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Captain Jno. Cooke, RN, Knight Companion of the Most Noble Order of Victory Dear mother, I have had commissioned my official portrait, which has hopefully arrived unscathed with this letter. I hope this will be something to remember me by, as I am unlikely to be able to return home in the near future. I know Rosie was bursting with pride when I was knighted, and I regret not having been able to visit home to show her the medal. Unfortunately, the artist had very little concept of naval warfare, and anyone with a lick of common sense will be appalled by the mistakes. The poor wretch absolutely insisted on portraying me in my parade uniform, saying something about 'official policy'. I was adamant at least to use my proper boarding sword rather than the flimsy golden thing he suggested. Despite these shortcomings, I hope it can still bring some consolation for my long absence. With all my love Jno. Cooke, RN Here the setup I used. In reality it was just a test picture, but I was so happy with the result I decided to use this setup.
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On a scientific outing, Montoya, Cooke, and Baker found their boat blown off course, landing them on a deserted island far from civilization with little hope of rescue. For weeks, Cooke's resourcefulness had kept them alive, and even made their existence somewhat comfortable, while Montoya's knowledge of flora and fauna kept them well fed. However, Cooke had not been entirely successful in hiding his concern about their rescue, and had it not been for Baker's endless optimism, even our valiant captain may have turned bleak and apathetic. Nonetheless, every morning, Captain Cooke would make the perilous climb to the highest point of the island to scan the horizon for a sight of a sail. And then, one morning, as the morning fogs lifted, their luck turned - within a few miles, a ship was sighted. Although clearly battered by the recent storms, she would be their best chance of a rescue, and Cooke raised their signal for distress: A flag fashioned from Montoya's pink long-johns. After a few minutes of furious waving of the flag pole, Cooke spotted activity on the ship, which then fired a signal gun and turned towards the island. It seems the Corlander trio will live to see another day! ___________ Summer turned more busy than expected, but I wanted to get something in for the challenge :) Not near as ambitious as I had dreamt of, but it should wrap up my Era II and start Era III
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[Submissions Closed]Transitional Challenge II
Bregir replied to Jeff of Clubs's topic in Brethren of the Brick Seas
Cat A Entry: Cat B Entry: -
[Submissions Closed]Transitional Challenge II
Bregir replied to Jeff of Clubs's topic in Brethren of the Brick Seas
I absolutely think this is one of the best (smaller) challenges in all of BoBS and beyond. While it cannot rightly take the place of larger story driven challenges, this is something everyone can take part in with a great liberty to choose approach. Excellent work, and I cannot wait to build for this! -
"I have not the foggiest, my friend, but I am sure we shall find out..." Cooke answered Montoya's somewhat panic-stricken question. "Unfortunately, I didn't bring my charts and sextant on our little boating...." he added under his breath. vs. how it ended... by Christian West, on Flickr Earlier that day: "HOLD ON! We shall soon pull you out!" Cooke shouted over the whirlpool's roaring in his best quarterdeck voice. Baker, quite out of breath, muttered: "You absolutely had to study these strange things first hand. Everything for science, I guess..." "Splurgh... I am collecting *cough* invaluable data *sputtering* first hand!" Montoya managed to blurt out between gasps for air. How it started... by Christian West, on Flickr In the meantime, the HMS Camilla was being blown far off station, leaving the three friends and their tiny boat quite lost at sea, as a storm was brewing...
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Excellent build and story, sir! I am really impressed by how many scenes you have packed into this relatively small build. And lovely build of those submerged bits.
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A quick last minute entry for cat b:
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Brethren of the Brick Seas (BoBS) Intro Thread, Era II
Bregir posted a topic in Brethren of the Brick Seas
Brethren of the Brick Seas (BoBS) Intro Thread (Just looking for the Master Index?) What is it? Brethren of the Brick Seas is a role-playing building game set in the age of discovery/age of sail. It is the land of infamous pirates, brave sea-captains, bold explorers, cunning traders, and heroic soldiers, and it is open for all who wish to join! Through official challenges, minichallenges, freebuilds, the economic game system and the raiding and commerce system, every player has a role in the development of the Brick Seas and the potential to alter geopolitics, and eventualy history. The four playable factions interact, cooperate, compete and struggle for power, just like the players do, in a diverse world, where you can help explore (and exploit!) the riches of the new world. (For a quick start guide, see here) How do I sign up? To sign up, you first need to pick one of the four player factions: Sea Rats Oleon Corrington Eslandola Then you need to create your sig fig and post it in the relevant faction thread, and you are now an official member of BoBS! (For a guide on how to sign up and get started, check out the Quick Start Topic) Where do I ask questions? For general questions, lore questions, or history questions, ask in this thread. For faction specific questions, ask in the faction threads. Ask away! Background: The year is 617 AE (After Empire) and this is the dawn of the second era of colonialism. Only time will show what history will bring, but all three nations are looking to solidify their hold on their new posessions. Era I was kicked off with the discovery of lands across the Sea of Storms. For the first time in the history of the continent of Halos, new lands had been discovered. Even more shocking, the Halosians were no longer alone in the world. Once thought to be a flat plane, where monsters roamed the edges, the world is now believed by most geographers to be most certainly round. This was proven first with the discovery of Terraversa by the Mardierian explorer, Ardmond Basker. For 100 years the Mardierians have held Terraversa as a far off gateway, keeping all others out and not allowing the information of the world to the east, or New Terra, to permeate into the rest of Halos. At almost a 1000 miles from the next island in the Sea of Storms, the island remains a most crucial point on the voyage into the unknown. As time went on, other nations of the Madrice Peninsula began to search the seas for other islands and their potential riches. South of the Basker Islands, Corrington took Tiberia, an unforgiving rock just outside of the much more lucrative tropical zone. Oleon found LeBellan, the jewel of the Sea of Storms. LeBellan sits right inside the tropical zone, and produces sugar in vast quantities. 56 years ago Eslandola took possession of An Holli and An Toli, two smaller islands south of LeBellan, both sugar producing as well. Despite gaining footholds in the Sea of Storms, the other Madrician nations were unable to voyage beyond Terraversa. This all changed with the death of King Harln of Mardier, and the vast civil war that began in the country in 595 AE. Instead of looking to gain territory from Mardier’s mainland, the Eslandolans approached the Viceroy of Terraversa and paid him handsomely for permission to trade at the island. The Viscount took it further and allowed ALL nations to pay for the privilege to visit his island. Twenty years later, as the civil war continues, Terraversa has become a defacto independent state. The Viscount’s son, Miro Oldis, now runs the island, and his father’s policies live on. It is not certain if the Mardierians will reestablish their colony or not after the war, but it may be too late. In 597, intrepid Eslandolian explorer Cato Calrelli sailed east from Terraversa into the unknown. It was thought to be suicidal at the time, but he returned 70 days later with the news that he had found more of New Terra. He claimed the land for Eslandola, and soon the Kingdom of Eslandola was the leading nation in colonization. In 605, news circulated throughout the Madrice Peninsula that the Eslandolans had found gold on their island of Nellisa, and this set off a thirst for expansion and exploration never before seen. With Terraversa as a launching spot for new expeditions, Corringtonians, Oleanders, Eslandolans, along with some Garvans, Mardierans, and Carnovans made their way towards New Terra. Many found themselves unable to find supplies at Nellisa, the Eslandolans baring even some of their own from landing on the island. These vagabonds headed south, where a new isle was found, one with few resources, but great defensive harbors. Soon, the Sea Rats had a home. Angry that they had been dispossessed and had not found aid, many turned to vengeance on the Eslandolans by becoming pirates, and many of these pirates began to prey on all nations, and even their fellow pirate. Besides Terraversa, where the Atwi tribe lives, no new natives have been found yet. The islands beyond Terraversa have so far all had strange abandoned settlements upon them, and some sailors say that there is a whole new nation of people in these far waters, but no one has recorded seeing a non-Halosian or Atwi person yet. The first era, spanning the years 615 and 616 AE, marked a rapid expansion into newly discovered lands, in a race to maintain relevancy in the power struggle of Halos. Oleon, Eslandola, and Corrington all laid claims to a multitude of islands and invested heavily in new settlement and industries. In order to protect these new holdings, a naval arms race developed, and the merchant marines of all three nations grew rapidly. In the shadow of the immense wealth being shipped home from the colonies arose a rag tag group of opportunists, who styled themselves as a loose confederacy known as the Sea Rats, plundering, smuggling, raiding, or sometimes just living free outside the grasps of the empires. All factions await new souls to take on a role in the New World. Who will win in the end? Nobody knows, but for sure the sea will play a large role in deciding the fate of these rich new lands. She can be a cruel mistress to those who do not respect her, indeed, and the only guarantee in this world is that salt will run through your veins as you become part of the Brethren of the Brick Seas. The Map: The map is a part of the storytelling mechanism. As you can see, it is not totally defined yet. This will change as time goes on. New portions of the New World (and some of the Old) will be uncovered through events, challenges, and other parts of the project. New islands will be claimed, older territories will be taken in war, and the map will stay dynamic throughout the story. Builders will have the map revealed to them over time, and they will help decide what lands are conquered. With that said, the first part of our story will take place in New Terra. Your character should probably have some feasible connection that would lead them to that region, or it may be hard to really participate in the early challenges. A baker back in Eslandola’s capitol city is probably going to have little interaction with things going on in New Terra. We will eventually have challenges that happen on the mainland, and different story events “back home,” but we are emphasizing the pirate theme and its nature primarily in the first part of this project. Once a firm piratical lore and history is established, more aspects of Enlightenment era politics, war making, and commerce will emerge. Rules Thread History and Background Thread- 2007 replies
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The Empire of Corrington Nickname: The Scientific Kingdom Colors: Red and Black Flag: Quick Glance Compared to the other nations, Corrington is a highly scientific empire characteristic for order, consensus and firm principles. The Corlander Navy is relatively large and the empire boasts extensive, but sparsely populated, colonial possessions. Historically, most wealth have been generated through shipping, although property investment has been helped along by the large wealth brought in by its traders. During the first era, the legendary Corlander convoys were incredibly successful, and its escorts scoured the waters for any privateer daring to cross their paths. Corlanders typically make their carreer as scientists or inventors, naval or army officers, or civil servants, although several significant Corlanders have made their fortune in trade. All vocations are welcome, although staying on the right side of the law (and our beloved Queen's orders) makes for the most harmony amongst our ranks. As a Corlander, there are many ways to advance in Society! (See "The Government of Corrington" below") Signing up All Corlander citizens are welcomed to join Corrington's colonial efforts. To join, sign up in this thread with an introduction post that shows your sigfig. We encourage you to present your sig fig with a back story, but a few sentences are sufficient. (Check out this quick start guide) The Government of Corrington Three generations ago the monarchy instituted a new reform – representative government. Although the Queen is popular, she does not rule over the kingdom with absolute power. She shares it with the House of Representatives, the Noble Parliament, and the Parliament of Science. To ensure the safety of the Monarchy, the fourth branch of government, the Queen's Executive House commands the Royal Guard. Corlanders can pursue careers in all four branches of government, although it requires unquestionable loyalty and ability to reach the highest position of power. During the first era of colonial ventures, most positions have been filled by the old world elite (NPC's), but with the growing importance of the colonial possessions, this is like to change. Noble Parliament The Noble Parliament consists of the nobility of Corrington and is led by the Prime Minister. It directly commands the Royal Navy and the Royal Armed Forces, and controls all diplomatic relations, as well as upholds the law. House of Representatives The House of Representatives ensures broad representation in government, as all tax paying citizens are eligible for election. It controls the finances, taxes, industry, and commerce of the nation, as well as the colonial posessions. Parliament of Science The Parliament of Science consists of the most prominent scientists of Corrington and acts as an advisory institution for the Queen and the other branches of government. Queen's Executive House The Queen's Executive House ensures the safety of the Monarchy, and thus commands the Royal Guards. Further, the constabulary, Belson's famous patrolling policeforce, is under direct control of the Queen. (For more on the four branches of Government and how to advance, follow the links. All Corlanders are invited to pursue a career in government, either for their sig fig or another character. It will take both efforts and loyalty to advance, and progressively more so the higher the position, and positions may hold actual in game responsibility, but most active players will be able to advance to lower positions quite easily. If you are interested but in doubt how to advance, ask in this thread.) Leadership Queen Annetta (NPC) Queen Annetta Queen Annetta - Every Corlander would die for Queen Annetta, the heart of the empire. Because she has yet to find an equal mate, the Queen is the most popular person in the realm by far – suitors come from around the world to attempt to woo her. At 25, she is rich from the taxation on trade throughout the empire, and she is loved enough to have her own personal army – The Queen’s Guard. This unit is considered to be the crack troops of the empire, and all important campaigns include at least a company of these soldiers. Rumours in era I had her pregnant with someone's love child, but no baby was ever seen, and every loyal Corlander will tell you that it is nothing but vile slander by the enemies of the Crown. Admiral Woodbrose (SkaForHire, Co-Leader) As minister of the Colonies, he oversees the administrative aspects of expansion. A hard-nosed old sea buzzard who looks to please his niece (the Queen) by expanding trading policies in the New World. Although he sometimes wishes he was still a naval commander, he often turns to diplomacy to avoid major conflict. This is not to say that he doesn’t crush a rebellion or two, every once in a while. Technically, the Minister of the Colonies is the overseer of the Conquered Isles as well. However, the administrative duties as minister of the colonies have kept the good admiral from partaking as actively in the colonial ventures as he had hoped. Rear-Admiral Fletcher (Bregir, Co-Leader), Commander of the Terra Novan Fleet Commanding the Terra Novan Fleet, Rear-admiral Fletcher has had the responsibility for keeping the colonial possessions safe in close cooperation with the army ressources stationed there. He has functioned as chief military commander for all Corlander assets in Terra Nova during most of the first era, but now has a counterpart in Colonel Howe to take over command of all army assets. Under his, and his predecessors, rule, the Terra Novan fleet has been massively successful in keeping Corlander merchant shipping safe, taking prize after prize filling up the dockyards of Terra Nova. Middle-aged and unremarkable, Fletcher is an effective but discreet commander. Brigadier Howe (Ayrlego, Co-Leader), Commander of the Colonial Army Headquarters Brigadier Sir Andrew Howe and Captain Bertram Rickard Wolf inspect troops in Arlinsport. Commanding the Corlander Colonial Army, Brigadier Sir Andrew Howe is responsible for the land component of Corlander defences in Terra Nova and works in close cooperation with his Naval superior, Rear Admiral Fletcher. Brigadier Howe has over 30 years service in the Corlander Army, most with the elite Queen's Own Foot Guard Regiment, whose uniform he still wears. As a Colonel he gained a reputation as the Queen's hatchet man in the Terra Nova, executing important missions directly on behalf of Her Majesties Government. Notably he commanded the first Corlander expedition to Isla de Victoria at the time of the Eslandolan Operation KMA. A master strategist and excellent tactician, Howe is known as a somewhat distant and stern commander who nevertheless inspires great confidence in the men under his command. Assisting Brigadier Sir Andrew Howe is Aide de Camp Captain Bertram Rickard Wolf. Captain Wolf is a descendant of the Wolf Clan, one of the Clans of northern Corrington. Previously he served in the Queen´s Rifles Regiment, a unit known for its unorthodox tactics. With his Rifles platoon he became the hero of the Battle of Golden Bay on Serentia, which secured Serentia for the Crown. His accomplishnents were noted by the High Command and he was chosen to serve as Brigadier Howe´s aide. Landscape Corrington has two administrative sections. The Mainland The mainland is mostly rolling hills with a small mountain chain running down the middle of the country. It is the northernmost country in Eastern Halos, and the winters in the North are often unbearable to many outsiders. Most of the freeholders grow potatoes, wheat, or cabbage, and raise livestock. Cows and pigs are plentiful, and the countryside is dotted with many small hamlets. However, the cities are bustling places that never sleep. The cities are well planned, kept clean, and order is maintained at all times. The largest city, and capital of the empire is Belson. Belson is home to one of the world’s foremost universities: Archeon College, the premier navigation school of the known world. Many other science fraternities and explorers clubs call the capital home. The public buildings within Bellson are immense in size, and command respect from even the greatest architect. Careful study of city planning, public function, and defense is second nature to a Corlander bureaucrat, noble, or adventurer. The Colonies The Colonies Administrative division oversees both The Conquered Isles, Tiberia, and any future colonies. The Conquered Isles The Conquered Isles were once four different countries, three of which were island nations; Belondia, Peppin, Myrph, and the Isle of Tam. However, all of these countries sided with Oleon in a series of conflicts over the last 200 years. The final territory was gained in the 49 Years War, the last major uprising and war with Oleon. Upon defeating Oleon, the last of the isles were taken to safeguard navigation routes into the Great Northern Ocean. Although now integrated into the culture of Corriginton, the Isles were once a rebellious people, and the source of many civil wars. Still separatists attempt to raise trouble so far away from the capital. Nova Terra A typical townhouse of Arlinsport - by @Mike S Corrington’s first colony in the Sea of Storms is Tiberia. Its provincial capital is Arlinsport, named after Queen Annetta’s father, King Arlin II. Arlinsport is known for its robust defenses and deep harbor, but it is the only such port on all of Tiberia. The city is the most developed colony of the nation, characterised by pretty townhouses placed in perfect order. The majority of the island is still not tamed by Corlanders, but the island is already home to a makeshift rum industry, thanks to sugar smuggling from LeBellan to the south. The national drink of Corrington has become rum quite quickly. Some traces of gold have been found on Tiberia, but not enough to be a fully functional mining economy. Because it is one of the only Sea of Storms islands that lie outside of the warm temperate zone, it cannot grow cash crops. This means that Arlinsport is mostly a trading post between the old world of Halos and the richer, foreign and colonial ports to the south and east. Arlinsport resembles a typical, orderly Corlander city. Corlanders tend to build in British or Scandinavian styles. They are diversified in their interests, but science and order governs all work. As such, Corlander cities are orderly and relatively clean. Many science fraternities are interested in what the New World has to offer, so new expeditions with a scientific premise are leaving for Terraversa, and Terra Nova, often. Corlanders have generally taken an anthropological interest towards natives, which has resulted in amiable relations to the new people encountered. History and Culture: Brief: Life is dominated by the concept of order. Science is valued, and has led to the best sea charts (also secret) in the world. The Queen is the most important person - she has a private army. There are four branches of government, and Corrington has claimed the largest landmasses during era I. Detailed: The Corlanders are a people who pride themselves on civilization and class above anything else. They look to further their lot in life through trade, and believe that order is more important than might, although they are not shy about utilizing might to establish order. The Royal Army wears red, but auxiliary units and private armies of this nation have been known to wear all sorts of different uniforms. Their building style tends to be mostly British and Scandinavian, and the capital is considered one of the most orderly and planned cities in the world (in fact they tore down the original capital 300 years ago to install a new grid system that the city followed.) Department of Time in King's Harbour by @Captain Dee Corlanders like to stick to a schedule, and this translates to their lives both on sea and land. As excellent navigators, they have charted and timed most of the sea routes, calculating averages for every point of the year. Corrington’s merchant marine is one of the best organized in the world, and it is said that their secret charts keep them always “on time” when trading. Beyond charts, Corlanders believe that science will help them establish further order, so there are many universities and “science fraternities” throughout Corrington. Corrington holds the largest colonial territories, but they are sparsely populated. Many islands are home to nothing but a small trading post, and some are as of yet unsettled. All colonial territories were claimed during the first era of colonial expansion, so they are still in their infancy. The most developed region is the Southern Isles, home to a thriving industry and culture. The Northern Reaches is mainly known for its horses, although the island of Serentia may hold many unsolved mysteries. In the far east, the Paradise Isles are of great scientific interest harbouring some of the most fascinating flora and fauna of the Brick Seas, as well as the remnants of an ancient civilisation. Corrington and Oleon have constantly fought wars since their founding in 106AE. Some were as long as a century, others were a few months. The constant warfare has militarized both societies. The last major war was the 49 Years War. Ending in 590AE, that war was won by Corrington. (Although it lost to Oleon in the 8 month Juniper War just seven years ago). The 49 Years War secured the Isle of Tam, the last of the rebellious Conquered Isles, but cost the kingdom much of its treasure. For this reason, the people of Corrington have been taxed heavily over the last 25 years. Finally, as a present to her people on her 25th birthday, Queen Annetta has lowered the tax rate back to the traditional level. For some time now, however, Oleon and Corrington has been neutral. Corrington in the first era In Era I, Corrington quickly mastered the seas and perfected her methods of managing trade routes. The legendary convoys brought in exceptional profits to all who cooperated, and swiftly dealt with all who threatened its success, sweeping national and independent privateers and pirates from before them. With minimal losses, her convoys and escorts captured pirate ships at such an extraordinary rate that the shipyards are still working to repair all the ships. As a result, there are so many ships in drydock that the queen offers those who helps the Crown build ships full rights to the first prize captured. The explorers of the empire fanned out across the newly discovered areas in search of land and scientific discoveries. They traveled more extensively than all the other empires, and added massive numbers of new islands to the empire. Corrington claimed more islands than any other nation in both the Sea of Thieves and the Prio Seas. The government of Corrington was stable throughout the first era which is more than can be said of all the other nations in the region. There were periods of slowness in government decisions being made, but that is rumoured to be due to the fact that the empire was expanding faster than the information could be kept current. The expansion also prevented the scientists and cartographers from keeping up with the new discoveries which left some confusion for new settlers attempting to join the new colonies to the east. This slowed down the growth of the towns, which proved detrimental as shipping slowed down in the second half of Era I. However, due to the great profits of the first half of the Era, Corrington's citizens invested deeply in properties and business ventures in other nations and the slowed income from the lacklustre shipping acitivity was not detrimental to the citizens who stayed active in colonial ventures. In short, Corrington outpaced all her neighbors on the seas and in discoveries. Her shipyards are still humming away furthering her power on the seas, and it will take another era before any nation can rival the landmasses acquired by Corrington in the first era. Operation Pax Corlandia At the end of the first era, Eslandola declared war on Mardier and ousted them from Isla de Medio. This left uncertainty amongst inhabitants of the formerly Mardierien settlements, particularly in Matlo in the north, where fear of Eslandian prosecution and criminal plunder was widespread. To protect the rights of these citizens, Corrington magnanimously launched Operation Pax Corlandia. This lead to a diplomatic incident with Eslandola, who proved to be dead-set on securing the whole island in an aggressive expansion of their empire. The tension rose to new limits, and at one point, was was threatening. After tough negotiations, Corrington agreed to evacuate the city and its inhabitants to safeguard their rights on Corlander territory. This evacuation is currently in progress, marking a change in relations with Eslandola... For more on Corrington’s history, and that of its rivals, please see the History and Background thread. By Garmadon
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Shipwrights Guild Hall (WIPs, feedback, and advice)
Bregir posted a topic in Brethren of the Brick Seas
Greetings, shipwrights. Whether a novice, an apprentice, a master, or a veteran shipwright, following the process of others, sharing your own, and giving and receiving feedback can help everyone improve. What's the point? This is just a place for all of us liberally to post WIP's for feedbacks, tips, suggestions, and questions, without otherwise littering the BoBS forum with WIP's. You can post just one step in the process, or several over a period. It's all up to you. So I am working on a vessel/ship - what do I do? Post one or more pictures, questions, ship-plans, descriptions, etc. here, and hopefully someone will step in with some wonderful advice. At least, I expect to do so. I know NOTHING about ships - can I comment, and how do I do? Everyone with something constructive to say can comment. No need to be a scholar in historic vessels, medieval carpentry or sail making. Sometimes it might just be aesthetics, a crazy idea, a suggestion for a technique, use of a specific brick, or whatever you can think of. Just keep it nice and constructive. In return, builders posting here will pwomise not to take offense! I'd suggest tagging the builder you are commenting on. But I am not an expert - the arrogant elite will laugh at my puny attempts at shipbuilding! First of all, the arrogant elite was not invited. In fact, they have been given specific instructions to go back to their fancy little elitist coffee houses to talk about how brilliant they are. Secondly, regarding puny attempts, take a look at my first attempt at a ship just two and a half years ago... Well, you really don't have to look. Move along... Nothing to see here... The rather obvious point being, we all start somewhere, and no matter where you start, or how steep your learning curve is. The only requirement is that you want to share your process, learn from others, share your ideas, and/or improve. Soooo, is this something official? What will I gain from participating? EGS bonuses? HAH! This is merely me gone rogue - and I may hang from my toes for it! No official bonuses here. However, I'd like to see a bit more focus on the process and techniques of building here, and I think ships is an interesting place to start. This is, however, quite likely to be replaced, superseded, or added to by something official at some point in the future. Who manages this and keeps the record? Manages? Keeps records? Bwahahaha - forget it! Just post your WIP's and comments. Don't overthink it! ________________________________________________________________________ Kick off! Oooohkay, here we go: I have been working on a 4th rate, circa 50 guns on two decks. I present to you: The HMS Endeavour. Started here: Went here: And have ended here: She is supposed to be the first in a series of 4th rates designed for colonial waters. A 4th rate is a small ship of the line between 46 and 60 guns, just above frigate size. This one is (IC) specifically designed to serve as flagship for colonial squadrons, sailing in consort with frigates and sloops. Looking forward to hearing your comments! And to see your WIP's! -
Out of the morning mist around Westface shoots the spectre of an unknown schooner. In forts around the city, guns are loaded and levelled, preparing for the order to fire. The recent pirate attacks on Mooreton Bay have left many a harbour defence on the edge. Approaching close to the wind, the signal hoist on the foremast is obscured, but as one artillery officer is just about to give the order to fire, a signals post repeats the private signal from the schooner, identifying it as a friend rather than a foe. Following directly, a new signal breaks out, calling for the captain of the HMS Greyhound to repair aboard at once. At shore, the signal confounds the commandant, as the Greyhound has long since departed the station. However, Captain Cooke, spotting the signal from his portside inn, realises that it can only refer to him and rushes to the pier. The schooner HMS Nimble is newly built off a Balondian yard and just arrived in Terra Nova. The 10 gun schooner is armed with 6 pounder guns, and built specifically for the rough seas of the colonies. She is a weatherly craft, able in high seas and able to lie very close to the wind. Now she is the first in a squadron of ships sent to reinforce the colonies, under the command of Captain Cooke. Another small hull piece test for a class 3 schooner.
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Only hours after the arrival in Westface of the HMS Nimble, another vessel pulls into view. This time, however, the gunners are more confident, laying their guns with great care, as certainly, this must be a corsair. After the recent disappointment, perhaps now their thirst for action can be sated? The gunners are only to some degree to be disappointed, as the vessel, although not a target, is indeed a former (and by name present) corsair. The HMS Corsair is a xebec-frigate taken from corsairs off Guelph by Corlander cruisers. Her sailing qualities were such that she was purchased into the service. She carries 14 9-pounders, and while that armament is light for a frigate, she makes up for it in maneuverability. The large lateen combined with square sails (known as a polacre-rig) makes her an excellent sea boat, particularly close to the wind, allowing her to eat the wind out of any square rigger. In a calm, her light construction allows the effective use of sweeps, long oars deployed through ports designed for the specific purpose. She too is to join the squadron under Captain Cooke, to combat the pirates that has scoured the seas and attacked Corlander interests in the Brick Seas. ' A class 5 polacre-xebec for the Royal Navy.
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Despite being the swiftest of the three, the HMS Camilla was the last to arrive in Westface, hours after the HMS Nimble and the HMS Corsair. As the squadron was spread out to sweep the seas on their way to Westface, the HMS Camilla, being commanded by only a lieutenant, was relegated to the most leeward position of the line. As they neared port, the square rigged, and thus least weatherly, Camilla had to make up the most distance, beating up from leeward. The HMS Camilla is an 18-gun post ship of the Royal Navy, newly built in Northern Corrington. Her long 12 pounders offer her a good weight of metal, but what is most notable about her is her tall rig, being built for speed. She is well-suited for traditional anti-piracy duty, although the size of the most notorious Brick Seas pirate flotilla might make the Camilla's career short. She arrives commanded only by her first lieutenant, with orders for Captain Cooke to join and take command. The orders did allude to the fact that an 18 gun post ship is somewhat below the station of a senior post-captain, that it was only temporary, and that Captain Cooke would certainly jump at any opportunity to serve his country. And while Cooke had expected a more substantial command, the command of a squadron did somewhat make up for it, as did the beautiful, well-handled post-ship. If the crew of the Camilla had expected a long-awaited shore-leave in Westface, they must certainly take some resentment towards their new captain, as only hours after arrival, Captain Cooke had them afloat again on gunnery exercise with the rest of his new squadron. Another ship from my yards. Years in the making. If @Garmadon remembers, he challenged me (probably not directly ) to build a ship with gun-ports of 1,5 stud width. This is the fruits of that labour. And I think she turned out pretty nice. The biggest challenge was really making her sturdy, as the off stud widths make for less stable connections. I have learned much since I built her, and there are obviously things I would redo, but I am overall quite happy with her. She will be licensed as a class 5.
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A Quick Start Guide to Brethren of the Brick Seas (BoBS)
Bregir posted a topic in Brethren of the Brick Seas
So you think you'd like to dive into the world of the Brick Seas, however there is so much to read and so many rules that you are not even sure where to start! Fear not, it's actually quite easy to get started and the community here is really friendly and will help you along each step of the way! Never be afraid to ask questions in the introduction thread or any of the faction threads (linked below). For now let's look at exactly what you need to do to sign up and get started in one post! Step One: Choosing a Faction The first step is also one of the most important - choosing the faction that your character will pledge allegiance to. While you are never limited to only building scenes within your faction's territory (in fact many challenges may require you to build in other factions), faction choice will impact your role in BoBS. There are many things to consider, what style suits your current Lego collection, what interests you, which part of the game you wish to focus on etc. etc. Even the number of currently active players in each faction may influence your choice. The most important thing however, is to choose a faction that you are going to enjoy and be motivated to build for! There are four playable factions in the game, let's have a brief look at each one to assist in your choice. Corrington Primary Lego Influence: Imperial Guard (Red Coats) Primary real world influences: Great Britain, Renaissance Sweden and enlightenment era Denmark-Norway The Basics: Science and the enlightenment are main national characteristics for Corrington, and their main source of income is from their strong merchant fleet. A strong navy is required to protect their maritime mercantile interests and this tends to be their military focus. Corlander's strive to bring order and structure to the world. Typical Quote: "That flower is beautiful. We must conserve it and bring it to the national museum." If you see your sigfig crawling through the jungle to find a beautiful flower - join Corrington. Read more: Corrington thread Eslandola Primary Lego Influence: Imperial Armada Primary real world influences: Spain, Portugal and the Netherlands. Also some of the merchant republics such as Venice, Milan and Lübeck. The Basics: Trade and profit are the main national characteristics for Eslandola. Although nominally ruled by a King, a trio of very powerful trade companies are the power brokers and have recently established a republic in the colonies. Their main source of income is through vast property holdings and they have developed a strong army and navy to protect and aggressively expand their interests. Typical Quote: "Enough profit for the day? Don't make me laugh!" If you see your sigfig crawling through the jungle to find a shiny city of gold - join Eslandola. Read more: Eslandola thread Oleon Primary Lego Influence: Imperial Soldiers (Bluecoats) Primary real world influences: Pre-revolutionary France and Imperial Austria The Basics: The main national characteristics of Oleon are deeply rooted in their strict adherence to the religion known as 'The Faith' which together with the strong aristocracy form strong bases of political power. A great love for art and culture as well as ancient artefacts is also a national characteristic together with their famous wine making skills. Like Corrington they have developed a strong merchant fleet and navy. Although historically Oleon and Corrington have been bitter rivals, relations have been improving of late. Typical Quote: "May Zeus and Poseidon guide your journey." If you see your sigfig crawling through the jungle to find a mystical artefact - join Oleon. Read more: Oleon thread Sea Rats Primary Lego Influence: Pirates Primary real world influences: Real world Pirates and free settlements such as Nassau. The Basics: The Sea Rats are basically anyone in the new world who owe no allegiance to any of the old world empires. These men and women go their own way. Some are fierce pirate lords, making a living terrorising the Brick Seas, others are peaceful merchants who refuse to bend the knee to any King, and some settle down at a romantic place in the colonies. The Sea Rats are a loose confederation with no central authority, whose binding characteristic would probably be the fierce defence of their freedom to live life completely on their own terms. Typical Quote: "What? You've never heard the tales of the reckless Benjamin Morgan? Benjamin, brave and bold? Dread Pirate Captain Morgan, on his legendary ship, the Queen Annetta's Revenge? Morgan the Moray?" If you see your sigfig crawling through the jungle... because it has an utter disregard for the rules - join the Sea Rats. Read more: Sea Rats thread Once you have chosen a faction, you are ready to move to step 2 and start building! (Next post)- 32 replies
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Land Combat and troop rules NB: This is a first version of the rules, and they are subject to changes and balances. Recruiting troops To license troops, you must post a moc. This moc could be showing the troops in a relevant scene, and include some background or details of the unit (their history, tactics, weaponry, tasks, or similar); it could be a recruitment drive, an officer making plans; or similar. Number of troops recruited and location of recruitment is required. (As with all other builds, BoBS leadership reserves the right to ask for improvements on builds not showing sufficient effort) There is a limit to how many soldiers can be "recruited" (i.e., purchased and MOC'd) from a settlement during any MRCA period, based on the settlement's level: Hamlet: Can't recruit troops Town: 10 men per MRCA Large Town: 30 men per MRCA City: 60 men per MRCA Large City: 90 men per MRCA Grand City: 180 men per MRCA Capital City: 270 men per MRCA Note that all troop purchases, as well as movement of troops from one location to another, are done through use of the troop form. Below you can find the price of raising troops. Note that there is a slight discount to raising more at a time, but the upkeep is always 6DBs per MRCA per 10 men (always rounded up) Platoon: 30DB | 10 Men | Upkeep 6DB / MRCA Company: 80DB | 30 Men | Upkeep 18DB / MRCA Battalion: 220DB | 90 Men | Upkeep 54DB / MRCA Regiment 600DB | 270 Men | Upkeep 162DB / MRCA Division: 1700DB | 810 Men | Upkeep 486DB / MRCA Army 4500DB | 2430 Men | Upkeep 1458DB / MRCA Fort construction Forts can only be built in settlements you control. This can either be your own settlements, or an occupied settlement. The rules differ between the two. Limits on number of forts by settlement size still applies. Own settlement This is a settlement you have established on your own lands, or won in an official treaty. Here you can build forts as always with one stipulation: The same turn you build a fort, you cannot raise troops. (As troops are raised for the fort garrison) Occupied settlement This is a settlement you have taken in war, but which has not yet been officially transferred to you in a peace negotiation. Since you cannot raise troops here, you cannot build a fort either, unless you have the troops available to man the fort. And as a fort is a massive engineering feat, one cannot raise a large fort from scratch. Hence: Any fort building in an occupied settlement will deduct the manpower from forces present to man the garrison. (5 men per crew point) First turn of occupation, only a small fort can be constructed, second turn: a medium, third turn: large, fourth turn: a royal. NB: Each turn, the total footprint must meet the requirements, but the fort can be upgraded consecutively. So the first build adds minimum 16x16 for a small fort. Next turn adds enough to reach a total of 32x32 and the fort is upgraded to medium, etc. Technically, 100x100 studs could be built the first turn, and the fort would only count as a small first turn, medium second turn, etc. However, each turn must still include a build to progress the upgrade, even if just a vignette. NB: Please do not license the fort until the final stage has been completed. (For accounting purposes) NB: A fort cannot be constructed in a settlement under attack, unless posted at least 18 days before the tMRCA deadline (or four days earlier than the attack deadline), or before the attack build is posted. This is to avoid forts being constructed in response to an attack. Moving troops Troops can move once each turn. Either by sea or by land, but not both in the same turn. - By sea When moving troops between islands, you will need the proper transports. Hence, troops will be embarked on ships that can then move during the tMRCA turns. A ship can carry troops equal to 5 * ([class] + [cargo rating]). (Please do not fill in the troop form for the next turn before the conclusion of the previous tMRCA, as some ships (with their troops) may be diverted. Troops on sunk/captured ships will be lost/captured with the ship.) - By land Troops can march overland between settlements and locations connected by land and can visit one settlement per turn. (No interrim stops) Combat Troops can attack once per turn. If this is in connection with sea transport, this is handled as a raid. Land combat can be entered in any location where two (or more) opposing armies are in proximity (i.e. can reach each other over land), and can be initiated by any of the opposing armies. - Attacking An attack is started by the attacker posting a build (vignette or larger) including a (short) description of the tactics employed, no later than 2 weeks before the tMRCA deadline. The post must include information on which army (and how many troops) is attacking who, and should be linked in this thread with at least two active players of the opposing faction tagged. NB: Only when all these conditions are met has an attack been initiated! NB: If the court decides that an NPC will make an attack, it will be announced by the deadline. A build is not required for NPCs, but any player can volunteer to build for the NPC, the build to be submitted before the tMRCA deadline. Players of allied nations (if available) of the NPC will have preference if more than one player volunteers. - Defending The defender has until the tMRCA deadline (two weeks) to post a counter-build defining the defense strategy. Defenders have two options: Defense or retreat. - Retreating If there is somewhere to move (which means a friendly settlement to move to or enough ships to transport the troops out), the defender can decide to refuse battle. This will yield the ground to the attacker, but save the troops for another battle. This requires no build. - Defending If the defender decides to offer battle, a build (vignette or larger) must be posted with a description of the defenders tactics. NB: If no defense build is posted, the defenders will be considered overrun, and get a tactical score of 1. NB: If the defender is an NPC, a player can volunteer to build the defense build. Again, players of allied nations will have preference if more than one volunteers. NB: Fortresses in a settlement under attack will add their garrisons and artillery to the defense. ((Crew + Guns) * 5) will be added to troop numbers. NB: You cannot reinforce a settlement under attack, but you can raise troops there up to the recruitment capacity. This represents raising the militias. - Tactical score The attacker and the defender will get each a tactical score based on their build, which will have a significant impact on combat outcome. This score is determined by court. Tactical score is judged based on two factors: Cleverness of tactic Integration of established IC elements Terrain Could be forests or cliffs that are used to ambush the attackers, or particular terrain features of a settlement, island, or area. Could also be island rumours Buildings or fortifications Troops Troop numbers are set by the EGS, but for instance, a build may have established that some of the invested troops are hussars, and you recreate the charge of the light brigade (probably not a good idea...) Etc. These two factors can be brought together by clever tactical use of established IC elements. Please link to the elements used by the tactic. More is not better - we go for quality over quantity, so clever use of one or two elements is better than mediocre use of a multitude. Q: What are "established IC elements"? A: Anything that has been established by builds and stories before the attack. This means players can use existing elements or build-up elements. Examples could be building field fortifications in preparation for a potential defence, or digging siege trenches in preparation for an attack. It could also be clever use of a previously established unit (e.g. a charge by heavy cavalry recruited earlier). Q: Is it sometimes better not to build? A: Attackers get a score between 1 and 5. NPC's will default to a score of 1 unless a player volunteers to build for the NPC, in which case the score will be between 2 and 5. Defenders will default to a tactical score of 1. If a build is submitted, the score will be between 2 and 5. NPCs will default to a score of 2, with a build raising it to 3 to 5. Hence, it is *never* a disadvantage to submit a build. NB: There is no size requirements or limits, although all builds have to show sufficient effort. The court reserves the right to reject any build that is deemed subpar. Q: What happens if my troops move out from location A to attack location B, while my enemy attacks location A from location C A: To avoid too many speculations in deadlines, and since an attacker will be planning his attack based on where your troops originally were, in this case, you will be allowed to decide whether to break off your attack to join the defence, and with what proportion of your forces. Should two armies both march out to attack each other, they will meet in the middle. - Commander skill Commander skill ranges between 1 and 5. A commander starts at skill 1 and will gain +1 skill for each successful battle (tactical retreat or better). Accordingly, it will be decreased by -1 for the most grievous defeats. If no commander is present, a new commander will be appointed (by the relevant faction). Named commanders can be player characters or faction controlled characters. Commander skill is applied to all troops under his command, but only one commander can be in charge of each battle (you cannot add the skill of several commanders present). Commanders can be moved similar to troops, although he takes up no troop capacity and can hence move by even the smallest of ships. NB 2: Both attack and defence builds must include the name of the commanding officer. - Combat resolution Combat outcome is a function of the following: Troop numbers Tactical scores Commander skill Random factor (1 to 5) A battle will rarely conclude with the total destruction of an army, but rather with some losses and a retreat. However, in some cases, unconditional surrender may be the result. The results, including losses, will be published as part of the KPA. Note that an experienced commander scoring a high tactical score may defeat a considerably larger enemy, but that evenly matched, troop numbers will have significant impact on the outcome of a battle. - Known Commanders TER Miro Oldis: 1 +1 for first battle of Kings Port -1 for losing Kings Port L'Olius: 1 OL Brigadier des Armées Charles Louis Gabriel: 3 + 1 for first battle for Kings Port +1 for capturing Kings Port Jean Batiste de Moncey: 2 +1 for skirmishes in relation to the capture of Kings Port General Hercule François: 2 (3 against Lotus) +1 command bonus against the Lotii on El Oleonda from the Flower of the Lotus challenge +1 for the battle of Seawatch COR Count Mesabi: 2 +1 for the successful landing at Fatu Hiva. Brigadier Allcock: 2 +1 for the battle of Seawatch ESL Unknown commander: 2 +1 for the battle of Seawatch - Notable battles The battle for Kings Port The battle of Seawatch
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Kings Port Advertiser and Ship List (Vol. 8, Special Issue 2a)
Bregir posted a topic in Brethren of the Brick Seas
July 623, Vol. 8, Special Issue 2a Coalition forces triumph! Olean Commander takes charge In preparation for the battle, General Hercule François took the initiative and forged a plan of combining the Eslandian and Corlander forces in Seawatch with his own force in Fort Arltrees. Despite being senior of all coalition commanders present on El Oleonda, it must have galled particularly the Redcoats to submit to Bluecoat plans, but true to their utilitarian ways, they saw the merits of the plan, and agreed. Eslandian commanders appear to have submitted quietly. Apart from staff-work, Olean forces conducted significant reconnaissance, including several notable skirmishes with Lotii forces. Additionally, incredible feats of logistics were conducted to get the forces into position to execute the plan. This included trundling guns over hilly passes, establishing new roads, and erecting semaphore stations. (Tactical score for OL: 5/5 - awarded for colossal building effort and excellent tactics) Corlander forces harassing the left flank The Olean plan of attack was, despite historical differences, deemed competent, and Brigadier Allcock and staff set about confounding the enemy within its wide limits. Much like the Bluecoats, Corlander skirmishers and hussars have conducted extensive offensive reconnaissance, engaging Lotii forward positions, and even taking down watchtowers and camps. No doubt these efforts lessened the blow of the Lotus ambush. In the rear, massive camps were erected to accommodate the forces, ensuring the future reconstitution of forces. (Tactical score for COR: 4/5 - awarded for massive building effort, taking part in a good plan, and a sound tactical approach to battle) Eslandian forces fall in with plan Whether the trade company troops of Eslandola, or a limited support of their crown, Eslandian commanders made little fuss about the campaign, and quietly fell in with the overall scheme. Consisting largely of Tercios, the Eslandian capacity for forward reconnaissance was limited, and Greencoat forces were preserved for the main assault, where the pike and shot formations would again show their formidable staying power. (Tactical score for ESL: 2/5 - awarded for taking part in a good plan, and an interesting battle formation. Limited building effort limited the score, however) Lotus high command prepares for controlled withdrawal? It appears the Lotus high command had hoped to lure the full coalition force into an ambush, but were taken aback by the excellent plan and execution of the combined coalition. However, the ambush tactics will allow for an ordered retreat, limiting losses among the main force by sacrificing some light units. (Tactical score for LOT: 3/5 - awarded for a good sound plan to meet the Corlander attack, but limited by not directly addressing the full plan of the coalition and the (relative to coalition side) limited building) The Lotus Empire is forced into retreat! We bring below a direct transcript from our reporter in Seawatch, who with a number of correspondents, was embedded in Coalition forces, experiencing the battle first hand! ___________________________________________________________________________________________________________________________________________________ The sun rose over the battleground, and the tension was palpable as the forces of Eslandola, Corrington, and Oleon stood ready to face the formidable might of the Lotus Empire. The coalition forces had spent days preparing and planning their attack, while the Lotus forces were cunningly concealing their true intentions. On the coalition's side, the Eslandian heavy tercios formed a solid wall in the center, flanked by the line infantry and heavy cavalry of Corrington to the East. Corlander light forces, including hussars and light infantry, positioned themselves to harass the enemy's right flank. Meanwhile, Olean forces waited patiently in the rainforests to the West, their field artillery and heavy infantry poised to surprise the enemy's left flank as soon as the Lotus was engaged by the main assault. As the battle commenced, the coalition forces charged forward, intent on engaging the enemy head-on. The Eslandian tercios marched with unwavering discipline, their pikes bristling in the sunlight. The Corlander line infantry unleashed a volley of musket fire, and their heavy cavalry thundered forward, their sabres drawn. However, the Lotus Empire had a different plan in mind. Their right flank feigned a retreat, drawing the eager Corlander forces forward, falling into the trap set by the cunning enemy. The Lotus ninjas, hidden in the dense forests of the island, struck with deadly precision. In a flash, they ambushed the unsuspecting Corlander troops, causing chaos and confusion. The Corlander light forces on the coalition's flank fought valiantly to counter the ninja ambush, but the damage was done. The Corlander forces were thrown into disarray, but soon managed to regroup and rally. With WTC forces forming the vanguard and taking up the general melee, the regular Corlander forces were bought time to reform and respond, avoiding disaster. At the same time, the Olean forces, led by their skilled commanders, recognised the enemy's initial retreat as a ruse and did not fall for the trap. Instead, they advanced methodically on the enemy's left flank, unleashing a devastating barrage of artillery fire and engaging the Lotus lines with their shock troops. The Olean assault caught the Lotus positions off guard, and they struggled to respond effectively. With the coalition's forces now bearing down on both flanks, the Lotus Empire found itself in a precarious position. The Eslandian tercios, undeterred by the enemy's tactics, pressed forward with determination, their heavy pikemen shielding the musketeers from enemy counter-assaults. They clashed with the main force of the Lotus Empire, pushing back the Lotus regulars. The superior discipline and training of the tercios proved crucial in gaining ground against the enemy. Seeing the perilous situation, the Lotus commander was forced to make retreat. Realising they could not match the coalition's combined might and flanking tactics, they wisely chose to preserve their forces for another day. The coalition forces had achieved their objective of forcing the enemy to retreat. While not a decisive victory, it was a strategic win. The Lotus Empire had underestimated the strength and coordination of the coalition forces, and their retreat was a testament to the effectiveness of the coalition's well-executed plan. As the dust settled and the smoke cleared, the coalition forces regrouped, taking stock of their losses and celebrating their accomplishments. They knew the battle was far from over, but this day had shown the potential of their combined strength. The coalition commanders met to review the battle and plan for future engagements. The Lotus Empire's cunning tactics had been met with resilience and adaptability from the coalition. Lessons were learned, and preparations were made to continue the fight. The sun began to set over the battlefield, casting a golden glow on the warriors who stood side by side, united in their cause. The war raged on, and the fate of Terra Nova hung in the balance. But for now, the coalition forces had taken a step forward in their pursuit of victory. No news from Jiangkai From Jiangkai in the South, Olean guerillas led by Captain Guillaume "Tiger" Dupont set out to target the enemy logistics and communications, and rumours has it that the retreating Lotii forces have had their southern flank much harassed, increasing the Lotus losses considerably. However, the "Tiger" and his troops have yet to make their presence known in Jiangkai, and it is unknown whether they have been defeated, went into hiding, or continue to harass the enemy! (Plus 10 % losses to Lotus) _______________________________________________________________________________________________________________________________________________________ The Lotus suffers a loss, forced into tactical retreat back to their settlements in the East. All commanders (Lotus, COR (Allcock), ESL (Unknown?), and OL (Hercule Francois and Guillaume Dupont) gain +1 xp. ESL forces in the brunt of the assault took 20 % losses, while Corlander and Olean forces took 15 %. Lotus forces were hit harder, loosing 15 % to the initial battle, and an additional 10 % from the guerilla activities, for a total loss of 25 % of their forces. -
The Seawatch Campaign - Coordination Thread
Bregir replied to Ayrlego's topic in Brethren of the Brick Seas
The battle has been decided! Coalition forces victorious, but the Lotus still poses a threat on El Oleonda! Should anyone wish for more feedback on tactics or combat resolution, etc. please let me know. -
Brethren of the Brick Seas (BoBS) Intro Thread, Era II
Bregir replied to Bregir's topic in Brethren of the Brick Seas
News from the front!- 2007 replies
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Corrington: Sign-up and Discussion, Era II
Bregir replied to Bregir's topic in Brethren of the Brick Seas
Yes, please list where they will be able to start the next tMRCA (or as evan, that they are free to be placed anywhere) -
[A-MCRA - SHIP LEVEL] The adventures of Edmund Cooke S01E03: The Basement
Bregir replied to Bricksbypidy's topic in Brethren of the Brick Seas
I am absolutely loving this man-cave - I want one too! :D There are a number of excellent details, such as the treasure chest and the fireplace, but your table with an actual, recognisable map of Halos really steals the show!- 5 replies
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Corrington: Sign-up and Discussion, Era II
Bregir replied to Bregir's topic in Brethren of the Brick Seas
*Sealed orders are being sent throughout the Brick Seas, containing the following instruction* Rear-Admiral Fletcher Commander-in-Chief, Terra Novan Fleet HMS Legion Seawatch 24th of June, 623 To all Corlander Ports, Colonies, and Naval commanders, To address the current rise in Piratical activity, it has become critical to assess and enhance our current Naval forces in Terra Nova. Upon receiving this assessment, squadrons will be formed to patrol our seas and engage the dastardly pirates attacking our trade and our settlements. Hence, you are hereby required and requested to return an assessment of the current naval strength available in your colony or, for squadrons on detached service, under your command, detailing the type, size, and armament, as well as the commanding officer. In addition, you are required to report upon the state of readiness of any ships under construction and/or any other expected or possible accession of strength, including an assessment of whether these ships can be made ready for the next season (tMRCA). Last, your assessment should include a listing of naval officers currently without a command, as these may be critical to captain new vessels. The importance of this assignment cannot be overstated, and your full attention and diligence is expected to carry out this task. In Her Majesty's Service Rear-Admiral Fletcher Commander-in-Chief Terra Novan Fleet -
Corrington: Sign-up and Discussion, Era II
Bregir replied to Bregir's topic in Brethren of the Brick Seas
Rear-Admiral Fletcher Commander-in-Chief, Terra Novan Fleet HMS Legion Seawatch 24th of June, 623 Subject: Urgent Request for Reinforcements to Address Piratical Activity To the Lords of the Admiralty, I write to urgently bring to your attention the critical situation regarding the escalating piratical activity within our jurisdiction in Terra Nova. As our current fleet, under my command, remains engaged in countering the aggressive actions of the Lotus Empire in the far East, we are hard pressed to effectively handle the increasing piratical threat in these waters. The war with the Lotus has diverted a significant portion of our fleet's strength, leaving a vulnerable void in our defence against piracy. The pirates have seized this opportunity to heighten their activities, inflicting significant losses upon our trade routes and coastal settlements. Urgent action is required to safeguard our interests and restore stability to our seas. In light of the above, I respectfully request immediate reinforcements to strengthen our fleet's capabilities in countering the rising tide of piracy. The urgency of this matter cannot be overstated, as any delays in countering this threat risks further emboldening the pirates, exacerbating the threat to our colonies and trade routes. Swift action and support from the Admiralty are vital to addressing this urgent situation and ensuring the safety and prosperity of our maritime interests. I remain resolute in my commitment to protecting the interests of Corrington in Terra Nova and will take all possible action to resolve the matter with the forces at my availability. However, reinforcements will enable us to effectively combat the rising piratical threat and protect the interest of the Crown. In Her Majesty's Service, Rear-Admiral Fletcher Commander-in-Chief, Terra Novan Fleet -
For the Glory of Corrington! An Enduring Free Build Challenge
Bregir replied to Ayrlego's topic in Brethren of the Brick Seas
What heresy! Are you not convinced of Corlander bureaucracy? I have added Queenston to the list.- 191 replies
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A short gamemaster note. I agree with Ayrlego's sentiments that one should be careful how one depicts other people's characters and creations. We have seen some boundaries overstepped in the past, so I understand the concern. That said, this is my take on this: - it is not unreasonable to have drugged a garden party and targeted the keeper of the key, although this does read a bit like the drunken story as told by the sea rats. - it is not unreasonable for Corrington to investigate the matter - more advanced exploits (like the actual heist, for instance) should probably take on the form of 'here is what we attempts to do and how' - to then be adjudicated by a gm. - Capt Wolf is gm'ing this one, and coordination is being done behind the scenes.
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[COR-FB] Corlander Embassy on Terraversa, Westface
Bregir posted a topic in Brethren of the Brick Seas
While Oleon has invested heavily in their newly conquered territories in Northern Terraversa, Corrington's resources has been stretched in countering the Lotus threat to the far East. This has put Corlander investments in a rather unfavourable light, something L'Olius has not been late to remark, privately or publicly. "Allow me to be the first to congratulate you on your new position, my dear friend!" Cooke beamed a bright smile. "Her Royal Majesty's ambassador to all of Terraversa - I would say that is quite the honour, and well-earned for your many years of service" Montoya, giving a polite bow to his friend, replied: "Indeed, indeed. An honour and a burden, but one I am very willing to take. However..." he sighed. "However, our resources are spread thin across the Brick Seas, and our support for the Commonwealth of Terraversa after the war has been a bloody disgrace!" Cooke spat out bluntly. "We have even removed most of the fleet East, leaving little to protect our interests in these seas!" "Might you not be slightly biased by the lack of a command for yourself, my dear friend?" "That is ENTIRELY besides the point!" Despite these words, Cooke did visibly calm down. "And have you not spent your time productively with the artillery and defences of the new Commonwealth, as well as training it's navy?" "I have, I have... But let me tell you this, Isaac, if I do not soon get a deck under my feet, I will go stark raving mad - not to mention that I will lose all chance of promotion!" "You are the most senior post-captain in the list...." "In Terra Nova, yes! Back home, the spit and polish crowd are caressing their interests with the Admirality and Royal Court, and I'll tell you this - at some point some upstart from a moneyed family will show up here, bossing me around. Some puppy, with little actual experience! Bossing me around!" The colour was rising in Cooke's face as he ranted on. "I am sure the rear-admiral will not let that happen, my friend." Montoya ensured his friend. "He holds you in high regard." "Yet I am left without a ship! Without even a barge to call my own!" "One will come, in due time, I have no doubt." Montoya turned. "Now, allow me to give you a tour of this newly constructed embassy. It is quite the showpiece, I will tell you...." The newly built Corlander embassy to Terraversa was placed in Westface, to solidify Corlander policy that the Commonwealth was to be the main hub for Terraversa. It was a stately building of three floors, the bottom holding conference rooms, kitchen, and a large dining hall. On the middle floor, stately offices, studies, a large library, and private chambers were located, while the top floor held bedrooms for staff and dignitaries. ________________________________________________ To be licensed by Corrington as a medium art and culture in Westface.- 5 replies
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