bastionmods: (Default)
bastionmods ([personal profile] bastionmods) wrote2013-04-03 11:57 am

Rebuilding


Rebuilding the Bastion
The Bastion was damaged in the Calamity, and is currently not functioning at 100%. While Nathaniel can make some repairs, the Bastion is a self-repairing system. In order to bring the Bastion back to what it was before the Calamity, the player characters will have to find Cores and Shards.

Cores
Once used as power generators the World That Was, the Cores are made out of burstone infused with the essence of Windbags. They are not made of Windbags, but Windbags nest in the rocks down at Burstone Quarry. The continually produce energy and are thus warm and vibrating. They also "remember" the World that Was.

Cores can only be found during game-wide events, and the changes they make to the Bastion have been pre-planned. Characters who find a Core will be encouraged to bring it to the Monument as soon as they return to the Bastion.

Shards
Shards are made of the same material as Cores, but in much smaller quantities. If Cores are the power generators, then Shards are the AA batteries.They are part of the amulets everyone is given, and in large enough quantities they can be used to changes the Bastion.

Every time a character explores the Skyway, they will pick up Shards along the way. Monsters also carry Shards, so the more a character defeats the more Shards they will get.

If you are not sure how many Shards an exploration should get, just poke a mod and they will come up with a number for you. But in general, each exploration of the Skyway will yield about 20-40 new Shards per person in the exploration party, which can be divided up however the characters want. Refer to the bestiary to see how many each monster type carries.

Before you begin
The rest of this page details the different kinds of changes that can be made to the Bastion. All changes must be mod-approved. Once your character has collected enough shards, simply fill out the form at the end of this page and post it in a comment here. Once a mod approves it, the change can be played out ICly.

For large changes (new buildings, new world mechanics, etc.), an OOC post will be made by the mods about it. Please wait until after the OOC post goes up to play out those changes. We will let you know if the change your character is making requires an OOC post or not.

Environmental changes
New land
This change adds more uncultivated land to the Bastion by pulling in floating lands from the surrounding area. Land can be added to any quadrant of the Bastion, and will be composed of rock, dirt, and grass unless specified.

Cost: 15 Shards for each square yard of basic land, 20 shards for each square yard of special land (IE snow-covered land, bodies of water, patches of forest, land types specific to certain worlds, etc.)

Cultivate land
This changes uncultivated land into another land of the character's choosing. For example, grassy fields can be changed into farmland, or barren rocks can become forested. Any part of the Bastion that has not been claimed by a building or another person can be changed.

Cost: 25 Shards for each square yard of land changed.

Flora
This introduces a new species of plant to the Bastion. Any kind of plant may be brought, though the Bastion will ensure that no one species takes over. In general, new plants will grow where it makes sense for them to grow, so new aquatic plants will appear in the river, new vegetables will appear in farmland, etc.

Cost: 100 Shards for small plants, 200 Shards for large.

Fauna
This introduces a new species of animals to the Bastion. Any kind of animal may be brought, as long as it is not harmful to humans. The Bastion will regulate how many of each species of animal is present, and there will always be anywhere from 2 to 10 of a given species at any given time.

Cost: 200 Shards per type of animal

Weather
This changes the weather for one in-game day. Unless the weather is changed by a character, it will always be sunny and around 70 degrees Fahrenheit/21 degrees Celsius.

Cost: 25 Shards per day of change, up to 3 days in a row. You must specify what in-game day(s) will be affected by the change of weather.

New buildings
As a note, any building changes must be very detailed with information about the building's size, layout, and purpose, or it will be rejected.

Small buildings
This change will create one small building, one-story tall and with a maximum of 500 square feet to design how you see fit. These buildings can be placed in any quadrant of the Bastion, as well as on any land brought in by the New Land change.

Cost: 300 Shards

Medium buildings
This change will create one medium building, up to two-stories tall and with a maximum of a thousand square feet per floor to design how you see fit. These buildings can be placed in any quadrant of the Bastion, as well as on any land brought in by the New Land change.

Cost: 500 Shards

Large buildings
This change will create one large building, up to three-stories tall and with a maximum of 2000 square feet per floor to design how you see fit. These buildings can only be placed in the North and South quadrants of the Bastion, as well as on any land brought in by the New Land change.

Cost: 800 Shards

Items
This section includes all mundane and magical items. Each character can use Shards to create items either from their own world or from the world that created the Bastion. Please note that magical and world-specific items require detailed descriptions of what the item does.

Mundane items
This creates one copy of any non-magical, non-unique items that are small enough to be picked up.

Cost: 50-70 Shards, depending on the complexity of the item

Unique items
This creates one copy of any non-magical, unique items that are small enough to be picked up. This would be the change necessary for a character's personal items from home.

Cost: 80-100 Shards, depending on the complexity of the item

Large items
This creates one copy of any non-magical item that is too big to be picked up, but is smaller than a small building.

Cost: 200 Shards

Magical items
This creates one copy of any magical item that is small enough to be picked up. Please note that mods have the right to refuse any item with game-breaking powers.

Cost: 300 Shards

Big magical items
This creates one copy of any magical item that is too big to be picked up, but is smaller than a small building. Please note that mods have the right to refuse any item with game-breaking powers.

Cost: 400 Shards

Game mechanic changes
This section covers any changes to the Bastion that would alter what characters can do or how the Bastion itself behaves. Please note that mods have the right to refuse any changes that would alter the Bastion in game-breaking ways.

New ability (individual)
This change gives a new ability to an individual character. Said ability is connected to the character's amulet, and is subject to power limitations. See the (ABILITIES) section for more details.

Cost: 150 Shards

New talent (individual)
Normally it takes years of training to master a new weapon or profession. This change will allow a character to instantly learn the basics of whatever mundane skill they want. Said talent is connected to the character's amulet.

Cost: 100 Shards, for 'beginner's skill', 200 Shards for 'average skill', 300 Shards for 'master-level skill'

New rule (Bastion)
This adds a new 'rule' to the Bastion's protocol. For example, a character could change it so that vegetables planted in one specific field grow at twice the rate of any other field, or a character might change it so that characters can walk on the clouds around the Bastion. Any changes to the Bastion will be heavily moderated, and will only affect characters within the Bastion itself. Please discuss this with a mod beforehand!

Cost: 1,000+ Shards

New enemy type
This will cause the Bastion to release a new type of enemy into the wilds of the Skyway. Each time this change is used, approximately 30 of the new type of enemy will be created. Any enemy created will need to have all of the data from the (MONSTER PAGE) to be accepted.

Cost: 300-500 Shards, depending on the type of monster.

Other changes
If you can think of another type of change that doesn't fit into any of the other categories, fill out the form with your idea and a mod will tell you if it is feasible or not. We welcome creativity, so don't feel limited by what you see here. These are more of guidelines than set rules.

The form
Please fill out the form in it's entirety and post it as a comment to this page. We will try to get back to you as soon as possible.


profile codes
dragonsorcsandwolves: (Default)

[personal profile] dragonsorcsandwolves 2015-09-15 04:44 am (UTC)(link)
Name: Rob Edwards
Change: A black and green scroll that unrolls to reveal a keyboard and trackpad on one side and a solar panel on the other. The keyboard and trackpad can connect wirelessly with Rob's datapad, and the solar panel has a few common connectors and an inductive charging circuit to allow it to charge the datapad or other devices.
Day: Day 344
Cost: 70

Name: Rob Edwards
Change: A Pokéblock kit, with the blender green instead of blue and the case green and black instead of red and white.
Day: Day 344
Cost: 90

Name: Rob Edwards
Change: A very durable lantern. The color and brightness of the light can be adjusted. It has an excellent battery life and can be recharged either inductively or by unfolding several small, hidden solar panels.
Day: Day 344
Cost: 50

Name: Rob Edwards
Change: A jar containing millet. The millet is poisoned with a chemical that causes peaceful sleep for several hours, optimised to work quickly on the bird guarding the giant hoard of shards without any side-effects.
Day: Day 346
Cost: 50

Name: Rob Edwards
Change: A giant pile of fake shards, in the exact quantity and location as the bird's hoard.
Day: Day 346
Cost: 200 (paid out of the shard bank)

Name: Rob Edwards
Change: Three books from Tamriel, all translated into English, and all four with the handsome leather bindings and bookmark ribbons that one expects of tomes from a fantasy world: Calcinator Treatise, The Cake and the Diamond, and The Alchemist's Formulary. I'll assume that the real versions have far more text than the in-game versions.
Day: Day 346
Cost: 150 (paid out of the shard bank)

Name: Rob Edwards
Change: This building, a workshop that can handle things that Colin's workshop can't and located north of the lake. It's made of stone, metal, and wood, and is strong enough that it could withstand a small siege. The main entrance has a heavy wooden double door that can be locked with the provided key and barred with the beam provided. Stairs lead from the entry landing to the upper and lower levels.

The main room in the upper level has a very high ceiling, with transparent aluminum filling in the arrow slits in the upper part and the openings in the cupola, providing quite a bit of light. The room is dominated by a laboratory across the three northern walls, large enough for two people to work comfortably at once, with one or two more possible albeit inconvenient and awkward. The laboratory is set up primarily for Tamrielic alchemy, and is better than Colin's for that particular use, but also contains a wide variety of other equipment to allow use as a general-purpose laboratory, though for any task besides alchemy Colin's is still better. On the southwest wall is an electronic whiteboard, along with a computer workstation and a holographic projector. The entrance is on the south wall, and a spinning wheel and loom are against the otherwise bare southeast wall. The west wing of the upper level contains a tiny washroom, a pottery wheel, and a small pottery kiln, but most of the wing is inaccessible from the interior, containing a small wood-drying kiln only accessible from the exterior. The east wing of the upper level is an open space left for future equipment to be placed in.

The main room in the lower level contains metalworking and woodworking tools and equipment, as well as a miniature forge and smelter suitable for working on small projects. The west wing is an open space with a pair of thick wooden doors allowing vehicles and large items to be moved in and out of the building via a sunken ramp. The east wing is a storage room with a door connecting it to the main room and an external pair of doors leading out to a sunken ramp wide enough to admit a forklift with a pallet.

Day: Day 346
Cost: 500 (paid out of the shard bank)

[personal profile] twinked_witch 2015-09-15 08:31 pm (UTC)(link)
Name: Megaera D'Ashland
Change: Megaera's looking to build some magic items, attuned to the Skyway's planar clime. Depending on the cost of each (and which are even possible), she'll build a different number of each.

First, she's looking to build one or more rings of Mage's Magnificent Mansion. These create secure extradimensional spaces that last for a goodly number of hours. The space provides food, drink, and shelter, and the portal can only be accessed by those the caster designates. It can be recast once per day. By RAW, it's a new space each time it's generated; Megaera will consider and ask about building an upgrade of the spell that makes it use the same space each time, allowing for carrying of other supplies within it.

Second, she's looking at building Travel Cloaks. These cloaks keep the wearer warm outside of particularly severe conditions, and magically provide basic trail rations, water, and tea enough to sustain one adventurer. Plus, it can pop up into a modest tent shape.

Finally, in case the 'mod' of the ring fails, she'd look to build Bags of Holding - a classic D&D item that weighs a few pounds on the outside, no matter how much of its considerable internal storage is used.

Day: Between 346-351.
Cost: Want cost determination from mods, but she's basically going to cash in all of her shards on this. It'd be correct to say that she's not sure how anything will go, and she wants to be ready to escape the Bastion with the group if things come to that.
Edited 2015-09-15 20:31 (UTC)

(no subject)

[personal profile] twinked_witch - 2015-09-22 18:48 (UTC) - Expand
notachickenhawk: (Default)

[personal profile] notachickenhawk 2015-09-16 12:46 am (UTC)(link)
Name: Tobias
Change: Tobias is purchasing a (specifically small) number of adult triceratops (so like... two). He will attempt to make it clear that he does not want them to attack anyone in the Bastion.
Day: Day 346
Cost: 200
bakegarasu: (Default)

[personal profile] bakegarasu 2015-09-16 12:50 am (UTC)(link)
Name: Otoha
Change: A bulletproof vest (nothing fancy just like... a standard one).
Day: 346
Cost: 50
unwrittenformula: (pic#6088742)

[personal profile] unwrittenformula 2015-09-16 03:48 am (UTC)(link)
Name: N
Change: Adding in a boatload of other Pokeberry trees and the land to put them on before game end. Gotta give those Pokemon boosted stats and whatnot.

As before there will be plots of land that hold six trees each, and there will be six plots in total with the following trees:

Yache
Wacan
Tenga
Shuca
Roseli
Rindo

Rawst
Persim
Pecha
Payapa
Passho
Occa

Kebia
Kasib
Haban
Figy
Enigma
Colbur

Coba
Chople
Chilan
Charti
Barbiri
Aspear

Day: 346
Cost:

Trees: 5,200
Land: 270

N got help from others around Bastion that had stashes of shards for this.
dragonsorcsandwolves: (Default)

[personal profile] dragonsorcsandwolves 2015-09-16 03:58 am (UTC)(link)
Name: Rob Edwards
Change: A small building, patterned after this one (sans snow). The building contains vats and other equipment and supplies for tanning and dyeing, along with some tools and supplies for butchering and leatherworking. The interior is initially cramped, but Rob intends to move a bunch of the equipment outside once the building's made. Most of the sides of the building are open, with shutters that can unroll from the ceiling to close the building off, but a tiny bathroom is at the back with walls of stone. The building is located at the southern end of the Bastion near the river, because no one will want to smell it when it's being used.
Day: 346
Cost: 300 (paid out of the shard bank)

Name: Rob Edwards
Change: This round building is primarily made of stone with large wooden braces and wooden spikes, resembling an orc burrow from Warcraft, and equally capable of withstanding a small seige. It's partially sunken into the ground with a ramp leading down to the entrance, which has a pair of thick and sturdy wooden doors that can be locked normally (with the keys that come with the building, each with the handle shaped like the Horde emblem) or barred from the inside with the wooden beam provided. Above the door on the outside is a snarling wolf head in metal, a switch inside the door turning on red lights in its eyes. Inside, the lower level has a stone floor and contains wooden stairs leading up in the center. Due to being partially underground the lower level is noticeably cooler than other locations in the Bastion, the mass of the surrounding earth helping to stabilize the temperature. To the left of the stairs is an open space with a large stone cooking fireplace and small bread oven against the outer wall. To the right of the stairs is the bathroom, and behind the stairs and bathroom, accessed from the main room, is the kitchen, off of which is a utility room with a small washer and dryer, circuit breakers, several backup batteries, and equipment that would allow the building to be powered by a separate power system, such as solar panels. The ceiling of the lower level and the floor of the upper level are made of thick slabs of wood. The upper level is an open space with no interior partions, and the stone wall stops at waist height, leaving the remaining space between the top of the wall and the roof open, the view only interrupted by the support spikes for the roof and the chimney. Unlike the building it's modelled on, Rob's orc burrow has a proper roof, similar to those on other orc buildings: red with spikes. On the underside of the roof are screens and wooden shutters that can be swung down to fill in the open gap in the event that the Bastion ever experiences inclement weather or insects. Despite having been created in one pass, the internal partitions look like they were added in after the rest of the building was constructed, as do the electrical, plumbing, and data lines, said lines being visible as metal conduits fastened to the walls. Aside from a few things that would be difficult or impossible for Rob to make (the appliances, the fixtures, the cabinetry, and mirrors, all of which are styled to look like they belong with the rest of the building), the interior is filled with as many folding chairs, tables, and cots as the Monument will give him. These Rob intends to distribute to the unfurnished houses while he makes his own furniture. The building will be located in the clearing north of the lake.
Day: 352
Cost: 500 (paid out of the shard bank)

Name: Rob Edwards
Change: A copy of the last family photo that was taken back home.
Day: 352
Cost: 80

Name: Rob Edwards
Change: An imitation of this tapestry.
Day: 352
Cost: 50
dragonsorcsandwolves: (Default)

[personal profile] dragonsorcsandwolves 2015-09-16 12:47 pm (UTC)(link)
Name: Rob Edwards
Change: The ability for the Monument to create a magic item with a weaker version of the Bastion's ability to add free-floating land to itself.

A flying island to act as a kind of lifeboat or ark for the Bastion, consisting of a hedron, a tree, and the landmass itself.

The hedron is a giant stone monolith that provides flight capability (far more than the current island needs), water production, and transportation. The hedron is mostly solid, but does contain a few internal spaces. Near the base and middle of the hedron are a pair of portals connected to each other. The lower portal is normally covered by a panel that folds down to become a ramp, and the upper portal is normally covered by panels which slide to the sides. These portals allow travel between the ground and the island, assuming it's "landed", and are large enough for a truck or cart to pass through. On the upper half is a concealed door that can be opened by someone with an appropriate "key" or by tracing certain markings on its surface in the correct order. This door opens into an interior corrider with a slight upward slope. At the end of the corridor, located in the center of the upper half of the hedron, is the hedron's control crystal. When the control crystal is activated it projects readouts and a 360-degree view of the surroundings. A person touching the control crystal can mentally direct all functions of the hedron, such as piloting it and the attached landmass or controling water production, as well as remotely controlling anything that was created with the capability to be controlled by the hedron. The control crystal can also be ordered to create small hedrons. These small hedrons glow slightly as in the picture and have the property of, when not restrained, moving to point their long half towards the control crystal regardless of distance, but their primary purpose is to function as "keys" to control the main hedron; each of them has a unique "ID number", and the control crystal can assign each "ID number" its own "access priviledges", restricting what functions its bearer is allowed to control. The hedron can magically create water at any point along the band between its two halves. This water is identical to pure water from Tamriel. To the left of the entrance on the exterior, a section of the hedrons surface will open up when someone focuses on where, how much, and what type of land they want to add to the island while touching an obvious panel. Inserting shards into this compartment will draw the nearest piece of land that fits the request to the designated spot on the island. This process however is not as efficient as the Monument; it costs 20 shards instead of 15 for each square yard of nonspecific land and 25 instead of 20 for each square yard of special land. The hedron also doesn't have the Monument's range for drawing land, nor can it create a type of land that doesn't currently exist. Furthermore, the hedron lacks the power to keep the extra land attached to the island for an extended period of time. That function is fulfilled by the tree.

The tree is not actually a living organism, rather being a magic item designed to mimic a real tree in certain ways. The tree combines traits of redwoods, ash trees, and banyans, and grows on the eastern side of the hedron, though its enormous roots embrace the entire upper half of the hedron. One section of the roots forms a sort of cage on the ground near the the door to the hedron's interior, forming an accessible space large enough for a few people to occupy at once. The tree's roots are unbelievably strong, spreading throughout the island to physically hold it together and rapidly expanding to hold any land that's added later. The roots also transport nutrients around the island, automatically trying to maintain optimal growing conditions for every plant. In pursuit of maintaining the island's ecology the tree also manipulates the weather in the immediate area, adjusting it to provide optimum environments for as many plants and animals as possible, even to the point of simulating a day-night cycle if needed (though only over the island and not a very convincing night, since it only blocks out light rather than simulating a moon or stars). If someone sits in the space beneath the roots and clears their mind, they can access the tree's accumulated data about every species of plant and animal that's been on the island. If they go into a deeper meditation they can control the tree's functions and growth, and even perceive any location on the island that the tree's roots reach as if they were physically present at that location. Rob isn't making any of these functions known.

The landmass of the island is a "large building" made of rock and earth and indistinguishable from normal land. Since the island can fly and rotate which direction is north can vary, but for the sake of describing the layout "north" will be the side that the hedron is on. On the south face of the hedron the upper portal opens directly into a high-ceilinged cavern large enough to hold everyone currently living in the Bastion (albeit in somewhat tight quarters), its floor uneven but smoothed as if by the passage of generations of feet. A section of the hedron next to the portal allows voice communication with anyone using the control crystal. The exit is on the eastern wall and leads to a T-intersection. The north branch of the intersection leads to a small cave containing a large stockpile of blankets, mattresses, and chamber pots, with space for some further supplies to be stored. Through the cave to the north is a sturdy wooden door, beyond which is a tiny chamber with a tiny waterfall, the water flowing east into another tiny chamber where it flows through a small hole in the north wall and off of the island. The south branch of the T-intersection is a curved tunnel that slopes up, leading to another tunnel with three sturdy wooden doors spaced along its northern wall. The easternmost door has a lock, the key held by Rob, and leads to a small cave that Rob's setting aside for himself. The cave is furnished with some rough shelves, a hammock made of hides, a small table suitable for use while sitting on the floor, a chamberpot, and a chest (ridiculously oversized key included). Another door in the north wall of the cave leads to a smaller cave with part of the ceiling and eastern wall missing. This cave is filled with plants and has a tiny pond fed by a trickle from the hedron, the outflow leaving via a small hole and falling off of the island. The middle door in the tunnel leads to a small cave that's set up as a combination alchemy lab and medical room, and the western door leads to a small cave that's set up as a basic smithy and general workshop. Both caves have narrow natural chimneys over equipment that uses heat or makes smoke and, like the rest of the island, have no equipment that requires electricity. The tunnel begins to slope and curve at its western end, leading up to a cave entrance on the surface, next to which is an alcove containing gardening tools and a small grain mill. A docking pier is to the south of the cave entrance. The surface of the island is split by a stream flowing from the hedron, with a ford in the middle and a grate at the southern end to catch any debris or swimmers before the water pours off of the southern edge. The western side of the island contains a vegetable garden and a small open area with a firepit, while the eastern side contains a small rice paddy filled with rice from Cyrodil (alchemy effects Restore Fatigue, Silence, Shock Shield, and Damage Agility), a plot of the wheat from Skyrim (previously purchased), and plantings of the various alchemy plants that have been purchased, though in actuality just about every bit of free space has something planted in it, with every introduced small plant present somewhere on the island. The entrance to the hedron's interior is located in the northeast section of the island, as is the space under the tree's roots.

The various caves are all illuminated by copious numbers of Glowing Mushrooms, a plant from Skyrim with the alchemy effects Resist Shock, Fortify Destruction, Fortify Smithing, and Fortify Health.

Day: 347
Cost: 1000 (new Bastion rule) + 400 (hedron - large magical item) + 400 (tree - large magical item) + 800 (landmass - large building) + 100 (Rice - small plant) + 100 (Glowing Mushrooms - small plant) = 2800 (paid out of the shard bank)


Name: Rob Edwards
Change: Calabash vines, with a wide variety of fruit sizes so multiple kinds of bottles can be made from them. These will go in both the Bastion and on the island.

Draggle Tail reeds from Morrowind. These provide two different alchemy ingredients: Ampoule Pods (Water Walking, Paralyze, Detect Animal, Drain Willpower) and Coda Flowers (Drain Personality, Levitate, Drain Intelligence, Drain Health). These will go in both the Bastion and on the island.

Trauma shrubs from Morrowind, the roots of which have the alchemy effects Restore Willpower, Levitate, Drain Magicka, and Drain Speed. The roots can also be brewed into a calming tea. These will go in both the Bastion and on the island.

Day: 347
Cost: 300 (paid out of the shard bank)
Edited 2015-09-16 18:56 (UTC)
gianthobo: (Default)

[personal profile] gianthobo 2015-09-18 08:10 am (UTC)(link)
Name: AZ
Change: Reusable TMs of Protect and Reflect, as well as HMs for Strength and Fly
Day: Day 346
Cost: Complex unique item (100) x 4 = 400
Edited 2015-09-18 08:12 (UTC)
bulletofhope: (Default)

[personal profile] bulletofhope 2015-09-18 09:36 am (UTC)(link)
Name: Makoto Naegi
Change: Purchasing for himself a keyboard for practice because of band things, as well as one of those "how to" books on playing.
Day: SUUUUUUPER backdating to 308, if that's okay!
Cost: 175
dragonsorcsandwolves: (Default)

[personal profile] dragonsorcsandwolves 2015-09-21 02:02 am (UTC)(link)
Name: Rob Edwards
Change: Another floating island. The hedron for this one is significantly smaller and is controlled remotely by the main hedron. The hedron provides flight capability and produces clean, fresh water identical to that found in Tamriel, but does not duplicate the other abilities of the main hedron. The landmass is not directly adjacent to the original island for reasons that will be elaborated on in a moment, but upon creation Rob will direct the tree to extend its roots across the gap and connect the islands together into one entity, the roots also acting as a sturdy if somewhat terrifying-to-use bridge. The reason that this is a separate island covers most of its surface: a grove of thick-stemmed, fast-growing bamboo. Also on the surface are paths connecting the root bridge, a docking pier, a small clearing with a stone bench overlooking the edge of the island, a small clearing in the center, and a path curving along the edge and down to a cave entrance below with a simple post-and-rope fence providing a bit of protection against the adjacent drop. The cave entrance opens up into a cave with a workshop on one side and a storage area on the other, with the tools and equipment needed to turn the bamboo into just about anything it can be turned into, save for any equipment that would require electricity, which is absent. Beyond the workshop is the central room of the island, a cavern filled with multicolored crystals and stalactites. The hedron is in the middle, its tips embedded in the rock of the island and water trickling from its midsection into the deep lake around it. The lake's outflow leaves through a wide tunnel opposite the entrance to the workshop. Surrounding the lake is a flat area usable as a walkway, and off of said walkway are a number of small caves with sturdy wooden doors, one of which has a very basic set of alchemy equipment and one of which is locked, the key to which will be possessed by Alucard (and a secret duplicate by Rob). The locked cave contains a bed with several extra pillows, a comfortable chair, a small table, some shelves, and a chamberpot. A tunnel off of the walkway curves down to the level below, which consists of a number of small caves linked together in a chain circling the lake. The caves are all illuminated by more of the previously-purchased Glowing Mushrooms, and the central cavern also contains a good number of Gleamblossoms (previously purchased), Blisterwort (alchemy effects Damage Stamina, Frenzy, a weaker version of Restore Health, and Fortify Smithing), Imp Stool (alchemy effects Damage Health, Lingering Damage Health, Paralysis, and a weaker version of Restore Health), Namira's Rot (alchemy effects Damage Magicka, Fortify Lockpicking, Fear, and Regenerate Health), Wisp Stalks (alchemy effects Damage Health, Damage Willpower, Damage Intelligence, and Fortify Speed), Luminous Russula (alchemy effects Water Breathing, Drain Fatigue, and Poison), and Violet Coprinus (alchemy effects Water Walking, Drain Fatigue, and Poison).
Day: 348
Cost: 400 (hedron - large magical item) + 800 (landmass - large building) + 200 (bamboo - large plant) + 600 (6 small plants) = 2000 (This will be paid for by Alucard.)

Name: Rob Edwards
Change: Another floating island (Why? Because he started a pattern with the bamboo grove and wants to keep it up. Because this way taking out one hedron won't knock everything out of the sky.) The hedron for this one is similar in size to and is controlled remotely by the main hedron. The hedron provides flight capability and produces clean, fresh water identical to that found in Tamriel, but does not duplicate the other abilities of the main hedron. It contains an egg-shaped internal space where food and other things don't spoil anywhere near as fast and "down" is towards the outer surface of the room, meaning that one can walk on the ceiling and walls as if they were the floor. Needless to say this will be very disorienting but increases the amount of floorspace to set things on. The landmass is not directly adjacent to the original island, but upon creation Rob will direct the tree to extend its roots across the gap and connect the islands together into one entity, the roots also acting as a sturdy if somewhat terrifying-to-use bridge. The surface of the landmass is mostly forested, primarily with trees that produce something edible. From the previously-purchased trees, juniper, white birch, cork oak, sugar maple, and black locust will all be present in small numbers, but other trees will fill the bulk of the space: apple trees from Tamriel (alchemy effects: Restore Fatigue, Damage Luck, Fortify Willpower, and Damage Health), orange trees from Tamriel (alchemy effects Restore Fatigue, Detect Life, Burden, and Shield), pear trees from Tamriel (alchemy effects Restore Fatigue, Damage Speed, Fortify Speed, and Damage Health), plum trees (he'll ask for the version from Tamriel, which is mentioned as existing, but since it's never actually appeared in the games I have no idea what it's alchemy effects are, so I'll just handwave that they do something, just not anything noteworthy), and the previously-purchased Oran, Leppa, Sitrus, and Lum berry trees. Interspersed amongst the various trees are whatever pre-existing plants would work best in a forest environment. With all of these trees the forest canopy is dense and thus makes the ground below rather dark. The edges of the landmass curve upwards into walls that resemble cliffs, and the landmass is longer than it is wide, giving the impression that it's a small valley. The hedron is at one end of the landmass, but unlike the others is on its side and embedded in the cliff wall, with one face providing a flat surface overlooking both the valley and the empty space beyond. Water pours from the hedron in a small cave, then exits and becomes a small stream that winds its way along the entire length of the valley, ending in another cave where it passes through a small hole in the wall and off of the island. At the midpoint of the landmass is a tiny island in the middle of the stream, and a pair of cave entrances, one on each side of the valley. One leads to a root bridge to the main island, while the other leads to a tunnel that curves down to the caves below the valley. Both levels below ground are similar, consisting of a tunnel spanning the length of the island with multiple small caves, all of which are illuminated by more of the previously-purchased Glowing Mushrooms. The entrance to the interior of the hedron is on the lower level, and is a concealed door that can be opened by someone with an appropriate "key" or by tracing certain markings on its surface in the correct order.
Day: 348
Cost: 400 (hedron - large magical item) + 1600 (landmass - 2 large buildings) + 800 (four new species of tree) = 2800 (This will be paid for by Alucard.)

Name: Rob Edwards
Change: Another giant hedron. This one however has no land attached to it, instead floating on its own in the center of the formation of islands (though the tree will extend its roots to connect it to the island). This hedron can generate a shield around the formation of islands, although it is nowhere near as powerful or efficient as the Bastion's shield and cannot be up indefinitely. Alternately, it can cloak the islands and render them and anyone or anything on them invisible, but this too can't be maintained indefinitely. In either case, the band separating the two halves of the hedron glows white-blue when it's active. If the other hedrons somehow loose flight capability, this hedron will automatically attempt to bring the island down in a controlled landing (or crash, in the worst cast scenario) that the inhabitants will have a better chance of walking away from. It's normally controlled remotely from the main hedron, but if the main hedron's control crystal is somehow rendered nonfunctional the backup control crystal in this hedron will automatically stand in for the main one, although reaching the entrance to the hedron's interior is not exactly easy or pleasant, considering the only way across is via tree-root bridges.
Day: 348
Cost: 400 (large magical item) (This will be paid for by Alucard.)

Name: Rob Edwards
Change: Ash Yams, a tuber found in Morrowind with the alchemy effects Fortify Intelligence, Fortify Strength, Resist Common Disease, and Detect Key. These will go in both the Bastion and on the island.

The strain of Garlic found in Cyrodiil, with the alchemy effects Resist Disease, Damage Agility, Frost Shield, and Fortify Strength. These will go in both the Bastion and on the island.

The strain of Ginseng found in Cyrodiil, with the alchemy effects Damage Luck, Cure Poison, Burden, and Fortify Magicka. These will go in both the Bastion and on the island.

Jazbay Grapes from Skyrim, with the alchemy effects Weakness to Magic, Fortify Magicka, Regenerate Magicka, and Ravage Health. These are also required when cultivating Nirnroot.

The strain of Lettuce found in Cyrodiil, with the alchemy effects Restore Fatigue, Restore Luck, Fire Shield, and Damage Personality. These will go in both the Bastion and on the island.

The strain of Onion found in Cyrodiil, with the alchemy effects Restore Fatigue, Water Breathing, Detect Life, and Damage Health. These will go in both the Bastion and on the island.

The strain of Potato found in Cyrodiil, with the alchemy effects Restore Fatigue, Shield, Burden, and Frost Shield. These will go in both the Bastion and on the island.

The strain of Radish found in Cyrodiil, with the alchemy effects Restore Fatigue, Damage Endurance, Chameleon, and Burden. These will go in both the Bastion and on the island.

The strain of Strawberry found in Cyrodiil, with the alchemy effects Restore Fatigue, Cure Poison, Damage Health, and Reflect Damage. These will go in both the Bastion and on the island.

The strain of Tomato found in Cyrodiil, with the alchemy effects Restore Fatigue, Detect Life, Burden, and Shield. These will go in both the Bastion and on the island.

The strain of Watermelon found in Cyrodiil, with the alchemy effects Restore Fatigue, Light, Burden, and Damage Health. These will go in both the Bastion and on the island.
Day: 328
Cost: 1100 (11 small plants) (This will be paid for by Alucard.)
four_quarts: (Default)

[personal profile] four_quarts 2015-09-21 08:03 am (UTC)(link)
Endless here, confirming that Alucard is on board with all of this. didn't feel like switching accounts
polariity: (pchaaair) (I have never heard someone not give)

[personal profile] polariity 2015-09-22 02:25 pm (UTC)(link)
Name: The Helmsman/Psiioniic
Change: A matriorb which will, at some point in the future, hatched into a Mother Grub
Day: 344
Cost: 100
fuckthemancers: (Default)

[personal profile] fuckthemancers 2015-09-22 02:29 pm (UTC)(link)
Name: Zulf
Change: A small handheld universal translator for written texts. Specifically, for that written in the Caelondian and Ura language.
Day: 344
Cost: 300
dragonsorcsandwolves: (Default)

[personal profile] dragonsorcsandwolves 2015-09-25 01:07 am (UTC)(link)
Name: Rob Edwards
Change: The strain of carrot found in Cyrodiil, with the alchemy effects Restore Fatigue, Night-Eye, Fortify Intelligence, and Damage Endurance.

The strain of viper's bugloss found in Cyrodiil, the leaves of which have the alchemy effects Resist Paralysis, Night-Eye, Burden, and Cure Paralysis.

The strain of milk thistle found in Cyrodiil, the seeds of which have the alchemy effects Light, Frost Damage, Cure Paralysis, and Paralyze.

The strain of green stain cup found in Cyrodiil, with the alchemy effects Restore Fatigue, Damage Speed, Reflect Damage, and Damage Health.

The strain of mandrake found in Cyrodiil, the roots of which have the alchemy effects Cure Disease, Resist Poison, Damage Agility, and Fortify Willpower.

The species of bee found in Skyrim. The bees themselves have the alchemy effects Restore Stamina, Ravage Stamina, Regenerate Stamina, and Weakness to Shock, the husks of their wild hives have the alchemy effects weak Resist Poison, Fortify Light Armor, Fortify Sneak, and Fortify Destruction, and their honeycomb has the alchemy effects Restore Stamina, weak Fortify Block, Fortify Light Armor, and Ravage Stamina. Their honeycomb is also faintly luminescent.

A pallet of four basic beehives.

A chest containing several beekeeping suits and related equipment. There are enough suits, and the suits are adjustable enough, that just about everyone in the Bastion will be able to fit into at least one of them. The chest they come in is an imitation of one of the chests from The Legend of Zelda: The Wind Waker, made of wood and iron. When opened, a hidden speaker inside plays the traditional chest-opening sound. The sound file can be changed wirelessly using a comparable device, such as a datapad, but why would you want to mess with perfection? The oversized key is in the lock when it appears, but a datapad can also be used to lock and unlock it if you desperately want to take the fun and wonder out of it.

Day: 348
Cost: 1100 (Patchy will be paying for these)
dragonsorcsandwolves: (Default)

[personal profile] dragonsorcsandwolves 2015-09-25 02:13 am (UTC)(link)
Name: Rob Edwards
Change: Another floating island. The hedron for this one is significantly smaller and is controlled remotely by the main hedron. The hedron provides flight capability and produces clean, fresh water identical to that found in Tamriel, but does not duplicate the other abilities of the main hedron. The landmass is not directly adjacent to the original island, but upon creation Rob will direct the tree to extend its roots across the gap and connect the islands together into one entity, the roots also acting as a sturdy if somewhat terrifying-to-use bridge. The attached landmass is made of four large "buildings" and resembles this, with proportionally thicker walls. The lake contains whatever aquatic plants are available as well as Sacred Lotus (alchemy effects Resist Frost, Damage Health, Feather, and Dispel) and Water Hyacinth (alchemy effects Damage Luck, Damage Fatigue, Restore Magicka, and Fortify Magicka), both from Cyrodiil and also in the waters of the Bastion. The hedron is embedded in the bottom of the lake, and the lip on the edge of the lake is such that nothing in the water, save perhaps leaves and small toy boats, is likely to be swept over the edge. A short tunnel, apparently carved out of the rock, passes through the thickest section of the back wall, connecting a small wooden dock floating on the water to the main root bridge to the other islands. On each wall of the tunnel is a sturdy wooden door leading to a small adjacent room. One of the doors is locked with a key that will be possessed by Ryu (and a secret duplicate by Rob) and a window carved into the rock and looking out over the water. This room contains a bed, a small table, a comfortable chair, a chest, blinds in the window, a chamberpot, and some fishing supplies. The other door leads to a small storage room with a carved window overlooking the lake and containing fishing equipment, towels, and a few toys and pieces of safety equipment for use on the water. Starting from the main root bridge and carved into the outer wall of the island is a set of stairs leading up, with simple railings made of strong rope and metal stakes embedded into the rock. At the top of stairs is a flat space filled with plants and carved into the rock. It looks out towards the center of the island formation and provides a nice spot to sit and possibly have a small picnic.

The species of salmon from Skyrim, in both the Bastion and the island's lake, the roe of which has the alchemy effects weak Restore Stamina, Waterbreathing, strong Fortify Magicka, and Regenerate Magicka.

Alomomola, in both the Bastion and the island's lake. Rob is specifying a balance of males and females and requesting that as many as possible have the Healer ability and the egg move Heal Pulse (ideally all of them).

Basculin, in both the Bastion and the island's lake. Rob is specifying a balance of males and females, a balance of Red- and Blue-Striped Basculin, and that their hostility towards each other and other swimmers be severely reduced.

Day: 348
Cost: 400 (hedron - large magical item) + 3200 (landmass - 4 large buildings) + 200 (2 small plants) + 600 (3 animals) = 4400 (Ryu will be paying for this)
Edited 2015-09-25 02:14 (UTC)
wayofvoice: (Laas Yah Nir + We grow old by)

[personal profile] wayofvoice 2015-09-25 02:14 am (UTC)(link)
Name: Paarthurnax
Change:
Bristleback - A warthog like creature half the size of a horse.

Silt Striders - Enormous arthropods used by the Dunmer of Morrowind for transportation. Assuming you can get up that high anyway. They'll live on the Open Plains with the mammoths.

A connection from the Bastion to the Open Plains, keeping the other area of land secured to it.

Felsaad Terns - Rather gentle mannered birds of prey.

Netches - Large jellyfish-like creatures which docilely float through the air. They drop jelly and leather.

Guar - Reptilian domesticated creatures with big mouths.

Draggle-tail Reed - A plant which grows by water. It's pods and the coda flowers which grow from it can be harvested for alchemy.

Black Anther Flowers - Flowers with alchemical properties, especially for less common potions.

Red Lichen - A lichen plant with alchemical properties.

Bungler's Bane - A mushroom which grows on trees and has a few negative side effects if used in alchemy, although it notably has an effect of dispel if used properly.

Chokeweed - A tough shrub with a black and white trunk that grows green leaves. Can be harvested to use in alchemy.

Comberry Bushes - A type of berry bush, the product of which is very bitter but can be used for both alchemy and the production of alcoholic beverages such as Greef and Shein wine.

Corkbulb Trees - Small trees which, while having alchemical effects, are also notable in that their roots can be used in place of wood.

Fire Fern - A perennial herb with glossy evergreen foliage. The flowers can be difficult to find, but just one petal from this plant placed under the tongue allows protection from fire and heat. It has other effects that can be used in alchemy.

Gold Kanet - A yellow flowering plant with alchemical properties.

Kwama - Insect and worm-like creatures, produced by a Queen. Warriors, workers, and foragers. Scribs are the larval form of them. Scribs produce a kind of jelly, while fully matured Kwama produce a tough waxy substance known as cuttle. The eggs laid by the queen can be eaten and do a good job of restoring fatigue no matter the size. The larger ones have various alchemical properties. The Kwama will be making their homes in the small mountain areas of the Bastion.

Nix Hounds - Wolf-sized arthopod predators that like to hunt in packs and are capable of being domesticated. (And will be, with the Bastion's influence.)

Shalk beetles - Large beetles which produce a kind of resin which can be used for alchemy. It's also used as glues and stiffeners, especially in the creation of bonemold and chitin armors.

Day: 348
Cost: Fauna (200) + Fauna (200) + Change to the Bastion (1000) + Fauna (200) + Fauna (200) + Fauna (200) + Flora (100) + Flora (100) + Flora (100) + Flora (100) + Flora (100) + Flora (100) + Flora (100) + Flora (100) + Flora (100) + Fauna (200) + Fauna (200) + Fauna (200) = 3000 shards total
dragonsorcsandwolves: (Default)

[personal profile] dragonsorcsandwolves 2015-09-26 03:09 am (UTC)(link)
Name: Rob Edwards
Change: A Tyrunt egg, ideally one that will hatch within a day or two of its creation. If possible Rob would like it to be female, not shiny, and come with the egg moves Crunch, Fire Fang, Ice Fang, and Thunder Fang.

A Muscle Band, a held item that boosts the power of physical moves by 10%.

A Luxury Ball with alternate coloration, having a green upper half, a black lower half, and the band where the ball opens up white with a zigzag line circling it, resembling clenched and bared teeth.

An imitation of a Hearthstone from World of Warcraft. This is a circular white stone small enough to fit in the palm of the hand with a faintly-glowing blue symbol on it. Looking into the symbol shows a view of what the location the Hearthstone is bound to looked like at the moment of the binding. By drawing the symbol on the Hearthstone on the ground somewhere, the Hearthstone becomes bound to that location. Only someone touching the Hearthstone can see the symbol, which to them appears to glow faintly, and only one symbol can exist at any time, the previous one vanishing as the new one is drawn. Once the Hearthstone is bound to a location it can be activated, teleporting the user and their possessions to the marked location regardless of distance, so long as the user and the symbol are in the same world and there are no wards against teleportation at either the source or the destination. This is likely implemented by duplicating the Mark and Recall spells from Morrowind.

A book from Morrowind about how to train, care for, and steer stilt striders, translated into English and with the handsome leather bindings and ribbon bookmark expected from a fantasy world tome.

A thick-covered book containing an English-Orcish dictionary and lessons on learning the language. Within the thick covers is an external drive containing the text of the book as well as teaching software to provide practice in the absence of other speakers, compatible with the datapads and accessible wirelessly. The drive can be recharged inductively if such ever proves necessary. Red light glows faintly from the edges of the Horde symbols when the drive is being accessed or charged.
Day: 352
Cost: 200 (animal) + 100 (complex unique item) + 100 (complex unique item) + 300 (small magical item) + 50 (small item) + 70 (small complex item) = 820

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