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Everything posted by Bregir
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[COR - Troop Raising] Spudkirk Southern Battery
Bregir replied to Justsomebrix's topic in Brethren of the Brick Seas
GoC from me! Excellent scene with a lot of life in it. I like how it is not just a build, but an actual story, and I think both the battery, the cannon (in particular!) and the story comes out very well. The fortress walls are a bit thin, but I suppose they are not made to protect against artillery fire, but more small arms and infantry attacks? I think the base and the palm is very well done, and would love to see a breakdown of the guns too! -
The ETTC fleet has long been reduced to a pitiful size, but now the investors have decided to take action, even if that requires taking in more questionable vessels. One such vessel is the ETTC Cherub, which, much in line with its namesake, is a slow, chubby, and skittish vessel of the fourth class. Slow and unwieldy, she compensates with excessive cargo space, being built for grain transports and other bulk cargoes. She will serve the company well. A class 4 micro prize from the TER challenge, which will be licensed for the ETTC. I like building microscale, and this was a fun one for the techniques, although I am not too happy with the outcome visually.
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With the newly formed Commonwealth of Terraversa friendly to Corrington, and peace signed on Terraversa, the Royal Society of Natural Philosophy has determined to ramp up its philosophical efforts on the island by establishing the Hermitage of Contemplation outside Tarlor, a few miles inland up the South River. The large stone building contains several studies free of use for society members, prospective members, or esteemed scientists for their studies, either of local wildlife or more silent contemplation, or whatever else suits the individual fancy. [ A prize from the Terraversa challenge, this will be licensed as a large educational property in Tarlor for the Royal Society of Natural Philosophy.
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Gunboats for the Colonies Citizens of Corrington, shipwrights of the Brick Seas, and boatyards of Terra Nova. The Royal Navy hereby initiates a building program for gunboats to protect the harbours of Corrington. This building program includes two classes of vessels, both using oars as main propulsion for maximal maneuverability, often utilising sails as secondary propulsion: Gunboats (Class 1) Small vessels with a large cannon mounted in the bow or stern. Typically 4 to 8 oars and makeshift rigging. Gun sloops or light galleys (Class 2) Larger vessels with heavier armament carried in the bow or stern. Typically more permanent rig and better open sea performance. May carry mortars or howitzers for secondary armament. Once a design has been submitted, the Navy Board will review it, and send any requests for change back to the constructor. (OOC: You may be asked to improve on your design to have it accepted.) Accepted designs will be bought into the Royal Terra Novan Navy at 25 dbs for class 1 vessels and 40 dbs for class 2 vessels. They will be named by type (eg. "Gunboat") and number (eg. "No. 2") and constructors are invited to propose a gifted boatswain for command. The crown will then review the qualifications and make appointments accordingly. For the first 9 vessels, the best design of every three vessels commissioned will be awarded with a prize from the stock of dry-docked captures. (Class 1 or 2 vessel) The Crown will assign these vessels to harbours as they are finalised, based on tactical needs. Signed Rear-Admiral Fletcher Commander, Royal Terra Novan Fleet PS. The Crown thanks the Montoya estate for its offer to finance this building programme.
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[COR - Tarlor] RSNP Hermitage of Contemplation
Bregir replied to Bregir's topic in Brethren of the Brick Seas
It is wonderful what a deadline can do to you! -
With the division of Silitholina and the peace treaty signed, the ETTC is establishing itself on Terraversa, seen by many as the gate to Terra Nova. On the banks of the Estuary of the River Sil, a large, multistory warehouse has been established, with its own quay for easy unloading and loading of goods to and from Terraversa. This will be licensed as a large commercial property in South Silitholina for the ETTC. (Prize from category D of the Terraversa challenge)
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The ETTC has established a large warehouse (large commercial) in the estuary of the River Sil in South Silitholina. https://www.eurobricks.com/forum/index.php?/forums/topic/188529-cor-south-silitholina-ettc-warehouse/ Additionally, a new vessel has been added to the fleet, the ungainly ETTC Cherub. class 4. https://www.eurobricks.com/forum/index.php?/forums/topic/188527-cor-class-4-micro-ettc-cherub/
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Royal Society of Natural Philosophy - General Discussion
Bregir replied to Ayrlego's topic in Brethren of the Brick Seas
The Hermitage of Contemplation has been established on Terraversa near Tarlor: Large educational property https://www.eurobricks.com/forum/index.php?/forums/topic/188530-cor-tarlor-rsnp-hermitage-of-contemplation/- 42 replies
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Happy to have been able to inspire I think she is somewhere in between 5 and 6. Comparing her to my ironsides (Prototype class 5: 3 mids + bow and stern piece) I think she is slightly longer but about the same bulk, although just a two master. Comparing her to the Alejandro de Vargas (4 mid + bow and stern piece) she's slightly shorter and somewhat lighter of built. I would personally go for class 5. You may well be able to argue for class 6 and find some comparable vessels, but to avoid class drift, I try to stick to using the archetypes for comparison.
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Lovely brig, CAP. As Mesabi says, it is a nice balance between playset and realism, which may make some of the following feedback out-of-place, if that strikes a different balance from what you were going for. I like the ornamentation of the stern gallery - that curve of windows is really elegant. and while I like your quarter galleries in isolation, in comparison they seem rather bland. You got a nice set of deck details, without making it too cluttered. Details like the hatch grating and the doors up stern look really nice. I do wonder a bit at the large bow chasers on a merchant ship - do you have ulterior motives? As for rigging, you have made a good version of the official style rig, but personally, this is where I would suggest trying out something more realistic. The lego masts always end up looking like polemasts because you don't get proper tops, where lower masts and topmasts overlap and connect. For a true brig, you should have crosstrees as well, where topmasts and topgallantmasts connect too, but that may be overdoing it Custom shrouds and stays can really do wonders for a moc too, although it can also tax one's patience quite a lot. Simple heavy sewing thread in a suitable colour (white, black, or beige are my go-to) are good for starters - should it take your fancy, model building shops will happily part your from all your dollars for "proper" string. A disadvantage with the lego style is also that you end up carrying too few sails and too high. Your courses should reach almost down to the deck, and your spanker should be only just above the quarter deck. These are things you can consider experimenting with in the future, but I like the effect of billowing sails you have achieved and I think this is a good rendition of the official style of rig. As to your hull, the overall curve is well done, and gives her a nice dramatic look. The tumblehome is very well executed too. The only comment is a common one for ships built on top of the hull pieces. When using the upper bow piece (which does give a nicer bow!), it becomes hard to keep the curve consistent. this means the hull sometimes get the appearance of drooping at the bow. As if the curve drops at the front of the ship. That is also a little bit the case here, as your hull curve (sheer, I believe it is called) escalates near the bow, then to become entirely flat over the bow piece. It tends to take away some of the elegance of the ship. It's a very minor criticism, though, and I will add that your transitions regarding tumblehome and bow and stern curves are generally very well executed - that is very I often have the largest challenges myself. I would also ask that you add in the topic somewhere (many people add it in the title) which class you see the ship as belonging too. This is both to help others license their ships, and an intrinsic control measure. If everyone does so, we are always sure classes don't start creeping up or down. All in all, very nice ship.
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Brethren of the Brick Seas (BoBS) Intro Thread, Era II
Bregir replied to Bregir's topic in Brethren of the Brick Seas
Let me correct you here. It is a rule, as set by the court a long time ago. It may not have been correctly reflected in the current edition of the written rules, but has been an active rule nonetheless. As a collaborative game, for BoBS, Rules As Intended rank over Rules as Written, and the intend and working of the rules are handled exclusively by the Brethren Court. Any issues with this can be taken up with faction leadership, who can resolve it directly or take it to the Brethren Court.- 1992 replies
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Brethren of the Brick Seas (BoBS) Intro Thread, Era II
Bregir replied to Bregir's topic in Brethren of the Brick Seas
A non-chartered tc is "just" a story element.- 1992 replies
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Brethren of the Brick Seas (BoBS) Intro Thread, Era II
Bregir replied to Bregir's topic in Brethren of the Brick Seas
Only a charteret company can own ships. If your company is not chartered, you will have to own the ships yourself, meaning it counts against your shiplimits and your upkeep. Further, I don't believe the court has ever granted a monopoly to anything but a hartered company.- 1992 replies
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Brethren of the Brick Seas (BoBS) Intro Thread, Era II
Bregir replied to Bregir's topic in Brethren of the Brick Seas
It is regrettable that we (the court) have not gotten the rules updated properly. We do our best to keep everything up to date and working as intended. In some cases, where there are inaccuracies, we try to correct and inform as best and quick as we can. However, each faction can only charter three organisations (typically trade companies). The charter allows the organisation to own ships. NB: It should be noted that nothing prevents any player from creating a non-chartered trade company. It just will not have the mechanical advantage of being chartered.- 1992 replies
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Brethren of the Brick Seas (BoBS) Intro Thread, Era II
Bregir replied to Bregir's topic in Brethren of the Brick Seas
I will look at making sure the primary rule overview is up to date, including the 3 TC limit per faction.- 1992 replies
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Brethren of the Brick Seas (BoBS) Intro Thread, Era II
Bregir replied to Bregir's topic in Brethren of the Brick Seas
Mesabi is exactly right. I would probably suggest Oleon considers whether one person TCs is how you want to use your three charters, but it is entirely up to you.- 1992 replies
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[GOC-COR-FB] Market Street, New Haven
Bregir replied to Mesabi's topic in Brethren of the Brick Seas
I quite like the build, and the story is excellent, but I feel like this deserves a comment. First, let me say that I like the build. It isn't *just* simple techniques with something like the snotted chimney and roof overhang, and in any case, not everything needs to be super complex if you can achieve the desired effect. I will still support the earlier suggestions, of course. I too agree that the way you've used the old pictures with a little bit of editing is very well done. Now, back to the comment above. I agree that it took a while to get you working on quality and those barely connected bricks still haunt me , but after you took it up, I think you've really moved forward. There are always ways to improve, and we should all strive to do so, of course, but you are on a good track. There was also a mint of OOC... disagreements? but these are behind us now, and I do not bear a grudge, as long as we learn and move on. Looking back, while you could have done some things somewhat more elegantly (and slightly less provoking... ) I do remember much of the count's appearances as amusing and giving a nice flair. I think we are now at a good level, where the count is an interesting atypical character, without sabotaging and disturbing with his anarchist, chaotic ways, and I am happy we are on good terms and can be perfectly constructive. So happy to see you reflect, but don't sweat it.- 9 replies
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Shipwrights Guild Hall (WIPs, feedback, and advice)
Bregir replied to Bregir's topic in Brethren of the Brick Seas
Not at all. This is entirely on my own account. I like having my vessels set up with strong rigging. I have seen that picture, but it was not my reference for this. It is my principle for building ships, as I like them to be strong. Partly because I am utterly clumsy... :D Epic development, sir! Size-wise, I would say sloop-of-war (British) or corvette (French) rather than frigate, but that is really unimportant. For your next ship, try to have the hull-sides between the fore and main masts parallel and then only narrow in fore and aft of that. Overall, though, she will make the navy proud! Good work. I think she is looking real nice. :) -
(Crest courtesy of @Kolonialbeamter) This thread encompasses all builds within King's Harbour and on the island of Cocovia (unless in another settlement) Military Governor's Office Outstanding contracts: - Class 1F w/ station: 40 db - Lumbermill: 25db - Coming soon: Quarry, Lumbermill, brick- and tileyard Outstanding offers: - The King's Harbour Foundation Name: King's Harbour Ownership: The Crown of Corrington Location: Cocovia Mayor: Military Governor, J. Cooke Trade Value: see accounts summary Town bank: see accounts summary Who can own property in King's Harbour: Any honourable Corlander. Further, foreigners are allowed property rights after agreement with the Governor/mayor. Who can freebuild in King's Harbour: Anyone. Maps: Location: City Map: Will be published soon. Description: King's Harbour is first and foremost a naval base, and most activity is geared towards the repair, provisioning, maintenance, and outfitting of naval and merchant vessels. Obviously, the many sailors passing through, as well as the craftsmen and workers living there, is likely to give rise to a number of secondary and tertiary services over time, as the naval base expands. Located in an excellent, defensible natural harbour, it is the perfect place for ships to refit, provision, and repair, or to take refuge from storms or enemies. The surrounding forests offers a reasonable source of cordage and timber for these purposes, as well as plenty of fruits, vegetables, and animals for provisions. Fresh water can be procured from multiple springs, or from the river flowing into the bay. The settlement is founded near a native settlement, and co-exists in close cooperation with the natives, the cultures of Corrington and the natives spilling over between them. The harbour is protected by two peninsulae, the northern arm being tall, overgrown, and rocky, and the southern more flat and accessible. Builds in King's Harbour: (Please help me out by posting a link to your King's Harbour builds in this thread.) Properties: Needed to grow to large city: 6 artisans, 1 commerce, 3 factories, (146/101) Fortress: 4 Fortress and Lighthouse, Chase Point, BrickOn, License status: Small fortress Colonial Half-battery, Mark I, Southern Arm, King's Harbour (Bregir), License status: Small fortress Modified half-battery, Northern Arm, King's Harbour (Ayrlego), License status: Medium fortress Residence: 68 Native riverside hut, King's Harbour, Bregir, License status: Small residence Cpt. Wolfson's Residence, King's Harbour, Brickwolf, License status: Small residence Lighthouse, Northern Arm, Puvel, License status: Medium residence Her Majesty's Winged Cuirassiers, King's Harbour, King's Harbour (Bregir), License status: Small residence Lawliet's house, King's Harbour, Flavius Gratian, License status: Small residence House by the River, King's Harbour, Elostirion, License status: not yet licensed Residential Neighbourhood, King's Harbour, Elostirion, License status: not yet licensed A resolution to the Prio / Sea Rats conflict?, King's Harbour, Capt Wolf, License status: Small residence Cooke's Country Residence, King's Harbour, Bregir, License status: Medium residence The Trial of Sinbad Part 4, King's Harbour, MKJoshA, License status: Small residence Plantation: 4 Cocoa Plantation, Hinterland, Ayrlego, License status: Small plantation Pig Farm, Hinterland, Puvel, License status: Small plantation Vineyard, Hinterland, Spud the Viking, License status: Small plantation Commerce: 17 Military Governor's Office, King's Harbour, Bregir, License status: Small Commerce Station for communication and Logistics vessel(s), King's Harbour, Bregir (via Kolonialbeamtr), License status: Medium commerce ETTC Warehouse, King's Harbour, ETTC (Bregir), License status: Medium commerce King's Harbour Dockside, King's Harbour, Bregir, License status: Large commerce Hiring Crews, King's Harbour, King's Harbour (via Bregir), License status: Small commerce King's Harbour Port, King's Harbour, LM71 Blackbird, License status: Large commerce Smoking Room, King's Harbour, FTA (Via Professor Thaum), License status: Small commerce Government Office, King's Harbour, Ayrlego, License status: unlicensed Dockside, King's Harbour, Gedren_Y, License status: Small commerce Notary, King's Harbour, MKJoshA, License status: Small commerce Rodsh Derr gets a letter, King's Harbour, Bart, License status: Medium commerce Education: 8 The Proceedings, King's Harbour, Royal Society of Nat. Phil. (Bregir), License status: Small education The Cutty Shark, King's Harbour, Royal Society of Nat. Phil. (Professor Thaum), License status: Small education The Royal Society School, King's Harbour, Royal Society of Nat. Phil. (Bregir), License status: Large education Agricultural Research Station, King's Harbour, ETTC (Ayrlego), License status: Large education Artisan: 14 Butcher's Shop, King's Harbour, Puvel, License status: Small artisan Department of Time, King's Harbour, Captain Dee, License status: Large artisan Physician's Office, King's Harbour, Puvel, License status:Small artisan King's Harbour Boat Sheds, King's Harbour, King's Harbour (via Bregir), License status: Medium artisan Cannon Foundry, King's Harbour, King's Harbour (via Captain Dee), License status: Medium artisan Clockmaker, King's Harbour, Bregir, License status: Small artisan Chocolatier, King's Harbour, Corrington (via Ayrlego), License status: Small artisan Workshop, King's Harbour, Captain Genaro, License status: Medium artisan Masting Sheer, King's Harbour, Bregir, License status: ?part of a Royal? not yet licensed Factory: 13 Slipway, King's Harbour, Bregir, License status: Medium factory ETTC Royal Cocoa Factory, King's Harbour, ETTC (via Collaboration), License status: Royal factory ETTC Cocoa Drying Plant, King's Harbour, ETTC (via Puvel), License status: Large factory Dee Wheelworks of King's Harbour, King's Harbour, King's Harbour (Captain Dee), License status: Large factory Art and Culture: 17 The Majestic Gardens of King's Harbour, King's Harbour, BoC (via Captain Dee), License status: Royal art and culture Government House, King's Harbour, Bregir, License status: Medium art and culture Temple of Poseidon, King's Harbour, Bregir, License status: Medium art and culture Courthouse, King's Harbour, MKJoshA, License status: Medium art and culture Government Office, King's Harbour, Mesabi, License status: Small art and culture A Shrine in the Sunshine, King's Harbour, Gedren_Y, License status: small art and culture Government Bureau, King's Harbour, Drunknok, License status: small art and culture Another Government Bureau, King's Harbour, Drunknok, License status: small art and culture Government Courtyard, King's Harbour, Ayrlego, License status: unlicensed Courthouse, King's Harbour, Flavius Gratian, License status: Medium art and culture Mine: Fontonajo's Rock Quarry, Hinterland, Elostirion, License status: Rock Quarry Vessels stationed here: Colonial Gunboat, Mark I, Class 1 A, Bregir, License status: Unlicensed Ferret, Class 1F, Bregir (KB), License status: Unlicensed Rowboat, Class 0, Bregir (KB), License status: Unlicensed Other related builds: Letters from home, Freebuild, Bregir A morning swim, Freebuild, Bregir Elena Arrives and An Invitation, Freebuild, BrickOn Prospecting on Cocovia, Freebuild, Bregir
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Shipwrights Guild Hall (WIPs, feedback, and advice)
Bregir replied to Bregir's topic in Brethren of the Brick Seas
Well, I should have prefaced that with it only working for smaller, lighter vessels But it's a good way to think about it anyway. That you need to construct the keel, chains, and other key structural points in a manner allowing them to support what they are meant to do. If you chainplates are too loosely anchored into the construction, setting up a taught rigging that actively supports the masts will be almost impossible. -
Shipwrights Guild Hall (WIPs, feedback, and advice)
Bregir replied to Bregir's topic in Brethren of the Brick Seas
I don't often use the long axles, as I don't have many, yet still it typically ends up strong enough -
Shipwrights Guild Hall (WIPs, feedback, and advice)
Bregir replied to Bregir's topic in Brethren of the Brick Seas
In terms of rigging, I always try to set it up very sturdy, and while it isn't near historical, I use a single technic bushing with a 2 long axle through it, which I then secure to one end of the shrouds, tighten them up, and then lock the other end in place with the axle. It looks ok and works very well - I can typically lift my ships by the (lower...) masts without problems. Does require firm fixing points in the hull for chains, stays and masts, of course! And I implore anyone not to take Kurigan's comments too near - there is a lot of great info in there, and I absolutely applaud and recommend the additions @kurigan give here, but it doesn't always come across perfectly elegant. Remember, we are here to have fun, and embrace all styles of building. -
José's Inn - Ye Olde BoBS Drinking Hole
Bregir replied to Darnok's topic in Brethren of the Brick Seas
Wait a minute.... I agree! -
Shipwrights Guild Hall (WIPs, feedback, and advice)
Bregir replied to Bregir's topic in Brethren of the Brick Seas
It's never been pinned, the number of pinned topics considered. But it is part of the master index. -
As part of the peace treaty for Terraversa, Silitholina has been split between the newly founded Commonwealth of Terraversa and the Oleonese territories, along the river Sil. With this, families risk being split, businesses risk being separated from their suppliers, and trade between the two parst in danger of petering out. To avoid this, both sides have agreed to keep trade open and at the old bridge, originally built by the Mardierians, an islet in the middle of the river has been designated a free trade zone. Although this show of benevolence on the rulers of the recently warring territories has given rise to considerable hope for a peaceful future, there is still a significant mistrust against the new neighbors and defenses has been erected by either side. "Normally, I should never have recommended carronades for fortifications" Cooke observed to Allcock and L'Olius. "However, in this particular case, they will serve well." His listeners each raised an eyebrow to see this peculiar, and distinctly inelegant, naval weapon mounted upon the recently completed gatehouse. "Some may lament the low accuracy and range of these brutes, and I should be hard-pressed to challenge such claims." the sea captain acknowledged "...however, for clearing a narrow bridge, nothing can compete. You see, the weight of metal and the rate of fire is unmatched by long guns!" "And to that, the inability to effectively target the opposing defenses makes them less of a provocation for our blue-coated counterparts." Allcock added "...and it would take but a short while to set up proper siege artillery, should the need arise." L'Olius nodded, visibly impressed. Corlander pioneers, with a workforce of Terraversan militia and craftsmen, had erected a new gatehouse in record time, and overseen the mounting of the carronades, posing a potent defense for the Commonwealth's northern border. Trade and traffic was passing through largely unhindered, but should conflict arise the heavy gates, artillery emplacements, and crenelations would pose a formidable barrier for anyone trying to attack his new fiefdom. _________________ Collab with @KotZ and @Thomas Waagenaar. It has been a fun collab! Other parts of this collab can be found here: Checkpoint North by Thomas The center-river trading zone by Kotz
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