse.

After casting, Ar-Adunim ducks back behind their 'cover', and prepares to weather the storm the vanguard is in... Only for it to stop... Looking out again reveals the horsemen running off to the east. Looking back, they see the Southern Army not too far behind... Though they wonder, did they not wish to engage the bulk of the army? Or was their retreat simply because their quivers ran dry?...

(GM NOTE: Yes. The Karrik Defeated your army's vanguard. Their ranged prowess was superior to yours, though not by as much as you might think, and their horses allowed them to play indefinite keep away with your Hunters. What really 'sealed the deal' was that charge they did on your ranged contingent. Did your hunters make a tactical blunder by leaving them open? Yes. Would it have changed the outcome if your hunters managed to keep your slingers and spellwrights screened? No, but this way highlights a weakness of your ranged forces. Don't worry, your commanders won't be idiots when it actually matters.)


The Great River Itwephis
Our Navy's forays across Itwephis were not as easy as one may think; for One Does Not Simply Cross Itwephis. First and foremost, our forces are largely restricted to the banks of the River; it's just simply too wide to even consider crossing it that way with a raft, even had it been an entirely normal but utterly titanic river. For it isn't. Many men died to hazards contained within Itwephis; riptides away from shore and towards parts unknown, impossibly sharp formations of what seems to be metal, the distinctive smell of an electrical discharge, whirlpools, and in one unfortunate situation, we saw a raft and its passengers seemingly melt into the river itself....

Though for the most part, the river itself seems fairly normal, it is nonetheless fraught with extreme peril...



Scholars, while the news may have been grave, it has revealed dire flaws in our forces capabilities; and our southern armies still remains on schedule. The time has come once more to augment our armies capabilities.
It is the Turn 2 Design Phase. You have 2 Designs.
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TricMagic

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Re: West Side, Embers of the Past Turn 2 Design Phase
« Reply #69 on: May 04, 2020, 05:43:30 pm »

Structural Grasp: Magical

Building upon Structural Grasp, the Magical version instead focuses on magic, enchantment, and such, granting the knowledge of the magic and how it is formed. Being able to see how a spell works and what it's magic is comprised of, as well as any effects that were previously cast on it.(though the previous casting only give a vague idea and only really works for the most recent spells that were cast on it.)


Thought Partition

Thought Partition, a low-cost spell that can theoretically be kept up indefinitely. How it works is by the caster using meditation, magic, and later Structural Grasp to train themselves to be capable of running multiple independent thought streams through this spell, with no degradation of the quality or speed of thought. It is expected that adepts will be able to have 2 Streams of thought running, with more experienced scholars and spellwrights being capable of up to 4 streams.(which we currently don't have. It is the spell simply being applied multiple times, and is really dependent on the ability of the caster. Right now, 2 is normal, being the spell applied once.)

This method also allows for one stream to run as a black-box of sorts, so that if it breaks down, that stream can be stopped and removed safely, while the other stream remains fine and letting a new stream be made.(a lengthy process that can't really be done without calm.) This spell will effectively prevent events like Ionos The Shattered from repeating and make the Structural Grasp spell-line far easier because of being able to commit a thought stream to processing the information, not even mentioning it's use in magical concentration even at the most basic level. As being able to devote one's full mind to casting makes it far easier, while another stream takes care of other things related to survival in battles.
« Last Edit: May 04, 2020, 05:48:00 pm by TricMagic »
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Naturegirl1999

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Re: West Side, Embers of the Past Turn 2 Design Phase
« Reply #70 on: May 04, 2020, 05:49:29 pm »

I think our ranged units need more armor, however I am unsure of what type, probably more Hardened Bronze
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Glass

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Re: West Side, Embers of the Past Turn 2 Design Phase
« Reply #71 on: May 04, 2020, 05:57:14 pm »

What we need is metal armors and better ranged weaponry.

I don't presently have the time or ideas to create designs, but those are the topics my votes are in.
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Quote from: FallacyOfUrist (on Discord, 11/15/21)
Glass is, as usual, correct.
Yep, as ever, I bestow upon Glass the expected +1
I'm gonna say we go with whatever Glass's idea is.

TricMagic

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Re: West Side, Embers of the Past Turn 2 Design Phase
« Reply #72 on: May 04, 2020, 06:17:59 pm »

Structural Grasp: History

Structural Grasp currently tells us a lot about what we get, as well as what it all means. However, how it was made eludes us. This spell reads what has occurred to an item, reaching back to it's birth and creation, what methods were used. In this way, it's creation can be properly imitated. It's a spell that tells you how something came to be. And it also has a built in limit, in that it will not impart information that is too ancient or fragmented. This limit is a safety to prevent one from breaking their mind by trying to read something like dirt though this spell. In the future, we may be able to create specialists in the field of ancient history however. Though for that, we'd have better luck healing Ionos.

One thing to note is that we will be teaching some craftsmen with magical potential, as it is time we get someone who knows what they are doing, as this spell will be used on that which we have looted. The smtihs will be able to use this and Structural Grasp: Physical to learn the making of the Magnii iron, and future items.
Craftsmen refers to multiple schools, we expect their numbers to be very very few, but what they learn can be taught to normal craftsmen. They are likely to be a useful resource in the future as well on the homeground.


Quote from: Votebox
Structural Grasp: Magical : (1) TricMagic
Thought Partition :
Structural Grasp: History : (1) TricMagic

The first gives us the magical version which was stated to be better with a design, the second is for learning from looted items, and will let us revise iron equal to that we just faced. Together, they can let us learn from those we fight, which will make development of counters and similar items easier.

Other than using a revision this turn for producing the newly looted iron for our forges, next turn should be focused entirely on combat development. Gear and boat. It will also help if we have another confrontation with those bowmen and get an intact copy of their bow, as History can help us learn how to craft them.
« Last Edit: May 04, 2020, 07:03:42 pm by TricMagic »
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Madman198237

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Re: West Side, Embers of the Past Turn 2 Design Phase
« Reply #73 on: May 04, 2020, 10:09:24 pm »

Quote
Anath Aithrim Peltasts
Our nation has always looked to the sea. Our greatest ruins are here, along the shore. We are their inheritors, and we will once again rule the waves. But first, there is war on land. We have never been fond of using masses of close-grouped heavy infantry to bludgeon through all our foes. Formations are not of great usefulness onboard ship or in rugged terrain, and our home has few regions of anything that might be remotely considered even ground. Thus, we use some elite heavy units and many lighter armored soldiers capable of fighting anywhere. The first to be reborn of this flexible multi-pronged strategy are the fabled Anath Aithrim Peltasts. They marched to war under the banners of the Princes of the huge coastal fief of Anath, and carried the fearsome Aithrim, throwing-spears enchanted to cut through any armor and fly further than any human could ever manage. While our craftsmen cannot match the skill of our ancestors, we wish to inspire our soldiers nonetheless, and so the unworthy bear lofty titles once reserved for greater heroes.

In order to compete with the two threats we're faced with, our Hunters need to go. In order to make that happen, we're using our access to cheap iron to field iron armor and weapons of reasonable quality. Each soldier carries a standard infantry spear of about 8ft length, a set of javelins for skirmishing, and an iron leaf-bladed short sword for a backup weapon. For armor, they carry an iron helmet with iron scale aventail (a tail of flexible armor mounted to the bottom of a helmet that covers the back of the neck and, in later times [but not here], the everything below the mouth), a wooden shield (in the thureos style, AKA an oval), and some body armor made of tough cloth with portions of overlapped iron scales attached to the outside of the cloth covering the shoulders, upper chest, and right arm. This armor scheme protects the areas of the body that are vulnerable to arrow fire or strikes that pass over the shield, but doesn't use as much metal as a full-torso armor set and also protects the striking arm which may have to reach out past the shield. The shield arm, of course, doesn't need armor.

Peltasts function as medium infantry and are meant to make up the majority of our forces. They are more maneuverable than heavy infantry and do not rely on tight formations, and are thus capable of maneuvering around broken terrain. They bring extremely dangerous ranged weapons, military discipline, and armor that is very capable at resisting arrows to our lineup. Their role is to be the main class of soldiers for our army, breaking enemy skirmishers and harassing heavier units before assaulting their flanks.

Quote
Scilari Auxiliaries
In ancient days, the distant region of Scilari provided our great people with soldiers as tribute, as did other regions. These "auxiliary" soldiers filled roles that were at the time considered unfit for "proper" soldiers to fill. Cavalry were not generally used by our soldiers, as taking horses onboard ship is not an easy task, nor can you carry many aboard a ship. Archer, mage, and infantryman were the preferred roles for our own soldiery, as they were useful in every situation our armies could find themselves. However, in the open field, cavalry was, and is, a powerful weapon, and Scilari from their open plains were one of our chief sources of cavalry.

Scilaria is no more, and those ancient days are gone. Horses, however, still roam across a few regions of our homeland, and we still need cavalry. And in these days, we realize that cavalry, archer, infantry, or mage, to serve our people is what matters. So a few of our people have taken up the role of cavalry again, and the name of the Scilari, most perhaps not even knowing the origins of the word. They wield composite bows similar to those found amongst our Karrik foes, and wear our linothorax-style cloth armor. They also wield a short spear, though they mostly skirmish with the enemy and harass their formations during battle, before chasing down the enemy fleeing the field or covering friendly retreats. A padded helmet and oval-shaped shield complete their equipment and give them moderate protection.

OK, there's proposals for two major unit types. Add in two revisions, one for a dismounted archer and one for either heavy infantry or a mounted lancer, and we should have a pretty solid army composition that our next turn (and probably most subsequent turns) can be used to augment with magic.

Quote from: Votebox
Structural Grasp: Magical : (1) TricMagic
Thought Partition :
Structural Grasp: History : (1) TricMagic
Anath Aithrim Peltasts: (1) Madman
Scilari Auxiliaries: (1) Madman
« Last Edit: May 06, 2020, 01:40:28 pm by Madman198237 »
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TricMagic

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Re: West Side, Embers of the Past Turn 2 Design Phase
« Reply #74 on: May 05, 2020, 07:28:43 am »

Quote from: Discord/TricMagic
Isn't the idea of waiting to do Magical Grasp to do so in a design?
As in having it to make such enchantments easier.
That and those designs would be better next turn if we have History to draw upon. I'd rather have great iron than our current type.

Those really do seem like designs I'd like to do next turn. As the current plan with them is apparently to do augmentation with magic, but...
We have this turn and the next before full combat starts. And the iron we are using is early wrought iron, with our foes having better iron. I would want to get the spells to gain knowledge, and History can let us steal from the techniques of our enemies, while Magical Grasp is something that will aid in magical development and give us more info on our own enemy's magical development, among other things.

Those two designs kinda go with two revisions, but there is no real benefit to doing them now rather than next turn. Rather... If next turn gives us our first taste of our foe, that also means they will get a taste of what we have? I want to solidify our knowledge base with these spells, and focus entirely on the gear next turn, which those two designs do do. It just might be better to do so next turn as we'd have History to draw upon, better iron and a basis for bows.
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