DesecrationLantern Mire
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Field note 24A third patron · Original art & combat

The storm beneath.

Veyra and the Copper Pilgrim bring jointed stone, copper conductors and a storm that can pull a formation together before striking it.

Lantern Mire · Drowned Tempest Veyra answers v0.5.21
The Copper Pilgrim watches a contained lightning column strike beside a Cairnling, Breakwater and flying Storm Ray in the mire.
Exact 0.5.21 exported game at the ordinary eight-metre camera. Three paid summons; actor positions and target health staged, rival and camp drivers disabled, and wizard mana refilled for the spell demonstration. Full frame, resized.

The next pairing in Shaun's sequence is Drowned Tempest. It trades the Crimson Vow's healing and health payments for physical displacement, a short electrical arc and a clearly warned storm strike.

Pull, warn, strike

Fulminant Spark is a visible dart: eighteen damage to the first enemy, then one eight-damage arc to the nearest other visible enemy within three and a half metres. Both the projectile and its secondary arc respect solid cover.

Undertow draws enemies into a circle after a short warning. The pull moves their actual collision bodies, stops at walls or occupied space and caps each victim's travel at 2.25 metres. It causes no damage and keeps carried souls and existing orders intact.

Heavenfall gives a formation 1.35 seconds to leave its marked circle. One strike deals more damage in the small inner ring, then fades. Stormstep retains the familiar paid teleport with its own pressure wake. The opponent pays the same mana costs.

A warned Heavenfall circle becomes a copper-white column while a Storm Ray fires and a Breakwater attacks a staged target.
Five seconds of exact-export frames, sampled at 20 fps from fixed 60 Hz. Staged actors and mana, real creature contacts and finite effects. This demonstrates motion and timing; it is not a manual playtest or performance measurement.

Three creatures with different commitments

The Cairnling is Veyra's small stone carrier. A successful strike can briefly hinder an enemy, and it handles the faction's soul courier and altar sacrifice duties. Breakwater is the heavy: it prepares a narrow four-metre forward wave. A sideways move escapes the strip; damage interrupts the preparation.

Storm Ray has broad mineral fins and a contained electrical core. It fires two small projectiles from opposite fins, a fifth of a second apart. A new command, damage, cover or lost range can cancel the second shot. Like the Moth, its low flight follows existing ground routes.

Built from the storm study

We authored the Copper Pilgrim's slate mantle, two jointed stone creatures, the Ray, Veyra's menhir shrine and a separate spell conductor in Blender. Each has original colour, grain, emission and material maps. The four actors have rigged clips; the Ray uses its own five-bone fin-and-tail rig.

The shrine carries a pale storm mask in a copper aureole, with small falling water details. The spells use finite geometry and a contained luminous column rather than a screen-filling flash. Seven original glyphs, six synthesized sound cues and short text barks complete this first implementation. The detailed concept remains an aspiration; these are stylized game assets.

A choice on either side of the mire

Veyra now joins Vessara and Ilveth in the courtyard. Her actual wizard and shrine appear in the selection view. Four spell inspectors and three creature inspectors show their models, effects, costs and roles; the game HUD follows the selected pairing and existing remapped controls.

The main rival is chosen once when a fresh match begins. Restart preserves that pairing. All nine combinations of the three delivered patrons retain the two-side, eighteen-soul economy and the existing altar victory rules.

Veyra is selected beside Vessara and Ilveth, with the Copper Pilgrim, stone shrine and seven new inspector icons.
Exact exported picker: native Godot controls and actual Blender geometry over the existing illustrated courtyard. The final Chaos slot is still dormant in 0.5.21. Full frame, resized.

A saved checkpoint, then the wrong reflection

Source and exported-game checks cover payment, contact limits, cover, physical movement, carried souls, interruptions, all new matchups, selection and restart. Earlier combat, camps, recovery, controls and menu checks were rerun. The Mac build, original sources and preceding checkpoint are preserved.

Computer use remained unavailable while the Mac was locked. Native rendered fixtures, engine-input checks and standalone executable startup are recorded separately. Human art, audio and balance judgement, physical Intel and Windows execution, and notarization remain unverified.

Next is Vorr's Wrong Reflection treatment: the Misbound, Knotling, Fracture Beast and Rift Eye. It will be a separate faction built around dark glass and predictable disruptions.

End of field note 24Back to the journal