Rebuilding
Apr. 3rd, 2013 11:57 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)

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 |

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Date: 2015-09-21 02:02 am (UTC)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.)
no subject
Date: 2015-09-21 08:03 am (UTC)didn't feel like switching accounts