Into the Black
Please choose 7 out of the following list
Forest (Abundant plant-life)
Forest (Abundant animal-life)
Starting population: 3000
Cauldron of plenty: 75 (2700)
Cauldron of brewing: 5
Amazing Tools of Manufacture: 10
Muleback Cords: 20
Lyres of Building: 10
Books of marvelous recipes: 10
Agriculture: When it comes to seeds you only got through with a handful in a small bag that a citizen happened to be carrying. She has kindly given them so that the kingdom can thrive; she is a gardener by trade. ((Mostly smaller plants, foods, and a small amount of the tree seeds))
Silks: Enough worms to create 15 feet of fabric per week ((Gain of 5 more feet every two months due to reproduction in the worm population))
Time Room: You’ve only gotten three time rooms in total at the moment. ((Your choice of where they are and who has access))
Plumbing: Installed through-out the town as new buildings are built.
Sanitation Golems: 4
Water Treatment: In effect
Airships: Currently there are none built as they were to be the last through the portal because of their size. However you have 3 master builders of airships in your town and enough supplies to build 2 at the moment. ((9 months to have 1 built))
Amazing Tools of Manufacture
Lyres of Building
Books of marvelous recipes
Cauldrons of brewing
Cauldrons of plenty
Agriculture – The Anima have engineered their crops for all of history leading to strains that can survive in any climate and nearly any soil. They have several interesting strains of plants, including trees that can extract minerals directly from the elemental planes depending on type. They are also the only civilization known to master making living steel.
Silks – The silk produced by the Anima silk worm is stronger and finer than the silk of even the Drow. It also glistens and sparkles gently in the light, even after being dyed.
Manufactories – Crafting facilities holding crafting rooms with accelerated time and Amazing Tools of Manufacture. Accelerated time rooms are highly beneficial to the Anima as they do not die from old age. In one of these rooms one day passes inside for every 10 minutes in the material plane.
Plumbing – Clean hot and cold water plumbed to all buildings constructed in Bastion. Runs through a system of pipes utilizing modified Decanters of Endless Water and other enchantments.
Garbage Disposal – The streets are pristine. The populace is exceptionally tidy to begin with but a crew of sanitation golems dispose of waste and clean the streets and buildings with at-will Prestidigitation spells. Anything too big for the spell is disposed into Bags of Devouring.
Water Treatment – Sewage is magically separated “down the line” and recycled for fertilizer. This increases the yield of Bastion crops.
Airships – Ships held aloft by alchemy and magic. Multiple varieties and qualities but the base design is very effective.
Colossal air vehicle
Squares 48 (20 ft. by 60 ft.); Cost 50,000 gp
AC 2; Hardness 5
hp 720 (359)
Base Save +0
Maximum Speed 100 ft.; Acceleration 30 ft.
CMB +8; CMD 18
Ramming Damage 8d8
Propulsion current (air; 90 squares of dirigible, hp 450) and magic
Driving Check none (magic)
Forward Facing the ship’s forward
Driving Device magic item
Driving Space the nine squares around the controlling magic item that sits at the front of the ship
Weapons Up to 6 Large direct-fire siege engines in banks of 3 positioned on the port and starboard sides of the airship, or up to 4 Huge direct-fire siege engines in banks of two on the port and starboard sides of the ship. The siege engines may only fire out the sides of the ship they are positioned on. They cannot be swiveled to fire toward the forward or aft sides of the ship.