I was more thinking we could apply it to our arrows to give them piercing.We would need to do some testing first
We could also attach a sail to our cart and use air to move it at speed.
Air|(4): UristMcDwarf, TricMagic, dgr11897, Doubloon-Seven'
Order of runes test:(1) DGR
Order of runes test:(2) DGR, D7
Grounded Zephyr: (1) D7
Order of runes test:(2) DGR, D7
Grounded Zephyr: (1) D7
Study of Form:(1) DGR
Discovery: Fire + Air = ?{Lightning Rune}
Order of runes test:(2) DGR, D7
Grounded Zephyr: (1) D7
Study of Form:(1) DGR
Air+Earth>Fire=Lightning Rune Discovery (1) TricMagic
action oneStudy of Air,
Order of runes test 1:(2) DGR, D7
Grounded Zephyr: (1) D7
Action two
Air+Earth>Fire=Lightning Rune Discovery (1) TricMagic
Study of Form:(0)
Study of Air: (1) DGR
Order of runes test 2: (0)
action one
Order of runes test 1:(2) DGR, D7
Grounded Zephyr: (1) D7Action twoAir+Earth>Fire=Lightning Rune Discovery (1) TricMagic
Study of Form:(0)
Study of Air: (2) DGR, TricMAgic
Order of runes test 2: (1) TricMagic
Order of runes test 1 S(E) A(F) W(A):(2) DGR, D7
Grounded Zephyr A(E)|S(A): (1) D7
Air+Earth>Fire=Lightning Rune Discovery (1) TricMagic
Study of Form:(0)
Study of Air: (2) DGR, TricMAgic
Order of runes test 2 W(A)>S(E)>A(F): (1) TricMagic
Order of runes test 1 S(E) A(F) W(A):(3) DGR, D7 Madman
Grounded Zephyr A(E)|S(A): (1) D7
Air+Earth>Fire=Lightning Rune Discovery (1) TricMagic
Study of Form:(0)
Study of Air: (3) DGR, TricMAgic, Madman
Order of runes test 2 W(A) S(E) A(F): (1) TricMagic
Ember spear S(E) A(F) W(E): (1) DGR
Crossbow manufacturing tech: (1) DGR
Crossbows require a simplified design, all the ones we have are different from each other.great, but I want to do the ember spear test because it only changes one variable, letting us get a better read on what ward(fire) does and/or a better understanding of ward in general. Otherwise put me down as voting for the simplification.
I also note that a triple Air spell would be useful with our mastery. How about that and-
Simplification of Crossbows: Our workers and researchers have found out how these things work, and can now create them uniformly with more success. Knowing how to plane the wood, as well as which wood to choose helps a lot.
Air Mastery Spell Creation- S(A) W(A) F(A) (1) TricMagic
Ember spear S(E) A(F) W(E): (1) DGR
Crossbow manufacturing tech: (-)
Simplification of Crossbows (2) TricMagic, DGR
switching because while air mastery will only barely better our understanding of magic as a whole, it is likely to give us a spell that is weaponizable. And I want to keep stuff moving.
Air Mastery Spell Creation- S(A) W(A) F(A) (2) TricMagic DGR
Ember spear S(E) A(F) W(E): (0)
Crossbow manufacturing tech: (-)
Simplification of Crossbows (2) TricMagic, DGR
Air Mastery Spell Creation- S(A) W(A) A(A) (2) TricMagic DGR
Ember spear S(E) A(F) W(E): (0)
Crossbow manufacturing tech: (-)
Simplification of Crossbows (2) TricMagic, DGR
Our workers and researchers have found out how these things work, and can now create them uniformly with more success. Knowing how to plane the wood, as well as which wood to choose helps a lot.
War Cart Decomplexification: (1) TricMagic
Pavise Shield (1) TricMagic
War Cart Decomplexification: (1) TricMagic
Pavise Shield (2) TricMagic, Urist
War Cart Decomplexification: (1) TricMagic
Pavise Shield: (3) TricMagic, Urist, Madman
Windforged Steel: (1) Madman
War Cart Decomplexification: (1) TricMagic
Pavise Shield: (4) TricMagic, Urist, Madman, DGR
Windforged Steel: (1) Madman
Bellows of wind: (1) DGR
War Cart Decomplexification: (1) TricMagic
Pavise Shield: (4) TricMagic, Urist, Madman, DGR
Windforged Steel: (1) Madman
Bellows of wind: (1) DGR
Put off Steel making to create Form(Air) Ward(Fire) Control(Air) later (x)
War Cart Modification- Sails: Our Artisans are on a roll, let's see about Adding Sails to our carts. The Wind Chant is perfect for pushing them.
Quote from: VotesWar Cart Decomplexification: (-)
War Cart Modification- Sails (1 TricMagic)
Pavise Shield: (4) TricMagic, Urist, Madman, DGR
Windforged Steel: (1) Madman
Bellows of wind: (1) DGR
Put off Steel making to create Form(Air) Ward(Fire) Control(Air) later (x)
War Cart Decomplexification: (-)
War Cart Modification- Sails (1 TricMagic)
Pavise Shield: (4) TricMagic, Urist, Madman, DGR
Windforged Steel: (1) Madman
Bellows of wind: (1) DGR
Put off Steel making to create Form(Air) Ward(Fire) Control(Air) later (x)
A large rectangular shield, strapped to a crossbowman's back to protect him as he reloads---merely by turning away from the enemy our soldiers can be extremely well-protected from enemy missile fire. Based on our present wooden shields, it is made primarily of wood with a metal boss and metal reinforcements around the edge.
Our War Carts must be Sturdy and Robust, and most of all, we must know how to build them to a perfect standard.
Form+Control
Water & Wood to unlock Fate
Form+Control (1) TricMagic
Water & Wood to unlock Fate (-)
Form+Control (1) TricMagic
Water & Wood to unlock Fate (1) Madman
Form+Control (1) TricMagic
Water & Wood to unlock Fate (2) Madman, TricMagic
Windforged Steel
To create proper arms and armor for our soldiers, we first build larger furnaces than ever before, heated by large fires and great bellows, melting iron and allowing impurities to run off the top, before pouring the molten remainder down into casting basins to make ingots for our smiths.
To improve this process, we start by making a few runes to hold mana for some of our Chanters, we can directly apply the Wind chant to steelmaking. We can replace or augment bellows with Chanters, creating greater heat in our forges. By doing the same thing in front of a sort of "waterfall" of the resulting liquid iron, we can literally blow almost all the impurities out of the iron.
Providing such pure iron to our smiths makes their jobs much easier---they do not have to heat and hammer iron into wrought iron, instead they simply make use of their own preexisting charcoal-heated forges to add the desired carbon content to the iron, making perfect steels for any purpose.
Shape(Water) Ward(Wood) Attack(Air) (1) TricMagic
WindForged Steel (-)
Runic Chanter's Steelmaking (-)
Chanter Prep Class (-)
Hint use- Enchantment (1) TricMagic
Shape(Water) Ward(Wood) Attack(Air) (2): TricMagic, Madman
Windforged Steel (1): Madman
Runic Chanter's Steelmaking (-)
Chanter Prep Class (-)
Quote from: VoteShape(Water) Ward(Wood) Attack(Air) (2): TricMagic, Madman
Windforged Steel (2): Madman, TricMagic
Runic Chanter's Steelmaking (-)
Chanter Prep Class (-)
To create proper arms and armor for our soldiers, we first build larger furnaces than ever before, heated by large fires and great bellows, melting iron and allowing impurities to run off the top, before pouring the molten remainder down into casting basins to make ingots for our smiths.
To improve this process, we start by making a few runes to hold mana for some of our Chanters, we can directly apply the Wind chant to steelmaking. We can replace or augment bellows with Chanters, creating greater heat in our forges. By doing the same thing in front of a sort of "waterfall" of the resulting liquid iron, we can literally blow almost all the impurities out of the iron.
Providing such pure iron to our smiths makes their jobs much easier---they do not have to heat and hammer iron into wrought iron, instead they simply make use of their own preexisting charcoal-heated forges to add the desired carbon content to the iron, making perfect steels for any purpose.
Brigantine Armor
Based on our Hide Armor and/or the woolen cloths our people most certainly wear, Brigantine Armor takes the next great step in armor technology:cleaning the sheep carcasses before wearing themUsing wool and/or linen woven into thick cloth as armor, backed with metal (steel in this case) strips. Multiple layers of this cloth, in armor form referred to as a Gambeson, replaces the backing in Scale Armor, to make it further resistant to blunt impacts. Brigantine armor is based on gambesons, but has small strips or plates of steel sewn between two layers of the gambeson, providing added protection to the vital organs and adding resistance to the sorts of cutting blows (using unusually razor-sharp weapons) that are the best way to deal with gambeson-clad soldiers.
Northman's Shield
Based on our wooden shields, the Northman's Shield is basically an upgrade like our Pavise Shield-it adds steel reinforcement strips around the edges. However, it is a much nicer shield, because it's made of carefully-seasoned hardwoods to give it added durability. The shield has a forearm strap near the center and a handhold closer to the outer edge. The shields are painted by their owners, which not only look cool but also make it easy to identify friends even in fairly-dark conditions. Oh, and the boss is not just a plain steel boss, instead it has a metal spike the size of a spearhead protruding from it. The spike is shaped like a bodkin-point arrow, to pop links in mail or punch through gaps in armor and cause maximum damage to any poor sucker who gets in the way of a Loji charge.
+! to both.QuoteBrigantine Armor
Based on our Hide Armor and/or the woolen cloths our people most certainly wear, Brigantine Armor takes the next great step in armor technology:cleaning the sheep carcasses before wearing themUsing wool and/or linen woven into thick cloth as armor, backed with metal (steel in this case) strips. Multiple layers of this cloth, in armor form referred to as a Gambeson, replaces the backing in Scale Armor, to make it further resistant to blunt impacts. Brigantine armor is based on gambesons, but has small strips or plates of steel sewn between two layers of the gambeson, providing added protection to the vital organs and adding resistance to the sorts of cutting blows (using unusually razor-sharp weapons) that are the best way to deal with gambeson-clad soldiers.QuoteNorthman's Shield
Based on our wooden shields, the Northman's Shield is basically an upgrade like our Pavise Shield-it adds steel reinforcement strips around the edges. However, it is a much nicer shield, because it's made of carefully-seasoned hardwoods to give it added durability. The shield has a forearm strap near the center and a handhold closer to the outer edge. The shields are painted by their owners, which not only look cool but also make it easy to identify friends even in fairly-dark conditions. Oh, and the boss is not just a plain steel boss, instead it has a metal spike the size of a spearhead protruding from it. The spike is shaped like a bodkin-point arrow, to pop links in mail or punch through gaps in armor and cause maximum damage to any poor sucker who gets in the way of a Loji charge.
Based on our Hide Armor and/or the woolen cloths our people most certainly wear, Brigantine Armor takes the next great step in armor technology: cleaning the sheep carcasses before wearing them Using wool and/or linen woven into thick cloth as armor, backed with metal (steel in this case) strips. Multiple layers of this cloth, in armor form referred to as a Gambeson, replaces the backing in Scale Armor, to make it further resistant to blunt impacts. Brigantine armor is based on gambesons, but has small strips or plates of steel sewn between two layers of the gambeson, providing added protection to the vital organs and adding resistance to the sorts of cutting blows (using unusually razor-sharp weapons) that are the best way to deal with gambeson-clad soldiers.
Based on our wooden shields, the Northman's Shield is basically an upgrade like our Pavise Shield-it adds steel reinforcement strips around the edges. However, it is a much nicer shield, because it's made of carefully-seasoned hardwoods to give it added durability. The shield has a forearm strap near the center and a handhold closer to the outer edge. The shields are painted by their owners, which not only look cool but also make it easy to identify friends even in fairly-dark conditions. Oh, and the boss is not just a plain steel boss, instead it has a metal spike the size of a spearhead protruding from it. The spike is shaped like a bodkin-point arrow, to pop links in mail or punch through gaps in armor and cause maximum damage to any poor sucker who gets in the way of a Loji charge.
Investigate: Fate (1) Doomblade
Form(Fire), Shape(Water), Attack (Water): (1) Doomblade
General, and we do have a Discord link in the Core thread.QuoteInvestigate: Fate (1) Doomblade
Form(Fire), Shape(Water), Attack (Water): (1) Doomblade
Do we need to investigste the meanings before using them? If so, ws should investigate Form.
Hoping to get a stream of fire from the research phase. Do we know what ward does?
Investigate: Fate (1) DoombladeForm(Fire), Shape(Water), Attack (Water): (1) Doomblade
Discover Fate and Master Wood: (2) TricMagic, Madman
Investigate Fate, Form(Fire), Shape(Water), Attack (Fire): (0)
Discover Fate and Master Wood: (3) TricMagic, Madman,
Doomblade
Investigate Fate, Form(Fire), Shape(Water), Attack (Fire): (0)
Discover Fate and Master Wood: (3) TricMagic, Madman, Doomblade
Investigate Fate, Form(Fire), Shape(Water), Attack (Fire): (0)
Discover Fate and Master Wood: (4) TricMagic, Madman, Doomblade, AC
Amulet of Wind (1) TricMagicForge of Air, The Skyforge (-)backlogged
Gathering of Lye:
It is by now, well known that we produce a lot of ash. It's also a fact that ash comes from wood like products. What would happen if we used this spell?
By using Gathering of Poison on the ash we produce, we create this sort of caustic substance that eats away at flesh. In addition, it seems that when we mix it with some water, we get something that allows us to tan the skins we have, making them tougher, more flexible, and easy to work with. This means we can more easily create armor that normally uses untreated hides.
This "Lye" is dangerous to work with, but very useful in "Leather Production".
Gathering of Lye "Leather Production" (1) TricMagic
Gathering of Lye "Leather Production" (1) TricMagic
Skyarms (1) Doomblade
Gathering of Lye "Leather Production" (1) TricMagic
Skyarms (1) Doomblade
Bluesteel Bō (1) TricMagic
White-blue design (1) TricMagic
Gathering of Lye "Leather Production" (1) TricMagic
Skyarms (1) Doomblade
Bluesteel Bō (1) TricMagic
Temple of the Voiceguard: (1) Madman
White-blue design (2) TricMagic, Madman
Gathering of Lye "Leather Production" (1) TricMagic
Skyarms ()
Bluesteel Bō (1) TricMagic
Temple of the Voiceguard: (2) Madman, Doomblade
White-blue design (3) TricMagic, Madman, Doomblade
Gathering of Lye "Leather Production" (1) TricMagic
Skyarms (1) Doomblade
Bluesteel Bō (1) TricMagic
Temple of the Voiceguard: (3) Madman, Doomblade, TricMagic
White-blue design (3) TricMagic, Madman, Doomblade
Gathering of Lye "Leather Production" (1) TricMagic
Skyarms (1) Doomblade
Bluesteel Bō (1) TricMagic
Temple of the Voiceguard: (4) Madman, Doomblade, TricMagic, AC
White-blue design (4) TricMagic, Madman, Doomblade, AC
Far away from the eyes of others and the spies of the enemy, located on the rocks above and around a sacred pool of water and mana, we have constructed a mighty fortress, a great keep and tall towers all looking down upon the sacred grotto. Inside the sturdy keep, craftsmen create Runes of Windforged steel to hold the mana of the sacred site, while higher still above the desolate crags dwells the Voiceguard. Here in reverence they practice their arts, growing ever stronger, ever more capable...ever more plentiful. Pulled primarily from the most devout of the clergy, those who wish to be Chanters are trained here, to join the Voiceguard and be sent to war...albeit in a supporting role for now. Their divine Wind cools our soldiers on the march, Smoke conceals them on the field, Poison coats their blades and bolts, Embers start fires great or small.
Brigandine Armor
No, really. Armor is armor, fashion is something else entirely. If you wanted some religious mumbo-jumbo mixed with your armor, you should've asked a priest. This fixed version of Brigandine Armor is what the armor was originally meant to be, a very thick cloth tunic hanging to just above the knees with armor strips sewn between the layers over the torso. The glory of the Loji and our religion has nothing to do with how many abs you have, it's far more glorious to cover up your abs and show up to worship tomorrow, as opposed to exposing your abs and showing up in a casket tomorrow, minus your (formerly) internal organs. And the metal is covered up. This prevents noise and reflections, making us stealthier when we need to be. It also protects the metal from corrosion from water or salt in the air, and allows our soldiers to paint cool designs on their armor as if it's a surcoat. In order to be more worthwhile, a basic cloth-and-metal-strip helmet has been included as well. It's basically a glorified hood, albeit one made of very thick cloth, with brigandine-structured metal strips reinforcing it against slashing blows. This should help reduce the incidence of concussions amongst our men, especially those who trip over themselves when practicing smoke-obscured maneuvers on the battlefield.
Brigandine Armor (-)
Holy Cloth(Armor for the Pious) (1) TricMagic
Brigandine Armor: (1) Madman
Holy Cloth(Armor for the Pious): (1) TricMagic
Brigandine Armor: (2) Madman, Urist
Holy Cloth(Armor for the Pious): (1) TricMagic
(3) Brigandine Armor: Madman, Urist, AC
(1) Holy Cloth(Armor for the Pious): TricMagic
Quote from: Revision Votes(4) Brigandine Armor: Madman, Urist, AC, TricMagic
(1) Holy Cloth(Armor for the Pious): TricMagic
No, really. Armor is armor, fashion is something else entirely. If you wanted some religious mumbo-jumbo mixed with your armor, you should've asked a priest. This fixed version of Brigandine Armor is what the armor was originally meant to be, a very thick cloth tunic hanging to just above the knees with armor strips sewn between the layers over the torso. The glory of the Loji and our religion has nothing to do with how many abs you have, it's far more glorious to cover up your abs and show up to worship tomorrow, as opposed to exposing your abs and showing up in a casket tomorrow, minus your (formerly) internal organs. And the metal is covered up. This prevents noise and reflections, making us stealthier when we need to be. It also protects the metal from corrosion from water or salt in the air, and allows our soldiers to paint cool designs on their armor as if it's a surcoat. In order to be more worthwhile, a basic cloth-and-metal-strip helmet has been included as well. It's basically a glorified hood, albeit one made of very thick cloth, with brigandine-structured metal strips reinforcing it against slashing blows. This should help reduce the incidence of concussions amongst our men, especially those who trip over themselves when practicing smoke-obscured maneuvers on the battlefield.
Inscription creation: Ward(Fate) Ward(Water) Ward(Air)
Chant: Shape(Fate) Attack(Fate) Ward(Air)
Chant: Shape(Fate) Attack(Wood) Ward(Air)
Chant of the Weave: Shape(Wood) Attack(Wood) Ward(Wood) (1) TricMagic
Hint Token:
Research Ward(Air) as an Inscription: (1) Madman
Don't use it: (0)
Discovery:
Increase Shape skill: (1) Madman
That isn't a logical relationship, though. All air produced...air. Wind, specifically, but pure air. So an all-wood inscription would produce something related to Life, most likely, since Wood is a stand-in for Life.
EDIT: Alright fine let's get this party rolling.QuoteHint Token:
Research Ward(Air) as an Inscription: (1) Madman
Don't use it: (0)
Discovery:
Increase Shape skill: (1) Madman
I am torn as to what we should do with this turn, but if we increase our skills in the basic components of Chants we will probably benefit a lot.
Inscription creation: Ward(Fate) Ward(Water) Ward(Air) (1) TrcMagic
Chant: Shape(Fate) Attack(Fate) Ward(Air) (-)
Chant: Shape(Fate) Attack(Wood) Ward(Air) (1) TricMagic
Chant of the Weave: Shape(Wood) Attack(Wood) Ward(Wood) (1) TricMagic
Research Ward(Air) as an inscription with the hint token (1) Madman
Don't use the Hint Token (-)
Use the hint token to perform an extra experiment this turn (1) TricMagic
Discovery- Increase Shape Skill (1) Madman
Discovery- Form (-)
Discovery- Control (-)
Voiceguard Division Names:
Windsingers:
Leave them as is: (1) Madman
Shroudweavers
Leave them as is: (1) Madman
Preparers:
Leave them as is: (0)
Apothecaries (yes I know WH40k uses the word, screw them): (1) Madman
Enkindlers:
Leave them as is: (0)
Hearthkeepers: (1) Madman
Quote from: Hint Token Use?Research Ward(Air) as an inscription with the hint token (1) Madman
Don't use the Hint Token (-)
Use the hint token to perform an extra experiment this turn (1) TricMagicQuote from: Use of Our Natural Skill Discovery?Yes, use our Discovery to increase skill. (-)
No, do an Experiment. (-)
Discovery- Increase Shape Skill (1) Madman
Discovery- Form (1) TricMagic
Discovery- Control (-)
Increase Wood Skill, as well as create a Wood Chant(requires hint token use) (-)
Inscription creation: Ward(Fate) Ward(Water) Ward(Air) (1) TricMagic
Channeling Fate
Chant: Shape(Fate) Attack(Fate) Ward(Air) (-)
Chant: Shape(Fate) Attack(Wood) Ward(Air) (1) TricMagic
Wood Chant Creation
Chant of the Branching Weave: Shape(Wood) Attack(Wood) Ward(Wood) (1) TricMagic
Chant of the Assaulting Trees(or the Wind Chant order applied to Wood) Shape(Wood) Ward(Wood) Attack(Wood) (1) TricMagic
Quote from: Hint Token Use?Research Ward(Air) as an inscription with the hint token (2) Madman, Doomblade
Don't use the Hint Token (-)
Use the hint token to perform an extra experiment this turn (1) TricMagicQuote from: Use of Our Natural Skill Discovery?Yes, use our Discovery to increase skill. (-)
No, do an Experiment. (-)
Discovery- Increase Shape Skill (1) Madman
Discovery- Form (1) TricMagic
Discovery- Control (-)
Increase Wood Skill, as well as create a Wood Chant(requires hint token use) (-)
Inscription creation: Ward(Fate) Ward(Water) Ward(Air) (1) TricMagic
Channeling Fate
Chant: Shape(Fate) Attack(Fate) Ward(Air) (-)
Chant: Shape(Fate) Attack(Wood) Ward(Air) (1) TricMagic
Wood Chant Creation
Chant of the Branching Weave: Shape(Wood) Attack(Wood) Ward(Wood) (1) TricMagic
Chant of the Assaulting Trees(or the Wind Chant order applied to Wood) Shape(Wood) Ward(Wood) Attack(Wood) (1) TricMagic
Quote from: Hint TokenExperiment, Inscription: Ward(Air): (2) Madman, Doomblade
Experiment, Inscription: Ward(Fate) Ward(Water) Ward(Air) (1) TricMagic
Experiment, Chant: Shape(Fate) Attack(Fate) Ward(Air) (-)
Experiment, Chant: Shape(Fate) Attack(Wood) Ward(Air) (1) TricMagic
Experiment, Chant: Shape(Wood) Attack(Wood) Ward(Wood) (1) TricMagic
Experiment, Chant: Shape(Wood) Ward(Wood) Attack(Wood) (1) TricMagic
Experiment, Inscription: Ward(Fate) Ward(Water) Ward(Air) (1) TricMagic
Don't use the Hint Token (-)Quote from: Discovery PhaseDiscovery- Increase Shape Skill (1) Madman
Discovery- Form (1) TricMagic
Discovery- Control (-)
Quote from: Hint TokenExperiment, Inscription: Ward(Air): (2) Madman, Doomblade
Experiment, Inscription: Ward(Fate) Ward(Water) Ward(Air) (-)
Experiment, Inscription: Shape(Water) Ward(Wood) Attack(Air) (1) TricMagic
Experiment, Chant: Shape(Fate) Attack(Fate) Ward(Air) (-)
Experiment, Chant: Shape(Fate) Attack(Wood) Ward(Air) (1) TricMagic
Experiment, Chant: Shape(Wood) Attack(Wood) Ward(Wood) (1) TricMagic
Experiment, Chant: Shape(Wood) Ward(Wood) Attack(Wood) (1) TricMagicExperiment, Inscription: Ward(Fate) Ward(Water) Ward(Air) (1) TricMagic{You double posted this.}
Don't use the Hint Token (-)Quote from: Discovery PhaseDiscovery- Increase Shape Skill (1) Madman
Discovery- Form (1) TricMagic
Discovery- Control (-)
Quote from: Hint TokenExperiment, Inscription: Ward(Air): (2) Madman, Doomblade
Experiment, Inscription: Shape(Water) Ward(Wood) Attack(Air): (2) TricMagic, AC
Experiment, Inscription: Ward(Fate) Ward(Water) Ward(Air): (0)
Experiment, Chant: Shape(Fate) Attack(Fate) Ward(Air) (0)
Experiment, Chant: Shape(Fate) Attack(Wood) Ward(Air) (1) TricMagic
Experiment, Chant: Shape(Wood) Attack(Wood) Ward(Wood) (1) TricMagic
Experiment, Chant: Shape(Wood) Ward(Wood) Attack(Wood) (1) TricMagic
Don't use the Hint Token (0)Quote from: Discovery PhaseDiscovery- Increase Shape Skill (2) Madman, AC
Discovery- Form (1) TricMagic
Discovery- Control (0)
Windsingers:
Leave them as is: (2) Madman, AC
Shroudweavers
Leave them as is: (2) Madman, AC
Preparers:
Leave them as is: (0)
Apothecaries (yes I know WH40k uses the word, screw them): (2) Madman, AC
Enkindlers:
Leave them as is: (1) AC
Hearthkeepers: (1) Madman
Quote from: Hint TokenExperiment, Inscription: Ward(Air): (3) Madman, Doomblade, Jilladilla
Experiment, Inscription: Shape(Water) Ward(Wood) Attack(Air): (2) TricMagic, AC
Experiment, Inscription: Ward(Fate) Ward(Water) Ward(Air): (0)
Experiment, Chant: Shape(Fate) Attack(Fate) Ward(Air) (0)
Experiment, Chant: Shape(Fate) Attack(Wood) Ward(Air) (1) TricMagic
Experiment, Chant: Shape(Wood) Attack(Wood) Ward(Wood) (1) TricMagic
Experiment, Chant: Shape(Wood) Ward(Wood) Attack(Wood) (1) TricMagic
Don't use the Hint Token (0)Quote from: Discovery PhaseDiscovery- Increase Shape Skill (2) Madman, AC
Discovery- Form (1) TricMagic
Discovery- Control (0)
Honestly, there is not much in the way of sanity when there are so many ideas in my head. Here's one from AC on discord.
Shape(Water) Ward(Wood) Attack(Air) - Gathering of Poison
Inscription experiment: Shape(Water) Ward(Wood) Attack(Air)
Use- To draw out the poison into a protective amulet as soon as it hits the bloodstream, hence rendering it harmless.
Might not, but it is a good idea.
Experiment, Inscription: Shape(Water) Ward(Wood) Attack(Air)
I am voting 4 & 1 out of.. 8 & 3... Removing Poison is important, so.. Main issue is the fact that I kinda want to run two experiments this turn, 1 of which is a Wood or Fate type Chant. And I'm fine with any of them..
Jarls of the Northmen
Leaders, rulers, warriors. A Jarl leads each village and town of the Loji, a Jarl captained each ship before the heretics confined us to these wretched shores. They earn their position not through birthright, but through war and conquest. We are commanded to conquer and war if we wish to ascend, and so our leaders win their right to lead through bloodshed. Each Jarl wears an improved set of Scale Armor, a shirt of scales that hangs to the knees, with steel greaves beneath. Steel gauntlets cover the rest of the arms and the hands, and steel helms and a neck-guard protect the head and neck. They sling their shields over their backs, wielding instead weapons in two hands. Arrows, spears, and swords they shrug off, barely feeling it through thick padding and tough steel. Their own blows are not so easily ignored. Some choose to take two War Axes, some Battleaxes on a long two-handed haft with a crescent blade to hook their enemies and drag them out of even the best shieldwalls, some use Steel Halberds with a myriad of tools to kill their foes with.
In battle, Jarls lead retinues of scale-armored Huscarls, warriors sworn to fight with them and defend their leaders, albeit with lesser arms and armors. The Jarls and their retinues strike at the weak points of the enemy line with hammer-blows that cannot be matched by any foe.
-Gets us a new elite unit of sorts, armed and armored for killing things. Axes like they'll carry will make them quite terrifyingly capable of ripping through anything with less armor than them, and anything properly armored will have to fear them---after all, they probably won't have halberds or a Dane axe equivalent [which is what the Battleaxe is a copy of], which are the best weapons to fight an armored man with, since the way these combats are won tends to involve wrestling and dagger stabs to vulnerable spots. This is, unfortunately, where scale falls short: It is, hypothetically, possible to stab up under the scales and get the person, though for many obvious reasons it is exceedingly difficult to actually cut through the leather strips holding the plates together, and even harder to do any meaningful damage with such a stroke, since it will be mostly parallel to the flesh.
-Also gets us new forms of armor and weapons, though if those can't just be immediately used by the rest of our soldiers I won't be too sad. Halberds are the only ones that would be really nice to have, and even then we don't need them since nobody has cavalry. I'll probably propose an alternative to this later, but this was something I had already planned out.
Basalt, the Indomitable, and the Holy Berserker Knights (1)
Jarls of the Northmen, and the Huscarls (-)
Basalt, the Indomitable, and the Holy Berserker Knights (1): TricMagic
Jarls of the Northmen (1): Madman
(1) Basalt, the Indomitable, and the Holy Berserker Knights: TricMagic
(1) Jarls of the Northmen: Madman
(1) Experiment, Inscription - Shape(Air), Ward(Air), Attack(Air): AC
(1) Basalt, the Indomitable, and the Holy Berserker Knights: TricMagic
(2) Jarls of the Northmen: Madman, Jilladilla
(1) Experiment, Inscription - Shape(Air), Ward(Air), Attack(Air): AC
And so made, now an Axe, a great Crescent, a line pointing outward, it's opposite a guillotine, the shaft bound to the blade.
Our Hardest Wood makes up the shaft, carved with grips and designs of snarling wolves and harsh winds.
The Crescent Axe, a blue moon, with deadly curve inward on one side, and heavy curve outside. To bash, sever, and execute.
Leaders, rulers, warriors. A Jarl leads each village and town of the Loji, a Jarl captained each ship before the heretics confined us to these wretched shores. They earn their position not through birthright, but through war and conquest. We are commanded to conquer and war if we wish to ascend, and so our leaders win their right to lead through bloodshed. Each Jarl wears an improved set of Scale Armor, a shirt of scales that hangs to the knees, with steel greaves beneath. Steel gauntlets cover the rest of the arms and the hands, and steel helms and a neck-guard protect the head and neck. They sling their shields over their backs, wielding instead weapons in two hands. Arrows, spears, and swords they shrug off, barely feeling it through thick padding and tough steel. Their own blows are not so easily ignored. Some choose to take two War Axes, some Battleaxes on a long two-handed haft with a crescent blade to hook their enemies and drag them out of even the best shieldwalls, some use Steel Halberds with a myriad of tools to kill their foes with.
In battle, Jarls lead retinues of scale-armored Huscarls, warriors sworn to fight with them and defend their leaders, albeit with lesser arms and armors. The Jarls and their retinues strike at the weak points of the enemy line with hammer-blows that cannot be matched by any foe.
Medium Crossbow
Based on the Light Crossbow, the Medium Crossbow is pretty much exactly what it says on the tin: The crossbow is reinforced with steel and tougher wood, slightly lengthened limbs, and a toughened string, woven of steel threads if necessary. A metal stirrup is added to the front of the bow, used in concert with a claw-shaped device with a handle to draw back the string with both hands under the cover of a Pavise Shield. New, refined bolts come in broadhead and armor-piercing chisel-tip configurations, made from good-quality hardwood to resist the forces of firing without breaking.
Windforged Weaponry
To equip our Jarls and regular troops properly, a set of new equipment is made by the smiths, now used to working in Windforged Steel. The armor upgrades requested for the Jarls are provided, and a War Axe is modified to be a Battleaxe, with a long haft and slightly longer blade, to be used to hook enemies and kill them. Another weapon provided is the Halberd, basically a Battleaxe with a spear point on the end. The Northman's Shield is also adapted slightly, so two leather loops can be used instead of a loop and a handle, allowing it to be used strapped to the arm, without a hand on the shield itself, providing protection even for soldiers using two-handed weapons in the lines. All can be used by regular troops where appropriate.
Medium Crossbow (1) TricMagic
Windforged Weaponry (-)
Medium Crossbow (2) TricMagic, AC
Windforged Weaponry (0)
Medium Crossbow (3) TricMagic, AC, Jilladilla
Windforged Weaponry (0)
Medium Crossbow (4) TricMagic, AC, Jilladilla, Madman
Windforged Weaponry (0)
Windsingers:
Leave them as is: (2) Madman, AC
Shroudweavers
Leave them as is: (2) Madman, AC
Preparers:
Leave them as is: (0)
Apothecaries (yes I know WH40k uses the word, screw them): (2) Madman, AC
Enkindlers:
Leave them as is: (1) AC
Hearthkeepers: (1) Madman
Based on the Light Crossbow, the Medium Crossbow is pretty much exactly what it says on the tin: The crossbow is reinforced with steel and tougher wood, slightly lengthened limbs, and a toughened string, woven of steel threads if necessary. A metal stirrup is added to the front of the bow, used in concert with a claw-shaped device with a handle to draw back the string with both hands under the cover of a Pavise Shield. New, refined bolts come in broadhead and armor-piercing chisel-tip configurations, made from good-quality hardwood to resist the forces of firing without breaking.
Don't Spend Token Now: (0)
Spend Hint Token to find the Chant-strengthening Inscription [or at least the next step in discovering it]: (1) Madman
Windsingers:
Leave them as is: (2) Madman, AC
Shroudweavers
Leave them as is: (2) Madman, AC
Preparers:
Leave them as is: (0)
Apothecaries (yes I know WH40k uses the word, screw them): (2) Madman, AC
Enkindlers:
Leave them as is: (1) AC
Dragon's Kin: (1) Madman
Don't Spend Token Now: (1) TricMagc
Spend Hint Token to find the Chant-strengthening Inscription [or at least the next step in discovering it]: (1) Madman
Windsingers:
Leave them as is: (3) Madman, AC, TricMagic
Shroudweavers
Leave them as is: (3) Madman, AC, TricMagic
Preparers:
Leave them as is: (0)
Apothecaries (yes I know WH40k uses the word, screw them): (2) Madman, AC
Enkindlers:
Leave them as is: (1) AC
Dragon's Kin: (1) Madman
Dragonflamers (1) Tricmagic
QuoteHint Token
Don't Use Hint Token: (0)
Inscription Experiment: Shape(Air) Attack(Air) Ward(Air): (1) MadmanQuoteRegular Discovery Turn
Chanting Experiment: Shape(Air) Attack(Air) Ward(Fire): (1) Madman
Inscription Experiment: Shape(Air) Attack(Air) Ward(Air) - direct translation of the Wind Chant to an Inscription for a baseline.
Chanting Experiment: Shape(Air) Attack(Air) Ward(Fire) - hopefully this will result in direct fire, instead of embers. It will certainly help validate or invalidate my present working theory for the nature of runes in Chanting.QuoteQuoteHint Token
Don't Use Hint Token: (0)
Inscription Experiment: Shape(Air) Attack(Air) Ward(Air): (1) Madman
{Actual Wind Chant combination}Inscription Experiment- Shape(Air), Ward(Air), Attack(Air) (1) TricMagicQuoteRegular Discovery Turn
Chanting Experiment: Shape(Air) Attack(Air) Ward(Fire): (1) Madman
Chanting Experiment- Shape(Wood), Ward(Wood), Attack(Wood) (1) TricMagic
QuoteHint Token
Don't Use Hint Token: (0)
Inscription Experiment- Shape(Air), Ward(Air), Attack(Air): (2) TricMagic. MadmanQuoteRegular Discovery Turn
Chanting Experiment: Shape(Air) Attack(Air) Ward(Fire): (1) Madman
Chanting Experiment- Shape(Wood), Ward(Wood), Attack(Wood) (1) TricMagic
QuoteHint Token
Don't Use Hint Token: (0)
Inscription Experiment- Shape(Air), Ward(Air), Attack(Air): (3) TricMagic, Madman, ACQuoteRegular Discovery Turn
Chanting Experiment: Shape(Air) Attack(Air) Ward(Fire): (2) Madman, AC
Chanting Experiment- Shape(Wood), Ward(Wood), Attack(Wood) (1) TricMagic
QuoteHint Token
Don't Use Hint Token: (0)
Inscription Experiment- Shape(Air), Ward(Air), Attack(Air): (3) TricMagic, Madman, ACQuoteRegular Discovery Turn
Chanting Experiment: Shape(Air) Attack(Air) Ward(Fire): (3) Madman, AC, TricMagic
Chanting Experiment- Shape(Wood), Ward(Wood), Attack(Wood) (-)
QuoteHint Token
Don't Use Hint Token: (0)
Inscription Experiment- Shape(Air), Ward(Air), Attack(Air): (4) TricMagic, Madman, AC, JilladillaQuoteRegular Discovery Turn
Chanting Experiment: Shape(Air) Attack(Air) Ward(Fire): (4) Madman, AC, TricMagic, Jilladilla
Chanting Experiment- Shape(Wood), Ward(Wood), Attack(Wood) (-)
Each Jarl wears an improved set of Scale Armor, a shirt of scales that hangs to the knees, with steel greaves beneath. Steel gauntlets cover the rest of the arms and the hands, and steel helms and a neck-guard protect the head and neck.
Windforges
Built around the smelteries that make Windforged Steel, the Windforges produce the tools of war that drive us to victory. Blacksmiths fill the halls, forges fill the courtyards, molten metal runs in rivers from the smelteries within, cast into basic shapes before being worked to perfection by the smiths who reside there. Housing the majority of our nation's skilled metalsmiths, the Windforges make use of some of the Voiceguard and their Mana, as well. Winds of Fire heat some of the forges, while yet more Chanted Wind is used to heat others, in an attempt to both teach young Chanters of both types how to control their mana, and to see if we can reveal yet more Mana effects in our metal.
For now, the Windforges produce improved Scale Armor, incorporating a spangenhelm-style (Viking/Norse conical helmet with cheek guards, looks like the helmets of the Rohirrim in the LotR movies) helmet, greaves that protect the front of the shins, bracers on any exposed (not shield-bearing) arms, and lengthening the scaled shirt to cover the upper arms and down to the knees.
(1) Windforges: AC
Windforges{1 bracer design} (-)
Windforges{2 bracer design} (1) TricMagic
Windforges{1 bracer design} (1): Madman
Windforges{2 bracer design} (1) TricMagic
(2) Windforges: AC, Madman
(1) Windforges Counter Proposal: TricMagic
(3) Windforges (http://www.bay12forums.com/smf/index.php?topic=172222.msg7878438#msg7878438): AC, Madman, Jilladilla
(1) Windforges Counter Proposal (http://www.bay12forums.com/smf/index.php?topic=172222.msg7878461#msg7878461): TricMagic
Hellbringers/Voiceguard Revision
A new division of the Voiceguard, the Hellbringers use Wind of Fire to scour the unworthy, the weak, and the foolish from the world. They use cylindrical projections of flame to annihilate sections of enemy armies, using powerful yet small and short cylinders to eliminate elite units or dangerous foes, while using a short and wide cylinder to burn the eyes and any exposed skin of larger formations, attacking from above in all cases. Similarly large cylinders, turned on their sides, can interfere with enemy archery. It's hard to shoot if your targets are hiding behind a vision-impeding circle of flame in the sky, after all.
Finally, we anticipate the enemy will develop protection from flames as fast as possible. Therefore, if direct application of fire through the previous methods is not capable of killing enemies, instead the Hellbringers will switch to very large areas of relatively little heat, just about 150*F for those that care. Not enough to light most things on fire, but enough to horribly exhaust anyone in the area, or kill them over long periods of exposure. The presence of this heat should debilitate enemies not protected against heat AND flame.
During combat only a few Hellbringers will deploy to help the skirmishers, most will be held in reserve to break enemy formations apart with the threat of fiery death. A few more will wait until the enemy's elite units reveal themselves, then smash them with fiery pillars from above. They don't even need to hit, just a close strike will burn, overheat, and exhaust an unarmored man such as a monk, while overheating and exhausting even the most heavily-armored soldier is also a valid tactic the Hellbringers will employ.
In cold climes a rotation of such soldiers can use more low-level wide-area flames to heat up sections of our camps, allowing us to travel lighter than any enemies without risk of frostbite.
At night, a Hellbringer is assigned to every watch shift, prepared to send up a very large column of flame in the event of attack, denying our enemies the cover of darkness. Oh, and they can also set fire to any bushes that are full of archers or whatever. That's fine too.
Hellbringers (Voiceguard Revision): (1) Madman
modified War Cart with a backward-pointing hollow cylinder.
Hellbringers (Voiceguard Revision) (1) Madman
Windy Sailcarts (1) TricMagic
Hellbringers (Voiceguard Revision) (2) Madman, AC
Windy Sailcarts (1) TricMagic
We don't need any sort of shape at the front to improve aerodynamics because we're not traveling at speeds which will make air resistance an issue. The carts are going to travel at the same speed as they do now (roughly a walking pace) except for the ones getting an external boost. But even then, the fact that we're using a SAIL pretty much negates any gains we're going to get from making the wooden cart more aerodynamic.
Hellbringers (Voiceguard Revision) (3) Madman, AC, Jilladilla
Windy Sailcarts (1) TricMagic
Forested Hills (1) TricMagic
Jungle (1) TricMagic
Arcanis (-)
Forested Hills (2) TricMagic, MadmanIt'd make a lot more sense for us to do this after revisions like normal ARs. Ah well.
Jungle (2) TricMagic, Madman
Arcanis (0)
OK, so it goes into effect next turn. Not great, but not crippling. Oh, and our Jarls will wear the Improved Scale Armor *now*, I'd assume, so we should be able to batter our happy ways through their phalanx and through their monks as well.
For this revision, my thought is pretty simple:QuoteHellbringers/Voiceguard Revision
A new division of the Voiceguard, the Hellbringers use Wind of Fire to scour the unworthy, the weak, and the foolish from the world. In battle, they focus on clearing out the enemy's unarmored units first, then move on to burn any exposed skin of the most tightly-packed portions of the enemy army. Right now, this means they should start by killing the unarmored monks before turning their flames onto the enemy's central phalanx.
The Windsingers are tasked with combat as well, now, using their wind during skirmisher combat, to send enemy volleys of course by laying streams of wind just above and in front of enemy archers. They only need to lift the wind for brief periods when our own crossbowmen are prepared to send out coordinated volleys.
EDIT: Added a bit about Windsinger adjustments. There's no reason for them NOT to be doing this already, save that we...didn't tell them to and our commanders didn't think about it despite it turning crossbows' slow firing rates into an advantage.
OK, so it goes into effect next turn. Not great, but not crippling. Oh, and our Jarls will wear the Improved Scale Armor *now*, I'd assume, so we should be able to batter our happy ways through their phalanx and through their monks as well.
For this revision, my thought is pretty simple:QuoteHellbringers/Voiceguard Revision
A new division of the Voiceguard, the Hellbringers use Wind of Fire to scour the unworthy, the weak, and the foolish from the world. In battle, they focus on clearing out the enemy's unarmored units first, then move on to burn any exposed skin of the most tightly-packed portions of the enemy army. Right now, this means they should start by killing the unarmored monks before turning their flames onto the enemy's central phalanx.
EDIT: Added a bit about Windsinger adjustments. There's no reason for them NOT to be doing this already, save that we...didn't tell them to and our commanders didn't think about it despite it turning crossbows' slow firing rates into an advantage.
Hellbringers (Voiceguard Revision) (2) Madman, AC
Windy Sailcarts (-)
Flamebringers (Voiceguard Addition)(1) TricMagic
Hellbringers (Voiceguard Revision) (3) Madman, AC, Jilladilla
Windy Sailcarts (-)
Flamebringers (Voiceguard Addition)(1) TricMagic
Lane Votes
Forested Hills (3) TricMagic, Madman, Jilladilla
Jungle (3) TricMagic, Madman, Jilladilla
Arcanis (0)
OK, so it goes into effect next turn. Not great, but not crippling. Oh, and our Jarls will wear the Improved Scale Armor *now*, I'd assume, so we should be able to batter our happy ways through their phalanx and through their monks as well.
For this revision, my thought is pretty simple:QuoteHellbringers/Voiceguard Revision
A new division of the Voiceguard, the Hellbringers use Wind of Fire to scour the unworthy, the weak, and the foolish from the world. They use cylindrical projections of flame to annihilate sections of enemy armies, using powerful yet small and short cylinders to eliminate elite units or dangerous foes, while using a short and wide cylinder to burn the eyes and any exposed skin of larger formations, attacking from above in all cases. Similarly large cylinders, turned on their sides, can interfere with enemy archery. It's hard to shoot if your targets are hiding behind a vision-impeding circle of flame in the sky, after all.
Finally, we anticipate the enemy will develop protection from flames as fast as possible. Therefore, if direct application of fire through the previous methods is not capable of killing enemies, instead the Hellbringers will switch to very large areas of relatively little heat, just about 150*F for those that care. Not enough to light most things on fire, but enough to horribly exhaust anyone in the area, or kill them over long periods of exposure. The presence of this heat should debilitate enemies not protected against heat AND flame.
During combat only a few Hellbringers will deploy to help the skirmishers, most will be held in reserve to break enemy formations apart with the threat of fiery death. A few more will wait until the enemy's elite units reveal themselves, then smash them with fiery pillars from above. They don't even need to hit, just a close strike will burn, overheat, and exhaust an unarmored man such as a monk, while overheating and exhausting even the most heavily-armored soldier is also a valid tactic the Hellbringers will employ.
At night, a Hellbringer is assigned to every watch shift, prepared to send up a very large column of flame in the event of attack, denying our enemies the cover of darkness. Oh, and they can also set fire to any bushes that are full of archers or whatever. That's fine too.
EDIT: Added a bit about Windsinger adjustments. There's no reason for them NOT to be doing this already, save that we...didn't tell them to and our commanders didn't think about it despite it turning crossbows' slow firing rates into an advantage.
A new division of the Voiceguard, the Hellbringers use Wind of Fire to scour the unworthy, the weak, and the foolish from the world. They use cylindrical projections of flame to annihilate sections of enemy armies, using powerful yet small and short cylinders to eliminate elite units or dangerous foes, while using a short and wide cylinder to burn the eyes and any exposed skin of larger formations, attacking from above in all cases. Similarly large cylinders, turned on their sides, can interfere with enemy archery. It's hard to shoot if your targets are hiding behind a vision-impeding circle of flame in the sky, after all.
Finally, we anticipate the enemy will develop protection from flames as fast as possible. Therefore, if direct application of fire through the previous methods is not capable of killing enemies, instead the Hellbringers will switch to very large areas of relatively little heat, just about 150*F for those that care. Not enough to light most things on fire, but enough to horribly exhaust anyone in the area, or kill them over long periods of exposure. The presence of this heat should debilitate enemies not protected against heat AND flame.
During combat only a few Hellbringers will deploy to help the skirmishers, most will be held in reserve to break enemy formations apart with the threat of fiery death. A few more will wait until the enemy's elite units reveal themselves, then smash them with fiery pillars from above. They don't even need to hit, just a close strike will burn, overheat, and exhaust an unarmored man such as a monk, while overheating and exhausting even the most heavily-armored soldier is also a valid tactic the Hellbringers will employ.
At night, a Hellbringer is assigned to every watch shift, prepared to send up a very large column of flame in the event of attack, denying our enemies the cover of darkness. Oh, and they can also set fire to any bushes that are full of archers or whatever. That's fine too.
I have some possibilities for this Discovery turn:
Shape(Air) Attack (Air) Ward(Fate) --- I think this one was Nemonole's suggestion on Discord. (1) TricMagic
Shape(Air) Attack(Fate) Ward(Fire) --- Maybe it'll set people's fates on fire? I have no idea, why not try it?
Shape(Fate) x 3 --- Very direct control over Fate perhaps?
Ward(Air) x 3 --- Also worth a try, tells us more about single-meaning Chants and what Ward might do.
Shape(Fate) Attack(Fate) Ward(Fate) --- Also may tell us useful information about Fate, might fizzle, who knows?
We could also increase knowledge in one of our Runes. Fire, Attack, or Ward seem like likely candidates, but we could also branch out and unlock a new Rune or two.
Shape(Air) Attack (Air) Ward(Fate): (1) Tricmagic <----Really need to clarify whether you want an Inscription or a Chant here
Improve Fire Rune knowledge: (1) Madman
Shape(Air) Attack (Air) Ward(Fate): (1) Tricmagic <----Really need to clarify whether you want an Inscription or a Chant here
Improve Fire Rune knowledge: (1) Madman
Chant: Shape(Air) Attack(Fate) Ward(Fire): (1) AC
Shape(Air) Attack (Air) Ward(Fate): (1) Tricmagic <----Really need to clarify whether you want an Inscription or a Chant here
Improve Fire Rune knowledge: (1) Madman
Chant: Shape(Air) Attack(Fate) Ward(Fire): (1) AC
Inscription: Shape(Earth) Ward(Earth) Ward(Fire): (1) Jilladilla
Inscription- Shape(Air) Attack (Air) Ward(Fate): (1) Tricmagic<----Really need to clarify whether you want an Inscription or a Chant here
Improve Fire Rune knowledge: (1) Madman
Chant: Shape(Air) Attack(Fate) Ward(Fire): (1) AC
Inscription: Shape(Earth) Ward(Earth) Ward(Fire): (2) Jilladilla, TricMagic
Air ElementEarth is White. Air is Blue. 'Separation' vs 'Solidity/Endurance'.
Air is the Element of speed, separation and flight. The Air Element is found everywhere above the earth and is drawn in and pressed back out when taking a breath. It is represented by the colour blue.
Earth Element
The Element of Earth carries with it the aspects of weight, solidity and endurance. It is found in all materials and flows most strongly through the ground. It is represented by the colour white.
-snip-
Actually, in that regard, Jilladilla's suggestion makes a lot of sense. Shape earth for protection, and Ward Earth and Fire for more protections.
I am still going to stand by improving our knowledge of Fire---it will strengthen and/or generally improve Wind of Flame, possibly (but not necessarily) give us a new form of applying Runes or magic, and probably unlock knowledge of a new Celestial Element. Probably.. If I was going to back a second option it'd be the transferal of the Runes that make up Wind of Flame directly to an Inscription.
Inscription- Shape(Air) Attack (Air) Ward(Fate): (1) TricmagicDoing the Wind of Flame enchantment as an Inscription should give us a better idea of how Runes behave in Inscriptions. Maybe it'll also get us a larger majority than we have now.<----Really need to clarify whether you want an Inscription or a Chant here
Chant: Shape(Air) Attack(Fate) Ward(Fire): (1) AC
Inscription: Shape(Earth) Ward(Earth) Ward(Fire): (2) Jilladilla, TricMagic
Inscription: Shape(Air) Attack(Air) Ward(Fire): (1) Madman
Inscription- Shape(Air) Attack (Air) Ward(Fate): (1) Tricmagic
Chant: Shape(Air) Attack(Fate) Ward(Fire): (0)
Inscription: Shape(Earth) Ward(Earth) Ward(Fire): (2) Jilladilla, TricMagic
Inscription: Shape(Air) Attack(Air) Ward(Fire): (2) Madman, AC
Inscription- Shape(Air) Attack (Air) Ward(Fate): (1) Tricmagic
Chant: Shape(Air) Attack(Fate) Ward(Fire): (0)
Inscription: Shape(Earth) Ward(Earth) Ward(Fire): (3) Jilladilla, TricMagic, Doomblade
Inscription: Shape(Air) Attack(Air) Ward(Fire): (2) Madman, AC
Firesteel & Phazesteel; the Starforge (-)
Phase War Axe (1) TricMagic
Inscription: Ward(Air) Ward(Air) Ward(Air): (1) AC
Inscription experiment: Ward(Air), Shape(Air), Attack(Air)
Inscription Words
Ward(Air) - Fizzle (Rule of 3)
Shape(Earth) Ward(Earth) Ward(Fire) - Fizzle (Double Meaning)
Shape(Air), Ward(Air), Attack(Air) - Air Phasing
This inscription etches the word Phasing in our own language into an item. They can activate the item causing the letters etched to glow blue. Once active the item travels through the air without being impeded by it.
Inscription Secrets
Empowered Voice - An inscription exists that can enhance the power of a chant for a speaker carrying an appropriately inscribed object.
- The inscription requires Element x3
Inscription experiment: Ward(Air), Shape(Air), Attack(Air)
Inscription: Ward(Air) Ward(Air) Ward(Air): (1) AC
Chant: Shape(Air) Attack(Air) Ward(Earth): (1) Madman
Inscription: Ward(Air) Ward(Air) Ward(Air): (1) AC, TricMagioc
Inscription experiment: Ward(Air), Shape(Air), Attack(Air) (TricMagic)
Chant: Shape(Air) Attack(Air) Ward(Earth): (1) Madman
Inscription: Ward(Air) Ward(Air) Ward(Air): (2) AC, TricMagic
Inscription experiment: Ward(Air), Shape(Air), Attack(Air): (1) TricMagic
Chant: Shape(Air) Attack(Air) Ward(Earth): (2) Madman, Jilladilla
Each Rune is composed of a Meaning component that describes vaguely the intent of the Rune and an Element component that impacts the elemental theme of the magic cast using the Rune. This will generally be written in the form Meaning(Element).
Empowered Voice - An inscription exists that can enhance the power of a chant for a speaker carrying an appropriately inscribed object.
Hint Token: Runic System Experiment(Inscription): Ward(Air) - Fizzle
With this test we have determined that Inscription is a system that clings firmly to the rule of three. Without at least three Runes the sap does not transform into a substance capable of etching objects. Four Runes shall not work as it causes undesirable reactions with the sap, causing the mana to escape. Naturally five Runes is right out.
New Inscription Discovered: Shape(Air), Ward(Air), Attack(Air) - Air Phasing
...
We believe the elemental part of this inscription matches the requirements for creating an empowered voice inscription, but the meanings are incorrect. There are too many somehow, yet clearly, we cannot violate the rule of three.
Runic System Experiment (Inscription): Shape(Earth) Ward(Earth) Ward(Fire) - Fizzle
The elemental overlap within this inscription caused no difficulties, however the same can not be said for the overlapping of meanings. What this experiment has made clear is that the secret to empowerment must be three identical runes as no other configuration would seem to provide that function.
Inscription: Ward(Air) Ward(Air) Ward(Air): (1) TricMagic
Inscription experiment: Ward(Air), Shape(Air), Attack(Air): (1) TricMagic
Chant: Shape(Air) Attack(Air) Ward(Earth): (3) Madman, Jilladilla, AC
Sail Transport Carts (1) TricMagic
Sail Transport Carts (1) TricMagic
Sail Carts: (1) Madman
Sail Transport Carts (-)
Sail Carts: (2) Madman, TricMagic
Sail Transport Carts (-)
Sail Carts: (3) Madman, TricMagic, AC
A midsized wooden platform with four wheels with steering on the front two. Basically a steerable War Cart with a sail on top, lacking any form of walls or protection and made of lightweight wood, this vehicle is capable of being moved, when loaded with a few soldiers and all their equipment and supplies for a short march, by the efforts of a single Wind Chanter. When not being pushed by wind, the cart can be moved by a little muscle power (with a resting Chanter on the back). This allows for near-constant travel, with soldiers able to rest on the cart while the Chanter drives them to battle.
Mountain (1): Jilladilla
Central (1): Jilladilla
-Focus Xi Shan:
-Focus Iqua (1): Jilladilla
Jungle:
Right, LIVE THREAD, LIIIIIIIVE. (Seriously guys, come on. Do something.)
Anyhow, attack plan is simple; center/mountains. We didn't do anything that could help out in the jungle, and we all remember how things turned out there.Quote from: Attack BoxMountain (2): Jilladilla, TricMagic
Central (2): Jilladilla, TricMagic
-Focus Xi Shan:
-Focus Iqua (2): Jilladilla, TricMagic
Jungle:
Xi Shan may be able to hide in the darkness, but it will not protect them from our flames.
Mountain (3): Jilladilla, TricMagic, AC
Central (3): Jilladilla, TricMagic, AC
-Focus Xi Shan:
-Focus Iqua (3): Jilladilla, TricMagic, AC
Jungle:
We still cant dispel it though..
We still cant dispel it though..
This is true, hence why they can hide in it. We can still burn them anyway.
Inscription Words
Ward(Air) - Fizzle (Rule of 3)
Shape(Earth) Ward(Earth) Ward(Fire) - Fizzle (Double Meaning)
Shape(Air), Ward(Air), Attack(Air) - Air Phasing
This inscription etches the word Phasing in our own language into an item. They can activate the item causing the letters etched to glow blue. Once active the item travels through the air without being impeded by it.
Ward(Air), Shape(Air), Attack(Air)
Ward(Air), Attack(Air), Shape(Air)
Shape(Air), Attack(Air), Ward(Air)
Attack(Air), Ward(Air), Shape(Air)
Attack(Air), Shape(Air), Ward(Air)
Fire Adept: (1) TricMagic
Likely unlocks new casting Method, possible Light Element on Mastery.
Hint Token
Air Inscription, looking for Empowered Voice Inscription: (1) TricMagicQuote from: Current Inscript combinationsWard(Air), Shape(Air), Attack(Air)
Ward(Air), Attack(Air), Shape(Air)
Shape(Air), Attack(Air), Ward(Air)
Attack(Air), Ward(Air), Shape(Air)
Attack(Air), Shape(Air), Ward(Air)
Advance Fire Element knowledge: (1) TricMagic
Advance Control Meaning knowledge: (1) Madman
Hint Token
Air Inscription, looking for Empowered Voice Inscription: (1) TricMagic
Chant: Shape(Air) Attack(Earth) Ward(Air): (1) Madman
Advance Fire Element knowledge: (0)
Advance Control Meaning knowledge: (1) Madman
Advance Wood Element Knowledge to Mastery(1) TricMagic
Hint Token
Find Empowered Voice Inscription (0)
Chant: Shape(Air) Attack(Earth) Ward(Air): (1) Madman
Inscription Experiment: Shape(Air), Attack(Air), Ward(Air) (0)
Chant Experiment: Shape(Air) Attack(Air) Ward(Fate) (1) TricMagic
Advance Fire Element knowledge: (0)
Advance Control Meaning knowledge: (0)
Advance Wood Element Knowledge to Mastery(1) TricMagic
Chant: Shape(Earth) Attack(Earth) Ward(Fire): (1) Madman
Hint Token
Find Empowered Voice Inscription (0)Inscription Experiment: Shape(Air) Attack(Air) Ward(Air): (0)Please do not, we are pretty sure that order does not matter.
Chant: Shape(Air) Attack(Fire) Ward(Earth): (1) Madman
Chant Experiment: Shape(Air) Attack(Air) Ward(Fate): (1) TricMagic
Discovery:
Advance Fire Element knowledge: (0)
Advance Control Meaning knowledge: (0)
Advance Wood Element Knowledge to Mastery: (1) TricMagic
Chant: Shape(Earth) Attack(Earth) Ward(Fire): (2) Madman, AC
Hint Token:
Find Empowered Voice Inscription: (0)
Chant: Shape(Air) Attack(Fire) Ward(Earth): (1) Madman
Chant: Shape(Air) Attack(Air) Ward(Fate): (2) TricMagic, AC
Discovery:
Advance Fire Element knowledge: (0)
Advance Control Meaning knowledge: (0)
Advance Wood Element Knowledge to Mastery: (0)
Chant: Shape(Earth) Attack(Earth) Ward(Fire): (2) Madman, AC
Hint Token:
Find Empowered Voice Inscription: (0)
Chant: Shape(Air) Attack(Fire) Ward(Earth): (1) Madman
Chant: Shape(Air) Attack(Air) Ward(Fate): (2) TricMagic, AC
Discovery:
Advance Fire Element knowledge: (0)
Advance Control Meaning knowledge: (0)
Advance Wood Element Knowledge to Mastery: (0)
Chant: Shape(Earth) Attack(Earth) Ward(Fire): (3) Madman, AC, Jilladilla
Hint Token:
Find Empowered Voice Inscription: (0)
Chant: Shape(Air) Attack(Fire) Ward(Earth): (1) Madman
Chant: Shape(Air) Attack(Air) Ward(Fate): (3) TricMagic, AC, Jilladilla
Hint Token Use: Empowered Voice Inscription: (1) TricMagic
Hint Token Use: Empowered Voice Inscription: (1) TricMagic
Jarls of the Still-Wind (1) TricMagic
(Shamelessly stolen from Nem/Jilla on Discord and edited)
Jarls of the Maelstrom
"There is no glory in mindless fighting." - Master Baldri
Our Jarls are eager to make up for their failures against the Glorious Star and against our enemies the Iqua, and so far they have done so through simple martial prowess in battle. While certainly a vital component in battle, Jarl Baldri thought a very simple thought: "Must this be the only way?" And so he traveled to the Temple of the Voiceguard to meditate... and to train.
No chant quite struck him as helpful for a warrior; for he knew that the Jarls would always be warriors at heart. A simple breeze would not a decisive advantage in the heat of battle-making, and bathing your enemies in flame would only burn all, friend and foe alike, engaged in the melee! At least, until he dove into the archives and discovered the Winds of Stillness, and the Inscription of Air Phasing. At last, a combination that would slow all around to a crawl, yet leave the chanter unaffected. Truly an advantage that any warrior would treasure.
And so, he trained in the Chant, honing his body simultaneously through fighting through the resisting airs. He trained on his inscription skills, until his blades and armor could go through the Still-Air without resistance. He even tested the inscription as a tattoo on some farm animals set for slaughter so that the body itself could become free of those resisting winds. When the animals survived the ordeal without suffocating or dying from the tattoos, he tried it on himself.
It is with these trainings that Jarl Baldri returned, and offered to train the other Jarls in his ways. They laughed and challenged him to prove his new ways against the old. It was no contest, not really. With his way of fighting proven superior, he gained apprentices, and legitimacy from our nation. His order was established, our smiths tasked with forging new long Dane Axes for their use, and a new age of the sophisticated warrior has begun. Jarl Baldri spends his days training apprentices, meditating, and training; and has refused personally entering the battlefield, claiming proximity to a breakthrough.
To aid his new breakthroughs, our forges have rewarded his dedication with the production of two new pieces of equipment for the mighty Jarls, worthy of their strength: the Jarl's Shield, a Northman's shield reinforced extensively with strips of hardened steel to resist even strikes from the cursed Blademonks and capable of being slung over the back when the Jarl has reached the enemy's line and is no longer in danger from arrows, and the Axe of Valhalla, a blade with a reinforced edge and a very thin back to minimize weight, mounted on a long haft to allow Jarls to swing it rapidly with great control (Basically a Dane axe).
In battle, their enchanted equipment and tattooed bodies ignore the effects of the Winds of Stillness, while our great control over Air allows even a Jarl engaged in fighting to maintain his own Wind of Stillness, swirling around him in a small column to concentrate all the energy on those he is fighting, not wasting it on any outside the reach of his axe. In battle, they carve a swirling path of death and destruction through enemies too slow to react and too weak to resist the blows of their axes, truly worthy of the name "Maelstrom".
This newly trained breed of Jarls use the Winds of Stillness chant; and are equipped with long Dane Axes, shields, and armor, all inscribed with our Air Phases enchantment as necessary. Their bodies are inscribed with tattoos (tested on animals first!) with the inscription so that not the smallest part of them is caught in the Stillwinds. Their physical training is performed while under the effects of the Stillwind so that its resistance contributes to their strength and endurance.
Hint Token
Next step in the Empowered Voice Inscription: (2) TricMagic, Madman
Design
Jarls of the Still-Wind: (1) TricMagic
Jarls of the Maelstrom: (1) Madman
Hint Token:
Determine the Meaning required for the Empowered Voice inscription: (3) TricMagic, Madman, AC
Design:
Jarls of the Still-Wind: (1) TricMagic
Jarls of the Maelstrom: (2) Madman, AC
Hint Token:As our current Design is setup, I'll see about making the Revision Phase for if the roll goes well.
Determine the Meaning required for the Empowered Voice inscription: (3) TricMagic, Madman, AC
Design:
Jarls of the Still-Wind: (0)
Jarls of the Maelstrom: (3) Madman, AC, TricMagic
Meaning x3=Cost of 3.
Subtraction due to Adept training, and any other reductions in cost.
Current resources, 2, making them Cheap.
Meaningx3x2=Cost of 6.
Current Resources, 2. Shape Adept Meaning makes the cost of them 3, putting them on the Low Side of Very Expensive. Another Cost Reduction would simply make them Expensive.
Meaningx3x3=Cost of 9
Current Resources, 2, with 1 Cost reduction in effect for Shape.
Just at a National Effort, and unable to be produced from this revision until their cost is reduced by 1 more.
Once that happens, we will see them in the Field. Effectively, Adepts in that field must be Expensive or less to see Masters.
Theoretical.
Requires Master Voiceguards in the Field. Design/(or rarely a Bonus due to a good roll at the time) must be used, in which case, a Hero is created with the Rank of Grand Magus.
"There is no glory in mindless fighting." - Master Baldri
Our Jarls are eager to make up for their failures against the Glorious Star and against our enemies the Iqua, and so far they have done so through simple martial prowess in battle. While certainly a vital component in battle, Jarl Baldri thought a very simple thought: "Must this be the only way?" And so he traveled to the Temple of the Voiceguard to meditate... and to train.
No chant quite struck him as helpful for a warrior; for he knew that the Jarls would always be warriors at heart. A simple breeze would not a decisive advantage in the heat of battle-making, and bathing your enemies in flame would only burn all, friend and foe alike, engaged in the melee! At least, until he dove into the archives and discovered the Winds of Stillness, and the Inscription of Air Phasing. At last, a combination that would slow all around to a crawl, yet leave the chanter unaffected. Truly an advantage that any warrior would treasure.
And so, he trained in the Chant, honing his body simultaneously through fighting through the resisting airs. He trained on his inscription skills, until his blades and armor could go through the Still-Air without resistance. He even tested the inscription as a tattoo on some farm animals set for slaughter so that the body itself could become free of those resisting winds. When the animals survived the ordeal without suffocating or dying from the tattoos, he tried it on himself.
It is with these trainings that Jarl Baldri returned, and offered to train the other Jarls in his ways. They laughed and challenged him to prove his new ways against the old. It was no contest, not really. With his way of fighting proven superior, he gained apprentices, and legitimacy from our nation. His order was established, our smiths tasked with forging new long Dane Axes for their use, and a new age of the sophisticated warrior has begun. Jarl Baldri spends his days training apprentices, meditating, and training; and has refused personally entering the battlefield, claiming proximity to a breakthrough.
To aid his new breakthroughs, our forges have rewarded his dedication with the production of two new pieces of equipment for the mighty Jarls, worthy of their strength: the Jarl's Shield, a Northman's shield reinforced extensively with strips of hardened steel to resist even strikes from the cursed Blademonks and capable of being slung over the back when the Jarl has reached the enemy's line and is no longer in danger from arrows, and the Axe of Valhalla, a blade with a reinforced edge and a very thin back to minimize weight, mounted on a long haft to allow Jarls to swing it rapidly with great control (Basically a Dane axe).
In battle, their enchanted equipment and tattooed bodies ignore the effects of the Winds of Stillness, while our great control over Air allows even a Jarl engaged in fighting to maintain his own Wind of Stillness, swirling around him in a small column to concentrate all the energy on those he is fighting, not wasting it on any outside the reach of his axe. In battle, they carve a swirling path of death and destruction through enemies too slow to react and too weak to resist the blows of their axes, truly worthy of the name "Maelstrom".
This newly trained breed of Jarls use the Winds of Stillness chant; and are equipped with long Dane Axes, shields, and armor, all inscribed with our Air Phases enchantment as necessary. Their bodies are inscribed with tattoos (tested on animals first!) with the inscription so that not the smallest part of them is caught in the Stillwinds. Their physical training is performed while under the effects of the Stillwind so that its resistance contributes to their strength and endurance.
Meaning x3=Cost of 3.
Subtraction due to Adept training, and any other reductions in cost.
Current resources, 2, making them Cheap.
Meaningx3x2=Cost of 6.
Current Resources, 2. Shape Adept Meaning makes the cost of them 3, putting them on the Low Side of Very Expensive. Another Cost Reduction would simply make them Expensive.
Meaningx3x3=Cost of 9
Current Resources, 2, with 1 Cost reduction in effect for Shape.
Just at a National Effort, and unable to be produced from this revision until their cost is reduced by 1 more.
Once that happens, we will see them in the Field. Effectively, Adepts in that field must be Expensive or less to see Masters.
Theoretical.
Requires Master Voiceguards in the Field. Design/(or rarely a Bonus due to a good roll at the time) must be used, in which case, a Hero is created with the Rank of Grand Magus.
Smoke-Enchanters: (0)
Voiceguard Ranks, Adept Unlock: (1) TricMagic
The Enkindlers have for too long endured their status as second-rate Voiceguard members, or 'walking tinderboxes' as some have taken to calling them. Such insolence! Armed now with the power of the Spike of Embers, this noble Order shall stand proud once more. Acolytes will be trained in the new way, learning to strike targets at a specially constructed range on the outskirts of the Temple grounds.
Having read reports of Jarl Baldri's experiments, one or two curious Enkindlers take it upon themselves to carefully test whether they are similarly unaffected by their own ember spikes. Surely a solid mass such as this cannot simply be ignored?
Smoke-Enchanters: (0)
Voiceguard Ranks, Adept Unlock: (1) TricMagic
The Enkindling Anew: (1) AC
Not really? They happen to have those cloaks now, and they'll never alight, no matter how many low-tier sparks are made.
Proposal of Ranks
Our Voiceguard has grown by leaps and bounds, and with the new Chants, the Enkindlers wish to lay claim to greater might than mere cantrips. The Hellbringers themselves have trouble working with the other factions.
A way forward is announced though. With the march of time, new ideas are spread. And among the Voicegaurd lie those who are especially skilled. A proposal is put forth, to divide the Voiceguard in Ranks. Apprentice, Adept, Master, and Grand Magus.
Apprentice Voiceguards train in their Arts, and are Common.(cheap cost at current resources, 3, with -1 cost for being Adept at Shape Runes)
They are who we've currently been fielding, and a reason for the conflict. The Enkindlers do have claim to the Spike of Embers, true, but they also have skill with their own Chant.Code: (Apprentice) [Select]Meaning x3=Cost of 3.
Subtraction due to Adept training, and any other reductions in cost.
Current resources, 2, making them Cheap.
Adept Voiceguards, using the method of refining Mana, these Adepts are, well, Adept in their Chanting. This gives them greater power and skill.
They aren't that common at the moment, being that we still have much to learn. But we can Field them, if rarely.Code: (Adept) [Select]Meaningx3x2=Cost of 6.
Current Resources, 2. Shape Adept Meaning makes the cost of them 3, putting them on the Low Side of Very Expensive. Another Cost Reduction would simply make them Expensive.
Master Voiceguards. Effectively, we have none at the moment, but they are those of the Highest ability in their chosen field. In Time, Perhaps.Code: (Master) [Select]Meaningx3x3=Cost of 9
Current Resources, 2, with 1 Cost reduction in effect for Shape.
Just at a National Effort, and unable to be produced from this revision until their cost is reduced by 1 more.
Once that happens, we will see them in the Field. Effectively, Adepts in that field must be Expensive or less to see Masters.
Grand Magus Voiceguards. Heroes, and completely theoretical at this moment. They come on a case by case basis, those who have truly Broken their Chant into something amazing, beyond all others. Leaders in their Field, it will be a long time before this rank is ever obtained.Code: (Grand Magus) [Select]Theoretical.
Requires Master Voiceguards in the Field. Design/(or rarely a Bonus due to a good roll at the time) must be used, in which case, a Hero is created with the Rank of Grand Magus.
This is essentially a guideline, allowing our Orders to Promote to using stronger Runes for their Chants. This will increase not only Power, but Range as well. It all depends on our own mastery of Chants to grow stronger as our knowledge improves.
Windsingers have stronger winds. Shroudweavers greater Smoke. Apothecaries can more easily heal our men, and Enkindlers are more than capable of lighting the field with fires underfoot. The Hellbringers gain greater strength as well, as do any other orders to be formed in the Future.
In General:
Unlocks Adept-Rank Voiceguard, in addition to our Current Apprentice-Rank Voiceguard. Paves the Way to later unlock Master Level Voiceguard through an additional Revision.(Good Roll could unlock it immediately, so we'd gain them once we reduce the cost of them by 1 more.)
Smoke-Enchanters: (0)
Voiceguard Ranks, Adept Voiceguard: (1) TricMagic
The Enkindling Anew: (1) AC
Shape(Air) Attack(Air) Ward(Fate) - Wind of Cold
The wind is transmuted by this chant, chilling all that it brushes against as it is directed away from the speaker. The cold is capable of turning rain to ice and is deeply unpleasant to face without protection from the wintery cold. Such a cold cannot truly be blocked, merely endured.
Runes of the Voiceguard
The Voiceguard, it has been realized, don't really have sufficiently powerful runes. Due to recently discovered rules of reality, the Voiceguard is never going to be very large regardless of how cheap they can produce their runes, thus we have given them the following new pattern to make runes to: Level 3 Shape, Level 2 Attack, Level 3 Ward, leading to a cost of 8-1 = 7 which is at the upper edge of VE and thus can be provided to every member of the Voiceguard.
Smoke-Enchanters: (0)
Voiceguard Ranks, Adept Unlock: (0)
The Enkindling Anew: (1) AC
Runes of the Voiceguard: (0)
o apothēkē: (1) TricMagic
Smoke-Enchanters: (0)
Voiceguard Ranks, Adept Unlock: (0)
The Enkindling Anew: (2) AC, Jilladilla
Runes of the Voiceguard: (0)
o apothēkē: (1) TricMagic
Windward Imprisoners
These are the kind of heroes who break armies. Sweeping across the battlefield, stillness grows in their breath. Formations break as men slow down in the face of great gusts of paradoxical wind. Swept up in great waves of wind, stillness is then dropped over an entire piece of the enemy's formation by these chanters, before sweeping forwards, leaving the soldiers at the back to trip into those in front of them as they suddenly find themselves moving freely. Just before contact the front of enemy pike formations will find themselves alone, their fellows held back by a sudden burst of effort from these chanters which holds their reinforcements back, leading to massacres amongst pikemen, who can only really work in rigid multi-layered formations.
In clearer form: Their role in battle is to, using their ability to hold back pieces of enemy formations, instill confusion and destroy the cohesion of enemy formations as they advance, to break up their rigid lines and create breaks and vulnerabilities our much less rigid-formation-reliant forces can exploit. They use the most powerful form of their runes and chant available to us to maximize their impact. They should not be stilling the whole battlefield for extended periods of time, they are meant to act primarily during the period just before contact as the main bodies move against each other.
Smoke-Enchanters: (0)
Voiceguard Ranks, Adept Unlock: (0)
The Enkindling Anew: (1) AC
Runes of the Voiceguard: (0)
o apothēkē: (0)
Windward Imprisioners: (0)
Add Wind of Cold To Our Smithing Process: (1) TricMagic
Given Laptop issues.
Vote for Windward Imprisioners. May they lay many traps to best destroy the enemy.
Smoke-Enchanters: (0)
Voiceguard Ranks, Adept Unlock: (0)
The Enkindling Anew: (1) AC
Runes of the Voiceguard: (0)
o apothēkē: (0)
Windward Imprisioners: (1) Madman
Add Wind of Cold To Our Smithing Process: (1) TricMagic
Smoke-Enchanters: (0)
Voiceguard Ranks, Adept Unlock: (0)
The Enkindling Anew: (2) AC, Jilladilla
Runes of the Voiceguard: (0)
o apothēkē: (0)
Windward Imprisioners: (2) Madman, TricMagic
Add Wind of Cold To Our Smithing Process: (1) TricMagic
Shape(Air), Ward(Air), Attack(Air) - Wind
An expulsion of wind directly away from the chanter. The wind generated is quite strong and grows more powerful the more mana is used to empower the chanter.
Shape(Air), Attack(Earth), Ward(Fire) - Wind of Embers
This chant transmutes the wind into embers like the sparks escaping a bonfire directed forward away from the speaker. If these embers land upon suitable kindling they can start fires, but they do not seem overly harmful on their own.
Shape(Air) Attack(Air) Ward(Fire) - Wind of Flame
This chant transmutes the wind into fire directed forward away from the speaker. The flames burn hot, charing meat and setting fires. When blocked the advancing wall of flame will expand outwards sideways in a spiral curl before going out.
Shape(Earth), Attack(Fire), Ward(Air) - Spike of Smoke
A chant that concentrates smoke into a spike before projecting it forwards away from the speaker. The smoke does not disperse nor does it cause much damage on impact, instead forming into a cloud. It is possible to choke on it if the target remains within the effect for long enough.
Shape(Water) Ward(Wood) Attack(Air) - Gathering of Poison
Draws poison from the environment into a single mass. The effect of the poison depends on what is gathered, but usually only results in rashes or other minor side effects.
Shape(Air) Attack(Air) Ward(Earth) - Wind of Stillness
Transmutes the wind to paradoxical stillness directed away from the speaker. The stillness created is not complete, slowing an arrow or turning a walk into a slog as the air seems to gain the consistency of mud. It seems to have little effect on those who choose to remain unmoving in the face of it and they will have difficulty detecting the wind as it does not buffet them as it should.
Shape(Earth) Attack(Earth) Ward(Fire) - Spike of Embers
A chant that concentrates embers into a spike before projecting it forward away from the speaker. The spike of embers is a solid mass capable of inflicting damage on impact. Once it has struck a target the spike breaks showering the area in embers that have the potential to light fires before going out.
Shape(Air) Attack(Air) Ward(Fate) - Wind of Cold
The wind is transmuted by this chant, chilling all that it brushes against as it is directed away from the speaker. The cold is capable of turning rain to ice and is deeply unpleasant to face without protection from the wintery cold. Such a cold can not truly be blocked, merely endured.
Smoke-Enchanters: (0)
Voiceguard Ranks, Adept Unlock: (0)
The Enkindling Anew: (1) AC
Runes of the Voiceguard: (0)
o apothēkē: (0)
Windward Imprisioners: (2) Madman, TricMagic
Add Wind of Cold To Our Smithing Process: (2) TricMagic, Jilladilla
Smoke-Enchanters: (0)
Voiceguard Ranks, Adept Unlock: (0)
The Enkindling Anew: (0)
Runes of the Voiceguard: (0)
o apothēkē: (0)
Windward Imprisioners: (2) Madman, TricMagic
Add Wind of Cold To Our Smithing Process: (3) TricMagic, Jilladilla, AC
Smoke-Enchanters: (0)
Voiceguard Ranks, Adept Unlock: (0)
The Enkindling Anew: (0)
Runes of the Voiceguard: (0)
o apothēkē: (0)
Windward Imprisioners: (2) Madman, TricMagic
Add Wind of Cold To Our Smithing Process: (2) , Jilladilla, AC
Freezing, Quenching, and Cooling Metals in the Windforges: (1) TricMagic
Chill-Quenched Steel
As every competent smith knows, the quench is the most important part of making a weapon or piece of armor. Before you stick a heated blade into the trough of water, it is not really a sword or axe or spear, it is a piece of warm, soft metal. Into the trough, and suddenly cold is sucking the heat out, and the metal hardens quickly, becoming a true weapon. Or it cracks, and becomes useless. Water will cool most weapons, but Fire Iron stubbornly refuses to be quenched, refuses to be hardened. Perhaps with Wind of Cold, the chill of Fate itself can make a weapon out of this stubborn metal. If successful, quenched Fire Iron will be available for use in weapons. If not, we'll try quenching normal steel, and Windforged Steel as well, to see what we can make out of this new trick.
Smoke-Enchanters: (0)
Voiceguard Ranks, Adept Unlock: (0)
The Enkindling Anew: (0)
Runes of the Voiceguard: (0)
o apothēkē: (0)
Windward Imprisoners: (1) TricMagic
Add Wind of Cold To Our Smithing Process: (2) , Jilladilla, AC
Chill-Quenched Steel: (1) Madman
Freezing, Quenching, and Cooling Metals in the Windforges: (1) TricMagic
QuoteChill-Quenched Steel
As every competent smith knows, the quench is the most important part of making a weapon or piece of armor. Before you stick a heated blade into the trough of water, it is not really a sword or axe or spear, it is a piece of warm, soft metal. Into the trough, and suddenly cold is sucking the heat out, and the metal hardens quickly, becoming a true weapon. Or it cracks, and becomes useless. Water will cool most weapons, but Fire Iron stubbornly refuses to be quenched, refuses to be hardened. Perhaps with Wind of Cold, the chill of Fate itself can make a weapon out of this stubborn metal. If successful, quenched Fire Iron will be available for use in weapons. If not, we'll try quenching normal steel, and Windforged Steel as well, to see what we can make out of this new trick.Quote from: VoteboxSmoke-Enchanters: (0)
Voiceguard Ranks, Adept Unlock: (0)
The Enkindling Anew: (0)
Runes of the Voiceguard: (0)
o apothēkē: (0)
Windward Imprisoners: (0)
Add Wind of Cold To Our Smithing Process: (2) , Jilladilla, AC
Chill-Quenched Steel: (2) Madman, TricMagic
Freezing, Quenching, and Cooling Metals in the Windforges: (0)
I've changed my vote but still would prefer Windward Imprisoners since they'll have a much larger effect on the battlefield (unless quenching things with fate is really helpful somehow?)
Smoke-Enchanters: (0)
Voiceguard Ranks, Adept Unlock: (0)
The Enkindling Anew: (0)
Runes of the Voiceguard: (0)
o apothēkē: (0)
Windward Imprisoners: (0)
Add Wind of Cold To Our Smithing Process: (1) AC
Chill-Quenched Steel: (3) Madman, TricMagic, Jilladilla
Freezing, Quenching, and Cooling Metals in the Windforges: (0)
Smoke-Enchanters: (0)
Voiceguard Ranks, Adept Unlock: (0)
The Enkindling Anew: (0)
Runes of the Voiceguard: (0)
o apothēkē: (0)
Windward Imprisoners: (0)
Add Wind of Cold To Our Smithing Process: (0)
Chill-Quenched Steel: (4) Madman, TricMagic, Jilladilla, AC
Freezing, Quenching, and Cooling Metals in the Windforges: (0)
As every competent smith knows, the quench is the most important part of making a weapon or piece of armor. Before you stick a heated blade into the trough of water, it is not really a sword or axe or spear, it is a piece of warm, soft metal. Into the trough, and suddenly cold is sucking the heat out, and the metal hardens quickly, becoming a true weapon. Or it cracks, and becomes useless. Water will cool most weapons, but Fire Iron stubbornly refuses to be quenched, refuses to be hardened. Perhaps with Wind of Cold, the chill of Fate itself can make a weapon out of this stubborn metal. If successful, quenched Fire Iron will be available for use in weapons. If not, we'll try quenching normal steel, and Windforged Steel as well, to see what we can make out of this new trick.
Mountain: (0)
Central: (1) AC
- Focus Xi Shan: (0)
- Focus Iqua: (1) AC
Jungle: (1) AC
Mountain: (0)
Central: (2) AC, TricMagic
- Focus Xi Shan: (0)
- Focus Iqua: (2) AC, TricMagic
Jungle: (2) AC, TricMagic
Mountain: (0)
Central: (3) AC, TricMagic, Madman
- Focus Xi Shan: (0)
- Focus Iqua: (3) AC, TricMagic, Madman
Jungle: (3) AC, TricMagic, Madman
Shape to Master.
Attack to Adept.
Ward to Adept.
2 of these 3. Shape should likely be one, and Attack another?
(1) Inscription: Shape(Air), Shape(Air), Shape(Air): AC
(1) Raise Ward to Adept: AC
(0) Rasie Attack to Adept:
(1) Inscription: Shape(Air), Shape(Air), Shape(Air): AC
(1) Raise Ward to Adept: AC, TricMagic
(0) Rasie Attack to Adept:
(2) Inscription: Shape(Air), Shape(Air), Shape(Air): AC, Madman
(3) Raise Ward to Adept: AC, TricMagic, Madman
(0) Rasie Attack to Adept:
Voiceguard Orders Reorganization
The Voiceguard Orders are all reformed to make use of 3x Powerful Runes for their Chants, to fit their status as elite units. The crafters in the Temple thus spend more time making each ritual component and can't make nearly as many, which is just fine because the Voiceguard has not yet grown as much as we had hoped it would.
The Windsingers now make use of the Powerful and Medium Empowerment Inscriptions we can manufacture, sweeping great currents of air as we will...shaping the weather to aid us with a great breeze to push our Sailcarts all across the theater, and forming storms above our enemies' half of each lane through the simple mixing of warm air headed one way and cold another. Marching through the mud is no easy task. Marching through mud that is up to your waste because the men in front of you have churned it into a quagmire in the midst of a standing thunderstorm that has been pouring rain for days, harder still. These men are not creating warmer or colder air, merely adjusting what is already there. They will do their best to create storms on the path leading up to our chosen battlefield but NOT on the battlefield proper, while propelling our Sailcarts as fast as can be to our chosen ground.
Shroudweavers are adjusted to coat the enemy's front lines in smoke for extended periods of time during the opening phases of the battle, preventing them from reacting to our maneuvers as they will be unable to see us. Once battle is joined, the Shroudweavers wait until the Blademonks engage the Jarls in combat, where they will surround the Jarls in a cloud of choking smoke, leaving enough clear air around them for the Jarls to breathe, but masking them from their enemies. Blademonks will be unable to coordinate attacks on the Jarls, leaving them cripplingly vulnerable to the Jarls' own advance.
The Apothecaries are given stronger Runes with which to work---the nature of their work means that they can now extract poison from many more soldiers at once and much more effectively, yet they need to do so sporadically enough that the increased power of the rune should not wear them down too quickly. They are also given additional training in how to collect substances from plants that are beneficial to troops, as well as using them to treat injuries or sickness. Their job is to know their troops and the plants around them.
The Enkindlers are finally removed, folded into the Hellbringers and the other orders as necessary to end their childish behavior. Had they not proved themselves unworthy, perhaps they could've been responsible for keeping care of an empowered and area-affecting version of their Chant, but they are not and we believe the Hellbringers will be better at this than they.
The Hellbringers use the Medium Empowerment Rune likewise, and coordinate their Chants to a single simultaneous burst to wear down the entire enemy army with flames shortly after the rest of the army has begun Chanting. The combined effect will undoubtedly be enough to wear out their anti-flame-cloaks' protection and begin to kill the enemies stuck within the flames through overheating.
Flame Chant of the Masses
We have finally realized our mistake. Something happened to the orders somewhere (several dozen runners were probably eaten by bears, it happens sometimes), and the Voiceguard's chanting rituals were not being provided to anyone else and were also not being used on more than a relatively few applicants, constricting our numbers of Chanters far below what the enemy is capable of even when utilizing cheap and weak Chants.
Well, we've rectified that. We've designed a Weak Wind of Flame focus that will be cheap but can be used with many people to grant them the ability to Chant a rather simple version of Wind of Flame. We've shaped it so that it can be easily dispersed across a wide area, and next time the enemy's green flames of fear come to scare us, they will find that the Fire of the Loji bites much harder than their green blasphemy. Every non-Voiceguard Chanter in our armies will coordinate to strip the enemy of their protection and kill them by overheating them. When they run out of breath, they wait a moment as the Voiceguard unleashes their stronger Chants on the entire enemy force...and then the advance begins under cover of the Shroudweavers' rapidly descending shroud of smoke.
QuoteVoiceguard Orders Reorganization
The Voiceguard Orders are all reformed to make use of Powerful chanting foci, to fit their status as elite units. The crafters in the Temple thus spend more time perfecting the Runes in the foci and can't make nearly as many, which is just fine because the Voiceguard has not yet grown as much as we had hoped it would.
The Windsingers now make use of the strongest Empowerment Rune we can manufacture, sweeping great currents of air as we will...shaping the weather to aid us with a great breeze to cool and push our Sailcarts all across the theater, and forming storms above our enemies' heads through the simple mixing of warm air headed one way and cold another. Marching through the mud is no easy task. Marching through mud that is up to your waste because the men in front of you have churned it into a quagmire in the midst of a standing thunderstorm that has been pouring rain for days, harder still.
Shroudweavers are given a Medium Empowerment Rune, to work great clouds of smoke on a battlefield scale one after the other, obscuring our movements on the field like the ocean's mists...and allowing us to dart from our carts as if they were ships on a raid, striking suddenly and retreating only to reposition ourselves and strike somewhere else entirely.
The Apothecaries are given stronger Runes with which to work---the nature of their work means that they can now extract poison from many more soldiers at once and much more effectively, yet they need to do so sporadically enough that the increased power of the rune should not wear them down too quickly. They are also given additional training in how to collect substances from plants that are beneficial to troops, as well as using them to treat injuries or sickness. Their job is to know their troops and the plants around them.
The Enkindlers are finally removed, folded into the Hellbringers and the other orders as necessary to end their childish behavior. Had they not proved themselves unworthy, perhaps they could've been responsible for keeping care of an empowered and area-affecting version of their Chant, but they are not and we believe the Hellbringers will be better at this than they.
The Hellbringers use the Medium Empowerment Rune likewise, and coordinate their Chants to a single simultaneous burst to wear down the entire enemy army with flames shortly after the rest of the army has begun Chanting. The combined effect will undoubtedly be enough to wear out their anti-flame-cloaks' protection and begin to kill the enemies stuck within the flames through overheating.QuoteThe Windsingers now make use of the strongest Empowerment Rune we can manufacture, sweeping great currents of air as we will...shaping the weather to aid us with a great breeze to cool and push our Sailcarts all across the theater, and forming storms above our enemies' heads through the simple mixing of warm air headed one way and cold another. Marching through the mud is no easy task. Marching through mud that is up to your waste because the men in front of you have churned it into a quagmire in the midst of a standing thunderstorm that has been pouring rain for days, harder still.
First deconstruction. Powerful Empowerment. Using this makes the terrain effect be wind, just wind. We don't, and have never, controlled it's temperature. Beyond that, sweeping is the only way we can use it, our movement will end up one-directional for the most part, which can cause problems with our Sailcarts.
In short, single design for Stormshapers would be needed.QuoteShroudweavers are given a Medium Empowerment Rune, to work great clouds of smoke on a battlefield scale one after the other, obscuring our movements on the field like the ocean's mists...and allowing us to dart from our carts as if they were ships on a raid, striking suddenly and retreating only to reposition ourselves and strike somewhere else entirely.
Second Deconstruction. We already outmanuver them, and it would also mess with our sight. Better to blanket entire columns with it to kill them that way, like a cliff wall, forcing them where we want them to go.QuoteThe Apothecaries are given stronger Runes with which to work---the nature of their work means that they can now extract poison from many more soldiers at once and much more effectively, yet they need to do so sporadically enough that the increased power of the rune should not wear them down too quickly. They are also given additional training in how to collect substances from plants that are beneficial to troops, as well as using them to treat injuries or sickness. Their job is to know their troops and the plants around them.
This one. Fairly normal. Enkindlers being folded in is also normal.QuoteThe Hellbringers use the Medium Empowerment Rune likewise, and coordinate their Chants to a single simultaneous burst to wear down the entire enemy army with flames shortly after the rest of the army has begun Chanting. The combined effect will undoubtedly be enough to wear out their anti-flame-cloaks' protection and begin to kill the enemies stuck within the flames through overheating.
I'm going to have to go with no on this one. Control would be an issue, and your other proposal kind of cuts into it.
Empowered Runic Vessels aka Rune Pendants: (1) TricMagic
Scriptoris Grand Library(tied to Runic Vessels Design): (1) TricMagic
Atomic Chicken Yesterday at 9:18 PM
@Talion, are we meant to create an empowered rune object and specify how it'll be applied to existing chants in a single design, or should the two be done separately?
Talion Yesterday at 9:20 PM
They should be done separately. Your existing chants will be upgraded automatically in a generic fashion and you can create more specific uses later.
We DO NOT need the Empowered Runic Vessels/an empowerment inscribed object yet---that would make it available for common soldiers, who presently don't have Chants.
The Windsingers now make use of the strongest Empowerment Rune
...
Shroudweavers are given a Medium Empowerment Rune
...
The Hellbringers use the Medium Empowerment Rune likewise
Commoners' Foci
Well, we've rectified that. We've designed a Weak Wind of Flame focus that will be cheap but can be used with many people to grant them the ability to Chant a rather simple version of Wind of Flame.
We didn't have to design the Chanting runic object/thing that lets people Chant (which as of now is a focus unless somebody has a better idea OR Talion actually named it at some point) for the Voiceguard and their new divisions, we probably don't need to specifically design the Empowerment Rune for the Voiceguard. That quote doesn't mention the Voiceguard so I'm going consistency unless Talion says specifically otherwise.
I'm not sure why we can't get Chanting to be very widespread---the Voiceguard is an elite unit, providing a Cheap chanting focus would allow many more soldiers to chant. Perhaps not the entire army, but certainly a large proportion (based on the functionality of Cheap equipment).
By nature, the basic chants at their lowest level can be said to be spread about already. We never have to worry about not having them when we need them. I asked that of Talion once before.As of now the only Chanters we have are members of the Voiceguard. NOBODY else can Chant because we haven't provided the components necessary for them to do the ritual that leads to them being capable of Chanting at all.
Another thing I asked leads to those who practice chanting exclusively are weaker martially. Therefore, there is no system in place for our regular soliders to learn chanting of any spell. Like the Voiceguard, we would need to design a specific type of unit, who would fall under the Very Expensive status of heroes.We don't need a fancy system in place, we just need to provide the components and they'll learn it, though not so much that they're doing real damage to their combat skills. Rather like how we don't need to design a training system to teach people how to use an axe and shield in battle, just provide them the equipment.
They meanwhile have used what I believe is the thing needed for tattoos to channel magic in scrolls, and produced enough of them to be effective. It's an object they make, the soliders themselves likely aren't chanters, as the scroll is single use. We are likely to see more of them in coming turns.The scrolls are probably an Inscribed object that allows the user to cast some form of spell which we may perceive as Chanting, or maybe it really is somehow Chanting-related. THAT, or it's a completely different form of magic we've not yet discovered, which may be whatever it is that allows you to imbue a living thing with magic.
Empowered Runic Vessels aka Rune Pendants: (1) TricMagic
Voiceguard Organization: (1) TricMagic
Empowered Runic Vessels aka Rune Pendants: (1) TricMagic
Voiceguard Organization: (1) TricMagicVoiceguard Orders Reorganizations: (1) Madman
Chants of the Masses: (1) Madman
Stormcrown Tongues
With the discovery of the powers of Empowered Chants and the acquisition of enough experience and Mana to deploy Powerful Chants backed up by Powerful Empowerment, the Loji have realized that within their hands is now the ability to enforce their will even on the very weather of the world.
With these revelations, it was further realized that the Temple of the Voiceguard, while useful, was not a suitable location for the testing and usage of large-scale weather manipulation. Instead, a fortress was built in the northernmost, most desolate region of our territory, though its westerly position along the coast means that it is closer to the enemy than our heartlands. The coast is a series of wave-battered cliffs with a single substantial hill along the coast, called the Stormcrown. We have built sets of walls and moats and ditches around the hill, a fortress surrounded by irrigation channels. The land, before we built there, was cold and desolate. Nothing would grow there, but now the trainees learn by altering the weather to the extent that the land becomes arable and crops can be grown around the fortress. Trained members reside in this new outpost of our Chanters, journeying out each season to aid our soldiers and harm our enemies with the weather.
Winds of Cold and Flame can cool and heat various regions of air across a lane of advance, combined with Wind to mix them together just right to create the weather we desire. Thunderstorms, torrential rains, snow and sleet and pounding hail, all within our grasp. The Stormcrown Tongues use all three Chants with Powerful Runes and Powerful Empowering inscribed objects, though primarily Wind, preferring to manipulate preexisting air rather than heat or cool massive amounts of air. They can, by using different arrangements of Chants, create any kind of weather we require to bring down our enemies. They wear engraved Windsteel crowns, which are inscribed with the Powerful Shape(Air) Empowerment inscription and shaped like the fortress they take their name from.
Without a specified focus, the Stormcrown Tongues will work from far behind the front lines of the military, bringing torrential rains down on our enemies' lines of advance, sending their armies to a mud-soaked crawl. We will easily outpace them and choose to confront them on prepared ground, with rain pouring down on their heads until they reach the dry field of battle, to face our well-rested, Sailcart-carried soldiers and their crossbows and Chanting and axes. They leave combat Chanting
and the arts of war to the Voiceguard, focusing instead on the arts of reading the weather and nudging it to suit their desires.
Cold Chant of the Masses
We have finally realized our mistake. Something happened to the orders somewhere (several dozen runners were probably eaten by bears, it happens sometimes), and the Voiceguard's chanting rituals were not being provided to anyone else and were also not being used on more than a relatively few applicants, constricting our numbers of Chanters far below what the enemy is capable of even when utilizing cheap and weak Chants.
Well, we've rectified that. We've designed a Weak Wind of Cold focus that will be cheap but can be used with many people to grant them the ability to Chant a rather simple version of Wind of Cold. We've shaped it so that it can be easily dispersed across a wide area, and next time the enemy's green flames of fear come to scare us, they will find that the northern frosts bite much harder than their green blasphemy. Every non-Voiceguard Chanter in our armies will coordinate to freeze our sodden enemies and force them to confront a rested and warm enemy while shivering and hypothermic. When they run out of breath, they wait and rest while all the crossbow-armed soldiers (Which should actually be a majority of our army now that we aren't reliant on marching everywhere and have Cheap crossbows, which require little training to use even if the normal footsoldiers won't be terribly accurate with it) engage the enemy before battle begins in earnest.
Stormguard: (2) Madman, TricMagic
Cold Chant of the Masses: (2) Madman, TricMagic
Stormguard: (3) Madman, TricMagic, AC
Cold Chant of the Masses: (3) Madman, TricMagic, AC
Stormguard: (4) Madman, TricMagic, AC, Jilladilla
Cold Chant of the Masses: (4) Madman, TricMagic, AC, Jilladilla
Stormcrown Tongues: (4) Madman, TricMagic, AC, Jilladilla
Cold Chant of the Masses: (4) Madman, TricMagic, AC, Jilladilla
With the discovery of the powers of Empowered Chants and the acquisition of enough experience and Mana to deploy Powerful Chants backed up by Powerful Empowerment, the Loji have realized that within their hands is now the ability to enforce their will even on the very weather of the world.
With these revelations, it was further realized that the Temple of the Voiceguard, while useful, was not a suitable location for the testing and usage of large-scale weather manipulation. Instead, a fortress was built in the northernmost, most desolate region of our territory, though its westerly position along the coast means that it is closer to the enemy than our heartlands. The coast is a series of wave-battered cliffs with a single substantial hill along the coast, called the Stormcrown. We have built sets of walls and moats and ditches around the hill, a fortress surrounded by irrigation channels. The land, before we built there, was cold and desolate. Nothing would grow there, but now the trainees learn by altering the weather to the extent that the land becomes arable and crops can be grown around the fortress. Trained members reside in this new outpost of our Chanters, journeying out each season to aid our soldiers and harm our enemies with the weather.
Winds of Cold and Flame can cool and heat various regions of air across a lane of advance, combined with Wind to mix them together just right to create the weather we desire. Thunderstorms, torrential rains, snow and sleet and pounding hail, all within our grasp. The Stormcrown Tongues use all three Chants with Powerful Runes and Powerful Empowering inscribed objects, though primarily Wind, preferring to manipulate preexisting air rather than heat or cool massive amounts of air. They can, by using different arrangements of Chants, create any kind of weather we require to bring down our enemies. They wear engraved Windsteel crowns, which are inscribed with the Powerful Shape(Air) Empowerment inscription and shaped like the fortress they take their name from.
Without a specified focus, the Stormcrown Tongues will work from far behind the front lines of the military, bringing torrential rains down on our enemies' lines of advance, sending their armies to a mud-soaked crawl. We will easily outpace them and choose to confront them on prepared ground, with rain pouring down on their heads until they reach the dry field of battle, to face our well-rested, Sailcart-carried soldiers and their crossbows and Chanting and axes. They leave combat Chanting and the arts of war to the Voiceguard, focusing instead on the arts of reading the weather and nudging it to suit their desires.
We have finally realized our mistake. Something happened to the orders somewhere (several dozen runners were probably eaten by bears, it happens sometimes), and the Voiceguard's chanting rituals were not being provided to anyone else and were also not being used on more than a relatively few applicants, constricting our numbers of Chanters far below what the enemy is capable of even when utilizing cheap and weak Chants.
Well, we've rectified that. We've designed a Weak Wind of Cold focus that will be cheap but can be used with many people to grant them the ability to Chant a rather simple version of Wind of Cold. We've shaped it so that it can be easily dispersed across a wide area, and next time the enemy's green flames of fear come to scare us, they will find that the northern frosts bite much harder than their green blasphemy. Every non-Voiceguard Chanter in our armies will coordinate to freeze our sodden enemies and force them to confront a rested and warm enemy while shivering and hypothermic. When they run out of breath, they wait and rest while all the crossbow-armed soldiers (Which should actually be a majority of our army now that we aren't reliant on marching everywhere and have Cheap crossbows, which require little training to use even if the normal footsoldiers won't be terribly accurate with it) engage the enemy before battle begins in earnest.
Burned Axe
This improved War Axe is lighter in the hand and sharper, thanks to its lighter construction and Fire Steel makeup. It is no longer a tool, but a weapon of war, capable of carrying a much improved, reinforced edge that is sharper and more likely to cause a lot of damage to even an armored man. The heat causes even more damage and injury to hostiles, even though the warmth may be unwelcome in summer it will be a much more capable weapon and does not have to be carried on the soldiers, given our use of Sailcarts for logistics and transport.
Runic Standard
We control the weather to a degree, but we can only nudge it along. We do however, hold the ability to remedy this.
Wind Steel for the shaft, and the flag. Add the Finial Ball at the top to this, and inscribe that Finial Ball with the Powerful Runic Empowerment for Shape(Air). Tie a flag to it, and we have a Runic Standard. These can be used for most any boost to our chanters. Most importantly, Wind of Cold chanters can keep us cool in blazing heat, Wind of Flame chanters can keep us warm in the coldest conditions, and Wind of Stillness chanters can quite literally create an area so the rain or snow will not beat down upon us so heavily in battle or on the march.
Moreover, we can produce these in great enough numbers to cause the opposite effect in our opponents. Wind of Cold to subtly chill them in their camps even when they aren't fighting us. Wind of Flame can overheat them as well, forcing them to strip their cloaks off of them. Likewise, in heavy rains, Wind and sheets of Stillness can be used to put out fires and direct blizzards to pile upon their camps.
All this from a simple Runic Standard. We simply need to pick some Chanters who are experienced enough. Keeping us comfatble on the march, and ruining their conditions in the field so they do not receive rest without penalty. Slowly but surely working with the weather to kill them And these standards will never not see use, for as our own knowledge improves, we can devise new uses from them.
For example, the Gathering of Poison can rob their own poisons of their potency, turning them to harmless water given enough time and focus.
A simple thing, to give those who choose to take up this noble standard. Which is likely mostly going to come from those already practiced in Chanting.
Stillborn Steel
Hammered from regular steel without the taint of Wind or Fire, Stillborn Steel is hammered into weapons and equipment while a Chanter continuously uses Wind of Stillness on the piece of metal being forged. During the repeated heatings, hammerings, and the quench, the metal is constantly under the effect of an Earth-derived Chant. The precision of the work is aided by the reduced speed with which things happen to the metal, while the magic of the Chant seeps into the metal itself, producing, we hope, interesting effects based on the presence of magic.
Burned Axe: (1) Madman
Stillborn Steel: (1) Madman
Burned Axe: (1) Madman
Stillborn Steel: (2) Madman, TricMagic
Aether Steel: (1) TricMagic
Dreki Fangs
Crossbow bolts made entirely of Fire Steel, with razor-sharp heads and no fletching, bearing the Air Phasing inscription. Activating the inscription just before firing prevents the bolt from subsequently interacting with air. Such bolts are hence guaranteed to fly without deviating from their expected course, vastly increasing the accuracy of shots, and the absolute lack of air resistance enables them to fly much further than conventional bolts. One could, in fact, fire straight through a headwind or a turbulent storm and still expect to strike true. In addition, Air Phasing will cause the heat generated by the bolt to rapidly build up, delivering a searing bite to struck targets. Wicked barbs lining the shaft (placed with a blatant disregard for aerodynamics) make the bolt incredibly difficult to remove once it has penetrated its victim.
Crossbowmen armed with Dreki Fangs are provided with an insulating leather glove to protect their flesh whilst handling the hot metal.
Burned Axe: (1) Madman
Stillborn Steel: (3) Madman, TricMagic, AC
Aether Steel: (1) TricMagic
Dreki Fangs: (1) AC
I'll point out a few things. One, using Fire Iron is a really bad idea for something our archers have to handle. Two, Fire Steel is hot, and would melt most other metals if they were all placed in a single quiver most times.
I'll point out a few things. One, using Fire Iron is a really bad idea for something our archers have to handle. Two, Fire Steel is hot, and would melt most other metals if they were all placed in a single quiver most times.Fire Steel or Fire Iron are not hot enough to melt other metals. When Air Phased they will turn molten eventually---certainly not fast enough to threaten our crossbowmen, who don't touch the bolt while firing and thus won't be exposed to the heating.
Burned Axe: (1) Madman
Stillborn Steel: (3) Madman, TricMagic, AC
Aether Steel: (1) TricMagic
Dreki Fangs: (2) AC, Jilladilla
Burned Axe: (1) Madman
Stillborn Steel: (3) Madman, TricMagic, AC
Aether Steel: (1) TricMagic
Dreki Fangs: (3) AC, Jilladilla, Doomblade
Hammered from regular steel without the taint of Wind or Fire, Stillborn Steel is hammered into weapons and equipment while a Chanter continuously uses Wind of Stillness on the piece of metal being forged. During the repeated heatings, hammerings, and the quench, the metal is constantly under the effect of an Earth-derived Chant. The precision of the work is aided by the reduced speed with which things happen to the metal, while the magic of the Chant seeps into the metal itself, producing, we hope, interesting effects based on the presence of magic.
Crossbow bolts made entirely of Fire Steel, with razor-sharp heads and no fletching, bearing the Air Phasing inscription. Activating the inscription just before firing prevents the bolt from subsequently interacting with air. Such bolts are hence guaranteed to fly without deviating from their expected course, vastly increasing the accuracy of shots, and the absolute lack of air resistance enables them to fly much further than conventional bolts. One could, in fact, fire straight through a headwind or a turbulent storm and still expect to strike true. In addition, Air Phasing will cause the heat generated by the bolt to rapidly build up, delivering a searing bite to struck targets. Wicked barbs lining the shaft (placed with a blatant disregard for aerodynamics) make the bolt incredibly difficult to remove once it has penetrated its victim.
Crossbowmen armed with Dreki Fangs are provided with an insulating leather glove to protect their flesh whilst handling the hot metal.
Mountain: (0)
Central: (1) AC
- Focus Xi Shan: (0)
- Focus Iqua: (1) AC
Jungle: (1) AC
Lanes
Mountain: (0)
Central: (2) AC, Madman
- Focus Xi Shan: (0)
- Focus Iqua: (2) AC, Madman
Jungle: (2) AC, Madman
Weather
Mountain:
- Freeze it: (1) Madman
- ?
Central:
- Thunderstorms: (1) Madman
- ?
Jungle:
- Massive heat wave (Allows flames to burn through the jungle): (1) Madman
Lanes
Mountain: (0)
Central: (2) AC, Madman, TricMagic
- Focus Xi Shan: (0)
- Focus Iqua: (2) AC, Madman, TricMagic
Jungle: (2) AC, Madman
Weather
Mountain:
- Freeze it: (1) Madman
- Warm Flooding Rains to prevent passage: (1) TricMagic
Central:
- Thunderstorms: (1) Madman
- Freezing Heavy Rainstorms: (1) TricMagic
Jungle:
- Massive heat wave (Allows flames to burn through the jungle): (1) Madman
- Dry Heat Wave: (1) TricMagic
(Saps away most moisture, leaving the Jungle extremely dry and susceptible to fires starting. Allows us to make use of Fires and Wind to direct the flames to burn our way through our enemies.)
Lanes
Mountain: (0)
Central: (3) AC, Madman, TricMagic
- Focus Xi Shan: (0)
- Focus Iqua: (3) AC, Madman, TricMagic
Jungle: (2) AC, Madman
Weather
Mountain:
- Freeze it: (2) Madman, AC
- Warm Flooding Rains to prevent passage: (1) TricMagic
Central:
- Thunderstorms: (1) Madman
- Freezing Heavy Rainstorms: (2) TricMagic, AC
Jungle:
- Massive heat wave (Allows flames to burn through the jungle): (2) Madman, AC
- Dry Heat Wave (Saps away most moisture, leaving the Jungle extremely dry and susceptible to fires starting. Allows us to make use of Fires and Wind to direct the flames to burn our way through our enemies.): (1) TricMagic
Rune Upgrade
Shape Adept to Master:()
Ward Adept to Master: ()
Fire Apprentice to Adept: ()
Water Apprentice to Adept: ()
Earth Apprentice to Adept: ()
Wood Adept to Master: ()
Fate Apprentice to Adept: ()
[/u]Chant[/u]
Ward(Wood), Shape(Fate), Attack(Fire):(1) TricMagic
Rune Skill Upgrade
Shape Adept to Master:()
Ward Adept to Master: ()
Fire Apprentice to Adept: (1) AC
Water Apprentice to Adept: ()
Earth Apprentice to Adept: ()
Wood Adept to Master: ()
Fate Apprentice to Adept: ()
Chant
Ward(Wood), Shape(Fate), Attack(Fire): (1) TricMagic
Inscription
Ward(Wood), Shape(Fate), Attack(Fire): (1) AC
Rune Skill Upgrade
Shape Adept to Master:()
Ward Adept to Master: ()
Fire Apprentice to Adept: (1) AC
Water Apprentice to Adept: ()
Earth Apprentice to Adept: ()
Wood Adept to Master: ()
Fate Apprentice to Adept: ()
Chant
Ward(Wood), Shape(Fate), Attack(Fire): (1) TricMagic
Inscription
Ward(Wood), Shape(Fate), Attack(Fire): (1) AC
1 Rune Skill Upgrade, 1 Chant/Inscription Experiment: (1) TricMagic
Rune Skill UpgradeLast section removed as it's unnecessary.
Shape Adept to Master:()
Ward Adept to Master: ()
Fire Apprentice to Adept: (2) AC, Madman
Water Apprentice to Adept: ()
Earth Apprentice to Adept: ()
Wood Adept to Master: ()
Fate Apprentice to Adept: ()
Chant
Ward(Wood), Shape(Fate), Attack(Fire): (1) TricMagic
Inscription
Ward(Wood), Shape(Fate), Attack(Fire): (2) AC, Madman
Rune Skill Upgrade
Shape Adept to Master:()
Ward Adept to Master: ()
Fire Apprentice to Adept: (2) AC, Madman
Water Apprentice to Adept: ()
Earth Apprentice to Adept: (1) naturegirl1999
Wood Adept to Master: ()
Fate Apprentice to Adept: (1) naturegirl1999
Chant
Ward(Wood), Shape(Fate), Attack(Fire): (1) TricMagic
Inscription
Ward(Wood), Shape(Fate), Attack(Fire): (2) AC, Madman
Rune Skill Upgrade
Shape Adept to Master:()
Ward Adept to Master: ()
Fire Apprentice to Adept: (2) AC, Madman
Water Apprentice to Adept: ()
Earth Apprentice to Adept: (1) naturegirl1999
Wood Adept to Master: ()
Fate Apprentice to Adept: (1) naturegirl1999
Chant
Ward(Wood), Shape(Fate), Attack(Fire): (1) TricMagic
Inscription
Ward(Wood), Shape(Fate), Attack(Fire): (2) AC, Madman
Rune Skill Upgrade
Shape Adept to Master:()
Ward Adept to Master: ()
Fire Apprentice to Adept: (2) AC, Madman
Water Apprentice to Adept: ()
Earth Apprentice to Adept: (1) naturegirl1999
Wood Adept to Master: ()
Fate Apprentice to Adept: (1) naturegirl1999
Chant
Ward(Wood), Shape(Fate), Attack(Fire): (1) TricMagic
Inscription
Ward(Wood), Shape(Fate), Attack(Fire): (3) AC, Madman, Jilladilla
I clicked the link, however it is read onlyQuote from: Votebox (choose 2)Rune Skill Upgrade
Shape Adept to Master:()
Ward Adept to Master: ()
Fire Apprentice to Adept: (2) AC, Madman
Water Apprentice to Adept: ()
Earth Apprentice to Adept: (1) naturegirl1999
Wood Adept to Master: ()
Fate Apprentice to Adept: (1) naturegirl1999
Chant
Ward(Wood), Shape(Fate), Attack(Fire): (1) TricMagic
Inscription
Ward(Wood), Shape(Fate), Attack(Fire): (2) AC, Madman
Might actually be necessary to note. Well, Jill is left. Also, we have a discord Naturegirl1999, come join us.
https://discord.gg/B7Q2AXP (https://discord.gg/B7Q2AXP)
I clicked the link, however it is read only
It also just shows gray circles and gray lines where avatars and text should be. It also shows Ilya instead of Loki
Refining Rite: Shape(Fate), Ward(Fate), Attack(Fate)+1
Holder of our Souls. In order to carve inscription into our souls requires the proper tool. And so we shall gather a material to do so, and create a Chanter who is one with flames.
Effectively, spend an action this phase, then revise, turning it into a tool to carve the new inscription into some of our troops. If it works, we can create someone who is immune to their own fires, and can act with impunity.
Refining Rite: Shape(Earth), Attack(Earth), Ward(Earth)
Spell: Attack(Air), Control(Air), Form(Air)
((Does this work? Where are the rules for the types of actions placed before meaning(element) pairs? E.g. inscription, Chant, Refine, etc?
I’m putting spell as a placeholder until I can find the list if there is one))
Create Water elemental: Form(Water), Control(Water), Attack(Water)
The Dreadmonks mess with the minds of our soldiers. If creatures without brains were to fight with us, they wouldn’t be affected and would continue to fight when their brained allies were incapacitated due to fear. Plus we need to get more well rounded in our training
Yes, we have no idea what Form or Control meanings do yet. We should probably figure it out. I was only speculating with what I wrought might happen. It might not be that. The only way to find out is to tryCreate Water elemental: Form(Water), Control(Water), Attack(Water)
The Dreadmonks mess with the minds of our soldiers. If creatures without brains were to fight with us, they wouldn’t be affected and would continue to fight when their brained allies were incapacitated due to fear. Plus we need to get more well rounded in our training
The magic system here is quite unlike that used in other magical arms races that I'm aware of, so here's a quick summary to avoid confusion: we can speculate about what a certain research action might produce, but we can't really specify the desired outcome (hence why they're called "discovery" actions). When we experiment with a rune combination, the result that Talion gives us is a fixed effect which follows a set of rules governing how the combination is interpreted in the context of the magic system. We as players mess around with different rune combinations in an attempt to figure out how the system works, which gradually enables us to make better predictions about what a certain combination might do. Once we get our hands on a useful effect, like Air Phasing or Wind of Flame, we can incorporate it into our designs in whatever manner we wish.
So a {Form(Water), Control(Water), Attack(Water)} chant might give us a way to produce water elementals, but as far as we know (so far) it might also create a jet of water, do nothing, summon Cthulhu, etc.
Aeroglobe
The sight of cloth billowing above the flaming wreckage of a sail cart provided the inspiration for this device, which an Iquan might describe as a large pouch secured to an oversized basket. Crewed by a pair of Chanters and capable of carrying passengers, it will deliver our nation into the sky.
The envelope is initially inflated by means of a Wind chant, and the air within is then heated using a carefully directed low-power Wind of Flame, causing the vessel to lift off the ground. Once airborne, the Wind Chanter acts as the helmsman, guiding the aeroglobe along its course with gusts of wind where necessary. The other aviator controls the altitude of the craft by using bursts of Wind of Flame to heat air within the envelope, which may be released by pulling open a vent at its top. A Fire Steel rod can be winched up into the envelope from its insulated housing at the centre of the basket, reducing the demand for fire and facilitating fine adjustments in altitude.
It is anticipated that flying vessels such as this will prove useful for scouting operations, and should greatly enhance our ability to accurately map the battlefield. A signalling system involving polished metal mirrors and the occasional flare is to be devised to enable real-time communication of pertinent information to ground forces. Collaboration with the Stormcrown is expected to provide ideal conditions for planned flights.Spoiler: Rune strengths (click to show/hide)
Hint Token:
Chant: Ward(Wood), Shape(Fate), Attack(Fire): (1) AC
Hint: How to make our soldiers fearless: (0)
Hint: How to see in the dark: (0)
Designs (choose 2):
Refining rite: Shape(Fate), Ward(Fate), Attack(Fate): (1) AC
Refining rite: Shape(Earth), Attack(Earth), Ward(Earth): (0)
Chanters' Aeroglobe: (1) AC
Surtr, Flameborn Queen: (0)
Aurgelmir, Frostborn King: (0)
Hint Token:Putting Research Control Meaning instead of my unusable spell
Chant: Ward(Wood), Shape(Fate), Attack(Fire): (1) AC
Hint: How to make our soldiers fearless: (0)
Hint: How to see in the dark: (0)
Designs (choose 2):
Refining rite: Shape(Fate), Ward(Fate), Attack(Fate): (1) AC
Refining rite: Shape(Earth), Attack(Earth), Ward(Earth): (0)
Chanters' Aeroglobe: (2) AC, naturegirl1999
Research Control Meaning:(1) naturegirl1999
Shape(Air), Ward(Air), Attack(Air):
Shape(Fire), Ward(Fire), Attack(Fire):
Surtr, Flameborn Queen: (0)
Aurgelmir, Frostborn King: (0)
Putting Research Control Meaning instead of my unusable spell
Oh duh, don’t know what I was thinking. I will remove the invalid vote and place my second vote somewhere elsePutting Research Control Meaning instead of my unusable spell
We can only do that during the Research phase, I believe.
Hint Token:Removed current invalidity and relocated vote to the Wueen of Fire
Chant: Ward(Wood), Shape(Fate), Attack(Fire): (1) AC
Hint: How to make our soldiers fearless: (0)
Hint: How to see in the dark: (0)
Designs (choose 2):
Refining rite: Shape(Fate), Ward(Fate), Attack(Fate): (1) AC
Refining rite: Shape(Earth), Attack(Earth), Ward(Earth): (0)
Chanters' Aeroglobe: (2) AC, naturegirl1999
Shape(Air), Ward(Air), Attack(Air):
Shape(Fire), Ward(Fire), Attack(Fire):
Surtr, Flameborn Queen: (1) naturegirl1999
Aurgelmir, Frostborn King: (0)
Hint Token:
Chant: Ward(Wood), Shape(Fate), Attack(Fire): (2) AC, TricMagic
Hint: How to make our soldiers fearless: (0)
Hint: How to see in the dark: (0)
Designs (choose 2):
Refining rite: Shape(Fate), Ward(Fate), Attack(Fate): (2) AC, TricMagic
Refining rite: Shape(Earth), Attack(Earth), Ward(Earth): (0)
Refining Rite: Shape(Air), Ward(Air), Attack(Air): (1) TricMagic
Chanters' Aeroglobe: (2) AC, naturegirl1999
Shape(Air), Ward(Air), Attack(Air):
Shape(Fire), Ward(Fire), Attack(Fire):
Surtr, Flameborn Queen: (2) naturegirl1999, TricMagic
Aurgelmir, Frostborn King: (1) TricMagic
In that caseQuote from: VoteboxHint Token:
Chant: Ward(Wood), Shape(Fate), Attack(Fire): (2) AC, TricMagic
Hint: How to make our soldiers fearless: (0)
Hint: How to see in the dark: (0)
Designs (choose 2):
Refining rite: Shape(Fate), Ward(Fate), Attack(Fate): (2) AC, TricMagic
Refining rite: Shape(Earth), Attack(Earth), Ward(Earth): (0)
Refining Rite: Shape(Air), Ward(Air), Attack(Air): (1) TricMagic
Chanters' Aeroglobe: (1) AC
Shape(Air), Ward(Air), Attack(Air):
Shape(Fire), Ward(Fire), Attack(Fire):
Surtr, Flameborn Queen: (2) naturegirl1999, TricMagic
Aurgelmir, Frostborn King: (2) TricMagic, naturegirl1999
I'd note that they both were meant to go together to give both lanes a hero... Though if only one was made this turn, Surtr would be best..
Hint Token:
Chant: Ward(Wood), Shape(Fate), Attack(Fire): (2) AC, TricMagic
Hint: How to make our soldiers fearless: (0)
Hint: How to see in the dark: (0)
Save it for next Discovery Phase: (1) Jilladilla
Designs (choose 2):
Refining rite: Shape(Fate), Ward(Fate), Attack(Fate): (2) AC, TricMagic
Refining rite: Shape(Earth), Attack(Earth), Ward(Earth): (1) Jilladilla
Refining Rite: Shape(Air), Ward(Air), Attack(Air): (1) TricMagic
Chanters' Aeroglobe: (1) AC
Shape(Air), Ward(Air), Attack(Air):
Shape(Fire), Ward(Fire), Attack(Fire):
Surtr, Flameborn Queen: (2) naturegirl1999, TricMagic
Aurgelmir, Frostborn King: (2) TricMagic, naturegirl1999
Strictly speaking, I don't think we can spend the Hint Token on a magic outside the Discovery Phase either. Only thing we can spend it on now is a hint.Quote from: VoteboxHint Token:
{invalid}Chant: Ward(Wood), Shape(Fate), Attack(Fire): (1) AC,
Hint: How to make our soldiers fearless: (0)
Hint: How to see in the dark: (0)
Save it for next Discovery Phase: (2) Jilladilla, TricMagic
Designs (choose 2):
Refining rite: Shape(Fate), Ward(Fate), Attack(Fate): (2) AC, TricMagic
Refining rite: Shape(Earth), Attack(Earth), Ward(Earth): (1) Jilladilla
Refining Rite: Shape(Air), Ward(Air), Attack(Air): (1) TricMagic
Refining Rite: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chant: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chanters' Aeroglobe: (1) AC
Surtr, Flameborn Queen: (2) naturegirl1999, TricMagic
Aurgelmir, Frostborn King: (2) TricMagic, naturegirl1999
Now, I'm mostly ambivalent on the votes, other than wanting to get Earth Refining out as both a baseline for refining, and that we can guesstimate it to be useful (in that I have some confidence in what the result would be); and for us to not dump both of our designs on Magics. Want to have something to show this turn. The specifics are what I'm ambivalent about.
By the way, the Shape, Ward, Attack (Air/Fire) magic suggestions.... What are those supposed to be? Chants? Inscriptions? Refining Rites? I will note that we already have Shape(Air), Attack(Air), Ward(Air) for both Chanting (Wind) and Inscribing (Air Phasing), and our latest inscription is a major supporter of the 'order does not matter' theory.
Hint Token:
Hint: How to make our soldiers fearless: ()
Hint: How to see in the dark: ()
Save it for next Discovery Phase: (2) Jilladilla, AC
Designs (choose 2):
Refining rite: Shape(Fate), Ward(Fate), Attack(Fate): (2) AC, TricMagic
Refining rite: Shape(Earth), Attack(Earth), Ward(Earth): (1) Jilladilla
Refining Rite: Shape(Air), Ward(Air), Attack(Air): (1) TricMagic
Refining Rite: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chant: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chant: Ward(Wood), Shape(Fate), Attack(Fire): ()
Chanters' Aeroglobe: (1) AC
Surtr, Flameborn Queen: (2) naturegirl1999, TricMagic
Aurgelmir, Frostborn King: (2) TricMagic, naturegirl1999
Inscribing the Fire Steel Plates with Air Phasing, and training in harsh conditions not unlike a Volcano, she learns to manage the heat.What you’re describing is physiologically impossible, especially considering that air phased Fire Steel reaches temperatures hot enough to melt the metal. One would also question the utility of forcing a human to operate under a continuous fatigue-inducing heat load in an already demanding warfare setting.
To help, the Stillborn Steel is inscribed with the Life/Chance/Fire Phasing, to prevent melting under the heat of Fire Steel.This inscription makes fire phase through the object; there’s no explicit mention of it causing the object to ignore heat. Anyway, if this were true, the human wearing this would be directly exposed to the effects of the overlying Fire Steel layer, as the heat would radiate through the Sillborn Steel utterly unimpeded.
She trains her craft, forgoing weapons for armor and magic, for no weapon yet exists which can handle the heat she creates.. Weapons melt off her plates on contact, becoming too soft to penetrate.I know that Chanters are protected against their own chants, but I suspect that she’ll be dealing with problems of her own if the temperature around her is hot enough to melt metal weapons on contact.
Again, there’s no indication that the inscription should prevent melting. Also, I don’t see why a bug should be purposefully included in the design?
This inscription can prevent melting, but it requires another layer of cloth beneath it to prevent it falling through her. And it may turn off unexpectedly, leaving burns.
Retiring to the Snowy Mountains nearby, he trains himself to be immune to cold of water and air.This too requires superhuman physiology.
And through Meditation, he uses his chant to forgo armor for frost. A layer of unbelievably strong ice forms from water around him in the air. He is protected from it, but he eventually uses this to turn this ice into a form of enhancement, being able to dart around the battlefield and travel through his own ice structures.I can see how he might be able to freeze himself in a shell of ice, but how on earth is he supposed to manipulate this armour? Even if he were able to synthesise an exoskeleton complete with flexible joints, the task of actually getting the sculpture to move is beyond the capabilities of "Wind of Cold".
Hint Token:@Atomic Chicken thank you for the thoughts
Hint: How to make our soldiers fearless: (1) naturegirl1999
Hint: How to see in the dark: (0)
Save it for next Discovery Phase: (2) Jilladilla, AC
Designs (choose 2):
Refining rite: Shape(Fate), Ward(Fate), Attack(Fate): (3) AC, TricMagic, naturegirl1999
Refining rite: Shape(Earth), Attack(Earth), Ward(Earth): (1) Jilladilla
Refining Rite: Shape(Air), Ward(Air), Attack(Air): (1) TricMagic
Refining Rite: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chant: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chanters' Aeroglobe: (2) AC, naturegirl1999
Surtr, Flameborn Queen: (1) TricMagic
Aurgelmir, Frostborn King: (1) TricMagic
Hint Token:
Hint: How to make our soldiers fearless: (1) naturegirl1999
Hint: How to see in the dark: (0)
Save it for next Discovery Phase: (2) Jilladilla, AC
Designs (choose 2):
Refining rite: Shape(Fate), Ward(Fate), Attack(Fate): (3) AC, TricMagic, naturegirl1999
Refining rite: Shape(Earth), Attack(Earth), Ward(Earth): (0)
Refining Rite: Shape(Air), Ward(Air), Attack(Air): (2) TricMagic, Jilladilla
Refining Rite: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chant: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chanters' Aeroglobe: (2) AC, naturegirl1999
Surtr, Flameborn Queen: (1) TricMagic
Aurgelmir, Frostborn King: (1) TricMagic
Hint Token:[/quote]
Hint: How to make our soldiers fearless: ()
Hint: How to see in the dark: (0)
Save it for next Discovery Phase: (3) Jilladilla, AC, naturegirl1999
Designs (choose 2):
Refining rite: Shape(Fate), Ward(Fate), Attack(Fate): (3) AC, TricMagic
Refining rite: Shape(Earth), Attack(Earth), Ward(Earth): (0)
Refining Rite: Shape(Air), Ward(Air), Attack(Air): (2) TricMagic, Jilladilla, naturegirl1999
Refining Rite: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chant: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chanters' Aeroglobe: (2) AC, naturegirl1999
Surtr, Flameborn Queen: (1) TricMagic
Aurgelmir, Frostborn King: (1) TricMagic
Hint Token:
Hint: How to make our soldiers fearless: ()
Hint: How to see in the dark: (0)
Save it for next Discovery Phase: (3) Jilladilla, AC, naturegirl1999
Designs (choose 2):
Refining rite: Shape(Fate), Ward(Fate), Attack(Fate): (1) TricMagic
Refining rite: Shape(Earth), Attack(Earth), Ward(Earth): (0)
Refining Rite: Shape(Air), Ward(Air), Attack(Air): (4) TricMagic, Jilladilla, naturegirl1999, AC
Refining Rite: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chant: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chanters' Aeroglobe: (2) AC, naturegirl1999
Surtr, Flameborn Queen: (1) TricMagic
Aurgelmir, Frostborn King: (1) TricMagic
Hint Token:
Hint: How to make our soldiers fearless: ()
Hint: How to see in the dark: (0)
Save it for next Discovery Phase: (3) Jilladilla, AC, naturegirl1999
Designs (choose 2):
Refining rite: Shape(Fate), Ward(Fate), Attack(Fate): (1) TricMagic
Refining rite: Shape(Earth), Attack(Earth), Ward(Earth): (0)
Refining Rite: Shape(Air), Ward(Air), Attack(Air): (4) TricMagic, Jilladilla, naturegirl1999, AC
Refining Rite: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chant: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chanters' Aeroglobe: (2) AC, naturegirl1999
Surtr, Flameborn Queen: (-)
Aurgelmir, Frostborn King: (-)
Hint Token:
Hint: How to make our soldiers fearless: ()
Hint: How to see in the dark: (0)
Save it for next Discovery Phase: (3) Jilladilla, AC, naturegirl1999
Designs (choose 2):
Refining rite: Shape(Fate), Ward(Fate), Attack(Fate): (2) TricMagic, naturegirl1999
Refining rite: Shape(Earth), Attack(Earth), Ward(Earth): (0)
Refining Rite: Shape(Air), Ward(Air), Attack(Air): (4) TricMagic, Jilladilla, naturegirl1999, AC
Refining Rite: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chant: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chanters' Aeroglobe: (1) AC
Surtr, Flameborn Queen: (-)
Aurgelmir, Frostborn King: (-)
Hint Token:
Hint: How to make our soldiers fearless: ()
Hint: How to see in the dark: (0)
Save it for next Discovery Phase: (3) Jilladilla, AC, naturegirl1999
Designs (choose 2):
Refining rite: Shape(Fate), Ward(Fate), Attack(Fate): (2) TricMagic, naturegirl1999
Refining rite: Shape(Earth), Attack(Earth), Ward(Earth): (0)
Refining Rite: Shape(Air), Ward(Air), Attack(Air): (4) TricMagic, Jilladilla, naturegirl1999, AC
Refining Rite: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chant: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chanters' Aeroglobe: (2) AC, Jilladilla
Surtr, Flameborn Queen: (-)
Aurgelmir, Frostborn King: (-)
Hint Token:Yes, this turn we should have something. We can do refining next turn
Hint: How to make our soldiers fearless: ()
Hint: How to see in the dark: (0)
Save it for next Discovery Phase: (3) Jilladilla, AC, naturegirl1999
Designs (choose 2):
Refining rite: Shape(Fate), Ward(Fate), Attack(Fate): (2) TricMagic
Refining rite: Shape(Earth), Attack(Earth), Ward(Earth): (0)
Refining Rite: Shape(Air), Ward(Air), Attack(Air): (4) TricMagic, Jilladilla, naturegirl1999, AC
Refining Rite: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chant: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chanters' Aeroglobe: (3) AC, Jilladilla, naturegirl1999
Surtr, Flameborn Queen: (-)
Aurgelmir, Frostborn King: (-)
The sight of cloth billowing above the flaming wreckage of a sail cart provided the inspiration for this device, which an Iquan might describe as a large pouch secured to an oversized basket. Crewed by a pair of Chanters, it will deliver our nation into the sky.
Hint Token:Yes, this turn we should have something. We can do refining next turn
Hint: How to make our soldiers fearless: ()
Hint: How to see in the dark: (0)
Save it for next Discovery Phase: (3) Jilladilla, AC, naturegirl1999
Designs (choose 2):
Refining rite: Shape(Fate), Ward(Fate), Attack(Fate): (2) TricMagic, naturegirl1999
Refining rite: Shape(Earth), Attack(Earth), Ward(Earth): (0)
Refining Rite: Shape(Air), Ward(Air), Attack(Air): (4) TricMagic, Jilladilla, naturegirl1999, AC
Refining Rite: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chant: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chanters' Aeroglobe: (2) AC, Jilladilla
Surtr, Flameborn Queen: (-)
Aurgelmir, Frostborn King: (-)
Our first foray into flight is definitely, 100% a design. Unless you want it to be utterly kitbashed, jury-rigged, and makeshift. Revisions aren't the place to step onto utterly new territory you've never even stepped near before. It's why they're called a revision.
Remember that a lot of things that seem so simple in hindsight, initial development of the concepts involved may not have been a simple or easy process.
Conflagration Ballista
The crossbow has served us very well in the past. It is now a weapon capable of throwing bolts of melting metal at our opponents from ranges unimaginable by unassisted archers. We, however, have developed a new crossbow...one too large for use by a single person no matter how strong. A crossbow cocked by gears and levers, braced with metal and powered more by the tension of wound cables than a normal crossbow, capable of throwing a much larger projectile even further with far more devastating effects. Firing bolts as long as a man's leg or stones or spheres just as heavy, this new weapon will be capable of dealing incredibly lethal damage from much further than the enemy can hope to reply.
Similar to the standard Roman ballista but larger, the Conflagration Ballista will throw a spherical projectile of Air Phased Fire Iron or Fire Steel, stone, OR a more standard bolt-shaped projectile for extreme range when not using Air Phased projectiles. Mounted on a small Sailcart, these weapons are positioned on the battlefield to disrupt enemy formations or shatter their most dangerous units by throwing molten metal into them from extreme range.
No cloth or metal can save a soldier near the impact of a molten shot, as the melting metal will be sprayed all around and kill anyone no matter how well protected, nor can anyone hope to survive a direct strike from a stone or bolt cast from these machines...or even survive a strike from a stone that has already tumbled through several soldiers in front of them.
It's also a bit too simple. I'd simply have both chanters with low power, at most, since that would be 2 Mana. Meaning Arrow Rain is a suitable option. Likewise, having proper communication be developed through flags would be an additive, since communication with the ground would helpful in a battlefield scenario.
So long as the Aeroglobe can carry up to five people, three of those ranged. Likewise with communications through various flags, which are lightweight and can be used for signalling info to the ground.
Hint Token:
Hint: How to make our soldiers fearless: ()
Hint: How to see in the dark: (0)
Save it for next Discovery Phase: (3) Jilladilla, AC, naturegirl1999
Designs (choose 2):
Refining rite: Shape(Fate), Ward(Fate), Attack(Fate): (1) TricMagic
Refining rite: Shape(Earth), Attack(Earth), Ward(Earth): (0)
Refining Rite: Shape(Air), Ward(Air), Attack(Air): (4) TricMagic, Jilladilla, naturegirl1999, AC
Refining Rite: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chant: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chanters' Aeroglobe: (3) AC, Jilladilla, naturegirl1999
Surtr, Flameborn Queen: (-)
Aurgelmir, Frostborn King: (-)
Hint Token:
Hint: How to make our soldiers fearless: ()
Hint: How to see in the dark: (0)
Save it for next Discovery Phase: (3) Jilladilla, AC, naturegirl1999
Designs (choose 2):
Refining rite: Shape(Fate), Ward(Fate), Attack(Fate): ()
Refining rite: Shape(Earth), Attack(Earth), Ward(Earth): (0)
Refining Rite: Shape(Air), Ward(Air), Attack(Air): (4) TricMagic, Jilladilla, naturegirl1999, AC
Refining Rite: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chant: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chanters' Aeroglobe: (3) AC, Jilladilla, naturegirl1999
Surtr, Flameborn Queen: (-)
Aurgelmir, Frostborn King: (-)
Conflagration Ballista (1) TricMagic
Hint Token:
Hint: How to make our soldiers fearless: ()
Hint: How to see in the dark: (0)
Save it for next Discovery Phase: (3) Jilladilla, AC, naturegirl1999
Designs (choose 2):
Refining rite: Shape(Fate), Ward(Fate), Attack(Fate): ()
Refining rite: Shape(Earth), Attack(Earth), Ward(Earth): (0)
Refining Rite: Shape(Air), Ward(Air), Attack(Air): (5) TricMagic, Jilladilla, naturegirl1999, AC, Madman
Refining Rite: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chant: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chanters' Aeroglobe: (3) AC, Jilladilla, naturegirl1999
Surtr, Flameborn Queen: (-)
Aurgelmir, Frostborn King: (-)
Conflagration Ballista (2) TricMagic, Madman
Hint Token:
Hint: How to make our soldiers fearless: ()
Hint: How to see in the dark: (0)
Save it for next Discovery Phase: (3) Jilladilla, AC, naturegirl1999
Designs (choose 2):
Refining rite: Shape(Fate), Ward(Fate), Attack(Fate): ()
Refining rite: Shape(Earth), Attack(Earth), Ward(Earth): (0)
Refining Rite: Shape(Air), Ward(Air), Attack(Air): (5) TricMagic, Jilladilla, naturegirl1999, AC, Madman
Refining Rite: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chant: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chanters' Aeroglobe: (2) AC, Jilladilla
Surtr, Flameborn Queen: (-)
Aurgelmir, Frostborn King: (-)
Conflagration Ballista (3) TricMagic, Madman, naturegirl1999
Hint Token:
Hint: How to make our soldiers fearless: ()
Hint: How to see in the dark: (0)
Save it for next Discovery Phase: (3) Jilladilla, AC, naturegirl1999
Designs (choose 2):
Refining rite: Shape(Fate), Ward(Fate), Attack(Fate): ()
Refining rite: Shape(Earth), Attack(Earth), Ward(Earth): (0)
Refining Rite: Shape(Air), Ward(Air), Attack(Air): (5) TricMagic, Jilladilla, naturegirl1999, AC, Madman
Refining Rite: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chant: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chanters' Aeroglobe: (1) AC
Surtr, Flameborn Queen: (-)
Aurgelmir, Frostborn King: (-)
Conflagration Ballista (4) TricMagic, Madman, naturegirl1999, Jilladilla
Strictly speaking, the ballista operators can feel fear, but they're more likely to be out of range of their fear magics.Yes, that. The Aeroglobe operators would be far more likely to be in range than the ballista operators.Quote from: VoteboxHint Token:
Hint: How to make our soldiers fearless: ()
Hint: How to see in the dark: (0)
Save it for next Discovery Phase: (3) Jilladilla, AC, naturegirl1999
Designs (choose 2):
Refining rite: Shape(Fate), Ward(Fate), Attack(Fate): ()
Refining rite: Shape(Earth), Attack(Earth), Ward(Earth): (0)
Refining Rite: Shape(Air), Ward(Air), Attack(Air): (5) TricMagic, Jilladilla, naturegirl1999, AC, Madman
Refining Rite: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chant: Shape(Fire), Ward(Fire), Attack(Fire): ()
Chanters' Aeroglobe: (1) AC
Surtr, Flameborn Queen: (-)
Aurgelmir, Frostborn King: (-)
Conflagration Ballista (4) TricMagic, Madman, naturegirl1999, Jilladilla
The crossbow has served us very well in the past. It is now a weapon capable of throwing bolts of melting metal at our opponents from ranges unimaginable by unassisted archers. We, however, have developed a new crossbow...one too large for use by a single person no matter how strong. A crossbow cocked by gears and levers, braced with metal and powered more by the tension of wound cables than a normal crossbow, capable of throwing a much larger projectile even further with far more devastating effects. Firing bolts as long as a man's leg or stones or spheres just as heavy, this new weapon will be capable of dealing incredibly lethal damage from much further than the enemy can hope to reply.
Similar to the standard Roman ballista but larger, the Conflagration Ballista will throw a spherical projectile of Air Phased Fire Iron or Fire Steel, stone, OR a more standard bolt-shaped projectile for extreme range when not using Air Phased projectiles. Mounted on a small Sailcart, these weapons are positioned on the battlefield to disrupt enemy formations or shatter their most dangerous units by throwing molten metal into them from extreme range.
No cloth or metal can save a soldier near the impact of a molten shot, as the melting metal will be sprayed all around and kill anyone no matter how well protected, nor can anyone hope to survive a direct strike from a stone or bolt cast from these machines...or even survive a strike from a stone that has already tumbled through several soldiers in front of them.
Armor Improvement: Stillborne Full-Plate Armor(Plus Blue Jade Dust/Flight)(2):TricMagic, naturegirl1999Fixed the votebox
Quote from: votebixArmor Improvement: Stillborne Full-Plate Armor(Plus Blue Jade Dust/Flight)(1): naturegirl1999Fixed the votebox
Blue Jade Dust, Folding It In: (1) TricMagic
Sorry, I thought proposers voted on their proposals. It won’t happen againQuote from: votebixArmor Improvement: Stillborne Full-Plate Armor(Plus Blue Jade Dust/Flight)(1): naturegirl1999Fixed the votebox
Blue Jade Dust: (1) TricMagic
I'd say something about voting for me. Anyway, simply adding it in during the folding process should work. Still Demi, or maybe still Demi. Either way, the BJD will be in the metals. And that means everyone gets a swiftness upgrade.
That might work better as a full design I think. We don't even have a plate cuirass to work off of. Also, it wouldn't be demi-artificing. No, we do that when we want to go big and don't want to be tied down to the rules as much. Remember that Artifacts, whether Demi or True, are unique creations.
Anyhow, my suggestion:
Talisman of Wind
This piece of jewelry is not a simple statement of fashion or wealth; no, it is a symbol of Loji Mastery and the pursuit of such. Inscribed upon this item are the Runes for Empowering ones Voice; their control of Shape(Air), to the point where directing all the winds within their local area becomes not just a sign of Herculean Mastery and effort, but an achievable goal within the grasp of the studious.
Of course, such a magical focus is found primarily among those who have devoted themselves towards mastery of one's Voice; the Voiceguard.
(TL;DR: Give the Voiceguard a Moderate Strength Empowered Shape(Air) Rune item)
Armor Improvement: Stillborne Full-Plate Armor(Plus Blue Jade Dust/Flight)(1): naturegirl1999Blue Jade Dust: ()
Talisman of Wind
Literally All the Air Magic Rainmaker: (1) TricMagic
Painters of the Loji Workshops: (1) TricMagic
Einherjar (Lone/Single Warriors, in English)
A version of the Wind of Stillness with Medium power on all runes (combined with our 2 discounts, that should be 4. If it's not and I've made a mistake, the Chant should be Expensive) is supplied to a new group of infantry, meant to fight where our normal infantry are too cowardly to go. They are functionally less elite versions of the Jarls of the Maelstrom, utilizing the same Chant at a weaker power and using, for now, normal weapons. Supported by massed volleys of incredibly accurate air-phased arrows capable of piercing the stillness they lay on the enemies, these new soldiers will undoubtedly be capable of forming a new line force to make up for our deficient infantry---the use of Stillness allows fewer elite troops to cover a much wider field without losing effectiveness, freeing most of our men up to shoot the enemy to pieces.
Lightened Scale
Standard scale armor worked with a very small amount of Blue Jade Dust applied during its forging (enough, say, to remain Cheap, however much of that stuff we have [if it's going to be a resource why haven't we been told how much we have yet?]) to acquire some amount of swiftness, further aiding our soldiers in being the most mobile force on and off the battlefield.
Conflagration Ballista Carts
An adjustment to the swivel mount and an alteration to the cart has allowed the ballista to be pointed in almost any direction except for forwards, allowing for much greater firing arcs. In addition, a simple modification to disconnect the gears that allow for fine-tuning the elevation of the ballista has allowed the ballista to be stabilized on the move just by the shooting placing a hand on the weapon. (this is literally the WWII American vertical stabilizer for tank guns. It is just that simple) This, combined with the greater firing arcs, allows the ballistae carts to be a much more mobile emplacement while firing. There's no need for blocks under the wheels, if the cart moves a bit when the ballista fires (for some physically incomprehensible reason, the inertia and friction of the wheels should be far too much for it, we're not firing a cannon), then the crewmen should be easily able to push it until it stops.
Psalmfounts
A refining rite incorporating a Shape(Air) Empowerment inscription alongside a Wind chant is carried out to produce an empowered Blue Jade dust augmented with the elemental aspect of swiftness. The dust is added to Windforged Steel during the forging process, and the resultant metal is shaped into a talisman for use as a mana supply by the honoured Chanters of Loji. This Psalmfount is to be worn around the Chanter's neck in proximity to the larynx, the blessed birthplace of the voice. This being our first foray into proper Elemental Materials, it is unknown whether the enhanced swiftness property will affect the wearer as a whole, but we expect to see a significant increase in chanting rapidity at the very least.Spoiler: Rune strengths (click to show/hide)
Distracted, she lost her place within the chant, fear momentarily slipping its grip on the Hellbringer seeking to complete his chant through choking fear.
Stillborne Full-Plate Armor: (1) naturegirl1999
Blue Jade Dust, Folding It In: (1) TricMagic
Psalmfounts: (1) AC
Conflagration Ballista Carts: (1) AC
Conflagration Ballista Carts: (1) AC, TricMagic
-----
Stillborne Full-Plate Armor: (1) naturegirl1999
Blue Jade Dust, Folding It In: ()
Psalmfounts: (1) AC
Wind Jewel: (1) TricMagic
Literally All the Air Magic Rainmaker: (1) TricMagic
Chants are rhythmic, and even if you can chant faster, that can lead to fumbles.
Chants are rhythmic, and even if you can chant faster, that can lead to fumbles.
You can increase the tempo of a piece without altering its rhythm. I'm assuming that Blue Jade dust affects the handler as a whole when it swiftens movement, including their cognitive capacity, else they'd be incredibly uncoordinated.
Really and truly, the extra swiftness isn't necessary since Blue Jade already provides that to some extent; I added it mainly to do something useful with the 1 Mana permitted whilst remaining in Cheap territory. I interpreted "unparalleled and dangerous intensity" to be applicable mainly in the context of projectiles or swinging weapons. If there's major concern that this is dangerous to the user, it can be removed.
... 1 for the BJD. 1 for the Shape Air? is it empowerment, or is this the Battery? Think it's the battery one, so 1 Mana. And then another Mana for swiftness.
We have 2 mana. Not three, so it's not Cheap in the first place.
Quote from: Votebox (choose 2)Stillborne Full-Plate Armor: ()
Blue Jade Dust, Folding It In: (1) TricMagic
Psalmfounts: (2) AC, naturegirl1999
Conflagration Ballista Carts: (2) AC, naturegirl1999
I think that armour improvements should be delayed to the next turn so we can bundle everything into a single proper design. Addressing issues with the ballista is a worthwhile use of a revision, given that it's the major thing we're bringing into the field this time round.
Conflagration Ballista Carts: (4) AC, TricMagic, naturegirl1999, Jilladilla
-----
Stillborne Full-Plate Armor: ()
Blue Jade Dust, Folding It In: ()
Psalmfounts: (3) AC, naturegirl1999, Jilladilla
Wind Jewel: (1) TricMagic
Literally All the Air Magic Rainmaker: (1) TricMagic
Don't be disheartened. This is actually decently common!Quote from: Votebox (choose 2)Conflagration Ballista Carts: (4) AC, TricMagic, naturegirl1999, Jilladilla
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Stillborne Full-Plate Armor: ()
Blue Jade Dust, Folding It In: ()
Psalmfounts: (3) AC, naturegirl1999, Jilladilla
Wind Jewel: (1) TricMagic
Wind Jewel[No Inscription]: (1) TricMagic
Literally All the Air Magic Rainmaker: (1) TricMagic
Conflagration Ballista Carts: (5) AC, TricMagic, naturegirl1999, Jilladilla, Madman
-----
Stillborne Full-Plate Armor: ()
Blue Jade Dust, Folding It In: ()
Psalmfounts: (4) AC, naturegirl1999, Jilladilla, Madman
Wind Jewel: (1) TricMagic
Wind Jewel[No Inscription]: (1) TricMagic
Literally All the Air Magic Rainmaker: (1) TricMagic
An adjustment to the swivel mount and an alteration to the cart has allowed the ballista to be pointed in almost any direction except for forwards, allowing for much greater firing arcs. In addition, a simple modification to disconnect the gears that allow for fine-tuning the elevation of the ballista has allowed the ballista to be stabilized on the move just by the shooting placing a hand on the weapon. (this is literally the WWII American vertical stabilizer for tank guns. It is just that simple) This, combined with the greater firing arcs, allows the ballistae carts to be a much more mobile emplacement while firing. There's no need for blocks under the wheels, if the cart moves a bit when the ballista fires (for some physically incomprehensible reason, the inertia and friction of the wheels should be far too much for it, we're not firing a cannon), then the crewmen should be easily able to push it until it stops.
A refining rite incorporating a Shape(Air) Empowerment inscription alongside a Wind chant is carried out to produce an empowered Blue Jade dust augmented with the elemental aspect of swiftness. The dust is added to Windforged Steel during the forging process, and the resultant metal is shaped into a talisman for use as a mana supply by the honoured Chanters of Loji. This Psalmfount is to be worn around the Chanter's neck in proximity to the larynx, the blessed birthplace of the voice. This being our first foray into proper Elemental Materials, it is unknown whether the enhanced swiftness property will affect the wearer as a whole, but we expect to see a significant increase in chanting rapidity at the very least.
Lanes
Mountain: (0)
Central: (1) TricMagic
- Focus Xi Shan: ()
- Focus Iqua: (1) TricMagic
Jungle: (1) TricMagic
- Burn it All Down~: (1) TricMagic
Weather
Mountain:
- Dry Lightning Storms (Emphasis on the Lightning and Thunder parts. Did someone call for avalanches?): (1) TricMagic
Central:
- Massive Heat Wave (Humidity Included. They'll sweat to dehydration far before they make it to the front. Either that or die of heatstroke once our flames near them. Our Army will stay cool with Wind of Cold on us, rather than them. And we'll make sure to bring barrels of water along on our carts): (1) TricMagic
Jungle:
- Massive heat wave (Allows flames to burn through the jungle): ()
- Massive Dry Heat Wave (Saps away most moisture, leaving the Jungle extremely dry and susceptible to fires starting. Allows us to make use of Fires and Wind to direct the flames to burn our way through our enemies. Also a general lack of humidity to hinder us.): (1) TricMagic
Yes, Let them burnQuote from: VoteboxLanes
Mountain: (0)
Central: (2) TricMagic, Natgirl1999
- Focus Xi Shan: ()
- Focus Iqua: (2) TricMagic, Natgirl1999
Jungle: (2) TricMagic, Natgirl1999
- Burn it All Down~: (2) TricMagic, Natgirl1999
Weather
Mountain:
- Dry Lightning Storms (Emphasis on the Lightning and Thunder parts. Did someone call for avalanches?): (2) TricMagic, Natgirl1999
Central:
- Massive Heat Wave (Humidity Included. They'll sweat to dehydration far before they make it to the front. Either that or die of heatstroke once our flames near them. Our Army will stay cool with Wind of Cold on us, rather than them. And we'll make sure to bring barrels of water along on our carts): (2) TricMagic, Natgirl1999
Jungle:
- Massive heat wave (Allows flames to burn through the jungle): ()
- Massive Dry Heat Wave (Saps away most moisture, leaving the Jungle extremely dry and susceptible to fires starting. Allows us to make use of Fires and Wind to direct the flames to burn our way through our enemies. Also a general lack of humidity to hinder us.): (2) TricMagic, Natgirl1999
It is Summer. This calls for us to turn up the heat. The Dry Lightning Storms are just pain to injury for the Xi Shan trying to cross water. And Avalanches from Thunder.
Lanes
Mountain: (0)
Central: (3) TricMagic, Natgirl1999, AC
- Focus Xi Shan: ()
- Focus Iqua: (3) TricMagic, Natgirl1999, AC
Jungle: (3) TricMagic, Natgirl1999, AC
- Burn it All Down~: (3) TricMagic, Natgirl1999, AC
Weather
Mountain:
- Dry Lightning Storms (Emphasis on the Lightning and Thunder parts. Did someone call for avalanches?): (2) TricMagic, Natgirl1999
Central:
- Massive Heat Wave (Humidity Included. They'll sweat to dehydration far before they make it to the front. Either that or die of heatstroke once our flames near them. Our Army will stay cool with Cone of Chill on us, rather than them. And we'll make sure to bring barrels of water along on our carts): (3) TricMagic, Natgirl1999, AC
Jungle:
- Massive heat wave (Allows flames to burn through the jungle): ()
- Massive Dry Heat Wave (Saps away most moisture, leaving the Jungle extremely dry and susceptible to fires starting. Allows us to make use of Fires and Wind to direct the flames to burn our way through our enemies. Also a general lack of humidity to hinder us.): (3) TricMagic, Natgirl1999, AC
Fire to Mastery: ()
Earth to Adept: (1) TricMagic
Fate to Adept: (1) TricMagic
Hint Token Use,
Chant: Shape(Fate), Ward(Fate), Attack(Fate): (1) TricMagic
Refining Rite: Shape(Fate), Ward(Fate), Attack(Fate): (1) TricMagic
Use Two Hint Tokens: (1) TricMagic
Plan All Revealed- Boost Water and Earth to Adept: ()
Earth to Adept: (1) TricMagic
Fate to Adept: (1) TricMagic
Chant: Shape(Fate), Ward(Fate), Attack(Fate): (1) TricMagic
Refining Rite: Shape(Earth), Ward(Earth), Attack(Earth)
Refining Rite: Shape(Fate), Ward(Fate), Attack(Fate): (1) TricMagic
Use Two Hint Tokens: (1) TricMagic
Plan All Revealed- Boost Water and Earth to Adept: (1) NG1999
Earth to Adept: (2) TricMagic, NG1999
Fate to Adept: (2) TricMagic, NG1999
Chant: Shape(Fate), Ward(Fate), Attack(Fate): (1) TricMagic
Refining Rite: Shape(Earth), Ward(Earth), Attack(Earth)
Refining Rite: Shape(Fate), Ward(Fate), Attack(Fate): (1) TricMagic
Refining Rite: Shape(Water), Ward(Water), Attack(Water): NG1999
Use Two Hint Tokens: (2) TricMagic, NG1999
Hint Tokens
use none: (0)
use one: (0)
use two: (3) TricMagic, NG1999, AC
Rune Skills
Water to Adept: (1) NG1999
Earth to Adept: (2) TricMagic, NG1999
Fate to Adept: (2) TricMagic, NG1999
Fire to Master: (1) AC
Unlock Control: (1) AC
Unlock Form: (0)
Chants
Shape(Fate), Ward(Fate), Attack(Fate): (2) TricMagic, AC
Refining Rites
Attack(Earth), Ward(Earth), Shape(Earth): (1) AC
Shape(Fate), Ward(Fate), Attack(Fate): (1) TricMagic
Shape(Water), Ward(Water), Attack(Water): (1) NG1999
Hint Tokens
use none: (0)
use one: (1) NG1999
use two: (2) TricMagic, AC
Rune Skills
Water to Adept: (1) NG1999
Earth to Adept: (2) TricMagic, NG1999
Fate to Adept: (2) TricMagic, NG1999
Fire to Master: (1) AC
Unlock Control: (1) AC
Unlock Form: (0)
Chants
Shape(Fate), Ward(Fate), Attack(Fate): (2) TricMagic, AC
Refining Rites
Attack(Earth), Ward(Earth), Shape(Earth): (1) AC
Shape(Fate), Ward(Fate), Attack(Fate): (1) TricMagic
Shape(Water), Ward(Water), Attack(Water): (1) NG1999
Hint Tokens
use none: (0)
use one: (1) NG1999
use two: (3) TricMagic, AC, Madman
Rune Skills
Water to Adept: (1) NG1999
Earth to Adept: (2) TricMagic, NG1999
Fate to Adept: (2) TricMagic, NG1999
Fire to Master: (2) AC, Madman
Unlock Control: (2) AC, Madman
Unlock Form: (0)
Chants
Shape(Fate), Ward(Fate), Attack(Fate): (3) TricMagic, AC, Madman
Refining Rites
Attack(Earth), Ward(Earth), Shape(Earth): (2) AC, Madman
Shape(Fate), Ward(Fate), Attack(Fate): (1) TricMagic
Shape(Water), Ward(Water), Attack(Water): (1) NG1999
Tric I don't know why on EARTH you think you're qualified to judge whether an argument is inconsistent, but the idea that we want more Inscriptions (and also Chants) available to us and thus want to unlock another meaning is NOT inconsistent.
The simple existence of Refinement has NOT rendered all other forms of magic obsolescent, Tric.
Hint Tokens
use none: (0)
use one: (1) NG1999
use two: (3) TricMagic, AC, Madman
Rune Skills
Water to Adept: (1) NG1999
Earth to Adept: (2) TricMagic, NG1999
Fate to Adept: (2) TricMagic, NG1999
Fire to Master: (2) AC, Madman
Unlock Control: (2) AC, Madman
Unlock Form: (0)
Chants
Shape(Fate), Ward(Fate), Attack(Fate): (3) TricMagic, AC, Madman
Shape(Water), Ward(Water), Attack(Water): (1) NG1999
Refining Rites
Attack(Earth), Ward(Earth), Shape(Earth): (2) AC, Madman
Shape(Fate), Ward(Fate), Attack(Fate): (1) TricMagic
Shape(Water), Ward(Water), Attack(Water): (1) NG1999
Hint Tokens
use none: (0)
use one: (1) NG1999
use two: (4) TricMagic, AC, Madman, Nemonole
Rune Skills
Water to Adept: (1) NG1999
Earth to Adept: (2) TricMagic, NG1999
Fate to Adept: (2) TricMagic, NG1999
Fire to Master: (2) AC, Madman
Unlock Control: (3) AC, Madman, Nemonole
Unlock Form: (0)
Chants
Shape(Fate), Ward(Fate), Attack(Fate): (4) TricMagic, AC, Madman, Nemonole
Shape(Water), Ward(Water), Attack(Water): (1) NG1999
Refining Rites
Attack(Earth), Ward(Earth), Shape(Earth): (3) AC, Madman, Nemonole
Shape(Fate), Ward(Fate), Attack(Fate): (1) TricMagic
Shape(Water), Ward(Water), Attack(Water): (1) NG1999
Hint Tokens
use none: (0)
use one: (1) NG1999
use two: (4) TricMagic, AC, Madman, Nemonole
Rune Skills
Water to Adept: (1) NG1999
Earth to Adept: (2) TricMagic, NG1999
Fate to Adept: (3) TricMagic, NG1999, AC
Fire to Master: (1) Madman
Unlock Control: (3) AC, Madman, Nemonole
Unlock Form: (0)
Chants
Shape(Fate), Ward(Fate), Attack(Fate): (4) TricMagic, AC, Madman, Nemonole
Shape(Water), Ward(Water), Attack(Water): (1) NG1999
Refining Rites
Attack(Earth), Ward(Earth), Shape(Earth): (3) AC, Madman, Nemonole
Shape(Fate), Ward(Fate), Attack(Fate): (1) TricMagic
Shape(Water), Ward(Water), Attack(Water): (1) NG1999
Infrastructure/Demi-Artifact: Forge of Dawn+1
The Forge of Dawn is unique, in that it's entire purpose is the construction of the supports for ships. For it is constructed out of steel mixed with Blue Jade Dust, given a Name through Doom as the Forge of Dawn, which will be the cornerstone that brings about flight, with stone used as well during it's construction, set up as to see from Sunrise to Sunset.
Granted, the forge of Dawn is primarily dedicated to the production of a specific material. Taking BJD that has been enhanced with the aspect ofFlight, along with a large amount of Windforged Ingots, they are combined to form the Metal of Flight. This molten metal is then shaped into rings, which are then fitted onto a mast and small logs and cooled using the Wind of Cold to contract them to their new home.
This mast then has the platform built around them, and walls to prevent falling off. Unlike the Sail Cart, it has no wheels. Instead, the aspect as the Metal Flight comes into play. When the Wind Chant is used, this metal created from the Demi-Artifact comes alive to cause that which it is attached to to take Flight.
And so, our Sail carts can finally take flight, free of the world below, moving aloft smoothly on the winds lifting the bottom.
Granted, it's not all smooth sailing. While our new Sky Carts can be fitted to allow the Conflagration Ballista on board, I'm sure we all know of the fact Artifacts are very mana hungry. Therefore we've set up shop in an area a bit away from our city.(On the map, 1 tile to the left on the shoreline). However, the Forge of Dawn can be used for other projects as well, though it will always be best at creating mana-heavy items from refined materials, and such all will have it's touch on them.
Horizon's Edge: (1) TricMagic
Ore Scales: ()
Experiment: Earth(Shape), Earth(Control), Earth(Ward): (1) TricMagic
Bluescale Armor
Improvements to our present equipment are desperately needed, for our everyday soldier cannot be allowed to be overcome by the enemy's potions and fearmongering. Therefore, as an improvement to Improved Scale Armor, we will work magic into our soldiers' armor. The use of small amounts of Blue Jade Dust is known to cause a speed-enhancing effect, and we know that if a Wind chant is applied to the material it will increase the swiftness of the wearer. Therefore, brilliant shards of Blue Jade Dust are hammered into every scale of Improved Scale Armor, a tiny amount of BJD used per set of armor, and a weak Wind chant used while it is created. This produces a set of armor with a minimal cost in mana but a maximally effective benefit to our troops.
Horizon's Edge: (2) TricMagic, Madman
Ore Scales: ()
Experiment: Earth(Shape), Earth(Control), Earth(Ward): (1) TricMagic
Bluescale Armor: (1) Madman
Horizon's Edge: (2) TricMagic, Madman
Ore Scales: ()
Experiment: Earth(Shape), Earth(Control), Earth(Ward): (1) TricMagic
Bluescale Armor: (2) Madman, NG1999
Psalmfounts: A talisman the deep metallic blue of a clear sky. It grants wearers the ability to chant more rapidly, at the cost of greater physical exhaustion. Chants are less burdensome to the wearer’s personal mana supply and the wearer will move a little more rapidly than normal.
Horizon's Edge: (2) TricMagic, Madman
Ore Scales: ()
Chant Experiment: Shape(Earth), Control(Earth), Ward(Earth): (1) TricMagic
Bluescale Armor: (2) Madman, NG1999
Low Passes Mining Operations
Right now we're not actually extracting anything from the Low Passes, which is unfortunate. There is certainly material available there, if we are willing to put in the effort to extract it. We'll be instituting mining operations to extract Ore from the area as soon as possible, but in order to do that, we'll be issuing some....advantages to the miners.
Enchanted picks, made with White Jade Dust to give them additional striking power, and made with the Separation effect of a Wind chant, encouraging chips of rock to break and fall, allowing miners to cut through vastly more rock than ever before. We will also make use of our Windcarts and Chanters in these mines, deploying some Chanters using Wind of Fire and some using Wind of Cold, alternating effects on the rocks to be mined, the stresses induced making the rock even easier and faster to break through. The Carts will be used to hasten the transport of men and materials back and forth from the Passes.
We will also a couple picks for lead miners, again using small amounts of White Jade Dust, but instead with Doom cast over them to aid in our plans. These lead miners will be the scouts sent out to find new spots for mining and the ones who pick the directions that new tunnels will head in.
Combined with the focused effort to find minable deposits in the Low Passes, we expect to be able to extract meaningful and useful amounts of Ore to aid our metal-starved war effort.
Horizon's Edge: (2) TricMagic, Madman
Ore Scales: ()
Chant Experiment: Shape(Earth), Control(Earth), Ward(Earth): (1) TricMagic
Bluescale Armor: (1) NG1999
Low Passes Mining Operations: (1) Madman
Horizon's Edge: (3) TricMagic, Madman, AC
Ore Scales: ()
Chant Experiment: Shape(Earth), Control(Earth), Ward(Earth): (1) TricMagic
Bluescale Armor: (1) NG1999
Low Passes Mining Operations: (2) Madman, AC
Horizon's Edge: (3) TricMagic, Madman, AC
Ore Scales: ()
Chant Experiment: Shape(Earth), Control(Earth), Ward(Earth): ()
Bluescale Armor: (1) NG1999
Low Passes Mining Operations: (3) Madman, AC, TricMagic
Horizon's Edge: (4) TricMagic, Madman, AC, NG1999
Ore Scales: ()
Chant Experiment: Shape(Earth), Control(Earth), Ward(Earth): ()
Bluescale Armor: (0)
Low Passes Mining Operations: (4) Madman, AC, TricMagic, NG1999
As time passes, so to does our knowledge. And as our knowledge grows, the masterpieces of the past become commonplace or backwards. But always, new masterpieces will rise to take their place on the top, standing on a tower built from the lessons of the past. The Horizon's Edge will stand in that place of honor for the upcoming future until it is, in time, replaced in turn with something greater built with the lessons it taught.
While Loji as a whole may value Strength of Arms and Spirit over raw Skill, those who follow the path of mastery are still respected greatly; and when one looks upon the 165 centimeter blade of a Horizon's Edge, they will know that this is not just a weapon of Skill and Technique like other blades, no; this is a weapon of Strength. A Horizon's Edge is predominantly a stark white blade; owing to the infusion of White Jade Dust in its forging, lending the blade an unnatural weight to its strikes, but the edge of the blade is a rich sky colored blue due to the infusion of Elemental Air into the material, from which the supernaturally sharp edge of the blade, able to split apart and Separate nearly anything it comes into contact with, owes it's existence to. Much like the horizon itself, the divide between these colors is a sharp contrast.
When faced against a Horizon's Edge, there is little that can resist being sliced in two or battered aside, such is the skill of our craftspeople and the Strength of Arms of our soldiers.
Right now we're not actually extracting anything from the Low Passes, which is unfortunate. There is certainly material available there, if we are willing to put in the effort to extract it. We'll be instituting mining operations to extract Ore from the area as soon as possible, but in order to do that, we'll be issuing some....advantages to the miners.
Enchanted picks, made with White Jade Dust to give them additional striking power, and made with the Separation effect of a Wind chant, encouraging chips of rock to break and fall, allowing miners to cut through vastly more rock than ever before. We will also make use of our Windcarts and Chanters in these mines, deploying some Chanters using Wind of Fire and some using Wind of Cold, alternating effects on the rocks to be mined, the stresses induced making the rock even easier and faster to break through. The Carts will be used to hasten the transport of men and materials back and forth from the Passes.
We will also a couple picks for lead miners, again using small amounts of White Jade Dust, but instead with Doom cast over them to aid in our plans. These lead miners will be the scouts sent out to find new spots for mining and the ones who pick the directions that new tunnels will head in.
Combined with the focused effort to find minable deposits in the Low Passes, we expect to be able to extract meaningful and useful amounts of Ore to aid our metal-starved war effort.
Bluescale Armor
Improvements to our present equipment are desperately needed, for our everyday soldier cannot be allowed to be overcome by the enemy's potions and fearmongering. Therefore, as an improvement to Improved Scale Armor, we will work magic into our soldiers' armor. The use of Blue Jade Dust is known to cause a speed-enhancing effect, and we know that if a Wind chant is applied to the material it will further increase the swiftness of the wearer. Therefore, brilliant shards of Blue Jade Dust are hammered into the scale shirt of Improved Scale Armor (but not into the rest of it, to keep the Mana expenditure low), and a weak Wind chant used while it is created to infuse it with Speed. This produces a set of armor with a minimal cost in mana but a maximally effective benefit to our troops. The steel takes on a faintly blue sheen akin to the edges of our swords.
The armor is also improved yet again in defensive capabilities, with the addition of a padded scale aventail that covers the top of the shoulders, the lower face (look up a real medieval aventail and it'll be clear what I mean if my powers of description have failed once again), and the neck, protecting the wearer from strikes that make it past their shield, or making it safer to forgo the shield and use a two-handed weapon with less fear of lucky arrow strikes.
Targe of the Bloodthirsty
An ensorcelled Northman's Shield, this shield bears the same enchantments as the Horizon's Edge. The metal, however, has been replaced with Stillborn Steel, the unnatural weight intended to improve the shield by making it harder for an enemy to throw it aside or resist a charge from someone carrying the shield. The painted wood bears a faint silver sheen due to the White Jade Dust, while the edge's reinforcements and the central boss bear the blue of the Wind chant it has been exposed to, grant the shield an unnatural weight and the Separation effect. The effects produce a shield that will turn away any blade, whose enchantment will force aside any defense, and whose weight will crush any defender. It is as much a weapon as any axe or sword, its edge capable of throwing enemies or blades away from the holder, the boss and spike of killing anyone trapped by the shield, such as might easily happen when one of the enemy's pikemen or spearmen is forced against the close-ordered ranks behind.
Bluescale Armor: (1) Madman
Targe of the Bloodthirsty: (1) Madman
Swift Scale Armor: (1) TricMagic
Bluescale Armor: (1) Madman
Targe of the Bloodthirsty: (1) Madman
Paradox Shields: (1) TricMagic
Sky Cart
With Iqua on our tail and the Xi Shan gouging the land, further bedazzling of our trusty vehicles is clearly justified in the interest of maintaining our lead in strategic mobility.
Take a Sail Cart, remove the wheels and steering mechanism, and apply a thick coat of paint mixed with Flight-imbued BJD so as to release it from the grip of the earth (which is to say, to make it levitate). The lack of friction and flimsy wooden wheels should permit faster and more Chanting-efficient travel with a disregard for trenches and rough terrain.
Swift Scale Armor: (1) TricMagic
Bluescale Armor: (1) Madman
Targe of the Bloodthirsty: (2) Madman, AC
Paradox Shields: (1) TricMagic
Sky Cart: (1) AC
Swift Scale Armor: (1)
Bluescale Armor: (1) Madman
Targe of the Bloodthirsty: (3) Madman, AC, TricMagic
Paradox Shields: (1)
Sky Cart: (2) AC, TricMagic
Swift Scale Armor: (1)
Bluescale Armor: (2) Madman, AC
Targe of the Bloodthirsty: (3) Madman, AC, TricMagic
Paradox Shields: (1)
Sky Cart: (1) TricMagic
Swift Scale Armor: (1)
Bluescale Armor: (2) Madman, AC
Targe of the Bloodthirsty: (3) Madman, AC, TricMagic
Paradox Shields: (1)
Sky Cart: ()
Refining Sleeping Fire Poison: (1) TricMagic
Swift Scale Armor: (1)
Bluescale Armor: (2) Madman, AC
Targe of the Bloodthirsty: (3) Madman, AC, TricMagic
Paradox Shields: (1)
Sky Cart: ()
Refining Sleeping Fire Poison: ()
Swift Unity Scaled Armor: (1) TricMagic
Doomscale Armour
Improvements to our present equipment are desperately needed, for our everyday soldier cannot be allowed to be overcome by the enemy's potions and fearmongering. Therefore, as an improvement to Improved Scale Armour, we will work magic into our soldiers' armour.
Blue Jade Dust is burnt into existence over the course of a Doom chant, imparting a Planning nature onto the substance. This is subsequently added to the batches of Windforged Steel destined to become armour pieces. To keep costs down, each set should contain a quantity of BJD equivalent to that produced by a Weak rite imbued with a Weak chant, with the dust spread across the various components (intending to fix the cost at 2 Mana). Wearers are expected to display a slight but noticeable increase in speed, discipline and cooperation.
The armour is also improved yet again in defensive capabilities, with the addition of a padded scale aventail that covers the top of the shoulders, the lower face, and the neck, protecting the wearer from strikes that make it past their shield, or making it safer to forgo the shield and use a two-handed weapon with less fear of lucky arrow strikes.
Swift Scale Armor: (1)
Bluescale Armor: (1) Madman
Targe of the Bloodthirsty: (3) Madman, AC, TricMagic
Paradox Shields: ()
Sky Cart: ()
Refining Sleeping Fire Poison: ()
Swift Unity Scaled Armor: (1) TricMagic
Doomscale Armour: (1) AC
Swift Scale Armor: (1)
Bluescale Armor: (0)
Targe of the Bloodthirsty: (3) Madman, AC, TricMagic
Paradox Shields: ()
Sky Cart: ()
Refining Sleeping Fire Poison: ()
Swift Unity Scaled Armor: (1) TricMagic
Doomscale Armour: (2) AC, Madman
Skeld the Malevolent
Named by his enemies, rather than his friends, Skeld is actually a very intelligent and reasonable person. He surrounds himself with like-minded people and makes excellent decisions on what to eat, where to build a new town after being exiled by the heretics, and where is the best place in an enemy's battle line to go start beating enemy soldiers over the heads with their own severed limbs.
Skeld is a brilliant tactical commander, though unfortunately lacking in strategic knowledge. His specialty lies in organizing a battle plan just complicated enough to win and then seeing the plan through to victory. He focuses on the points in a battle that rest on the knife's edge, that can turn the battle one way or the other. A pitched battle on one flank, a thinning line of flagging soldiers, a final desperate charge of the last reserves. He deftly manipulates each turning point until he finds the most crucial one, the one that can win him the battle outright. And then, he makes his own charge, with all his reserves, placing himself in maximum danger.
This isn't as terrible an idea as it might sound, because his fame has won him more than recognition. He is also rich enough to have his own set of incredibly well-made armor and a Horizon's Edge greatsword even longer and heavier than usual. His armor is like normal scale armor, but the scales are each larger and thicker than normal, leading to a heavier, more expensive, harder to make, but far more effective armor. His shield is a Targe of the Bloodthirsty, usually slung over his back but occasionally used to bludgeon more stubborn opponents. Finally, the important thing you should know about Skeld, is that he is a berserker. In command he is cool and reasonable, capable of directing battles so they go the way he wants them to...but when fighting he is not very reasonable, not very cool, and not very capable of anything other than battering everything around him that's not wearing Loji armor until it resembles a crimson paste.
Swift Scale Armor: (1)
Bluescale Armor: (0)
Targe of the Bloodthirsty: (3) Madman, AC, TricMagic
Paradox Shields: ()
Sky Cart: ()
Refining Sleeping Fire Poison: ()
Swift Unity Scaled Armor: ()
Doomscale Armour: (3) AC, Madman, TricMagic
An ensorcelled Northman's Shield, this shield bears the same enchantments as the Horizon's Edge. The metal, however, has been replaced with Stillborn Steel, the unnatural weight intended to improve the shield by making it harder for an enemy to throw it aside or resist a charge from someone carrying the shield. The painted wood bears a faint silver sheen due to the White Jade Dust, while the edge's reinforcements and the central boss bear the blue of the Wind chant it has been exposed to, grant the shield an unnatural weight and the Separation effect. The effects produce a shield that will turn away any blade, whose enchantment will force aside any defense, and whose weight will crush any defender. It is as much a weapon as any axe or sword, its edge capable of throwing enemies or blades away from the holder, the boss and spike of killing anyone trapped by the shield, such as might easily happen when one of the enemy's pikemen or spearmen is forced against the close-ordered ranks behind.
Improvements to our present equipment are desperately needed, for our everyday soldier cannot be allowed to be overcome by the enemy's potions and fearmongering. Therefore, as an improvement to Improved Scale Armour, we will work magic into our soldiers' armour.
Blue Jade Dust is burnt into existence over the course of a Doom chant, imparting a Planning nature onto the substance. This is subsequently added to the batches of Windforged Steel destined to become armour pieces. To keep costs down, each set should contain a quantity of BJD equivalent to that produced by a Weak rite imbued with a Weak chant, with the dust spread across the various components (intending to fix the cost at 2 Mana). Wearers are expected to display a slight but noticeable increase in speed, discipline and cooperation.
The armour is also improved yet again in defensive capabilities, with the addition of a padded scale aventail that covers the top of the shoulders, the lower face, and the neck, protecting the wearer from strikes that make it past their shield, or making it safer to forgo the shield and use a two-handed weapon with less fear of lucky arrow strikes.
Lanes
Mountain: (1) Madman
Central: (1) Madman
- Focus Xi Shan: ()
- Focus Iqua: (1) Madman
Jungle: (0)
Weather
Mountain:
Abnormal Heat (reducing snowfalls and making people suffer for marching...a thing that we don't do): (1) Madman
Central:
Cold Snaps (to finish off the trifecta of "things going bad for crops" since that's a theme now): (1) Madman
Jungle:
Heat, Humidity, and Storms (maybe hopefully hastening the regrowth of the jungle by lengthening the growing season and providing lots of water, maybe?): (1) Madman
Lanes
Mountain: (1) Madman, TricMagic
Central: (2) Madman, TricMagic
- Focus Xi Shan: ()
- Focus Iqua: (2) Madman, TricMagic
Jungle: (0)
Weather
Mountain:
Abnormal Heat (reducing snowfalls and making people suffer for marching...a thing that we don't do): (2) Madman, TricMagic
Central:
Cold Snaps (to finish off the trifecta of "things going bad for crops" since that's a theme now): (2) Madman, TricMagic
Jungle:
Heat, Humidity, and Storms (maybe hopefully hastening the regrowth of the jungle by lengthening the growing season and providing lots of water, maybe?): (2) Madman, TricMagic
Lanes
Mountain: (3) Madman, TricMagic, AC
Central: (3) Madman, TricMagic, AC
- Focus Xi Shan: ()
- Focus Iqua: (3) Madman, TricMagic, AC
Jungle: (0)
Weather
Mountain:
Abnormal Heat (reducing snowfalls and making people suffer for marching...a thing that we don't do): (3) Madman, TricMagic, AC
Central:
Cold Snaps (to finish off the trifecta of "things going bad for crops" since that's a theme now): (3) Madman, TricMagic, AC
Jungle:
Heat, Humidity, and Storms (maybe hopefully hastening the regrowth of the jungle by lengthening the growing season and providing lots of water, maybe?): (3) Madman, TricMagic, AC
Learn Form+1
Chant: Form[Earth], Control[Fate], Ward[Earth]
Can we learn something and immediately make a chant Talion?
Rune Skills
Earth to Adept: (1) AC
Unlock Form: (2) TricMagic, Naturegirl1999
Inscriptions
Ward(Earth), Shape(Air), Attack(Water): (1) AC
Rune Skills
Earth to Adept: (2) AC, TricMagic
Unlock Form: (2) TricMagic, Naturegirl1999
Chant
Shape[Earth], Control[Earth], Attack[Earth]: (0)
Shape[Fire], Control[Fire], Ward[Fire]: (1) TricMagic
Inscriptions
Ward(Earth), Shape(Air), Attack(Water): (1) AC
Use Hint Token: (1) Tricmagic
Don't: (0)
Rune Skills
Earth to Adept: (3) AC, TricMagic, Madman
Unlock Form: (3) TricMagic, Naturegirl1999, Madman
Chant
Shape[Earth], Control[Earth], Attack[Earth]: (1) Madman
Shape[Fire], Control[Fire], Ward[Fire]: (1) TricMagic
Inscriptions
Ward(Earth), Shape(Air), Attack(Water): (1) AC
Use Hint Token: (2) Tricmagic, Madman
Don't: (0)
Rune Skills
Earth to Adept: (3) AC, TricMagic, Madman
Unlock Form: (3) TricMagic, Naturegirl1999, Madman
Chant
Shape[Earth], Control[Earth], Attack[Earth]: (2) Madman, TricMagic
Shape[Fire], Control[Fire], Ward[Fire]: ()
Inscriptions
Ward(Earth), Shape(Air), Attack(Water): (1) AC
Use Hint Token: (2) Tricmagic, Madman
Don't: (0)
Rune Skills
Earth to Adept: (3) AC, TricMagic, Madman
Unlock Form: (4) TricMagic, Naturegirl1999, Madman, AC
Chant
Shape[Earth], Control[Earth], Attack[Earth]: (3) Madman, TricMagic, AC
Shape[Fire], Control[Fire], Ward[Fire]: ()
Inscriptions
Ward(Earth), Shape(Air), Attack(Water): (0)
Use Hint Token: (3) Tricmagic, Madman, AC
Don't: (0)
Miners' Guild: (1) TricMagic
Voiceguard 5: (1) TricMagic
Voiceguard Five: (1) TricMagic
Demi-Artifact: The First Skyship's Core: (1) TricMagic
Voiceguard: Wartime Necessity
The Voiceguard was formed in a time of little understanding, a rushed effort to wield magics previously unknown against our foes. The price of that misunderstanding has been difficulty and even schism within the Voiceguard. With new knowledge, however, comes new strength. To apply that knowledge, we must restructure the Voiceguard.
The runes used by the Voiceguard are not as powerful as they could be, as they must be, and so we have altered them to be enchanted using all Powerful runes. They carry Psalmfounts to reduce the burden of such demanding Chants, of course, but it still requires them to be the best. Luckily, they already are.
The sections of the Voiceguard are not all equal in their capabilities, restricted as they were to our earliest forays into magic. This requires some sections to be removed in order to improve the capabilities of the rest of the forces. The Apothecaries and Enkindlers are no longer trained in the Voiceguard as their Chants are simply unsuited to the realities of the battle we are fighting, and by removing them we can train more of the other branches of the Voiceguard.
The remaining branches are improved by the addition of stronger magic and greater numbers in their ranks. The Windsingers are shifted to moving our Windcarts with greater speed instead of merely providing a breeze on the march. The Shroudweavers, knowing that our enemies are becoming less vulnerable to suffocation every season, switch their Chant to a shape better suited for concealment and focus entirely on aiding troops engaged in maneuvers such as attacking fortifications. Finally, the Hellbringers focus on lighting more people on fire more often and dealing with hostile elite units that might be capable of troubling the Jarls or whatnot.
Dedicated Chanters Course- Hall of the [Unnamed]: (1) TricMagic
Chant Experiment: Form[Air], Control[Fate], Ward[Air]: (1) TricMagic
Earthfount
Similar to the Psalmfount, the Earthfount is a separate variant that carries an effect of Endurance from a Medium-strength Chant instead of Speed. I guess you could wear two of these if you really wanted to, maybe? I dunno, anyway....uh....that's...that's actually it. I've got nothing more. It's like a Psalmfount but not quite, it'll probably make Chanters be able to Chant way longer....yeah. Also it'll be more expensive since it uses the higher-power Chant but that's OK because we can afford it.
Earthshaker Catapult
Very similar to a sideways ballista, but bigger, a catapult is another form of torsion artillery, where an arm is stuck in a bundle of ropes which are twisted to store energy. The difference is that the catapult's arm is vertical and used as a lever to throw something, whereas in a ballista the ropes are used to replace the compression of the limbs of a bow. Anyway, the catapult uses a ratchet gear system to twist the springs and bring the arm down to be loaded. It's fired with a lanyard used to release the ratchet. The catapult is one its own wheeled carriage with large, unenchanted stakes to be driven into the ground to hold it down while firing. It is built with (one unit of) Blue Jade Dust and a low-power aspect of Flight, to make the catapult easier to move and aim while granting added speed to the projectile. It's primarily constructed of wood with limited metal reinforcements, and moved by being towed around the battlefield.
The standard projectile is the "big rock" of about twice the mass of those thrown by our ballistae, but more specialized projectiles are available...specifically enchanted ones. Made of some form of hard stone, they're enchanted with White Jade Dust and Separation, and then thrown at offending fortifications or enemy troop concentrations or whatever might be in the area and in need of a good destroying.
These catapults are great for sieges, lots of fun at parties, and also can wreak incredible amounts of havoc and destruction on any hypothetically slow-moving or immobile targets, like pike blocks and newly made fortifications.
Dedicated Chanters Course- Hall of the [Unnamed]: (1) TricMagic
Chant Experiment: Form[Air], Control[Fate], Ward[Air]: (1) TricMagic
Hrungnir, the Goliath: (1) Madman
Earthshaker Catapult: (1) Madman
Dedicated Chanters Course- Hall of the [Unnamed]: (1) TricMagic
Chant Experiment: Form[Air], Control[Fate], Ward[Air]: (1) TricMagic
Hrungnir, the Goliath: (2) Madman, Nemonole
Earthshaker Catapult: (2) Madman, Nemonole
Dedicated Chanters Course- Hall of the [Unnamed]: ()
Chant Experiment: Form[Air], Control[Fate], Ward[Air]: (1)
Geomancy Experiment: Form[Fate], Control[Fate], Ward[Fate]: (1) TricMagic
Hrungnir, the Goliath: (2) Madman, Nemonole
Earthshaker Catapult: (2) Madman, Nemonole
Heavy Crossbow(Plus New Bolt): (1) TricMagic
Dedicated Chanters Course- Hall of the [Unnamed]: ()
Chant Experiment: Form[Air], Control[Fate], Ward[Air]: ()
Geomancy Experiment: Form[Fate], Control[Fate], Ward[Fate]: (1) TricMagic
Hrungnir, the Goliath: (3) Madman, Nemonole, AC
Earthshaker Catapult: (3) Madman, Nemonole, AC
Heavy Crossbow(Plus New Bolt): (1) TricMagic
Just revise Doom so we can force duels between enemy footsoldiers and our soldiers even beyond the walls? Maybe if we can utilize Fate like that we can force the tide of battle to allow us to breach walls, such as to make our little Fate tricks come true? i.e., if the enemy is hiding behind a wall and you curse them to duel you in melee, that might make the battle more likely to let you get to melee range with the enemy?
Revise a shield with White Jade Dust and Solidity for maximum damage absorption? Add Solidity to our armor instead of planning (presumably having moved planning to another item, like a cloak or bracelet or whatever)?
Earthfount
Also, Geomancy or Chant experiment? Apparently which it is doesn't matter for the secret, and having a Geomancy would tell us something about how that magic works out.
Another ridiculous list of ideas:
Designs:
1. Design a Hero, of course.
2. Design siege equipment, or a Voiceguard redesign....or something else? I honestly just don't know what to do, we don't have any InscriptionsQuote from: DesignEarthshaker Catapult
Very similar to a sideways ballista, but bigger, a catapult is another form of torsion artillery, where an arm is stuck in a bundle of ropes which are twisted to store energy. The difference is that the catapult's arm is vertical and used as a lever to throw something, whereas in a ballista the ropes are used to replace the compression of the limbs of a bow. Anyway, the catapult uses a ratchet gear system to twist the springs and bring the arm down to be loaded. It's fired with a lanyard used to release the ratchet. The catapult is one its own wheeled carriage with large, unenchanted stakes to be driven into the ground to hold it down while firing. It is built with Blue Jade Dust and a low-power aspect of Flight, just enough to make it almost, but not quite, weightless, to make the catapult easier to move and aim while granting added speed to the projectile.
The standard projectile is the "big rock", but more specialized projectiles are available...specifically enchanted ones. Usually some form of hard stone, they're enchanted with White Jade Dust and Separation, and then thrown at offending fortifications or enemy troop concentrations or whatever might be in the area and in need of a good destroying.
These catapults are great for sieges, lots of fun at parties, and also can wreak incredible amounts of havoc and destruction on any hypothetically slow-moving or immobile targets, like pike blocks and newly made fortifications.
Ember Marksmen
The Ember Marksmen are a new order of elite chanters trained to operate as ranged units wielding a medium power Spike of Embers. Like the Mire Monks of Iqua, the raw power of their chant enables them to strike targets at a range exceeding that of our ballistae, with accuracy being the focus of much training.
Although a basic ember spike is certainly nothing to scoff at, and is indeed expected to be used against targets of lesser importance, much of an Ember Marksman's real potential lies in the pouches of Separation-imbued White Jade Dust that they bear. By sprinkling this dust into the growing mass of embers as the spike forms, they are able to create projectiles which strike with a momentum far exceeding expectations. This coupled with the Separation aspect enables augmented spikes to blast apart fortifications much like Horizon's Edge. Notably, these effects persist in the shower of embers that the spike bursts into following impact, increasing their potential to damage the impact point's surroundings beyond the possibility of simply lighting fires.
This independent order was founded by Enkindlers seeking to reinvent themselves following their near obsoletion at the hands of the Hellbringers and Stormcrown Tongues, and has since absorbed the bulk of their peers. Their old order is therefore scheduled to be disbanded, permitting the other Voiceguard branches to expand slightly as they assimilate the Enkindlers' share of Voiceguard-specific resources.
Dedicated Chanters Course- Hall of the [Unnamed]: ()
Chant Experiment: Form[Air], Control[Fate], Ward[Air]: ()
Geomancy Experiment: Form[Fate], Control[Fate], Ward[Fate]: (1) TricMagic
Hrungnir, the Goliath: (3) Madman, Nemonole, AC
Earthshaker Catapult: (2) Madman, Nemonole
Heavy Crossbow(Plus New Bolt): (1) TricMagic
Embwraths: (1) AC
Dedicated Chanters Course- Hall of the [Unnamed]: ()
Chant Experiment: Form[Air], Control[Fate], Ward[Air]: ()
Geomancy Experiment: Form[Fate], Control[Fate], Ward[Fate]: ()
Hrungnir, the Goliath: (4) Madman, Nemonole, AC, TricMagic
Earthshaker Catapult: (2) Madman, Nemonole
Heavy Crossbow(Plus New Bolt): (0)
Embwraths: (2) AC, TricMagic
Elemental Voiceguard
Given the problems suffered by the Voiceguard and its hasty development, we've decided to rework them. The first step is adding Powerful Runes to the Chants of the Hellbringers, Windsingers, and Shroudweavers. The Apothecaries are phased out due to the ineffectiveness of poison relative to the pure destructive power of our weapons. The Enkindlers are finally reworked to be effective on the battlefield, now using Spike of Embers at a Medium power, so that they can also make use of White Jade Dust with the air aspect of Separation, applied to the spike their Chant generates, to improve its ability to damage solid objects like fortifications. The newly-empowered groups focus on battlefield utility since all our troops ride in Windcarts for mobility and don't really need assistance with starting campfires. The Windsingers wreak havoc on enemy projectiles with their more powerful Chant and go on the offensive where possible, the Hellbringers, uh, set EVEN MORE things on fire, and the Shroudweavers provide the concealment necessary to get our forces close to the enemy earthworks so we can storm them without too much ranged fire coming back at us.
Dedicated Chanters Course- Hall of the [Unnamed]: ()
Chant Experiment: Form[Air], Control[Fate], Ward[Air]: ()
Geomancy Experiment: Form[Fate], Control[Fate], Ward[Fate]: ()
Hrungnir, the Goliath: (4) Madman, Nemonole, AC, TricMagic
Earthshaker Catapult: (2) Madman, Nemonole
Heavy Crossbow(Plus New Bolt): (0)
Ember Marksmen (2) AC, TricMagic
Dedicated Chanters Course- Hall of the [Unnamed]: ()
Chant Experiment: Form[Air], Control[Fate], Ward[Air]: ()
Geomancy Experiment: Form[Fate], Control[Fate], Ward[Fate]: ()
Hrungnir, the Goliath: (4) Madman, Nemonole, AC, TricMagic
Earthshaker Catapult: (2) Madman, Nemonole
Heavy Crossbow(Plus New Bolt): (0)
Ember Marksmen (3) AC, TricMagic, NG