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.
no subject
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)