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Legacy of Atlantis - Beckoncall FNB - MAIN


Act III : The Sea's Defiant
22nd of First Seed ~ Settlement of Brigdūnon

Victory had been swift and the spoils aplenty, yet despite this Wiomach was weary, they had manged to slay a creature that clearly posed a threat to the entire colony. But, despite this he couldn't shake the feeling that there was something worse out there, something even more powerful and deadly than the dreaded Kurasalache. The pelagians lived for the hunt and if there was indeed such a creature on the prowl it behooved him an his brethren to slay the abomination. But before any such endeavor could be attempted, they needed a stock of the situation, they needed to regroup and make Brigdūnon into the military hub it needed to be.

Orders
  • Fourteen skilled workers and the same number of their unskilled counterparts are put to work on harvesting the globe light fruit that had been planted and treated with a variety of fertilizers. They are accompanied by five cavalrymen equipped with their newfound armor.​
  • Fourteen hunters, seven skilled workers and seven unskilled workers are given the task of breeding the bone fish and capturing greater numbers of sand sharks to be reared and bred. They are accompanied by a further 5 hipoccampi cavalry.​
  • Ten palagian elite, five of the sand shark cavalrymen and wiomach himself travel into the depths of the jelly-shroom caves, to capture the eels that made their host there and to harvest the special gems and building materials to be found there with the help of a further fourteen skilled and unskilled workers and the first priest Wealding who could hopefully provide some insight into how to use these riches wisely.​
 
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The three witches swam slowly and cautiously through the shipwreck field. They had settled into a pace which allowed the lumbering reclaimers behind them to remain within half a dozen strides. On Crone Shirvein's orders, Glaemna and her battle sisters were waiting outside the field, just out of sight. The crone worried the warparty's presence might add tension to the parley.

"How are you feeling?" Shirvein asked. Jodas and Naveath looked to each to determine who would answer first; and with the slightest nod of his head Jodas signaled he would defer.

"Admittedly, nervous," said Naveath. "Though I take some comfort in knowing they didn't attack us when we first encountered them."

Shirvein's nostrils flared. "Take comfort in knowing a team of reclaimers will be there to support us should we need them."

"It should be noted," Jodas voiced, "we kept a respectful distance from the dead-men then."

Shirvein cocked a pale eyebrow at her male witch. "I take it you're nervous as well?"

"I'm curious more than anything."

Shirvein grinned at that. After a moment the crone said to Jodas, "If this wasn't so important I'd let you deal with them."

After giving his crone an appreciative glance Jodas spotted resentment flash in Naveath's glittering eyes. Males – even male witches – are almost never recognized over females.

As if sensing the rising unease Shirvein spoke up, her voice as tight as a whip. "Get your nerves under control, Naveath; I won't have you spoiling my parley. Fear has an unmistakable stench."

Jodas smirked, thankful for the opportunity to break the tension. "So do the undead, or so I'm told."

- - - ORDERS - - -

1. Crone Shirvein and 2 other witches try and speak with the army of dead-men in the shipwreck field. The leader of the reclaimers and 5 of his troops accompany them to the meeting. In addition 14 battle sisters and 30 harpooners wait just out of sight of the dead-men.
2. 4 artisans craft a rapier and matching dagger out of the razor ray barb for Idirna, the enclave's chief outswimmers. 3 others fashion a cloak for Crone Shirvein out of the beast's hide.
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3. 12 artisans use the forge/furnace onboard the Ironclad to craft rapiers for their outswimmers using bone for the handles and 1 unit of mithril.
4. 20 artisans mine the newly discovered Segelsite and Blossamite from the nearby caves.
5. 19 man o'wars, 3 outswimmers, 1 master engineer, and 1 master builder help with railroad construction (100 labor).
6. Share ballista design with the other colonies.
 
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Heyitsjiwon Heyitsjiwon

Anglesite crystals, along with a broadening array of chemicals and minerals in their environment was lending itself to a passable if primitive laboratory. Working hard to unlock the secrets of Illthid psionics they learned to teach one another to communicate telepathically as well as chromatically, both to each other, and others. This communication was impressive, and conveyed a bonus vs. animals and common citizenry. They also unlocked the secret of mindblast, and soon with it learn a way to counter it.

The Engineer and his task force had a great time of making full armor equipment for the mantis shrimps that was both light and comfortable -- In stronger tides it even allowed them to swim faster -- but making armor for the reclaimers seemed to take greater ingenuity or a familiarity with the reclaimers themselves... beyond shields, they did not seem able to wear armor without disrupting the flow of energy throughout their crystalline bodies. They would need to find an alloy that did not cause interference, or learn much more about how the reclaimers worked. Polypals produce armor as a renewable resource!

The Eastern Patrol, ever careful with keen eye out for illithid invaders, spied instead a foraging hunting party of SEA SCRAGS (Water Trolls) That were becoming increasingly common on the outskirts of the shallows. Something had to be done about them -- for they were ranging inward and it would only be so long before they found signs of the colonists and began tracking THEM. A fight was avoidable, and the patrol group fell back to the creep, where they felt they could mount a more spirited defense... however the Scrags, by choice or flaw, failed to pursue...

The polypal's first foray into concussive explosives had it's gains and setbacks... While infesters could "spit" a concussive bomb a fair distance, mimics and tendrils were only able to set them down with Purphorite fuses or creep-sensitive proximity detonators. Lastly, they could be dropped from above and detonate on a hard surface (which was especially tested effective with large groups of tendrils, who's bombs could be sure to detonate any "duds" that it the sand. There was much more labor that could go into the project, but as it stood -- these things were great alarms and in volume deterrents, but more work would be needed to make them deadly unless waves of tendrils "carpet bombed" them...

The surface excursion was immediately visited with complexities -- Illithid hosts could NOT survive in harsh surface weather and immediately needed to turn back -- upon emerging from the ice (which was exceedingly difficult for 5C513 Pat Pat -- requiring the help of all the mimics and even then each step had to be carefully measured until gotten away significantly from the ice-hole for fear of cracks taking everyone down again. The surface visibility was INCHES with a truly apocalyptic snowstorm raging on the surface. Polypals sensed that they would have begun freezing immediately if not for their pengling traits, but they had roughly an hour before they would begin to freeze anyway in this weather, or if not freeze begin covering with ice that could quickly entomb them -- they didn't see any penglings either, which was telling, wherever they had gone it was out of this weather. FC513 with his special vision identified a break in the storm roughly fifty feet wide and brought the explorers into it -- what they found was a HAND... a giant hand made of layers of snow and re-melted ice to maintain it's shape (and perhaps some magic to boot) that created a shield from the weather in the storm, like a lean to, if the lead to bore a striking resemblance to the triumph hand. Nobody was here, but there was food and hide litter in the area (covered in snow and ice) that suggested this area, or areas like these, were used as emergency shelter, areas of worship, or both. After an hour the storm had still not subsided so the group descended back through the pack ice, fearing that even the hole from whence they came would ice over. FC513 could see there were hands like this all over the pack ice -- some cupped like shelters, some held high like the hand of triumph... but there was not time to see it all or search for their constructors.... The foray retreated...
 
Pat Pat Bone2pick Bone2pick :

With the help of The Scyphon master engineer -- reclaimer protocols for construction, already quite advanced, were given creative and even artful angles for approaching problems. The reclaimers struggled to see the open, non-patterned solutions of the Scyphon mind but there was no arguing with the results. It made them envious of the creative capacities of these other organic races, but they did not covet what was granted to them freely. Contribution of Scyphon and Reclaimers to Railroad system is +900 total, including the repurposing of great coral tubes for tunnels, a triumphal arch on the track over a particularly nasty climb into the Pelagian area that fell from shallow all the way down to the plateau... and other smaller problems were addressed. The project was not only more effective, but the task forces completed their jobs ahead of time speeding any delay to the next order... the reclaimers should think about what they can achieve with a creative engineer... just as the Scyphon should think about what they can achieve with the reclaimers...

PLUS TWO INFLUENCE FOR SCYPHON AND RECLAIMERS!
 


Colonial Railroad Progress Turn 1 (775/2300)
+600 Reclaimers (20 Reclaimers, steel)
+100 Draconis (2 Enshrined, 6 Elevated, 12 Kith)
+75 Polypals (50 tendrils, m. tools, composites)

Colonial Railroad Progress Turn 2 (1775/2300)
+? Reclaimers (25 Reclaimers, ten golems, steel)
+100 Scyphon (19 man o'wars, 4 outswimmers, 1 master builder, 1 master engineer)
+900 together (Scyphon brains, Reclaimer brawn)

Colonial Railroad Progress Turn 3 (1775/2300)
+? Reclaimers (15 Reclaimers, emerald warhammer, steel)
+? Polypals (1 Awakened Engineer, 5 Mimics, 100 tendrils, m. tools, titanium)
+? Shrimpies (9 skilled workers, 10 unskilled workers)
+? Draconis (1 Enshrined, 2 Elevated, 4 Kith)​


FC513 returned from the surface with a new fascination with the triumph hand that the Primus wielded. The society up there thought it more than a tool. It symbolized something to them. Whatever it meant though, the sea trolls and the illithids demanded their immediate attention with their aggressive posturing as of late. This prompted the Reclaimers to work even harder on the rails so that the colonies had a way to quickly mobilize when war truly came. Certainly obligated out of their mutual alliance and friendship with their beloved neighbors to make a contribution to ongoing joint Polypal-Shrimpie patrols, the Fathom construct made the decision to reassign a few of their brothers to fulfill expectations. Also receiving a personally handwritten kelp paper invitation from the Scyphon colony, they found out that had been requested to assist them with negotiations concerning some ancient sailors that have gone down with their ship, becoming undead through some unknown means. More automatons would have to be diverted to make a show of a united front as well as provide support if necessary, and FC513 themselves felt as if there was no other option but for them to come along with to ensure that the important meeting proceeds smoothly. Antagonizing yet another enemy at this time of crisis would destroy everything that they've worked for ever since reawakening. Before they knew it, they were kicking up small clouds of sediment in the wake of three Scyphon witches...

Orders

1. Fifteen Reclaimers and the emerald sundering warhammer are used to complete the railroad project. Any excess labor is diverted to create a fleet of handcarts that are distributed amongst the colonies. To charitably further facilitate ease as well as haste of regional intercolonial communication, mobilization, and commerce, half of the prison's blood mana pool is tapped to make the tracks propel what vehicles are placed upon them.

2. FC513 as well as five Reclaimers attend Scyphon negotiations with the drowned 'skeleton crew' as previously requested. Tempted to try dragging the sunken elven light cutter back to the Scyphon colony out of the kindness of their metaphorical hearts, but deterred due to the possibility of making the ship unrecoverable, they observe what they can of the shipwreck without disturbing it to make a schematic of the vessel, hoping to incorporate the best parts of elvish naval design into their own whenever striving to fabricate similarly maneuverable ships and submersibles.

3. Five Reclaimers join Polypal led colonial patrols.

4. Ten stone golems begin digging towards the illithid bases the polypals told them about while mining for resources (adding steel supports as they go) as quietly as they can. Along the way multiple steel doors modeled off the barricade that held the illithids at bay during the fight for the prison are installed just in case hostiles breach the tunnel, to be closed shut the moment any enemy is detected.
 
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The shallows were surrounded by Sea Trolls, which to the Primus, was seemingly a bit too coincidental to be happen stance. The Primus suspected that perhaps the Mind Flayers had influenced the Sea Trolls to harass the Colony while they prepared and finished up whatever projects that they had so that they could bring the full might of the Mind Flayers upon the Colony at a later time. The Polypals could tell that conflict would come, but they needed the proper weapons to deal with the threat. Fire, ice, and acid... those were the only things that would be able to halt the regeneration of troll injuries. With this in mind, the Polypals, who had no significant use for armor, decided to bring them to the market to help arm the Colony against the outside threats.

In addition, further expeditions to the surface had to be delayed for now. Instead, focus shifted to protecting themselves from the encroaching trolls. The Polypals were starting to itch for an offensive to relieve pressure, but for now, they needed to wait to be better armed. Thus, the Polypals continued to prepare and plan for this war.
---

Orders/Summary:

1. Continued work on Polypal Explosives to boost Polypal offensive capabilities.
1 Awakened Chemist, 5 Mimics, 50 Tendrils

2. Creation of Fire Weaponry by introducing Purphorite to the metallic alloys used to make weapons
1 Infested Mind Flayer (Artificer), 5 Mimics, 30 Tendrils, Metal Weapons, Purphorite, Titanium, Silver, Iron, Purphorite Forge

3. Continued work on the rails/Assisting the Reclaimers
1 Awakened Engineer, 5 Mimics, 100 Tendrils, Metal Tools, Titanium Deposit

4. Continued work on gathering and taming the packs of Stalkers in the Northern Kelp Forest and South Eastern Kelp Forest
1 Giant Stalker Host (Tactician), 1 Infested Alpha Stalker (Surgeon), 5 Infesters, 3 Stalkers, 1 Mind Flayer Host (Fantastic Stabler), Stalker Mating Spot (in Northern Kelp Forest), Psionic/Chromatic Communications (Bonus with Animals and Common Folk)

5. Use all the lessons and experiments on color theory and make beautiful/emotional artwork/pottery through Polypal knowledge of how to use color to appear beautiful, or to enrage, etc. If successful at making art that is beautiful, then send a few as part of the Shrimp gift.
1 Awakened Artist, 1 Infested Mind Flayer (Brood Mother), 5 Mimics, 20 Tendrils, Ceramics, Psionic/Chromatic Communications (Bonus with Animals and Common Folk), Lead Deposit, Kelp, Light Bulb Plants (stuff to make water resistant paint if needed)

6. Continued patrolling/guarding of friendly domains with allies
The Primus w/ Triumph Hand, 5 Infesters, 5 Reclaimers, 10 Spear Shrimp, Weapons, Concussive Grenades

Mimic/Infester Traits Used: Psionics, Stalker Perception, Stalker Strength

Polypals bring Armor to the Market!
 
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The shrimps workers and warriors, all now armored with mithril-esque armor (excepting the smaller in size workers and a pair of experienced ones, who took the old gear from the slash-claw warriors instead) reassumed the tasks at hand. Many projects were present for the group, between mining precious gems and minerals for the market, to buying kelp and trying (at the more tactical-inclined ones request) to weaponize some of the remaining litters of crashfish, to send their gathered basket to past the above ice, to help their neighbors with lethal and non-lethal ventures, to go and met their new neighbors past the eastern shallows, to keep exploring the Grotto... Maybe kill a seacow or two.

Making a distinction between important and urgent, and between needed and wanted, the crews divided as follows:

1) 9 skilled workers and 10 unskilled workers to clear a zone inside the caves to store food for the time being, guarded by a pair of mace warriors

2) 15 mace punch warriors to accompany the reclaimer's stone golem to offer the gifts to the creatures above the ice (Adding some of the polypals new art ventures and a stone sculpture of a ''triumph hand'', at the reclaimer's request)

3) 9 skilled workers and 10 unskilled workers to help the construction of the railroad, plus all other help available they could provide
 
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The Draconis seemed pleased with the flow of new materials that would come with this road. They had even agreed to the Railroad which would feed into their efforts. The Cluster was bustling with activity and the need to build up more supplies and materials for their next expansion of the Dragonhold. More so working to better learn and integrate with this new Market that Uleanar himself is going to examine and better understand to maximize Draconis benefit in trade deals while building their possible reputation for record keeping and logistics to organize exchanges better. An intent to become a integral part of this new Market driving the Draconis so they would be able to facilitate their own ambitions better through trader and influence.

Orders
1. Continued contribution to the colonial railroad. Construction Pod Utilized. (1 Enshrined, 2 Elevated, 4 Kith)

2. Metallurgy Pod will commence creation of new tools and equipment with titanium reserves and what materials can be imported to make alloys. (1 Enshrined, 2 Elevated, 3 Kith)

3. Herbalist Pod will commence Alchemical processing to develop a powerful sedative compound to use on the Hydra crab utilizing any local crustaceans as a baseline. (1 Enshrined, 2 Elevated, 4 Kith)

4. Glass Maker Pod will commence large scale production of glass equipment and vessels for use and trade. (1 Enshrined, 2 Elevated, 4 Kith)

5.Military and Scout Pods commence drilling and planning for dealing with the Hydra Crab. (2 Enshrined, 4 Elevated, 8 Kith)

6. Provision Pod will commence participation and negotiation in the Market. Laying groundwork for their services in record keeping or deal facilitation. Leader is present as well to assist. (Leader + 1 Enshrined, 2 Elevated, 4 Kith)
 

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