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Posted (edited)

To update this thread and get it active once more, the Royal Cartographer's Guild of Albion is pleased to announce every settlement listed in the Royal Registry of Historica's Locations of Note:

Barqa, Kaliphlin (@Gideon): Port City

Mpya Stedor, Kaliphlin (@Maxim I): Port City

Sionnach, Avalonia (@de Gothia): Port City

Dalig Ulv, Mitgardia (@MKJoshA): City

Trifork, Avalonia (@Bregir): Port Town

Osgard, Avalonia (@MiloNelsiano): Port Town

Euosmos, Mitgardia (@Gunman): Port Town

Estolad, Kaliphlin (@Adair): Town

Daydelon, Mitgardia (@soccerkid6): Town

Belynia, Avalonia (@Simon_S): Port Village

Thorshaven, Mitgardia (@kabel): Port Village

Mophet, Kaliphlin (@adde51): Village

Shadowmere, Nocturnus (@Lord Vladivus): Hamlet

Burrium Aqua, Avalonia (@Kerntechniker): Hamlet

Helenia, Avalonia (@mlongworth): Hamlet

Khadira, Kaliphlin (@Muakhah): Hamlet

 

There are lots of settlements that have been started and never finished to the point of becoming a registered hamlet, even though many have more than five builds; they just need to fulfill one or two of the required categories to make it. If you go back and update your post to meet a new level of settlement (which is what you are supposed to do, rather than making a new post) let me know so I can acknowledge it, since I will not be poring over this thread looking for any new edits. Tagging me in a comment at the end of a post for your latest barn, for example, would be a good way of letting me know you think you finally have a hamlet. 

This is a time for rebuilding, so get building your settlements! Your people need a functional place to live. Builds for Book III Challenge I will count for this task, if they apply to any of the categories. Please note that typically Challenge builds do not count. 

Edited by Henjin_Quilones

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Khadira - Kaliphlin

Khadira is a settlement in the far east of Kaliphlin. Where a river flows into the sea very close to the borders of Nocturnas.

REQ - Agriculture - Grains & Produce: Irrigation ditches and gullies

Agriculture - Livestock:

Nautical:

REQ - Military: Khadiran Barracks

Religious:Temple and Garden (Mazadar)

Medical:

Hospitality: Street Food

REQ - Hospitality - Lodging:

REQ - Laborers: Adobe Makers

REQ - Craftsmen - General Goods:

Craftsmen/Merchant - Arms & Armor:

Craftsmen/Merchant - Clothing:

Craftsmen/Merchant - Specialty: Flower Sellers

Services:

Scholars:

Entertainers: Scarlet House of Khadira

Administrative (Town or City only): Council Chamber

 

Reading through the Guidelines at the start some of these may not be acceptable to count towards a settlement. Just let me know and I will remove them.  Also can I find out whether a Specialty Craftsmen/Merchant counts towards the Minimum requirements as a General Goods one.  Is it that you can have any Craftsmen/Merchant or must it be the specific type?

Edited by Muakhah
Temple Added!

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21 hours ago, Muakhah said:

Reading through the Guidelines at the start some of these may not be acceptable to count towards a settlement. Just let me know and I will remove them.  Also can I find out whether a Specialty Craftsmen/Merchant counts towards the Minimum requirements as a General Goods one.  Is it that you can have any Craftsmen/Merchant or must it be the specific type?

You need to have a craftsmen/merchant build, but fulfilling any of the four categories of craftsmen/merchant will do. Just like either of the two agriculture categories will work, or either of the hospitality categories.

It looks to me like you qualify for hamlet status! Congrats!

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Mophet, Kaliphlin 

Located between two of the major cities in Kaliphlin, Barqa and Petrea, Mophet is a desert oasis that has recently been growing due to increased trade and some inspiring leadership. Read more here (Wiki page - external link) :wink:

44026460884_7b519478a7_c.jpg

REQ - Agriculture - Grains & Produce: Juz'albieta farm

Agriculture - Livestock: Swineherding in Wadi-khinz'ir 

Nautical: 

REQ - Military: Guardtower

Religious: Temple

Medical: Physician

Hospitality - Food & Beverage: Baker, Refreshment stand

REQ - Hospitality - Lodging: Stable

REQ - Laborers: Stone CutterHorse tamerStable boyMason

REQ - Craftsmen - General Goods: WainrightCoal miner/salesmanPotion vendor

Craftsmen/Merchant - Arms & Armor: BlacksmithArmory

Craftsmen/Merchant - Clothing: 

Craftsmen/Merchant - Specialty: Potter

Services: 

Scholars: Observatory

Entertainers: The fighting pit of Mophet (By Gideon)

Administrative (Town or City only): Town hall

I'll try and update this as I continue to build. If I've misplaced a build (or it doesn't meet the requirements of a specific category), etc just let me know. 

Edited by adde51

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Druidham, Avalonia

Located near the center of the Mystic Isles

30715083757_f7154af99c_c.jpg

REQ - Agriculture - Grains & Produce: Farm*, Mill, Granary, Orchard

Agriculture - Livestock: Farm*, Cattle/Horse Ranch, Swineherd, Sheepfold, Fishery

Nautical: Harbor, Shipwright, Quay, Fishery*, Ferryman

REQ - Military: Keep, Barracks, Gatehouse, Tower, Castle, Fort

Religious: Chapel, Monastery, Temple, Shrine

Medical: Apothecary, Herbalist, Infirmary, Physician

Hospitality: Food & Beverage: Bakery, Butcher, Winery, Brewery, Tavern

REQ - Hospitality - Lodging: Inn, Stables, Coach House

REQ - Laborers: Lumber Mill, Mine, Stone Cutter, Mason

REQ - Craftsmen - General Goods: Cooper, Wainwright, Tannery, Dyer, Glass Blower

Craftsmen/Merchant - Arms & Armor: Blacksmith, Bowyer, Fletcher, Armorer

Craftsmen/Merchant - Clothing: Cobbler, Seamstress, Furrier, Woolen Mill

Craftsmen/Merchant - Specialty: Candle Maker, Wood Carver, Bookbinder, Jeweler, Potter

Services: Herald, Cartographer, Money Lender, Scribe, Courier, Shipping House

Scholars: Observatory, Alchemist, Philosopher, Astrologer, Library

Entertainers: Minstrel, Fortune Teller, Performing Troupe, Theatre

Administrative (Town or City only): Town Hall, Chancery, Forum, Courthouse, Meeting Hall

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