***Turn 11***
>>6138611>GuliseareLightbringing is one of the humbler forms of magic, but there are those among the priesthood who consider it closest of all to Aelelox. As the practitioner must enter a deep meditative trance, their body glows with a holy radiance and the air around them is filled with shining orbs. These orbs provide enough light to ensure plant growth in a fourty meter radius around the caster. Guilisearean plots take on a circular shape unique to their fields to take full advantage of this quirk, filling in the gaps between fields with slower glowing plants and perennials.
Guilesarian miners discover a new green-gold ore, which may be refined quite easily into a luxurious substance. When initially forged, the new metal is a brillant golden color, taking on a green sheen as it ages over the course of years. As its patina thickens, Guilisarean smiths notice the metal itself grows lighter and lighter. After decades of careful preservation, an ingot is liable to float away with the wind. Disturb the patina, however, and the effect quickly drains away.
>>6138714>HabitunThe jungle along the southern shores of lake Supkha is dotted with sad little structures that surely must have belonged to children, if the small bones are to be believed. They are nothing more than rotting nests for snakes and birds now though. A few trail markers lead to a cave entrance, which in turn leads deep under Supkha itself. Overgrowth and giant insects frequently bar the path, though the greatest obstacle is roaring torrents of water and deep dark pools of water. The explorers often have to dive through pitch black water to find a way forward, and a few perish before a system of safety ropes is established. In the deepest parts of the earth, no doubt with the lake itself overhead, there is an ancient and flooded city, filled with tiny waterlogged corpses. Water roars steadily and there is but a few tyrns before the secrets of this place are lost forever.
A few viable options for the extension of shadows emerge, though their viability against high flying targets is generally lacking. Like a shot from an arrow, a spell can only travel so far, so fast before the sheer force needed becomes unviable. Simplest is the usage of torches and flare spells to simply stretch and distort a shadow. The cleverest option uses a bit of dwarven rune work taught by one of the inhabitants of Thul Urdor. When a shadow crosses the rune it is briefly empowered and expands to a great size, making it an easy target for other spellwork. Maintaining and preparing the runes ahead of time takes no small amount of work and foresight however.