Search the Community

Showing results for tags 'BOBS'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Frontpage, Forum Information and General LEGO Discussion
    • Guest Section - PLEASE READ BEFORE YOU REGISTER!
    • New Member Section - PLEASE READ BEFORE STARTING!
    • Frontpage News
    • Forum Information and Help
    • General LEGO Discussion
  • Themes
    • LEGO Licensed
    • LEGO Star Wars
    • LEGO Historic Themes
    • LEGO Action and Adventure Themes
    • LEGO Pirates
    • LEGO Sci-Fi
    • LEGO Town
    • LEGO Train Tech
    • LEGO Technic, Mindstorms, Model Team and Scale Modeling
    • LEGO Action Figures
    • Special LEGO Themes
  • Special Interests
    • The Military Section
    • Minifig Customisation Workshop
    • Digital LEGO: Tools, Techniques, and Projects
    • Brick Flicks & Comics
    • LEGO Mafia and Role-Play Games
    • LEGO Media and Gaming
  • Eurobricks Community
    • Hello! My name is...
    • LEGO Events and User Groups
    • Buy, Sell, Trade and Finds
    • Community
    • Culture & Multimedia

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


What is favorite LEGO theme? (we need this info to prevent spam)


Which LEGO set did you recently purchase or build?


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests


Country


Special Tags 1


Special Tags 2


Special Tags 3


Special Tags 4


Special Tags 5


Special Tags 6


Country flag

Found 503 results

  1. Arthur Kellogg has put together some of the WETEC's best soccer players to enter into the New Terra Soccer Cup. Granted there are not a lot of soccer players among the WETEC as a new sport is taking hold, but there are still several. Thus he feels that he has put together a good enough team to make the WETEC proud. As they wait for the games to start, Arthur and several of the players decided to go see one of Trador's schools as all good Corrington minifigs would love to do. Education after all is the most paramount issue. Upon following the directions they received from the perplexed innkeeper, they have arrived at the school building at the end of a street of buildings. They were a little surprised to see the one of the pupils on recess busy selling candy for a profit. As the captain of the team noted, "The Eslandola spirit must be born into them. They do indeed start young." A little different angle: Note: This is licensed as a small education building. I attempted to mimic the style presented on the Merchant's Quay, which is why I left the roof studs exposed and only why one side of the building is visible. (The other side would be connected to an adjoining building.)
  2. A group of Eslandola musketeers relax outside the Falling Leaf Tavern in Hojaroja, on Otoño (The Autumn Isle). After a hard day of guard duty, the musketeers are enjoying some of the cider for which their nation is famous for. --------- The second of my promised Eslandolan builds on Otoño. I wanted to try something a bit different from my usual, the thatch roof started off as an experiment and the build grew from that! Anyway, hope you greenies like it, I'll license it as a medium artisan in the name of the settlement of Hojaroja. It's been a big freebuild month this month (4 I think?), this will be the last I promise (Well, I'm pretty sure it will be...)
  3. Major William Bradley sat astride his horse, next to an Eslandolan cavalier officer as pair watched Major Bradley's Corlander garrison march to the waiting Royal Navy ships in Nova Malto harbour. The last of the Mardierian refugees had been safely evacuated, and Eslandola had, somewhat begrudgingly, fulfilled their promises to fund the settlement of New Haven for them. With his mission complete, Major Bradley was determined he would be the last Corlander to leave. As his troops marched past, he could not help but be filled with pride at their neat, orderly ranks. Many of the men seemed cheerful and in high spirits, all held their heads high, their muskets resting on shoulders, brass polished to a high sheen, fresh flints tightly locked and scarlet coats well brushed. In fact he couldn't help but compare their disciplined ranks to the gaggle of Eslandolan musketeers and pikemen behind him. The Eslandolan cavalier cleared his throat. "Well Major, it would seem our duties are at an end. I wish you well on your journey, and caution you against any further adventurism into Eslandolan territory." Major Bradley turned to look at the immaculately dressed officer. He was tired of Eslandolan arrogance, their abject refusal to see any other point of view, their hypocritical stance here in Malto.... part of him almost wished that diplomacy had not prevailed.... his men would have shown these fops how a professional modern army fights.... but no, as glorious as that may have been, without substantial re-enforcements, it could have only eventually ended one way. Rather than reply straight away, he simply raised one eyebrow and turned back to his men. He tried to think how Don Montoya might respond, but alas he was a soldier, not a diplomat. So as a soldier, without turning to look at the officer, he replied, "Indeed my duty here is complete, so with that Sir, I bid you good day." Without further ceremony, he turned his horse, which chose this perfect moment to defecate, and attached himself to the rear of the column. He had heard it said that the conclusion of the Eslandolan/Garvey war against Mardier was the beginning of a new era. Part of him whole-heartedly agreed. When he had first set foot on the Isla de Medio, it was in solidarity with Eslandola, but now as he left the island for a second time, he could not help but feel those who once were considered friends were now almost considered enemies... Corrish armies had for generations adorned their practice targets with blue coats, but now he could not help but think those blue coats would be exchanged in the future for green. As they filed onto the waiting transports in the harbour, the sun set in the west - the following dawn would indeed promise a new era for all. ------- A quick build to wrap up the Nova Malto Saga. Alternate view:
  4. Colonel Allcock has lingered in Myzectlan, learning the culture and customs of the Myzec people. Despite having been on Cascadia for some time, he has yet to have seen one of the islands famed large cats. Although at night he has often heard them, they have remained elusive. Learning of his interest, one of the Myzec warriors with whom he has become friendly with, has offered to guide him to a watchtower in the jungle just outside the hidden valley in which Myzectlan is located. The watchtower is part of an overgrown fort complex, and although the jungle has long ago reclaimed most of the structures that once stood here, the watch tower remains standing and functional. The Myzec simply call it the 'Jaguar Tower', so named as the jungle cats frequently travel along the small stream running past the tower at night. After a long night waiting, Dirks patience finally pays off as, in the early hours of the morning, a jaguar strides past, its powerful muscles highlighted by the moonlight. ------- A build mainly to use my brand new jaguar I recently acquired! The tower is in the style of Gideon's jungle temple, a style I decided I liked much more than my own last attempt at Meso-American! Will be licensed as a small fort for Myzectlan.
  5. So far we have focused on buildings in Port Woodhouse used by the army. Of course it is not just the army present in the settlement, the sheltered waters of the aptly named Safety Bay make for an excellent anchorage for the Royal Navy - indeed the Navy is investing greatly in the settlement. This cottage is one of such investments and houses Naval surgeon Dr David Cole. Dr Cole has been researching that scourge of the Brick Seas, scurvy for many years. He has had great success treating sailors afflicted with the disease with the juice of fresh citrus fruits such as limes, oranges and lemons. He has been hoping to develop a treatment that can be taken on the long sea journeys as a preventative and treatment for sailors, but has thus far not been successful in finding a way to preserve the juice in a way that it still is effective in the treatment of the disease. Colonial Governor Colonel Dirk Allcock has promised Dr Cole that he will establish a citrus plantation on Garma's Key to provide an adequate supply of raw material for Dr Cole to continue his research. The third of my Port Woodhouse series in the same style. Licensed as a medium educational building.
  6. Development continues in Port Woodhouse. In addition to the recently constructed barracks, an armoury has now been constructed for the storage, maintenance and repair of small arms. Inside, a hoary old veteran sergeant, one leg missing from some long forgotten skirmish, still serves his regiment as master of arms. An amateur gunsmith, he can service and repair most small arms. Here he inspects the custom pistol of a hussar. Another in a similar style as my barracks, I'm planning on doing a series of these small military buildings in this style for the settlement. This one will be licensed as a medium artesian in the name of the settlement.
  7. Challenge V: Princes of Garvey - Results! It is the end of an era – one which began with the discovery of a few islands and rapidly transformed many of the old regimes into colonizing powers. It has seen the birth of new rivalries and the rekindling of old, and the world of the Brick Seas has forever been changed… As the waves of the new seas grow more contested every day, the smaller nations look on greedily to get a piece of the pie. The valiant (or belligerent) Duke of Prio - depending on who you ask - has become a figurehead for a new movement, a movement of resistance. Now the King of Garvey, Leopaldis IV has begun to stir the pot. He has entered into the Mardier Civil War by declaring a state of war, snatching Mardierian ships, and signing a treaty with Eslandola against that unruly power. Openly taking the side of the Duke of Prio and Eslandola in that conflict, he has now begun to strike at Mardier’s settlements in the Far Islands. A declaration of war from the Mardierians was quick to follow. With Carno between the two nations on the mainland, however, this war, for the most part, will be fought in the far of Prio Seas. There is an old adage in Garvey, “He who rules the waves for his king, the same shall be made prince of the people” - and now the word has come to the far islands that Leopaldis will grant a new Prince title to the person, of whatever nation, who brings him the greatest victories in the Far Seas. Eslandola, too, has declared that it will grant special trading benefits to whoever will own its fight against Mardier, and a particular bonus to the one privateer who surpasses all the rest. But the Mardierians will not be deterred. King Alphonse XIII has finally taken the throne, and has the villainous rebels (more politely known as the “United Provinces’ forces”) on the run. It looks like without further intervention from the other countries, the Mardier Civil War may come to a quick close with Mardier on top. After that, only Terraversa lies between the King and absolute rule. Alphonse has declared that any privateer who defeats a Garvey or Eslandolan force in battle shall be given special trading rights with Mardier, and the greatest privateer of all at the end of the war will be named ambassador to his or her faction with special privileges. (Mardierian High Command - MOCed by our very own, illustrious, Bregir) (Prizes for Overall Individual Winners: Anyone who enters at least once for Eslandola and Garvey's side will get the prize of a 20% greater gain in the MRCA whenever visiting an ESL port for the next three months after the results of the challenge are posted or a 15% greater gain on any landbased properties placed in either Garvey or Eslandolan settlements built in the same time period (but the bonus would stay in place for those properties for all the foreseeable future), and the one overall winner for this side [determined by their average of entries from all categories] will receive the honorary title of Prince of Garvey, and will get a 40% greater gain when trading in any GAR or ESL ports during the next four months or a 30% bonus on all landbased properties in ESL or GAR settlements built during the same period (again, the bonuses would not go away afterwards - just any new builds would not be eligible for the bonus). Everyone who enters at least once for Mardier, on the other hand, will get a 25% greater gain whenever visiting MAR ports for the next three months after the results for the challenge are published or a 20% greater gain on any landbased properties placed in Mardierian settlements which are built in the same time period (but the bonus would likewise stay in place after that), and the overall winner for this side will receive the honorary title of Mardierian Ambassador, and a 50% trading bonus in MAR ports for four months/MRCAs or a 40% bonus on all landbased properties MAR settlements built during the same period (same bonus provisions as before). But we digress...) But what is at stake for the nations, you ask? The future of Mardier, Garvey, and Eslandola all hang in the balance! Will Mardier crush its opponents and regain its old position as the greatest empire of the world, or will Eslandola and Garvey be dictating its terms? Find out and tell us! (OOC: Another digression, I'm afraid! Overall Faction Winners: MAR, if the winning side, would win: The war... Isla de Many Names, an extra settlement on said island a royal fort license to be placed in any of its territories a monthly stipend of 300DBs to be paid by Eslandola as rent for the land on which Fuerte Unido is situated (the settlement, however, would continue to belong to ESL) ESL, if the winning side, would win: The war... Isla de Many Names, microbuild licenses (5 small, 3 medium, 2 large - free choice of category) to be placed in an extra settlement (if possible use one of the existing MAR locations) on the island, a royal fort license (to be placed anywhere on the island, three microbuilds required, showing different parts of the fort, or one large microbuild, license doesn't count against the fort limit of the corresponding settlement) In the case of no decisive win, one way or the other, the island would be peacefully (well, not really... but the war would be ended) split in half between MAR and ESL. first ranking faction among COR/OL/SR: microbuild licenses (5 small, 3 medium, 2 large - free choice of category) to be placed anywhere, which are the results of the efforts of those trying to escape the Mardierian war to settle in other nations' territory, a royal fort license (to be placed anywhere, three microbuilds required, showing different parts of the fort, or one large microbuild, license doesn't count against the fort limit of the corresponding settlement), 3000 FIPs second place: microbuild licenses (3 small, 2 medium, 1 large - free choice of category) to be placed anywhere, with the same reasoning as above, two large fort licenses (not upgradable, to be placed anywhere, one microbuild required per license, license don't count against the fort limit of the corresponding settlements), 2000 FIPs third place: microbuild licenses (2 small, 1 medium - free choice of category) to be placed anywhere, one large fort license (not upgradable, to be placed anywhere, microbuild required, license doesn't count against the fort limit of the corresponding settlement) 1000 FIPs End of prize info). This is the last challenge in Era I, The Discovery, and any member may build for either side – and it doesn’t necessarily have to be the side you think is best or right! There is not even any need to build for the same side in each category, and each member may build a maximum of one entry per side for each category – that is, you can have a total of 10 entries, max. Besides the usual category winners (one from each side [MAR or ESL + GAR], best build on the winning side being the winner and the best on the other the runner up of the category), there will be one overall winner for each team (the number of categories entered coming into play here), who will win the top individual prizes mentioned above. As per the usual, other factions will still compete against one another for the faction prizes as well (whichever side you build for, it will still help your own faction here - and note that, as there is already very much at stake for ESL, they won't be contending for this particular prize, see the faction prize info above), and the overall winning side (ESL and GAR or MAR and its allies) will end up being the winning side of the war. [Credit to the GoH leaders for many of the ideas above!] Category A: The Assassin's Creep Setting: The streets of Kings Port. Love and death are in the air. Panic has come over the island due to rumors that Alphonse has silenced the opposition back on the mainland. With their own leader in pseudo-rebellion, the Terraversans worry that Alphonse’s Death Guard will make their way to the island to reclaim it once and for all. Now is the time to make alliances and break previous partnerships. The best way to form an alliance is through marriage; the best way to break one is through bloodshed. Depict a romantic outing or a tragic end of life scene (or maybe both?) which affects the relationship between Terraversa and Mardier or some other nation. The MOC may be no larger than 16 x 16, and minifigure posing will be taken into account when judging. Due Date: February 28th, anywhere in the world Category Prize – 1st place - A battalion of Terraversan mercenaries, free of charge and upkeep - and 41149 Moana's Island Adventure Runner-up - A company of Terraversan troops, free of charge and upkeep - Results - Category B: ‘Till my dying breath… Setting: Skaford Heights. Mardier’s secret colony has been discovered by Eslandolan forces, and now there is a plan for a joint all-out assault! Builders need to pick a side and depict the Garvey and Eslandolan assault on the island. Your character does not have to be physically involved in the attack, but your sig fig has funded this expedition to defend or attack Skaford Heights (your sig-fig does not necessarily have to be involved with or funding the same side as the one you are building for). The MOC must depict a beach landing, a defense mounted by the Mardierians, and the death of a hero, and may be up to 48x48 studs. At least one picture must be a close up of the Hero’s death scene (artistic license for posing allowed, of course – see Death of General Wolfe for an example of artistic license.) Due Date: March 31st, anywhere in the world Category Prize – 1st place - 500 PIPs and a free medium fort (activated by a micro-build) to be placed anywhere - and 31063 Beachside Vacation Runner-up - 300 PIPs and a free small fortress (activated, likewise, by a micro-build) - Results - Category C: On Stranger Tentacles Setting: The Sea of Prio. Did you hear that Garvey has harnessed the power of the Kracken? Or perhaps you have heard about how King Alphonse rides on a giant Narwhal, destroying ships at his leisure? Terrible things lay in the depths of the Far Seas, and you will be depicting one of them. There are no size limits, but there must be a terrible sea creature, and it must be destroying a vessel or terrorizing a camp on shore from the side you are not supporting in the war. The monster must be natively aquatic (no jungle beasts, please). Due Date: March 31st, anywhere in the world Category Prize – 1st place - Cooperate with with the gamemasters in moving the Kraken in the upcoming quest! - and 70623 Destiny's Shadow Runner-up - Learn ahead of time the location of the Kraken (either to chase it or to run away!) for the first two MRCAs - Results - Category D: Yum Yum, Bumbel Tuna Setting: The far seas. The Mardierian fleet in the far seas has made their latest fortune in the fishing industry. Tuna has become the latest craze among the elite of the mainland. Mardier’s sailors have developed trade secrets and hidden away the best fishing spots to create a near monopoly on this most sought after fish, as the Eastern Bumbel Tuna Trading Company reaps massive profits! The Garvian privateers seek to hit Mardier where it hurts, their wallet. Builders depict either Garvian privateers intercepting a Mardier fishing vessel or show Mardier troops outwitting the Garvian privateers. This MOC may be up to 48x48 studs. The MOC must include TWO vessels, fish (brick built are fine!), and waves. Due Date: April 15th, anywhere in the world Category Prize – 1st place - A life-time supply of Bumbel Tuna!!! Reap a 300% profit next time you go on a Bounty Run (you'll have to let the automaters know after the KPA is published to triple the amount, or make sure they have already done so) - and 41150 Moana's Ocean Voyage Runner-up - Reap a 200% profit on your next bounty run - Results - Category E: The Treasure Trove Setting: The New World It is said that Mardier has been building up a massive fleet and army, which have been amassing at their ports to crush the rebels and Eslandola once and for all. There is only one wee little problem – Mardier is, essentially, broke. But rumor has it that somewhere in the newly discovered islands there is a fabled kingdom of gold, where the natives of the place have far more of the shiny metal than they know what to do with – and rumor has it, too, that the East Bumbel Tuna Company has found a map leading to this kingdom, and that they mean to use all means, fair and foul, to get this gold to support the Mardierian war endeavor and finish off the rebels once and for all! Such a sum of money could be the making or breaking of the struggling empire, but the news seems to have escaped and it is more than only the Mardierian who search for that lost treasure now! Show either one of your characters hearing about, discovering and/or carrying off this treasure, and dealing with the natives (and it doesn’t necessarily have to be for Eslandola! – as long as Mardier doesn’t get it, that is good enough for them!), or tell us how Mardier and the East Bumbel Tuna Company managed to thwart the treasure hunters and securely carry off this store of doubloons! But it is said that Mardier is not a nation with a track record of getting along very well with the native peoples… This is a story category, and you are allowed a maximum of three builds to portray this, the sizes being no greater than one 16x16, one 32x32, and one unlimited build respectively. There are no restrictions as to how you find the treasure or where this kingdom is located except that it is on one of the newly discovered islands of the Prio seas or the new Haven Seas region. Are the natives there friendly, or are they fiercely protective of their gold? Do pirates make off with the doubloons, do they fall into the hands of the rebels or Eslandolans, or is Mardier able to carry out their villainous masterplan? You decide! Due Date: May 15th, anywhere in the world Category Prize – 1st place - A new island (of the Prio seas, though your build could be in the new Haven seas) of your choice for your faction and 600 DBs - and 31065 Park Street Townhouse Runner-up - 500 DBs - Results - And now get to building those MOCs! The fate of the Brick Seas rests in your hands!
  8. Situated astride the strategically important Garma's Strait, Port Woodhouse is planned to be the seat of the Corrish administration in the Paradise Isles. While the Royal Navy looks to the sheltered waters of Safety bay, the army is constructing barracks and planning the landward defences. Here a half-company parades outside their barracks for inspection by their officer. Sentries on guard duty look on from the attached watchtower. Just a quick build before the end of the month, trying to breath some life into Port Woodhouse! I'm attempting for a more 'classic' kind of feel, but using modern techniques. Also a good opportunity to display one of my half-companies ('Platoon' somehow seems too modern! ). I currently have just over two whole companies of redcoats, not that I'll probably ever use them all at once in a MOC - what can I say, I'm a tragic army builder! Anyway, hope you enjoy, will be licensed as a medium residence.
  9. The Golden Apple Chase, Part I, Chapter 3 : A new map to understand If you missed the previous episodes : Introduction : Where Felipe de la Manzana is learning the existence of the Golden Apple. Part I Chapter 1 : Where Felipe is studying the Ténotclaxcans to learn more of the Apple. Part I Chapter 2 : Where Felipe is finding an incomplete map that could help him find the Apple. Strong of his new map and ready to search for the Golden Apple, Felipe de la Manzana used all its ressources to send in every corner of the Brick Sea an exploration team. He even used the new scientific progress the recent Phlogisphere opened and sent an adventurer alone on board of one of this magnificent (but costly...) balloon ! The young man on board seemed enchanted to fly on his device but, unfortunately, even with the map carefully read, he didn't succeed in finding the location of the island where the Golden Apple could be... Every ship Felipe could afford him, being his new Frigate, the Brickwall, or being this new little sloop, the Crowned Pigglet, he bought near Turtuga to some turtle eggs smugglers, never found the damn location so strongly desired... It appeared he missed something... Something that could be the key... "Hey ! The Key ! Yes ! The Golden Priest said that ! It's only a half map ! I need the second half !" realised Felipe. But Who is in possession of this half map ? This is something we will discover on the Second Part of the story ! With this Chapter I am closing my first part of the Golden Apple chase to be synchronized with the new change of rules and begin my second part of the story with the new "Era". I hope it was not too chaotic to follow as I changed a little bit my writing while progressing in the game. Some comments on the builds I've made : The Phlogisphere was a build I made for FanaBriques in Strasbourg, France to stick to the theme of the Event : "Flying vehicles". And the little ship, the Crowned Pigglet, is obviously not my best, but It's entirely made from exclusively the pieces of the Angry Bird set 75825 Piggy Pirate Ship which I reworked to fit in a more conventional sloop aspect, only the minifigs are out of this set, the sails, and even the rope are from the original set ! I hope you'll like it ! Thank you for reading and, of course, every C&Cs are welcome !
  10. A team from the Sea Rats has arrived at Trador to take part in the Big Colonial Football Championship. This was an elite team of buffed shirtless athletes. It was more due an accounting error that funds weren't allocated for proper uniforms. To prepare for the tournament and get rid of those sea legs after the long voyage, the Sea Rats rented some non-descript warehouse space for team workouts. Their captain coach made sure each team member trained to their fullest.
  11. Name: Nova Malto Ownership: Eslandola Location: Isla de Victoria, Prio Seas Mayor: TBD Who can own property in Nova Malto: Anyone Who can freebuild in Nova Malto: Anyone Description: After Eslandola's decisive victory over Mardier on the Isla de Victoria, all Mardierian forces withdrew from the island and with them fled most of the settlers of wealth and status. Before leaving, Mardierian troops conducted a scorched earth policy, determined to leave nothing of value behind for the victorious Eslandolans. Left behind however, were the poorer Mardierian settlers and those without the means to flee, or with nowhere to go. Fearing reprisals from their new Eslandolan overlords, but more so from the natives who the Mardierian forces are said to have savagely repressed, these refugees, their homes and crops burned, gathered in the ruins of the former settlement of Malto on the north of the Island. Former Mardierian Captain Giovanni Lorenzini turned to the Empire of Corrington for help. Corlander colonial authorities, fearing a humanitarian disaster on the war torn island, authorized armed support for Lorenzini's proposal of a "free and neutral" settlement and temporarily recognized Nova Malto as a separate entity from the Eslandolan colony of the Isla de Victoria. After intense political talks, Eslandola guaranteed the safety of all refugees that stayed, and agreed to help build a settlement on a Corrington island for refugees that wished to leave (among whom were the aforementioned Capt. Lorenzini); and Corrington recognized Eslandola's authority on Isla de Victoria. Corrington withdrew their troops, and now the Eslandolan settlement of Nova Malto rises from the ashes of the former Mardierian settlement of Malto. Builds in Nova Malto Please help us out by posting your a link to your Nova Malto builds in this thread. Licensee is listed after the type of licence. Properties: 16/31 Size for EGS purposes - Level 2 'Town' Required for Level 4 'Large Town': 15 properties including; 4 factories, 1 artisan, 1 culture, 1 education Residences: 4 Burnt Out, small residence, Silentwolf (+1 settlement size) Entering Nova Malto, small residence, Bregir (+1 settlement size) Mayor's House, small residence, Ayrlego (+1 settlement size) Dark Alleyway, small residence, Bregir (+1 settlement size) Factories: Artisans: 3 The Wall of Malto, large artesian, Mesabi (+3 settlement size) Commerce: 2 Repairing the Well, small commercial, Ayrlego (+1 settlement size) Entering Nova Malto, small commercial, Bregir (+1 settlement size) Docks, medium commercial , Mesabi (+2 settlement size) Montoya Arrives, medium commercial, Bregir (+2 settlement size) Art and Culture: Educational: Plantations: 1 Ploughing the Fields, small plantation, Ayrlego (+1 settlement size) Mines: Forts: 2 Fort Nova Malto, Medium Fort, Mesabi (+2 settlement size) Troops: 1 company of the White Glove Order Other Buildings: Vessels stationed here: Other related builds: Food for Refugees, Capt Wolf Support Arrives, Legostone Nova Malto Party, Professor Thaum Another Belated Party, Maxim I WGO-ESL troops responds to the Disaster in Malto, Sir Stig Helpful Corries, Kai NRG Malto Express, Bodi A Passage to the City of Malto, Bodi Café René, gedren_y Viewing the Devastation, gedren_y
  12. A Doctor for the refugees in Puerto Desafio Since the end of the Eslando-Mardieran war on Isla de Victoria, many refugees from the ancient Mardieran colonies went to find help in the controled areas of Eslandola new territory. Eslandola is welcoming all the war victims what ever be their past. Even the former soldiers of the Mardieran Army are welcome to settle in the new Puerto Desafio colony ! And to provide the basic first aid and health support for all this growing population, a Doctor was needed ! It is Doctor Ayuda, graduated in the Great Medical University of Nova Terrelli, who decided to answer to this need. He managed to save an ancient mardieran house from destruction near the quays of Puerto Desafio to open a Hospital in order to welcome the refugees. This build will be licensed as a Medium Artisan in Puerto Desafio in order to use my reward in the Challenge V. Of course C&Cs are welcome.
  13. Capn Frank

    Shipwreck Bay

    Jacob Nion has shared a fort he had built for the Sea Rats Faction of Brethren of the Brick Seas. The shipwreck bay is where many an unfortunate ship run aground. The Sea Rats found good use for them, refitting some of the shipwrecks for hideouts. Come check out Shipwreck Bay and other great creations in the Brethren of the Brick Seas Forum within the Pirate Forum.
  14. BOBS Brief Stories : The Brickwall to the rescue ! Since the Malto situation became an epinous problem for the Eslandolan diplomacy, it appeared to Felipe de la Manzana he should do something to help his new friends in Mehit and to support his country effort for peace. He decided to disarmed his brand new Frigate, The Parango of Sacrifice, he renamed the Brickwall after Murion Brickwall sacrifice at the battle of the Bridge of Arbol. He just left the two bow chasers with a soldier on board in defense purpose, but all the eighteen 12 pounders normally on board have been disembarked to leave the place to a full load of food and tools for the Maltians. The fast vessel took full wind and set sail quickly to the shallow waters of the Malto area. Due to the sand banks and poor port condition, Malto doesn't have the capacity of hosting such a vessel, so Felipe droped anchor at a resonable distance and hired his new Mehuãtajir friends services to unload the cargo for Malto. It is with such a total humanitarian with a neutral delivery that the peace can be preserved now as it seems the Corrington troops would never stop food and tools delivery without any armed escort ! Felipe de la Manzan is sure his friends from Corrington will finally keep reason and will allow Eslandola administrate this area as it is by law (after a war treaty, that cannot be contested !) the Eslandolan Sovereign Territory. Thank you for reading. Of course, all the description and story are IC thoughts and reactions ! Felipe de la Manzana is an Eslandolan Citizen and wants the best for his country. He doesn't want to be more involved, so, he just sent humanitarian help without unboarding from his Frigate. OOC : I don't really understand everything around all the Malto affair, and I am leaving the Gamemasters solve this. This was the opportunity to show you some builds I was working on for a veeeeery long time now, and to show you the main MOCs I will expose to the Fanabriques Event in France this Week End. Of course, every comments or criticisms are welcome !
  15. Over on Sea Turtle Island in Tortuga, Ma and Pa Native Islander run a small family pub serving local cuisines. A couple of Sea Rats decide to drop in and try them out. It is best not to order the special of the day. Turtle Family Pub by dr_spock_888, on Flickr
  16. Previously.... The Curious Case of the Bottled Message - Bregir The Lost City of Gold, Part 1 - Ayrlego ------ Part Two - Venturing up river After meeting at Camp Isaac, Colonel Dirk Allcock and the rest of the Corlander expedition proceeded on their journey to find the mysterious city and Dr Albert Brickingstone. As Camp Isaac was situated at the base of a large river delta, the expedition set out in small boats up the main river into the interior of Cascadia. The 'Mardierian' map indicates the source of this river will be a large lake in the centre of the island. It is here the expedition plans on setting out overland into the central highlands to find the city. The river is long and alternates between wide expanses and smaller narrower twists. It is in one of this narrower sections the expedition spies a grim discovery. Human remains are sited on the bank, the remains of armour and helmet are confirmed to be of Eslandolan origin. So far the Mardierian story checks out.... Determined to carry on, Dirk's boat takes the lead, and the expedition continues to forge up the river. End of Part Two... ----- Part Three - Returning the Golden Seal (this section is meant to come after Bregir's and SilentWolf's builds, but we have run out of time to coordinate properly...) After discovering the lost city and; with the help of Dr Brickingstone; convincing the Myzec that the expedition's intentions were peaceful, the leader of the Myzec, High Priestess Zia, takes the leading Corlanders to the temple complex outside of the city where the stolen seal came from. The return of the seal to Zia shortly after arriving helped convince the Myzec of Corlander good intentions. As the guide leds Colonel Allcock, Don Montoya and Lord Micah are astounded when the enter a relatively open space in the jungle and are greeted by the sight of massive step pyramids unlike anything they have ever seen before. Myzec soldiers can be seen at the base, and the High Priestess herself is at the top of the long narrow stair case leading to the top. The golden seal has been returned and as the sun sets, the three Corlanders can be found at the base of the temple. The quest to find the city may be over and, although the city is not made out of gold... it is a cultural goldmine which Corlander scientists will sure to be studying for years to come. Colonel Allcock now must find a way to incorporate the Myzec and their city into the Empire, his work here has just began. ----- As mentioned we kind of ran out of time with Part E, so the story is quite disjointed. We do plan on continuing to build the 'lost' city up over time, and the Myzec are sure to become loyal citizens of the Queen before too long. I'm sure Allcock and Montoya are already drafting the treaty as we speak! When we decide on a name I intend to licence the temple as a large cultural building. As for the builds themselves, After searching the internet for some Mayan/Aztec style inspiration for the temple, I settled on the Mayan Tikal Temple 1 as the model for this build. Originally I was planning on trying an approx. scale version, but when I calculated that it would need to be around 190 bricks tall I decided I needed to scale back a bit! . I think this version is actually much bigger than it appears - the base is 48x64, but as usual with my larger builds, my photography skills (or lack of) fail me. Any hope everyone enjoyed challenge five as much as I did. It was unfortunate that this year has been super busy for me and I haven't had the building time I had last year and wasn't able to enter all categories. Congrats to those who did!
  17. BOBs Brief Stories 05 : Pax Corlandia and its side effects It has been noticed those days on the coast of Isla de Victoria, the new Eslandolan domain, that some scientists in a hurry to discover the wonders of the native habitat could have been clumsy and would have been considered impolite by the local tribe of the Mehuãtajir, the Seafarers of the shallow waters of the north of the island. We have been reported in MAESTRO, by some Ténotclaxcans scouts Jan Zwartbaard is employing to rebuild Mehit, that a group of such clumsy red scientist, perhaps from the WTC have been seen alterate a native tomb. It was said, that, for their defense, they were looking for the giant purple Mauve, a splendid flower that is flourishing in this area. But, instead of finding the flower, the one-eyed assistant of the scientist would have opened by mistake the tomb. As the tomb was open at his arrival, the scientist didn't missed the opportunity to study the amazing treasure the Mehuãtajir left to their deads ! The angry natives invited the rude scientists to stop their activities quite rapidly. It is unsure now for the Ténotclaxcan scouts what have become of those redcoats. If they were Redcoats and not just Pirates disguised in Redcoats. Thank you for reading. This little build could be considered as a Culture build for Mehit and can be licensed.
  18. Challenge V Cat E : The El Dorado ritual The Doctor Gellibrand, who is studying the Ténotclaxcans, reported to Felipe de la Manzana a strange story the Tribe told him : It is said the Ténotclaxcans were rich It is said the Ténotclaxcans are not alone. It is said the Ténotclaxcans are from the far east. . What The Doctor understood from that is the tribe is probably issued from a more distant land far east with many treasures ! The analysis of The Doctor went further away when Pinya (the shaman's daughter, always ready to help Felipe and his loyal first officer Basil) described him a ritual called the El Dorado ritual which is now forbidden in the tribe : It is said their ancestors, in order to calm the fire god, had to throw gold directly to his mouth ! The ritual consisted in wearing gold, being tainted in gold and throwing an amount of gold into the rock in fusion of a volcano. If the god was satisfied, he would not erupt, otherwise, he would destroy the entire island. It is said some advised navigators of the tribe decided to flee away, out of range of this cruel volcano god to stop worshipping him. They could have been the first Ténotclaxcans ! Well, according to The Doctor's analysis, the Ténotclaxcans are clearly issued from this eastern tribe, and this tribe is possibly still existing, and can have a huge stock of gold ! Pinya confirmed to Felipe that the Golden tribe is probably real, and she is adding that their Golden Priest, the one who is doing the El Dorado ritual, could bring to Felipe some precious informations on the Golden Apple he is searching ! After months of recon and many scouting teams sent out to the sea to encounter those golden natives, it appeared the Bumbel Tuna Company from Mardier knew where to find a gold city, full of golden people ready to "finance" their project of death on all Eslandola... The Ténotclaxcans scouts managed to discover the tribe position through the Mardier Company in Maldria, one of the New Haven Sea major islands. What they saw was amazing and alarming at the same time ! First, the El Dorado ritual is still common for the Doratclaxcans, as they want to be named : But the Ténotclaxcans scouts saw that Mardier and the Bumbel Tuna Company were ready to take over the gold by any means ! They saw the yellow soldiers attack the Golden Priest and his suite to catch him alive just to exchange his life against a good amount of gold from the Doratclaxcans ! Of course, the Ténotclaxcans identified the Mardieran camp position, near the wall of the Golden City, and it was rapidly decided to send to the Priest a rescue team ! It was obviously Felipe and Basil who lead the operation on the island of the Doratclaxcans. They attacked by surprise the little mardieran oupost built upon the cave the Priest was imprisoned. The battle was quick and the Mardieran soldiers surrender at the death of their commander. Felipe freed the Golden Priest and to thank the Eslandian and their Ténotclaxcans allied he offered more than a good golden treasure ! He told an essential information to Felipe about how to find the Golden Apple : - The map is the key ! Like this, it is incomplete ! You must find the second half ! The maps are the keys ! These were the words of the Golden Priest of the Doratclaxcans. Will Felipe and Basil find that second half of map and who's got it ? who can tell... At least Mardier has lost a treasure and is broke, a good news for the Eslandolan Crown ! Thank you for reading ! C&Cs are welcome !
  19. Kolonialbeamter

    [OL - CH5D] Fish from Above

    Hi there, fellow BoBS'ers, I'd like to present my Challenge V - Category D entry: Fish from Above In their efforts to weaken the Eastern Bumbel Tuna Trading Company, the Garvian High Command had declared the waters around the Isla de Medio hunting grounds for their privateer fleet. As a result, especially the Tuna Strait quickly turned into a more and more dangerous place for the Marderian fishermen to go about their business. Fortunately for them though, the waters of the Tuna Strait were not only filled with fish, but also covered in thick layers of fog most of the time, thus still presenting a tempting area of operation for fishermen who were courageous enough to set sail. As it so happens, the crew of the Tuna Spirit was made up of especially brave men, and the thought of staying ashore in fear of Garvian privateers wouldn't cross their minds. And even when they became aware of an enemy raider closing in on their position, they didn't think of running away. Instead, they used their fishing gear, ropes, nets, and painted sail cloth to disguise their tiny boat as a menacing ship of the line. Sure, it wasn't a perfect disguise, but in the spirit of the best defense being a good offense they decided to engage. And so one of the most... unusual... naval engagements of the entire war took place. Unaware of any large ships in the era, the crew of the Garvian raider was caught by a complete shock when the fog revealed a mighty two-decker ship of the line right before their eyes. In utter fear they tried to break off and get away, but it was too late as the large predator was obviously in firing range. And then, it rained down fish on the already terrorized Garvians... shortly after, the privateers had all jumped ship, and thus this day the Tuna Spirit hauled in their greatest catch ever. About: Well, this was a lot of fun to build, although I had to do the final details using a laptop Anyway, as usual all can be build... the vessels are based on cb4's full hull technique, and a special thanks to all who gave me some WIP input Thanks for watching, C&C welcome! Vive le Roi!
  20. The plan for Port Woodhouse began with it being a primarily military settlement, however a range of craftsmen, trades people, farmers and their families have naturally followed the military to make a living providing for the soldiers and sailors needs. Indeed it is only now, months after initial settlement that the authorities are beginning to realise just what an important position the settlement holds. Rumour has it that Colonel Allcock, Colonial Governor for the Paradise Isles will move the seat of the Governorship from Jameston to Port Woodhouse! One example of some enterprising craftsmen who have set up in Port Woodhouse are the Elliot twins. Both potters by trade, they have set up a small workshop that produces quality cups and mugs for the use of the garrison and Royal Navy vessels that stop by the developing port. Benjamin takes a load of mugs out of the kiln, while his sister Doris shapes raw clay on their pottery wheel. ---- Just a quick build that I've actually had about ninety percent complete for a couple of months. I finally had the time this morning to pull it off the shelf and finish. Licensed as a small artesian in Port Woodhouse.
  21. Previously.... The Curious Case of the Bottled Message - Bregir ------ At the same time as Captain Jonathan Cooke (RN) was dispatching his urgent message to Montoya on Cascadia, Colonel Dirk Allcock was in his temporary office in Jameston with his cousin Commander Matthew Allcock (RN) when the soldier entered with a message. The pair had been reviewing plans for the Corlander colonies in the Paradise Isles. Matthew Allcock had recently been appointed military administrator of the settlement of Port Woodhouse and Dirk was still coming to terms with the vast responsibility of Governorship over the three fledgling colonies of Celestia, Cascadia and Garma’s Key. “Sir, there is a Mardierian officer here to see you” announced the soldier with a sharp salute. Dirk raised an eyebrow at his cousin, the appearance of a Mardierian officer was highly unusual in the new settlement. “Bring him in thank you Tom.” Replied Dirk to the soldier. The officer entered, making an impressive figure in the orange uniform of a Mardierian cavalry officer. "Sirs, May I introduce myself as Major Silvano Modignani" he said with an elaborate bow. "A pleasure Sir," replied Dirk, "I am Colonel Dirk Allcock, Governor of the Paradise Isles, and this is my esteemed cousin from the Royal Navy, Commander Matthew Allcock" "A pleasure" nodded Matthew, "May we enquire to what brings you here Major? We have heard your forces are hard pressed on the Isle de Medio" "Indeed, and it is for that reason I am here, I come with an offer which I believe will be of mutual benefit to both our nations." Dirk nodded for the Major to continue. Major Modignani then dramatically pulled an enormous piece of gold from a large sack he had been holding. The gold had been worked into a large plate with an intricately carved patterns on the outside and a human head carved in the centre. The style was unlike anything either Corlander had seen before, although it vaguely reminded Dirk of some of the local natives old stone carvings. "Well Major, I believe you certainly have our full attention now, do please continue" stated Dirk. "Of course Governor," he smiled. "This has recently come into our possession from an Eslandolan we captured. We ah, managed to persuade him to tell us where it came from and, to our surprise, it apparently originated from your very own Cascadia. It appears he was part of an Eslandolan party charged with sneaking onto your new possession in search of a fabled lost city of gold, and he claims that his expedition found it. They removed this gold seal from a temple in the jungle outside the city, as they were a small party and the natives were great in number. However on departing, they were ambushed and the entire party was killed, save our man, who escaped with the gold. He was on his way back to Eslandolan headquarters to organise a stronger party to raid the city. It is claimed it contains enough gold to fund an army." "An interesting story to be sure Major, but it still doesn't fully explain why you are here, of course we will happily take possession of an artefact plundered from Corlander territory..." smiled Matthew Allcock, allowing his cousin to remain silent in contemplation. "Well, we couldn't allow such a horde to fall into the hands of our enemies, if I am frank with you gentlemen, they are already far better financed here in the colonies than we ourselves are. We could go after the gold ourselves, but of course we respect the sovereignty of Corrington too much" "You mean you are already overstretched and can ill afford to make another enemy at this time" stated Matthew. Dirk noted a flicker of annoyance cross the Major's face. "Not at all. We were able to persuade the pirate greenback to reproduce a map to this lost city. I am here to offer it to you gentlemen." "Just like that, you would give us this map?" scoffed Matthew, still allowing Dirk to remain a dignified silence. The pair had used this routine often since assuming duties in the Paradise isles. "Not exactly, as I admitted, we are hard pressed on the Isle de Medio. The mercenary greenback scum and there piratical Garvian allies must be driven back into the sea. Mardier went to some expense to obtain this information and return this seal it you, naturally we would like some small compensation..." "ah and there it is," smirked Matthew, "my guess is that 'small' will prove to be expensive - how do we know you are selling us the real thing?" "I am to remain here until you have verified the information. If it proves incorrect, you need not pay me. If however it proves solid, I will rely on your honour as gentlemen to honour our bargain" With that the negotiation began in earnest. A suitable figure was agreed on (strictly confidential of course!), and Major Modignani left to find accommodation after handing over a rough map. "Well cousin, what do you think?" asked Matthew, "I have a feeling you'll be handing your Gubernatorial duties to me while you gallivant off around Cascadia?" "Indeed," replied Dirk calling for the officer of the day outside. On entering he gave the young Captain his orders. "Assemble the Light Company for immediate departure, call for Dr Percival McCallum, he is the Royal Society anthropologist who recently arrived. Also get my Davy Russell. We depart for Camp Isaac and Montoya before nightfall."
  22. Hi there, fellow fortune seekers and adventurers, this is my entry for Challenge V - Category E. The Conquest of Paradise The Marquis de la Roya is an able man. Considered reckless by his foes and peers alike, he sees himself as a loyal servant to the new Marderian King Alphonse XIII. And as a loyal servant, he knew it was up to all Marderians to support the empire's war efforts against the invading Eslandian forces as best they could. But the Marquis is not only skilled in the arts of battlefield warfare - his true qualities lie in gathering and evaluating information. Cause that's what wars are won with primarily. And recently, he came across a very interesting bit of information. What only very few people in the Brick Seas know is that the mysterious voyages of the Oleander priest Father Tholeau lasted much longer than official records claim. And during these voyages to the far end of the world, Tholeau didn't only find the Fountain of Youth. In fact, he had also found something else in the vast jungles of the New Terra - something so important and potentially dangerous that it could shake the political status quo of all the known world like a furious earthquake. He had found the legendary city of Legorado - a city constructed of pure gold, constituting such astonishing wealth that whatever power managed to claim it would be considered rich beyond the wildest dream ever dreamed up by anybody. Terrorized by the implications of this very thought, Tholeau tried to kept his findings a secret. But the map he drew to find his way back home somehow winded up in an Oleander monastery where they were almost forgotten. And it was this bit of information that reached the Marquis de la Roya's ear... Part I - Atrocities The Marquis and his henchman - who only went by the name of el Zamuro - didn't loose any time. In total secrecy and given order by King Alphonse XIII himself to 'do whatever is necessary', they took command of a company of the King's Palace Guard, and boarded a ship - direction East. Their first destination was the Oleander monastery rumored to hold the secret map. When they arrived, the head priest requested to know what this unexpected visit was all about. This was his last request on this earth - 'whatever is necessary' in Marderian is best translated with 'shot first - don't even bother asking questions later!' The map was found shortly after in the catacombs underneath the chapel. The path was set. Part II - Pathfinding After an uneventful journey to the far side of New Terra, the Marquis and his company set up camp at the beaches of this yet unsettled island which revealed itself in front of their eyes. After a night's rest and some planning and scouting, the expedition party moved out and made their way through the jungle. The green hell was merciless - humidity and heat took their toll, as well as all sorts of venomous crawling things - man after man collapsed in these harsh conditions under the weight of their heavy equipment. After marching for several days without finding anything, concerns were spreading - some in the King's Guard whispered the Marquis would be their downfall. But luckily enough for de la Roya, soon after the expedition came across a promising beacon - an altar in the middle of the jungle. And the best thing was that gold seemed to be abundant! Part III - The Great Golden Pyramid of Legorado Incited by their discovery of the gold filled altar, de la Roya and his men picked up the pace and marched on. Driven by an insatiable thirst for the shiny metal they hasted through the jungle - nothing could stand in their way. All the long journey's destitution was forgotten, suffering became meaningless, and especially de la Roya's eyes were filled with an almost inhuman desire. And then they saw it. A bright reflection of pure golden sunlight in the middle of a vast clearing. Like bugs they were drawn towards it, still incapable of believing their eyes in the face of such radiating beauty. As the expedition closed in on the bright light, a priest flanked by two warriors approached them, seemingly friendly and curious as to the origin of the strange looking men. But instead of trying to enter into a conversation and trying to explore an obviously fascinating culture, de la Roya and his company only had eyes for the gold... 'Whatever is necessary' - the Marderian way... After the heinous murder of the sun priest and his warriors, de la Roya and his men climbed the pyramid. When they reached the top they first were shocked that the temple didn't contain any treasure. But when el Zamuro smashed his sword into the walls of the temple out of pure frustration, he realized... the entire temple structure was constructed of massive gold! What happened next is better not described - it sure was a great day for de la Roya and Mardier, but a horrible day for mankind as a whole. 'Whatever is necessary' About: Well, where to start... the jungle build was pretty straight forward, nothing really special about it. The chapel was a bit more tricky, the rug took some time to get right, but the hardest thing here was to stack the two coins on the small altar - something that 'in the brick' would take no time at all Now, the pyramid, yes in theory it could be built, but I sure don't know if the required bricks exist in such numbers - on Bricklink certainly not. Among other parts the pyramid consists of: 9792 chrome gold 1x2 tiles, 8675 pearl gold 1x1 plates, 718 pearl gold 1x2 jumper plates, 557 pearl gold 1x2 tiles, 658 pearl gold 2x2 tiles, 955 pearl gold 2x2 jumper plates, 5495 pearl gold 1x4 tiles, 2125 pearl gold 2x2x2 slopes What about suggesting this as a Lego Ideas set? Thanks for watching, C&C welcome! Vive le Roi!
  23. Kolonialbeamter

    About Ships

    About Ships In this thread you’ll find all information necessary to operate a ship in the EGS, or more precisely how to make your ship fit to participate in the thrilling venture that is the MCRA. Ships and Licenses A ship you want to use in the MCRA has to be a combination of both a ship-MOC and a license. You may at any time post a ship-MOC, and attach a license to it once you are able to acquire one. To attach a license to a ship-MOC or to unlicense a ship use the Ship licensing form, note that once a ship is unlicensed the old license ceases to exist. There are multiple ways to acquire a license for your ship-MOC - purchase, capture, a challenge prize. A license has to fit the general properties of the ship-MOC, creative license is of course allowed and appreciated - but within reason. Leadership has the right to revoke licenses in case of rule and spirit violations. Licenses come in different classes: Class Cost Base Upkeep Benchmark MOC Stat Points 0 24 6 Pearl Diving Canoe 6 1 60 15 The Saucy Gibbon 9 2 120 30 Pride of Poseidon 12 3 200 50 HMS Otter 15 4 300 75 HMHV Athena 18 5 420 105 Ironsides 21 6 560 140 Alejandro de Vargas 24 7 700 175 Margot 27 8 900 225 Triton 30 9 1140 285 33 10 1500 375 39 Ship Classes: Each ship class comes with a total number of stat points, the higher the class the more stat points are available. Within the distribution limits these stat points can be spread among the various ship characteristics according to one’s individual preference to create customized licenses, for reference MOCs see the second post in this thread. Ship characteristics are: Range (R): A ship can travel its range plus 1 zones per MCRA. Must be a value between 0 and 6. Maneuver (M): This is the vessel's ability to maneuver in an encounter. Thus, it decides its relative ability to catch up with or flee from an enemy. Must be a value between 1 and 6. For class 9 it must be a value between 1 and 5, for class 10 a value between 1 and 4. Guns (G): This is the ship’s firepower. Must be a value between 0 and 12. Crew (C): This is the fighting crew of your vessel, used during boarding actions. Roughly, one C equals 5 men. A 0 crew is the captain and a few choice men. Must be a value between 0 and 12. Cargo ($): This is the space the ship has for hauling goods. Must be a value between 0 and 15. Hull Strength (H): This is the strength of the hull, the vessel's ability to withstand fire from warships and fortresses. Must be a value between 0 and 12. Hull-piece guidelines Class 0: Similar to lego rowing boat (NB: Prefab row boats, canoes, etc. cannot be licensed) Class 1: N/A Class 2: Narrow hulls, no mid sections or 1 very light Class 3: 1 or 2 mid sections, depending on "bulk" Class 4: 2 to 3 mid sections. Transition to large hull pieces Class 5: 3 to 4 mid sections Class 6: 4 mid sections for multiple decks, 5 for single decked vessels Class 7: 5 for Ships of the line or galleons, 6 for heavy frigates Class 8: 6+ mid sections minimum and several decks Class 9: 7+, several decks, Probably upper limit for prefab hull-pieces Class 10: N/A The Costs of Ships Every player is always entitled to one free class 1 or 2 license. Sea Rats only pay 70% of a ship license. Next to the price of a license there’s also upkeep to be paid, and ship limits to be considered. Upkeep is calculated as total upkeep of all the owner's active ships during an MCRA, and automatically deducted from all involved accounts after every MCRA, use the upkeep calculator at your convenience. NB: The black flag pirate crews of the Sea Rats often find provisions and supplies by... alternative means. Sea Rats pay no upkeep for black-flagged ships.  Base Upkeep From To Modifier 0 100 0 101 200 100% 201 300 150% 301 500 200% 501 1000 250% 1001 300% Ship Levels: Ship levels limit the total number of ships one is allowed to operate, they are determined by the sum of ship classes, so for example if you own a class 5 and a class 7 ship, you must have a ship level of 12 to operate them. Only the following entities can own vessels (i.e. have their own ship levels.) Players, who start out with a ship level of 10 Factions, who start out with a ship level of 25 Officially chartered trade companies, who start out with a shiplevel of 0 Settlements, which can own ship levels up to its settlement level. (Capped at 20) To increase them, players, factions and trade companies must unlock additional levels. This is a one-off cost and then your ship level is increased forever. Apart from the cost, a vignette (or larger) must be made to explain the IC reasons why/how the limit is increased. (If the build meets the normal requirements, it can be licensed. One build must be submitted per entity per increase) Prices are cumulative. Additional levels can also be unlocked in other ways, like via certain traits of the skill system. Additional Ship Levels Price DB Price *IP +25 250 250 +25 500 500 +25 750 750 +25 1000 1000 Additional Rules and Clarifications The Naval Licensing and Prize Court: The NLPC’s role is to support leadership in making final decisions and advise players in all issues discussed in this thread. The NLPC can also be used to sell unwanted licenses out of the game. See here for more details. ‘Sistershipping’: If a ship is captured, sunk or otherwise lost in the MCRA the former owner may attach a new license to the ship-MOC. (If he is the owner of the MOC, i.e. typically the builder, unless specifically transferred during a sale.) All ship owning entities may, at any one point in time, hold sisterships up to 20 shiplevels. (Eg. 1*class 7, 2*class 5, and 1*class 3). In other words, if sistershipping a lost vessel brings your total number of sisterships over 20 shiplevels, you cannot sistership that vessel. Sistershipping requires a sistershipping build. Please include a link to the original moc in the sistershipping topic. Since Jan 2019 - the cost for a sistership license is double the original license cost. See here for more details. Faction warships: Factions always have three MOC and upkeep free class 5 ships available. These ships count towards the factions' ship level. The characteristics of these ships are defined as the faction licenses them. Ships captured or purchased from other players: NPC ships captured in the MCRA are licenses only, therefore they need a ship-MOC in order to be used again. The same applies for captured MOC-free faction warships. MOCed ships captured in the MCRA can be reused as ships as they are. The same applies for ships purchased from other players (use the Transaction Form). The rules regarding upkeep and ship limit apply unaltered. Captured ships (or captured ships bought in an auction or similar) will not count towards the sistershipping limits, unless bought by the holder of sistershipping rights. (Typically the builder) Ships maintain their stats after capture. (since they are effectively the same vessel) Troop transport: For every point of cargo capacity plus the ship's class rating, a ship may carry 5 soldiers (5 soldiers = 1 crew point). For example, a class 3 ship with a cargo capacity of 4 could carry 35 soldiers (7 additional crew points). Commanders: For fleets of more than 5 ships, a commander is required. Please see the relevant rules here. Regarding ship stats: If you need the stats for your vessels, you should been granted access to your factions stats by your leaders. If they haven't given you access yet, you may pm @Legostone who'll help you out with the stats of your vessels. Regarding "inactive players" If there is some form of agreement (formal or informal), existing ships can be used/managed according to the agreement. For escorts, trade, warfare, etc. as agreed. This agreement does not need to be published. These agreements can be faction wide, player based, etc. but if anyone misuses a player's ship against his wishes, leadership will step in. Anyone should always be free to opt out of such an agreement. Only existing vessels can be used. No new ships can be licensed in passive player's names, and ships cannot be sistershipped once lost. Over time, fleets of inactive players being used will thus dwindle. Exception are ships build by the absent player for a faction, settlement, or trade company, as use rights already belong to the given entity. Once the player returns, ships can be sistershipped and new licenses can be made as per normal rules. You are not allowed to change ownership, as that would eventually be stealing the vessels. Neither can they be sistershipped by any other entity once lost This policy will mean that only existing vessels can remain active, that players or factions cannot "optimise" upkeep or game the system by using inactive accounts, and that we get no additional paperwork or administration. Please note that it should also ensure balance. A faction will not be unduly punished because someone suddenly becomes inactive, but also that we will not see "ghost ships" sailing the seas. (Only known and active vessels still sailing) This is a rule thread - do not reply! Not even with 'Okay' Questions belong here or in the general BoBS intro thread.
  24. The professionals of Corrington's armed forces are closely watching the first old world conflict to be fought in the new world. On Celestia, newly appointed Governor, Major Dirk Allcock, is prepared to do his part to ensure Corrington benefits from the lessons learned by both sides in the conflict. While other Corlander officers will be tasked with gathering the Eslandolan point of view, Dirk is uniquely placed to gain lessons from Mardier. He has recently learned of the arrival in theatre of Mardierian officer with whom he studied with at the University of Bellson, one Captain Giovanni Lorenzini. Lorenzini, on completion of his studies in Corrington returned to Mardier, where he joined the Royalist Forces in the civil war. Now he has arrived on the Isle de Medio to reinforce the garrison against the Eslandolan and Garvian invaders. Wasting no time, Dirk has immediately written to his old friend, asking that he may send a man to observe the conflict from the Mardierian side. The observer he has chosen to send is a former Royal Army officer, Captain Adam Todd. Captain Todd resigned his commission to pursue a trading career in Arlinsport, but so far has not been lucky. Dirk has offered him a generous commission to go to the Isle de Medio with gifts for Captain Lorenzini, and a letter requesting observer status. Captain Todd, although not military anymore, is under strict orders to observe only, and not interfere. Major Allcock has also made very clear he is not being sent in any official capacity, rather he is being dispatched on a private expedition. On arriving, Captain Todd discovers that Captain Lorenzini has been dispatched to one of the Royal Fortresses on the Island that has come under siege by the combined Eslandolan and Garvian forces. A dedicated man, he has managed to smuggle himself inside the fortress, where he is given a warm welcome by Lorenzini, who happy allows him to attach to his company of infantry. After a few days inside the fort, the besiegers start bombarding the fort with mortars. These artillery pieces are able to lob rounds over the walls deep inside the fortress. Using incendiary and explosive shot, they are a present a nuisance to Mardierian high command, who are unable to target them with counter-battery fire due to the clever positioning of the battery behind sand dunes on a spit of land in the nearby bay. Captain Lorenzini shares his knowledge of the battery with Captain Todd. The Mardierians believe the mortar fire is unusually accurate due to the fact it is operated by a Garvian contingent. Most of the besieging army is made up of Eslandolan mercenaries, whose quality and professionalism is mixed, but generally quite poor. The Garvians, on the other hand, are professional artillerymen from the regular army. To take advantage of the terrain, the battery itself is quite exposed, and relies on a half regiment of Eslandolan mercenaries for protection. Lorenzini explains however, that Mardierian fisherman have reported that incredibly, the majority of the guard force sails back to the comforts of the main camp every night, leaving only the Garvian artillery men and a small group of Eslandolan regulars. Furthermore, the mercenaries have been observed returning later every day. Captain Todd, finding himself drawn to the Mardierian officer, and even sympathising with their cause, helps plan a daring amphibious raid on the battery, with the goal of spiking the guns to prevent their further use. Mardierian high command will only risk one half company of troops, to be led by Captain Lorenzini. Despite his orders to the contrary, Captain Todd insists on accompanying the raid. The fishermen's information proved correct, in the early dawn, the Mardierians successfully surprise the battery as it begins to prepare for the day’s bombardment. The Eslandolan guard force is reduced to a mere handful of regulars and a single officer. Charging up the beach, the yellow coats achieve complete surprise. The Garvian battery is led by a Major of artillery, Major Jan Nieuwenaar. A good, well trained officer, it was his plan to position the battery in such a cunning position, and his calculations that allow the the battery to so accurately target the fort. He attempts to rally his men, but is mortally struck very early in the battle by a musket ball to the chest. As he falls, he is caught in the arms of his sergeant. The Mardierians overwhelm the battery. The guns are spiked and the prisoners rounded up into boats and transported back to the fort before the main Eslandolan guard force returns. Although Mardierian command seems confident. Captain Todd is not so sure. Although the quality and morale of the Mardierians seems far better, he is reminded of a quote from the famous scholar of antiquity, Marcus Tullius Bricero, “The sinews of war are infinite money”. The Greenbacks are certainly not short of gold, and seem unusually focused on spending it in this war. The Mardierians, on the other hand, are still in the grips of a civil war, with limited resources to devote to what essentially for them is a side show. He will report as much to Dirk, along with his tactical observations. No need to bother the Major with full details of his participation in the planning and execution of the raid though….. Details Wow, alot of conditions for this one, so let's check them off, This entry is Pro-Mardierian Character funded the assault/defence - Yes! Beaching landing - Yes! (although in reverse) Mardierian defence - Yes! (even though they are conducting the landing, technically they are defending the fort Death of a hero and close up shot - Yep. Eslandolan torsos from @Captain Braunsfeld Enjoy and C&C welcome!
  25. Ahoy there, fellow BoBS'ers. Nothing much today, just another little scene along the river a bit upstream of Lavalette. Up And Down The River While barrels full of peppercorn are floating downstream towards Lavalette - okay, sometimes they get stuck - the other direction is not less frequented. Here you can see a dedicated crew transporting a waterwheel to the side of a sawmill currently under construction a bit further upstream. As hard a task that might be - fortunately, there are always people who seem to have an even nastier job - apparently good enough an opportunity to make fun of those poor souls... There isn't really anything more to describe here About: Nothing much to tell here either... As usual, all can be built... and also as usual, placing those minifigs was the most annoying part. Thanks for watching, C&C welcome! Vive le Roi!