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Author Topic: Rune Race: Loji Thread  (Read 31787 times)

TricMagic

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Re: Rune Race: Loji Thread
« Reply #465 on: November 18, 2020, 05:56:13 pm »

I suggest Shape, Attack, Control Earth for our Chant this time. Likewise upgrade Earth to Adept for better control. Afterwards

Correction. Earth Magic

Learn Form
Improve Earth
Chant: Shape[Earth], Control[Earth], Attack[Earth]


Can we learn something and immediately make a chant Talion?


Alternate, Master Fire, Learn the Celestial(is what I'd assume, or Blessing.)
« Last Edit: November 19, 2020, 07:56:48 am by TricMagic »
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Naturegirl1999

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Re: Rune Race: Loji Thread
« Reply #466 on: November 18, 2020, 07:01:12 pm »

Quote from: TricMagic
Learn Form
Chant: Form[Earth], Control[Fate], Ward[Earth]
+1
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Atomic Chicken

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Re: Rune Race: Loji Thread
« Reply #467 on: November 19, 2020, 04:11:41 am »

Can we learn something and immediately make a chant Talion?

I don't think we can, but I stand to be corrected. As such, I've included the proposed Form-using chant in the votebox below for the time being.
Edit: Talion confirmed on Discord that this isn't possible since "actions in a phase happen simultaneously".

Quote from: Discovery
Rune Skills
Earth to Adept: (1) AC
Unlock Form: (2) TricMagic, Naturegirl1999

Inscriptions
Ward(Earth), Shape(Air), Attack(Water): (1) AC


Based on our understanding of inscriptions, the above combination should give us Earth/Air/Water Phasing. Revising this onto our ammo in place of Air Phasing would enable us to effectively bypass earthen fortifications (whilst retaining the perks of the original inscription, if the multi-element Life/Chance/Fire Phasing inscription is anything to go by). We can also use this to shoot unhindered through a variety of natural terrain features (excepting vegetation), which might be especially useful with regards to artillery. For what it's worth, the Water phasing component also makes it slightly harder to deal with Dreki Fangs by making them impossible to douse.

Raising Earth to Adept level appears to be one of the requirements for learning the celestial-class Naming secret ("To unlock this secret we shall need to know more of Earth magic"), which is something I'd like to work towards. It should also immediately unlock a new magic system and a particularly impressive range of regular secrets, which I'm sure we'll be able to find useful applications for rather quickly.

I'm not sure whether or not we've got a Hint Token to use this phase (we've got "1 Reroll" listed in our resources section instead, which is something I have no memory of), so I'm omitting a third vote for now.
Edit: Hint Token confirmed.
« Last Edit: November 19, 2020, 07:41:32 am by Atomic Chicken »
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As mentioned in the previous turn, the most exciting field of battle this year will be in the Arstotzkan capitol, with plenty of close-quarter fighting and siege warfare.  Arstotzka, accordingly, spent their design phase developing a high-altitude tactical bomber. 

TricMagic

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Re: Rune Race: Loji Thread
« Reply #468 on: November 19, 2020, 08:05:11 am »

Quote from: Discovery
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)


Rather than weapons which fire through earth, which would be blind, I suggest a chant to shape the earth. And more specifically, to break their own so we can charge in and to help deal with the new defenses their earth mages are putting up. A new group which uses the earth chant and strikes at the heart of our foes, opening a path forward. The chant can also be used for the mining project, which will mean our HE is cheap enough to outfit the whole army. Don't work around our foes defenses, crush them entirely and roll over the remains.

Hoplites with the earth chant, in another term. Making a spear to pierce anything shouldn't be that difficult.



An issue where we miss Fire, so no destruction right now.

Order of Hoplites: Wallbreakers

The Wallbreakers are an Order of Hoplites formed from our standard soldiery seeking greater success against our foes who hide behind walls. They form into groups and regularly spar against each other, forming walls and breaking them with [The Chant] in turn to simulate battle against our cowardly foes and improve their abilities in a fast-paced battlefield. In combat, Hoplites charge in with their shields and strike with their spears into the heart of the enemy, form within their ranks, and then destabilize their foes footing using [The Chant]. Behind them charge the rearguard of regular soldiers and other forces to deal with the rest. Of note, the Wallbreakers do work in pairs as well to deal with our enemies wall-making, breaking them down and letting the Jarls charge in. And in groups they can bring the roofs and whole walls they form down on the enemies, allowing the Hellbringers to bring fiery judgment down upon them.

To summarize, Wallbreakers are trained in blitz-style combat well suited to opening holes, as well as working in pairs against stronger enemies. However, this alone would make them lackluster. What really makes this possible is the gear we Loji have developed for general use. The Psalmfronts, Doomscale Armor, and the Targe of the Bloodthirsty all contribute to this style. However, a fourth weapon is their spear, made with Windforged Steel alloyed with Blue Jade Dust which has been imbued with the aspect of Weight. The swift strikes mixed with the weight of the blows makes for a potent weapon, and as it is the heads that are made of it, easy to make in bulk to use with the rest of our gear. Overall, this new Order of Hoplites is a vital addition to our armies.



Tldr: Earth Chant used to break their defenses and disrupt, with a blitz-style of training. Along with a new spear which should be cheap enough? Put simply, we break their walls, then deal with them directly. You can't hide that easily. Our regular soldiers are already better-equipped than theirs, though that is likely to change as time goes on. The hoplites aren't someone that can be dealt with easily though, as they do not Build walls, they Break them.(Bonus if their war cry is 'We'll Break You!')
« Last Edit: November 19, 2020, 11:14:05 am by TricMagic »
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Madman198237

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Re: Rune Race: Loji Thread
« Reply #469 on: November 19, 2020, 02:58:20 pm »

Quote from: Discovery
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)

Super unsure about this but I think it might be time to just double down on learning, either unlock Fire for Elemental Materials or unlock Earth for it, and use other means to deal with the enemies' advances while we try and get Naming and other things unlocked.

Talion confirmed that our luck was particularly bad this turn and that contributed heavily to why all our new stuff appeared to suck so much, so I am going to suggest making a Hero for one design (or even BOTH designs so we can start training 2 heroes to be maximally effective [and minimally vulnerable to LITERALLY DYING]), maybe Low Passes Mining Operations But Not Bad This Time for another, or some form of new torsion artillery or a Voiceguard redesign to try and fix some of the massive problems they have (including low-power Chants and whatnot).

If we can use a revision on the Rune we made for Cone of Chill then do that to make another Chant. If we can't do that, probably give another low-cost Chant for troops via a design instead of the Low Passes operation. Not sure which Chant, if we get a functional Earth Chant this phase we could do that to just outright no-sell their fortifications since our entire army could undo that.
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

TricMagic

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Re: Rune Race: Loji Thread
« Reply #470 on: November 19, 2020, 03:09:09 pm »

Quote from: Discovery
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)

Note I'd want the Wallbreakers to be another unit of folks who specialize in breaking walls and formations. As it is something that will happen going forward. Iqua have a bunch of Elite units too, so these Hoplites are in good company with the Jarls.
« Last Edit: November 19, 2020, 03:11:56 pm by TricMagic »
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Atomic Chicken

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Re: Rune Race: Loji Thread
« Reply #471 on: November 19, 2020, 05:07:10 pm »

Quote from: Discovery
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)
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As mentioned in the previous turn, the most exciting field of battle this year will be in the Arstotzkan capitol, with plenty of close-quarter fighting and siege warfare.  Arstotzka, accordingly, spent their design phase developing a high-altitude tactical bomber. 

Talion

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Re: Rune Race: Loji Thread
« Reply #472 on: November 28, 2020, 07:12:49 pm »

Discovery Phase

Investigate Runic Component: Earth Element
New System Discovered: Geomancy
Geomancy is a system that transfers mana into the earth by crushing the Runes within a spell circle. Once crushed in this manner the Rune transforms into a flat glowing representation in the language of the Loji people. Starting with the first Rune as ignitor and ending with the final Rune as terminator. The spell circle is constructed of raised earth and will only function when in contact with the earth from which it draws its power.

Once created the spell circle acts as a medium to allow a Geomancer to stand in its centre and draw power from the earth to cast the spell contained within the spell circle. As the power of the spell circle is stable, it is possible for multiple Geomancers to take turns making use of the same circle.

Secret Discovered: Empowered Circle
An item inscribed with an Empowered Rune can be used to act as a temporary addition to a Spell Circle allowing greater flexibility in casting.

Secret Discovered: Chanted Spells
Our chanters believe that they can create a spoken form of Spell Circle. By careful use of word and gesture, a Chant can be transmuted into a Spell without the mobility limitation of Geomancy.

Meanings need to be at Adept or better knowledge to be made use of for the purposes of Chanted Spells.

Secret Discovered: Chaining
The art of chaining multiple chants or spells into a single greater whole. We believe a single Meaning governs the proper separation of magic, likely an Ignitor or Terminator.

Secret Discovered: Curses
It is possible to use a spell as a medium to carve Inscriptions at a distance. These Curses will even carve themselves into living creatures, although should the victim survive they will likely heal and naturally break the Curse.

Secret Discovered: Mana Refinement
Using a spell, we believe it is possible to replace the use of Runes in a Refining Rite. This Mana Refinement is more limited than conventional Refining and thus far we have not discovered a Refining Rite that would be applicable for Mana Refinement.

Investigate Runic Component: Form Meaning
A cube with a different number of uniformly sized circular indents on each face, starting with a single circle in the centre and increasing the number of circles by one each time until the final face has six circle marks. The faces are arranged such that adding together the number of circular indents on opposite faces always sums to seven.

Runic System Experiment (Chanting): Shape[Earth], Control[Earth], Attack[Earth]
New Chant Discovered: Shape[Earth], Control[Earth], Attack[Earth] - Spike
Speaking the pure Earth Element allows the earth itself to rise up as spikes. The spikes are permanent changes to the ground the chant influences. The ground affected extends forward in a line to medium range.
The shape used in the Shape rune alters the shape of the spike.

We have seen this chant or something similar deployed by our enemies. We note the Xi Shan’s deployment of simple spike-topped walls is more in line with our current capability with this chant. It is likely we could also deploy the spikes at an angle to create more complex structures. In comparison, the Iqua show greater skill, able to more thoroughly reshape the earth according to their desires.

Elemental Material: Spike
We can now imbue an Earth nature. Weight provides momentum without burden, a weight that the wielder is not impeded by. Solidity grants protection, a refusal to yield in the face of mundane types of assault. Endurance grants the ability to carry on, to keep going even in the face of mounting pressure and fatigue.

It is now Winter, Turn 7 Design Phase

Spoiler: Rune Skills (click to show/hide)
Spoiler: Discoveries (click to show/hide)
« Last Edit: November 29, 2020, 07:18:56 am by Talion »
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TricMagic

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Re: Rune Race: Loji Thread
« Reply #473 on: November 29, 2020, 09:51:43 am »

Elites: Wallbreakers

The Wallbreakers formed from our standard soldiery seeking greater success against our foes who hide behind walls. They use the Chant called Spike, with the Shape used being a Rectangle. As a result, they can form rectangular walls to block enemy lines, or the taller rectangular spiked top within rooms. More usefully, they can also form them at angles to create slopes, which combined with the shorter ones laying down, allows the formation of steps to go over walls, or to simply pierce through them(or lines of enemies.)
They form into groups and regularly spar against each other, forming walls and breaking them with Spike in turn to simulate battle against our cowardly foes and improve their abilities in a fast-paced battlefield. In combat, Hoplites charge in with their shields and strike with their spears into the heart of the enemy, form within their ranks, and then destabilize their foes footing using short Spike chants to mess with their footing. Behind them charge the rearguard of regular soldiers and other forces to deal with the disordered. Of note, the Wallbreakers do work in pairs as well to deal with our enemies wall-making, letting the Jarls charge in through the opening. And in groups they can bring the roofs and whole walls they form down on the enemies, or enclose enemy troops in walls of their own to cut them off. In both cases, Hellbrings swiftly pass judgement.

To summarize, Wallbreakers are trained in blitz-style combat well suited to opening holes and destabilizing enemy ranks, as well as working in pairs against stronger enemies. However, this alone would make them lackluster. What really makes this possible is the gear we Loji have developed for general use. The Psalmfronts, Doomscale Armor, and the Targe of the Bloodthirsty all contribute to this style. However, a fourth weapon is their spear, made with Windforged Steel alloyed with Blue Jade Dust which has been imbued with the aspect of Weight. The swift strikes mixed with the weight of the blows makes for a potent weapon, and as it is the heads that are made of it, easy to make in bulk to use with the rest of our gear. Overall, this new Order of Hoplites is a vital addition to our armies.



Tldr: Spike Chant used to break their defenses and disrupt, with a blitz-style of training. Along with a new spear which should be cheap enough? Put simply, we break their walls, then deal with them directly. You can't hide that easily. Our regular soldiers are already better-equipped than theirs, though that is likely to change as time goes on. The hoplites aren't someone that can be dealt with easily though, as they do not Build walls, they Break them.(Bonus if their war cry is 'We'll Break You!')

I think they fall under Elites.





Needlegard

The Needlegard is a group of High power chanters who use a combination of spikes, ramps, and blocks in battle, working together to create a mobile bypass over and through enemy walls and cover from enemy fire. Their mastery of the Spike chant is impeccable, and they work to support the rest of the army against the enemy. For gear, they use Psalmfounts, further enhanced with a mix of White Jade Dust and the aspect of endurance, to allow them to chant even longer when needed and adding even more weight to their chants. As for armor, they use Stillborn Steel plates attached to their robes to cover vital spots, with an aspect of Weight added to the swift Blue Jade Dust, allowing swift movements across the field of battle when nessaceery even without the sail carts. This is needed as their services are required nearly everywhere where an enemy has decided to set up walls, to pierce and/or allow our forces to bypass them directly. And needless to say, their chants are perfectly viable to disrupt enemy formations in the open as well, or for creating vantage points and defendable forward positions.

Shapes used: Rectangle and cube. They can alter how the angle of the spikes and shapes emerge from the earth, making them an important group.




Infrastructure- Hard Work and Grit: Miners' Guild

Those who were once miners have gathered like minded individuals to mine the Low Passes. Info from us has a number of promising spots. Those at the forges and refineries have gotten to work. For the miners have been gifted braces made with WJD, and enhanced with the Aspects of Endurance & Solidity, granting their wearers the ability to work hard all day without issue. And the picks have been made from WJD with the Aspect of Weight to grant their strikes great strength. Woodsmen from the forest have also gathered logs to support the mines so they don't collapse. It is through hard work, grit, and determination that the Miner's Guild is formed. And to start, the Low Passes shall be mined of their Ore, and slowly but surely will they expand their operations.


Quote from: Votebox
Miners' Guild: (1) TricMagic
Voiceguard 5: (1) TricMagic

More ore means cheap HE.


idea. though not a serious one.
Demi-Circle: Spike

The shape of a flat circle, as discovered through the discovery of Geomancy. Five spikes for the points, and the circle raised from the earth. The result is a counterfeit geomancy circle, which greatly aids the chanting of Spike. With this come the Chanters of Spike, the Enkindlers being convinced to switch to true change of the battlefield. The circle channels the power of the spell into the caster, allowing great power to be exerted
The Demi-Circle grants Spike the ability to strike at long range, the circles of earth rising up, overlapping, and completely decimating the formation of the enemy, creating ridges that crush and topple our foes. And we can keep this going for a long while, as when one tires, another takes their place. This is but a taste of the power of Geomancy and Chanting, for now anyway. It is still suitable to completely disrupt enemy positions and fortifications.


Elites: Voiceguard 5
"Of note is the enemy and traitor are both growing stronger. Yet due to squabbling, we have grown weaker. Once we dictated the flow of battle. They developed specific countermeasures to defeat us. No more. The Windsingers, the Shroudweavers, the Hellbringers. And new to our group, the Earthraisers and Frostchanters. The Enkindlers and Apothecaries are to leave if they cannot contribute to our fight. The Five both new and old shall now practice High-cost chants and once more turn the tides of battle, together as one." - The First Windsinger

Windsingers direct our sails and blow things around/away, shielding from arrows and other attacks alike, as well as sending wind to enhance the flames of the Hellbringers. Shroudweavers concentrate and move their smoke through the enemies' ranks to rob them of vision and defend approaches. Hellbringers bring holy fire down on their heads, now even more powerful. The two new groups should be looked at though for what they bring.
The Frostchanters' chants are strong enough to create a layer of ice wherever it touches. Combined with the Shroudweavers, they can create freezing smoke that is even colder still to those caught within. They use the shape of a flat circle, which they send out and down as needed to bring true cold to the enemy and freeze liquids. They're pretty important for ruining those brews/poisons they use with ice.
The Earthraisers use a pyramid-shaped Spike Chant. Hands to the ground, they target an enemy position and create a huge pyramid right in the middle of them,(or slightly behind to force them forward into our ranks as it grows) ruining defensive positions from below and sending people tumbling down. They can change how big it is by how long they keep the spell going. The longer it goes, the more the pyramid grows from the earth. Fortifications and defensive positions just prove a valid target for them to ruin. Our sail carts mean we don't have issues going around the things. And robbed of their walls, Hellbringers can bring their fire down on them.

Enkindlers and Apothecaries are sent to work for the army itself. They aren't really useful anymore, though perhaps one day the Apothecaries may see a return as their own group as a Medicinal Guild.
« Last Edit: November 29, 2020, 06:01:34 pm by TricMagic »
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Jilladilla

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Re: Rune Race: Loji Thread
« Reply #474 on: November 29, 2020, 05:43:04 pm »

Right! Got this done. If any have better ideas for a name, fire away! Or other revisions in general.

Hrungnir, The Goliath
Hrungnir was always a large one, even when he was but a boy he was as tall as any man. His strength unmatched, he quickly received recognition and fame, even though he rarely spoke; though when he did it always seemed to come to pass. Surely a sign of wisdom on top of strength. His training progressed swiftly, and when he grew into an adult, towering head and shoulders above all, he was apprenticed to a Jarl. It was only recently when Hrungnir's true potential was realized..

Said Jarl was leading a patrol along one of the lesser mountain passes a few months ago. They were ambushed by an elite Xi Shan group, shortly before this season's major engagements, likely a skirmish to help integrate their newest tactics and warriors. It was a great struggle, their newest warriors, though only two in number, scything through ours. A slaughter only stopped when the Jarl intercepted one. The other, moved to assist, trying to slip past Hrungnir when he spoke one of rare, seemingly prophetic lines: "Only one of us will walk away". The Nightblade tripped afterwards, and though they quickly recovered, it allowed Hrungnir to properly engage in honorable combat; every attempt to disengage from Hrungnir's onslaught of strength foiled seemingly by chance.

It was still a bloody battle, for while Hrungnir is unmatched in strength, he had only standard arms and armor, and the Nightblade was skilled. In the end though, a clever ploy to dodge Hrungnir's blade and get inside his reach ended with the Nightblades arms being grabbed and crushed into a mess of pulped flesh and twisted metal. The other Nightblade, realizing the futility of fighting both a Jarl and The Goliath, wisely took the cowards path and retreated. It was here that the battered patrol decided to fall back and report in, and it was here that when Hrungnir went to the Voiceguard to complete his training as a Jarl; having more than earned it, they discovered that the Purple Mana of Fate seemingly flows through him with every breath. It wasn't much of a surprise, it was obvious from long ago that Hrungnir would Rise to become Great; Fate flocking to him would only be expected. But his ability to muster and utilize this gift was nurtured, and while some among the Voiceguard lament that this talent could not blossom to true mastery due to a lack of time, it was clear that, had Fate taken a different route, Hrungnir could have been among the greatest of the Voiceguard. Even they will not deny that Fate has very clearly chosen a Champion of the Loji people, and they will not hold him back from that duty.

Our smiths weren't idle in mobilizing to equip our Fate-Chosen Champion; working on customized variants of our equipment to take into account The Goliath's colossal size; a Horizon's Edge, masterworked beyond all others, with an extra long hilt so that he can wield it with both hands should he so choose, though with his size and strength, he needs not do so; a Targe of the Bloodthirsty, so large it would be cowardly for any other to wield, but appropriately sized for Hrungnir; and a double-layered Doomscale Armor that has taken on a Heroic Aspect, as is only fitting for a Fate-Chosen Champion as strong as he. May he spearhead our heroes to glory.


TL;DR: Really Big Guy with Gigantism
Rarely speaks, but when he does, it is with the power of Fate
Typical Jarl gear but adapted for his size and strength and heroic status
« Last Edit: December 06, 2020, 10:03:41 pm by Jilladilla »
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TricMagic

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Re: Rune Race: Loji Thread
« Reply #475 on: November 29, 2020, 07:56:28 pm »

Demi-Artifact: The First Skyship's Core


Perform the Refining Rite for Blue Jade Dust twice, adding Flight and Separation Aspects respectively. Perform the Refining Rite for White Jade Dust thrice, adding the Weight, Endurance, and Solidity Aspects to each respective rite. From here, we move into unknown territory. A Geomancy Circle is created, and the Spike Chant used to create half a geometric Pentagon inside it. The top of pentagon's spike is cut off and sanded, the Shape runes cut into the faces, and the materials refined placed within an earthen clay pot, and set in the middle of the pentagon's face. Finally, liquid iron purified by windforged steel is poured into the pot, the pot is closed with a Ward Rune, and a smaller Form rune is placed on top. Geomancers and Chanters work in unison from five points and five points between those, activating the circle and focusing the energy into the materials. Finally the chanters switch to Wind of Cold and imbue the material, cooling the liquid. This step is done now, the pot is shattered and the demi-artifact cores retrieved.
[Notes on Geo/Chant process:] The Geomancy circle has power flowing through it, enhancing the material in the middle with the power of Earth. The chanting ritual uses the jar as a lung, affecting the material within it and infusing it with mana, using the shapes with the circle, the power of Air. The Wind of Cold is the final step, affecting the infused material through the windforged steel,itself a product of air and fire, as well as earth and being in a liquid state. And so Fate cools it, and it forms into the two shapes which make up the core of the demi-artifact. This is how it receives a name.

From this point, the demi-artifact is fully prepared. If all went well, it should be in the shape of 2 pentagons cut in half. After this, we only need to make a frame of windforged steel inscripted with Air Phasing out of pentagonal poles, in the shape of a pentagon. This grants a pure route for the power of the artifact to travel through. The two pieces are put inside and activated. Of course, this is after we actually build what this artifact is supposed to power.
[Notes: Inscripting the poles, and the shape, both play a role in channeling the artifacts power to the rest of the ship. Air Phasing allows the elemental energy to flow smoothly to the rest of the ship, treating itself as the core of a body. The shape resonates with the demi-artifact. It's the two linked pieces themselves that are important, this frame is how that power is channeled. This happens to fall under Wood's sphere, and th ship is made of wood. This means that all five elements have had some part to play, even if water is only present in a demi-from through the liquid molten steel. The demi-artifact is clearly Wind/Earth aligned however, involving Separation from the earth and Flight through the sky. Control of Weight, and granting endurance to operation and solidity, protection from the mundane weather. (I don't note this below, but it is a thing with the core treating the ship as it's body and exhibiting it's effects through it.)]

At the end of the day, what this artifact does is negate all weight of the object it is placed within, and control that weight's momentum to move the object involved. A separation from earth, flight beyond it's bonds. It's solidity and endurance aspects are tied to the demi-artifact itself so that it does not break during it's forging and can continue to operate whenever needed, and all parts come to meet at the number five. For the airship, we've taken to making an actual ship as the base behind it, including masts, while the railing are extended upward to meet the top of the masts to block wind and weather. The artifact is placed within the ship itself. As for what ship is is, it's a galleon-class. Once the artifact is activated, the ship will leave the bonds of gravity to float there in balance. For movement, anyone versed in the flows of magic can direct how the momentum is adjusted for forward movement and flight powering it. It can also be set into standby mode.

So there we have it, the first airship we have built. Of course, for weapons we have White Jade Dust alloyed into stillborn still, enhanced with the aspect of weight. Needless to say, the ship has hatches and a loading section in the side that can be dropped when landing. It flies over a target, and the many cannonballs are dropped from a great height. Once they land, well. An explosion of dirt describes it well, or an angry hammer wielded by a giant. Of note is the need for a spotter on the ground in forested areas, using scouts with a Spike of Smoke fired to above the target zone will do. Or a plume of Hellfire into the air. We do occasionally need to reload with cannonballs, but we have plenty of room for them, as well as the beds for the crew. Or for carrying Elite forces to a destination for flanking attacks thanks to it having a deck. (Of note, the hatches are all over the airship, and are opened to see out and down. This includes some hatches that point almost directly below in the hull, as this ship doesn't actually ride on water.)



Bombs away! I get carried away, but Demi-artifice allows for everything we've learned. This core has heavy ties to Earth and Air magic, and incorporates multiple aspects. The final artifact itself is the result of fate attunement at the end, and makes use of Geomancy and the ritual that allows chanting to normally occur, only the pot is serving as the receptacle, and the materials within the recipient.

I'll admit, it matters on how much one can get away with when designing demi-artifacts. Their is a wealth of information to be learned though. This demi-artifact would pave the way to lesser airships that are more eggs designed to channel flight and the momentum from weight. Maybe separation too.


Quote from: Votebox
Voiceguard Five: (1) TricMagic
Demi-Artifact: The First Skyship's Core: (1) TricMagic

Crazy as this sounds, let's see what an artifact can do. Talion checked too. The Geomancy/Chant channeling seems to fit fine in the creation of a demi-artifact.
... Probably helps there seems to be an ignition route through chanting and a termination point in the pot. But eh, what do I know, we've never done Geomancy till this point. It should surprise Dgr at least, thanks to having gotten something so crazy out. (And maybe shut his claims of airships up.)
« Last Edit: November 29, 2020, 08:40:30 pm by TricMagic »
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Madman198237

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Re: Rune Race: Loji Thread
« Reply #476 on: December 02, 2020, 03:36:39 pm »

Quote
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.

Other ideas: Enchanted surcoat? Specialty helmet with....some other enchantment?
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

TricMagic

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Re: Rune Race: Loji Thread
« Reply #477 on: December 02, 2020, 03:55:43 pm »

I don't particualrly like that design, as it seems more in line for a revision. It adds nothing, and changes to high-power runes. While removing some of the surplus branches. But what shape do the the shroundweavers use? And how does this allow one to defeat the walls they have prepared?

In the beginning when the Voiceguard was first formed, we made something from nothing, multiple groups brought together as our elites. Altering that group in a design is well within reason, as is adding on to them two new chant groups in replacement of two others. The Earthraisers can ruin formations, cut off retreat of those stationed behind walls, and send people tumbling down their slope. The Frostchanters wield a spell suited to freezing liquids, capable of crossing rivers and hopefully freezing potions since they make use of water magic. And their cold is not one that can be avoided with fire-resistant clothing. It's a chill that permenates. Don't let the common chanter who does not practice their Voice determine what the limit for the Wind of Cold is. Only way to see it is to try. And 5 is a good number.

Your design would as well turn the Hellbringers into their own elite unit, rather than what it does. Doesn't solve the walls, but earth and frostbiting cold shall not be blocked as easily, and I bet our Earthraisers are using higher power runes than what they use.

Put simply, Earthraisers are the counter to walls, and Frostchanters the counter to foes who use poison and potion. Not to mention the blademonks and upgraded versions with their fast movements are likely to be severely strained by a dose of intense cold to the muscles. They also work well with rain, freeze everything in your path. The Voiceguard Five will likely be the last iteration before new elite groups, as adding more than that will weaken them as a whole. Their adaptability is nice, wind, smoke, fire, earth, and ice. Something for everything the enemy could bring to the field.
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Madman198237

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Re: Rune Race: Loji Thread
« Reply #478 on: December 02, 2020, 04:22:10 pm »

My proposed Voiceguard redesign is to actually do all of those changes as IIRC we were previously informed that altering the Runes used by every group and reconfiguring it would be either very difficult or just outright unreasonable in a revision.

It doesn't make additional elite units, though it might, hopefully, make more Chanters available to the Voiceguard as if we had been designing these things one by one and now had two designs' worth of Elite units in the Voiceguard instead of one. Five is a number, yes, a very common number. However, every additional unit we add to the Voiceguard takes another portion of the strength of the Voiceguard away. i.e., if we have 3 units, each one gets 33% of the total, i.e. we have .33 people yelling and causing people to spontaneously catch fire. If we go up to five, however, each division gets 20% of the total, i.e. we have just .2 people yelling and causing people to spontaneously catch fire.

Basically, we don't want to thin down the elite units and make each different branch less plentiful if we can avoid it. We want MORE high-power Chanters, not fewer. And our enemy has flame-resistant cloaks, which makes high-power fire necessary. The Voiceguard already has the smoke chanters, so we might as well keep them in place. The Wind chanters are essential to our strategic mobility so we might as well use their elite status to run a higher-power Chant and boost that mobility. Adding new groups to the Voiceguard seems, to me, to be unnecessary. I'd prefer to use lower-power Chanters to adopt the new Earth chant and just start stabbing anyone who tries to hide in a bunker. And based on Talion's reply in Discord, we can accomplish just that with a simple revision.
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We shall make the highest quality of quality quantities of soldiers with quantities of quality.

TricMagic

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Re: Rune Race: Loji Thread
« Reply #479 on: December 02, 2020, 05:05:24 pm »

Then why not separate them into three different Elite unit groups who happen to share a residence? And low power has been demonstrated in battle, it's not very good by your standards if wind of cold is anything to go by.

And how will we get more High Power Chanters may I ask? Would not just spending both designs on two new elite chanter units do? One with a cold so fierce as to freeze the blood in the body, not to mention anything with water in them, like the brews and poisons. Another to give rise to the earth through stone shapes. (I've got the Needlegard already written up.) As for Revisions, separate out the Hellbringers into their own elite unit?


I want the airship though, since the concepts in it can be scaled down if they are shown to work. Won't be anything near the size, but flying egg-shaped shells should be possible with just Flight and Weight/Separation..

I guess the simple thing is if not a new Voiceguard being added, best to just make a new Elite Unit that isn't bogged down by such things.
« Last Edit: December 02, 2020, 05:14:43 pm by TricMagic »
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