[X] Offer to direct next month's immigration efforts to relocating those people to the westernmost of the large isles in the Stepstones, which has similar climate and allows transferrable skills to be fully utilized for the growing of olives. You have more than enough capacity to ensure they get moved within a month. In the meantime, you have a refugee and crisis fund specifically for these situations which should still be lush with cash, so you can ensure they have shelter, food and medicine throughout the process.
@Crake, @egoo, which one of you is keeping track of province actions? Can we allocate the Orange Shore province action and one economic action to this? I'd also like to throw ACSEC itself at setting up maritime industries.
[X] Offer to direct next month's immigration efforts to relocating those people to the westernmost of the large isles in the Stepstones, which has similar climate and allows transferrable skills to be fully utilized for the growing of olives. You have more than enough capacity to ensure they get moved within a month. In the meantime, you have a refugee and crisis fund specifically for these situations which should still be lush with cash, so you can ensure they have shelter, food and medicine throughout the process.
We can move them all at once with available actions.
I was thinking to also throw one set of Titan Tools and an economy action at Orange Shore to diversify the local agriculture. Catastrophic blights are usually an indicator of heavy monoculture, so have the Titan Tools used to dig some wells and optimize local irrigation (such as closed channels instead of open ones), then start also growing citrus fruits, nuts and other heat tolerant trees.
I was thinking to also throw one set of Titan Tools and an economy action at Orange Shore to diversify the local agriculture. Catastrophic blights are usually an indicator of heavy monoculture, so have the Titan Tools used to dig some wells and optimize local irrigation (such as closed channels instead of open ones), then start also growing citrus fruits, nuts and other heat tolerant trees.
I'm not opposed to relocating these folks, but we do have a good opportunity to use some of our newly grown Forge servitors.
Ten Verdant Phoenixes will be available first thing next month. I need to clean up the character sheet somewhat, but these birdies would be perfect for environmental reclamation efforts.
Their Aura of Wild Growth ability would help restore vegetation wherever they go and their Plant Growth SLA, supplemented by preparing more of them as Druid spells, would further enhance the effect.
Aura of Wild Growth (Su): A moss lich's presence makes local vegetation more vibrant but more wild as well. Plants within one mile of a moss lich grow twice as fast, but produce half the normal yield of crops due to an abundance of weeds and wild plants spreading through the fields and orchards.
We could send all ten of them, one or two dozen Advanced Druid Creature Lotus Leshy helpers (who can also prepare and cast Plant Growth), and an engineering team with a set of Titan's Tools for serious landscaping work, and have the place regreened in practically no time.
AC 38, touch 15, flat-footed 33 (+5 Dex, +25 natural, -2 size) hp 192 (14d8+126+3) Fort +27, Ref +12, Will +5 DR 15/slashing, magic and cold iron
fire resistance 10, fast healing 20, regeneration 5 (fire or cold)/regeneration 14 (death effects & negative energy) (see Verdant Healing below), Rejuvenating Seed
Rejuvenating Seed (Ex)
A moss lich can spend 1d10 days growing a rejuvenating seed. After death, the moss lich fully regrows from this rejuvenating seed in 1d10 days. A moss lich can have only one mature rejuvenating seed at any one time. A moss lich that is destroyed again before his rejuvenating seed matures is permanently destroyed, but his remains may give birth to one or more lesser plant creatures in 1d10 years.
Verdant Healing (Ex)
A moss lich in contact with moist, fertile soil gains regeneration equal to his HD. This regeneration is stopped by death effects and negative energy damage. An hour spent in contact with moist, fertile soil counts as a single meal and an adequate amount of drink for one day.
OFFENSE
Speed 20ft., fly 60 ft. (average) Melee 2 claws +21 (2d6+11), 1 slam +21 (2d6+11), natural attacks treated as magical Space 15 ft.; Reach 10 ft. Special Attacks renew deadwood (CL 14), entrap (hp 28), wild shape (effective druid level 11+1 (Natural Druid) = 12)
Renew Deadwood (Su)
Once every 1d4 rounds, a green warden can produce an effect like that of a warp wood spell (caster level equals green warden's racial Hit Dice), except it affects only dead wood. Any wooden objects affected by this ability turn into living plants that root themselves when they come into contact with the ground. A green warden cannot "unwarp" wood or return it to its normal shape with this ability.
Entrap (Su)
Any living creature struck with the moss lich's slam attack is infected with magical spores that immediately grow into a tangle of vines covering the target's body, acting like the entrap special ability with permanent duration, hardness 5 and two hit points per the moss lich's HD. The vines can be killed with any effect that kills plants.
Str 32, Dex 21, Con 28, Int 18, Wis 33, Cha 19 Base Atk +10; CMB +21; CMD 36 FeatsAlertness, Combat Expertise, Improved Disarm, Diehard B, Endurance B, Great Fortitude B, Toughness B, Negotiator(2 more) SkillsFly +11, Knowledge (geography) +10, Knowledge (history) +10, Knowledge (nature) +10, Perception +17, Sense Motive +14, Stealth +9; Racial Modifiers +4 Fly, +4 on all Knowledge skills, +4 Perception, +8 Stealth (84 total, +8 racial to Perception, Stealth, & Survival) Languages Sylvan, Common, First Man; animal telepathy (30 ft.) SQ insightful senses, piercing stare, favored terrain, natural druid, trackless step, verdant stride, animate leaves, sundering storm
SPECIAL ABILITIES
Animal Telepathy (Su)
A giant owl can telepathically communicate with other animals as if under the effects of speak with animals.
Insightful Senses (Su)
A giant owl's senses are particularly well honed to sensing danger or locating prey. It adds its Wisdom modifier as an insight bonus (+3 for most giant owls) on its initiative checks.
Piercing Stare (Su)
Up to three times per day as a swift action, a giant owl can gain the effects of true seeing (as the spell) for 1 round.
Aura of Wild Growth (Su)
A moss lich's presence makes local vegetation more vibrant but more wild as well. Plants within one mile of a moss lich grow twice as fast, but produce half the normal yield of crops due to an abundance of weeds and wild plants spreading through the fields and orchards.
Moss Magic (Su)
A moss lich gains a +1 bonus to caster level checks in areas of thick vegetation. When a spell allows the moss lich to utilize or affect trees, he may also utilize or affect patches of moss occupying at least one square.
Moss Shape (Ex)
At will as a standard action a moss lich can transform itself into a patch of moss his size or meld with an existing patch of moss at least his size at will as if using the tree shape spell.
Verdant Stride (Ex)
A moss lich can pass through natural vegetation of any type without leaving a trace, and he ignores vegetation-based difficult terrain both mundane and magical. A moss lich may selectively ignore any plant-based effects he created.
Favored Terrain (Ex)
The environment a green warden inhabits is considered favored terrain (as the Ranger ability) for that green warden. If the green warden has ranger levels, this stacks with similar favored terrains chosen by this ability. A green warden must reside in its particular territory for more than half of the year to gain and maintain this ability.
Natural Druid (Su)
If a green warden has druid levels, its effective level is one higher for gaining druid spells and other abilities.
Trackless Step (Ex)
A green warden leaves no trail in natural surroundings and cannot be tracked. It may, however, choose to leave a trail if it desires.
Animate Leaves (Su)
A bladeleaf can shed its leaves as a standard action. When shed, the leaves often change to autumn colors and become hard and sharp as steel, animated into a swarm by the will of the bladeleaf. The animated leaves are treated as a swarm (see below). If the swarm is destroyed, the bladeleaf can completely re-grow all its lost leaves in 1 minute. The bladeleaf may reattach these shed leaves as a standard action, in which case they return to their normal color and texture. The bladeleaf controls the swarm as a free action and can maneuver it out to a distance of 300 ft. Animated leaves create the statblock below.
Sundering Storm (Su)
A bladeleaf creature that has not shed its leaves deals +1d6 slashing damage in addition to damage dealt on a successful hit in melee. Those affected by the animated leaves swarm attack must also succeed on a Reflex save (DC 10 + 1/2 the bladeleaf creature's HD + its Con modifier) or any unsheathed non-cold iron manufactured weapon they carry suffers the swarm damage as well. Creatures that hit a bladeleaf creature with a melee attack must make the same Reflex save or suffer 1d6 + the bladeleaf's Con modifier damage unless they are using a reach and/or cold iron weapon.
Generally, it is "egoo - the easy stuff, crake - the complicated stuff".
I keep track of Minor Actions (as few of them are there nowadays, anyway), Research and Major actions.
Crake handles the economy, the infrastructure and occasional dilomacy/research write-up.
I'm not opposed to relocating these folks, but we do have a good opportunity to use some of our newly grown Forge servitors.
Ten Verdant Phoenixes will be available first thing next month. I need to clean up the character sheet somewhat, but these birdies would be perfect for environmental reclamation efforts.
Their Aura of Wild Growth ability would help restore vegetation wherever they go and their Plant Growth SLA, supplemented by preparing more of them as Druid spells, would further enhance the effect.
We could send all ten of them, one or two dozen Advanced Druid Creature Lotus Leshy helpers (who can also prepare and cast Plant Growth), and an engineering team with a set of Titan's Tools for serious landscaping work, and have the place regreened in practically no time.
I think we should instead use them on the island we're moving them to. Azel is right in that the blight basically causing an economic death knell for all of those people indicates that even with the restoring of their current livelihoods (which would make them reluctant to relocate by the way), there's an over-dependence on that industry which shows it was heading into decline there in the first place.
What I proposed in Vialesk. Setting up kelp farms, oyster farms, sea silk farms, fish farms and so on in the Stepstones. The area is nothing but shallow waters, so we have ample room and can use the occasion do update seamaps and clear shipping lanes with a set of Titan Tools.
What I proposed in Vialesk. Setting up kelp farms, oyster farms, sea silk farms, fish farms and so on in the Stepstones. The area is nothing but shallow waters, so we have ample room and can use the occasion do update seamaps and clear shipping lanes with a set of Titan Tools.
What I proposed in Vialesk. Setting up kelp farms, oyster farms, sea silk farms, fish farms and so on in the Stepstones. The area is nothing but shallow waters, so we have ample room and can use the occasion do update seamaps and clear shipping lanes with a set of Titan Tools.
Just a reminder that we have two sets of Deep Song Horns (Coral Growth Titan Tools equivalents). Not that Titan Tools won't work underwater in most cases, but these are specially built for undersea landscaping and the coral we grow with them would be prime real estate for all sorts of aquatic wildlife.
Just a reminder that we have two sets of Deep Song Horns (Coral Growth Titan Tools equivalents). Not that Titan Tools won't work underwater in most cases, but these are specially built for undersea landscaping and the coral we grow with them would be prime real estate for all sorts of aquatic wildlife.
Yeah. I was banking on something like that. With this, we can make proper biospheres in the waters. We could even boost the fishing income of the Stepstones by providing ample habitats for various food fish.
@Crake, I added some stuff to your plan, and @Azel, I included what you mentioned about sending some people to improve Orange Shore.
[X] Offer to direct next month's immigration efforts to relocating those people to the westernmost of the large isles in the Stepstones, which has similar climate and allows transferrable skills to be fully utilized for the growing of olives. You have more than enough capacity to ensure they get moved within a month. In the meantime, you have a refugee and crisis fund specifically for these situations which should still be lush with cash, so you can ensure they have shelter, food and medicine throughout the process.
-[X] To help make it more habitable and conducive to agriculture, six Verdant Phoenixes, 12 Advanced Druid Creature Lotus Leshy (drawn from the Flesh Forge guard force), and an engineering team equipped with a set of Titan's Tools will be assigned to the island.
-[X] Next month, in order to more rapidly restore the environment of Orange Shore, four Verdant Phoenixes, 8 Advanced Druid Creature Lotus Leshy (drawn from the Flesh Forge guard force), and an engineering team equipped with a set of Titan's Tools will be assigned to the province. The engineers will work to sink deep wells in suitable locations and create a closed channel irrigation system while the Verdant Phoenixes and Leshys will focus on establishing a healthy ecosystem with plants well suited to growing in a warm arid environment, such as olives, citrus, and nuts.
@Goldfish, all 10 Versant phoenixes we have aren't assigned anywhere next month (Qohor is free action) because they aren't particularly good for infiltrating Devil-flooded cities, fighting Fey, or diplomancing Marids.
...well, okay, maybe we'll take 2 or 3 of them with us to fuck CoS over.
But feel free to take the rest of 'em.