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Found 47 results

  1. Name : Queenston Ownership : The Crown of Corrington Location : Arlintina, New Haven Sea Map : Coming soon Mayor : Edward Scarver (@Justsomebrix) Trade value : account summary Town Bank : account summary Town Income per turn / Town Expenses per turn : 184dbs / - Who can own property in Queenston : Anyone Who can freebuild in Queenston : Anyone Description : Coming Soon Official Information : Builds in Queenston Please help us out by posting the link to your Queenston builds in this thread. Licensee is Listed after the type of Licence. Properties : 63/31 Size for EGS purposes - 'Large Town' Required for 'City' : x4 commerce, x3 residence Required for 'Large City' : x12 commerce, x6 factory, x11 residence, x4 educational, x1 cultural Required for 'Grand City' : x15 artisan, x28 commerce, x22 factory, x27 residence, x7 educational, x3 cultural Required for 'Capital City' : x47 artisan, x60 commerce, x52 factory, x59 residence, x12 educational, x6 cultural, 4 royal Planned Builds : - Large Fort, Queenston (via Justsomebrix) Artisans : 17 Blueberry Manor, Corrington (via Evancelt) (+2 settlement size) Tavern, Corrington (via Lmcpictures) (+10 settlement size) Armory, Corrington (via Evancelt) (+2 settlement size) Supply depot with military docks, Corrington (via Bricksbypidy) (+3 settlement size) Commerces : 4 Mayor's Office, Corrington (via Ayrlego) (+1 settlement size) ETTC Office, ETTC (via Ayrlego) (+3 settlement size) Factories : 10 Logging Camp, Justsomebrix (+2 settlement size) Sawmill, Queenston (via Justsomebrix) (+2 settlement size) Sugar Windmill, Queenston (via lmcpicture) (+3 settlement size) Boiling House, Queenston (via lmcpicture) (+3 settlement size) Residences : 5 Grenadier Barracks, Corrington (via Ayrlego) (+3 settlement size) Corner Townhouse, Queenston (via Ayrlego) (+1 settlement size) Corner Townhouse, Corrington (via Justsomebrix) (+1 settlement size) Educational : 3 Primary School, Queenston (via Bricksbypidy) (+3 settlement size) Art and Culture : 4 Town Hall, Corrington (via Evancelt) (+2 settlement size) Guillotine, Queenston (via Justsomebrix) (+2 settlement size) Plantations : 21 Royal Sugar Cane Plantation, Corrington (via Bricksbypidy) (+10 settlement size) Royal Sugar Plantation, Queenston (via Lmcpictures) (+10 settlement size) Sugar Plantation, Queenston (via Justsomebrix) (+1 settlement size) Mines : 2 Clay Pit, Corrington (via Ayrlego) (+2 settlement size) Forts : Troops : Company of ETTC sepoys, Justsomebrix Vessels stationed here : Other buildings : Other related builds : Arrival on Arlintina, Evancelt Edward Scarver's arrival on Arlintina, Justsomebrix The Reds and the Royals, Bricksbypidy The Parvus, Lmcpictures The Ranger, Justsomebrix
  2. Name: Hilto Ownership: Sea Rats Location: Sabre Island Mayor: Omni Al-Hash , ibn Ohnihash Who can own property in Hilto: Anyone. If you wanna build in modular system let me know to gather up-to date MOCs of surrounding builds. Who can freebuild in Hilto: Anyone. Description: The second settlement of Sabre-Island archipelago. Located in northern part of the Hade's bay on stripe of land between beach and mountains on slope of caldera of ancient submerged volcano. Settled by Molokei exiles in 621 AE. So far just a small harbour with couple buildings around it but as soon as new exiles arrive the city will shine high! *my attempt to create modular city with arabic feeling. Map: Cityscape: History: 1.) Island purchase Properties: 1.) Uncle's Pawnbroker's - small artisan 2.) Harbormaster home - small house 3.) Harbor -large commerc 4.) Forgers quarters - small artisan 5.) Pasha's house of the red petals - large artisan Outside the town: a.) Kahuna's swamp village -large residence b.) al-Obeidi village medium plantation - tabbaco, medium plantation - fruit orchand Vessels stationed here: Vengeance of the desert - attacked and captured by Queensville - Cannon fire in the fog Other related builds:
  3. Name: Nola Mar Ownership: Oleon Location: Royalist Terraversa Mayor: Knights Treasurer Chapter Master Sir Helmut Von Braun (Ross Fisher)  Who can own property in Nola Mar: Anyone except the WTC (current properties excepted) Who can freebuild in Nola Mar: Anyone Size for EGS purposes: Large City Needed to upgrade to Grand City: 12 Artisan, 6 Commerce, 15 Factory, 1 Residence, 1 Education, 1 Royal (53 total) Trade value: 570 Troops: 310 Architectural guide: As one of the oldest settlements in the Brick Seas, Nola Mar has a large number of buildings built in the local blue-grey stone. The remainder are usually built from local timber, with white or tan plaster. Buildings from the Mardieran or Independent era are often accented with yellow elements, whereas those associated with the current Oleonaise administration are frequently accented in blue. The heart of the settlement is marked by canals, colonnades and piazzas. While the port region is decked out with red wooden warehouses. Fortresses: City Walls Artisan: 16 Nola Mar Stud Farm Avenue Des Champs Valerie Claude's Shipbreakers Cafe and Taverna Commerce: 16 The Harbour The Quay Harbourside Buildings Warehouse RNTC Way Station FTA Rum Store and Office Nola Mar Campanile Factory: 15 RNTC Silver Refinery Large Factory for the production of bricks LBSF Pottery Factory Residence: 31 Courtyard A Nola Mar Street Knights Treasurer Chapter House Nola Mar Gaol Mansion Art and Culture: 18 Caves under Nola Mar Respite Mission of Zeus Nola Mar Priory of Athena Orphanage of Athena Shrine of the Recovery Cooke's interrogation Silhouette's Umbran Cameos Art Gallery Floating Chapel of Poseidon The "Shell" of Artemis Mardieran Consulate Education: 6 Nola Mar University of Classical Studies Index Libroram Prohibitorum Pigeon Post Plantations: 0 Mines: 0 Other builds: A pamphlet from Nola Mar Get Ready, and... Fire! Military Supply Depot Cooke's Escape Trenches and Barricades Training the Troops Imports! Royalist Redoubt A Meeting on the Shore The Gates of Nola Mar Another Meeting on the Shore Meanwhile, in Nola Mar
  4. Name: Wullham (pronounced Wool-um) Ownership: The Crown of Corrington Location: Panarium, New Haven Sea Map: Mayor: Major Sir Jonathan Brickleton (@evancelt) Trade Value: See account summary Town Bank: See account summary Town Income per turn/Town Expenses per turn: TBD Who can own property in Wullham: Anyone Who can freebuild in Wullham: Anyone Description: Wullham is a settlement located on the small but strategically important island of Panarium. Panarium is the most northerly of the New Haven Sea islands at this longitude. The island is exposed to harsh northerly winds that have left most of the island devoid of trees. Instead, the hilly landscape is dominated by lush grassland and low shrubs. The winds bring plenty of rain but also lower the temperature significantly compared to the more tropical climate of neighboring islands. Rocky outcrops dot the grassy hillsides and add pops of color with bright lichen growth. A unique lavender-colored mineral appears in the lighter grey rocks found nearby. The small sheltered valleys that surround the coastal location chosen for the settlement are quite fertile and are ideal for grain crops. Sheep thrive in the hilly grasslands. Original Information: Builds in Wullham Please help us out by posting your a link to your Wullham builds in this thread. Licensee is Listed after the type of license. Properties: 49/60 Size for EGS purposes - Large Town Artisans: 5 Cartwright Shop Microbuild, small artisan, Bregir Inn, medium artisan, evancelt Shipyard and Drydock, medium artisan, Corrington via Wellesley Commerce: 6 Pier and Warehouse Microbuild, small commerce, Brickwolf Dockmaster's Office Microbuild, medium commerce, evancelt Supply Dock at Fort Stockton, large commerce, Corrington via evancelt Factories: 4 Wool Factory Microbuild, small factory, Mesabi Whiskey Distillery, large factory, BricksByPidy Residences: 6 Hamlet Cottage Microbuild, small residence, evancelt Mayor's House, medium residence, evancelt Kate Wilson's Residence, small residence, Brickwolf Macarthur Residence, medium residence, Ayrlego Art and Culture: 1 Rock of Cashel, small cultural attraction, evancelt Educational: 9 Museum of Antiquities, small educational, evancelt Sea Bird Viewing Point, medium educational, evancelt Sheep Shearing School, large educational, evancelt Military Academy at Fort Stockton, large educational, evancelt Plantations: 13 Produce Farm in Wullham, medium vegetable plantation, Wullham (via evancelt) Traffic Jam in Wullham, small wheat plantation, evancelt Mushroom Grown House, Wullham, medium mushroom plantation, evancelt Sheep Farm, Wullham, medium sheep plantation, evancelt Sheep Flock, medium sheep plantation, evancelt Goat Farm, large goat plantation, Corrington (via evancelt) Dairy Farm, small dairy plantation, Corrington (via evancelt) Mines: 2 Wullham Quarry, rock quarry, Corrington (via Ayrlego) Forts: 3 Fort Stockton, large fort, Corrington (via evancelt) Troops: Company of 26th Foot and 18th Hussars Other Buildings: Vessels stationed here: Gunboats, Wullham Bay, evancelt Other related builds: Establishment of Wullham Settlement by Captain Brickleton, evancelt A Survey of Panarium is Conducted by Land & Sea, evancelt Prospecting in Wullham, evancelt Cavalry Drills in Wullham, evancelt New Recruits at Fort Stockton, evancelt Mushrooms for Dinner, Wullham, evancelt A Hard First Day, evancelt An Owl Accompanies, evancelt Attempted Jailbreak, Fort Stockton, evancelt
  5. Settlement Name: Ceniza Bajo Ownership: Eslandola Location: second largest island of the Eileanne neh Luithhr archipeligo (aka Luther Islands) (New Haven Sea, Island #9) Mayor: TBD Size: Hamlet Who can own property in Ceniza Bajo: Anyone, from any faction. Who can freebuild in Ceniza Bajo: Anyone, from any faction. Fortifications: none. Troops: As of Oct. 13, 620, none. Please post a link to any free-builds that take place in Ceniza Bajo in this thread. Island/archipeligo nickname: The Volcano Geographical Features: A group of small islands, the largest of which is dominated by an enormous active volcano. Vegetation is sparse on the main island with no permanent source of freshwater available. The second largest island; however, contains a small freshwater lake and a large natural harbour that explorers have observed could easily be fortified to make a formidable anchorage. Aesthetics: The volcanic nature of the islands is reflected in the materials used to pave the streets and build the houses. The architecture displays a mixture of colonial style, wealth, but also solidity and practicality - because life in a trading town is not about displaying luxury, but about getting the work done, and living a good life. The settlement is new, and the houses show little to no signs of erosion. Ceniza Bajo is built on the ruins of an ancient native civilization, that once used to live where the Eslandolans have now settled. The remainders of the natives have been recycled and integrated into the town - that’s why quite a few gardens are home to a totem or some other random weird sculpture. Rumours: Geologists speculate that the volcanic nature of these islands probably contain significant mineral wealth, most likely with larger levels of iron, copper and mercury. Map to come. Properties: - Townhouse (medium residence) - Fruit merchant (small commerce) - Beach house (small residence) - Apple orchard (medium plantation) - Augustus's villa (medium residence) - Carrot farm (small plantation) - Tavern (small artisan)
  6. Settlement Name: Punto Sur Ownership: Eslandola Location: Maldria Mayor: --- Size: Large Town Who can own property in Punto Sur: Anyone, from any faction. Who can freebuild in Punto Sur: Anyone, from any faction. Fortifications: One medium fort. Please post a link to any free-builds that take place in Punto Sur in this thread. Island description: One of the largest islands discovered by Madrician explorers so far, the northern coast of this island has a more temperate climate likely influenced by weather of the great northern sea. The mountain range that forms an east-west spine along the island contains the highest mountains yet seen in the new world, the peaks of which are covered in an almost permanent mist. This range shelters the southern portion of the island from the moderating effects of the northern winds and a more tropical climate prevails here. Several native tribes inhabit the island, and their relations with each other shift periodically, like rival siblings. They have been quick to trade with the new settlers, but the natives are protective of their lands. Trade with the natives has led to Punto Sur becoming a boom town, quickly attracting settlers from all factions of the Brick Seas. More about the native tribes of Maldria can be found here. Rumors: It is rumored that an ancient civilization once worked numerous rich gold mines on this island and that these mines could be reactivated with minimal effort. The peaks of the mountains in the central part of the island are said to be covered in snow where unusual creatures live such as a "snow jaguar." Island map: Location of Punto Sur: Properties: - Trading Post (large commerce) - Seawolf Shipping (small commerce) - Oktoberfest Street Theater (small culture) - Oktoberfest Bumper Boats (large artisan) - Biergarten (large artisan) - Fest Tent (small artisan) - Beer Shrine (small culture) - Brewery (large factory) - Science Academy (large education) - Warehouse (medium commerce) - "The Omelet" (medium fort) - Tower windmill (small factory) - Town hall (large culture) - Westward square (large residence) - Drunk as a skunk (unlicensed vignette) - Oktoberfest joust (medium residence) - Oggy's (medium artisan) - Farmstead (large residence) - Por el Rey (vignette) - Event merchant store (large commerce) - Barrel maker (medium factory) - Elementary school (small education) - MAESTRO office (small commerce) - Quay (small commerce) - Barrel maker (small factory) - Merchant office (small commerce) - Residential street (3 small residences) - Waterfront (small residence and medium commerce)
  7. Name: Brickford Landing Ownership: The Crown of Corrington Location: Annettaskrona (Island 12), Southwest New Haven Sea Map: New Haven Sea (Political) Mayor: No active mayor at this time as all known inhabitants are military personnel. Major Sir Nathaniel Brickford @LM71Blackbird is the current commanding officer, supported by Lieutenant Karlton @Sir Kingston and Major Edward Brown @Legonaut. Trade Value: 75 Town Bank: Coming soon! Who can own property in Brickford Landing: Loyal subjects of the crown of Corrington Who can freebuild in Brickford Landing: Loyal subjects of the crown of Corrington Description: Coming soon! Original Information: Builds in Brickford Landing: Please help us out by posting a link to your Brickford Landing builds in this thread. Licensee is Listed after the type of license. Properties: 16/31 Trade Value: Coming Soon! Size for EGS purposes - Level 2 'Town' Required for Level 4 'Large Town': 15 properties of any type including at least x0 Residence, x0 Factory, x1 Artisan, x2 Commerce, x0 Education, x1 Arts & Culture, and 0x Royal. Notable Events: Loti scout captured Increased patrols Stationed Troops: 10 Stationed Vessels: 0 Residence: 3 Brickford Landing Field Camp, Brickford Landing, License status: Small Residence, Brickwolf (+1 settlement size) Officer's Camp, Brickford Landing, License status: Medium Residence, LM71Blackbird (+2 settlement size) Officer's Residence, Brickford Landing, License status: Small Residence, LM71Blackbird (+1 settlement size) Factory: 4 The Boats Brisket, Brickford Landing, License status: Small Factory, Sir Kingston (+1 settlement size) Sawmill, Brickford Landing, License status: Large Factory, Corrington (via Ayrlego) (+3 settlement size) Plantation: 0 Mine: 0 Artisan: 3 Cartographer Shop, Brickford Landing, License status: Small Artisan, Sir Kingston (+1 settlement size) Tinker's Forge, Brickford Landing, License status: medium artisan, Ayrlego (+2 settlement size) Commerce: 2 Military Supply Depot, Brickford Landing, License status: Medium Commerce, Corrington (via Ayrlego) (+2 settlement size) Education: 2 Naval Intelligence Office, Brickford Landing, License status: Medium educational, Evancelt (+2 settlement size) Art & Culture: 0 Forts: 3 Island Battery Brickford Landing, License status: Small Fort, LM71Blackbird (+1 settlement size/Licensed by Faction) Fort Princeton, Brickford Landing, License Status: Medium Fort, Evancelt (+2 settlement size/Licensed by Faction) Unlicensed Builds: 0
  8. Brickford Landing - The Beginnings of a New Settlement Major Nathaniel Brickford was enjoying the afternoon walking around the city of Quinnsville admiring all the work that had been put into the settlement in the last year. 20200422_201845 by LM71Blackbird, on Flickr The peaceful walk around the city was quickly interrupted however, as the Major's aide de camp Sargent Anthony Andrews, came at a full sprint from around the corner. "Major Brickford, you've received an official letter from the Vice President of the RSND!" 20200422_201912 by LM71Blackbird, on Flickr "Well then you'd better hand it over and let me have a look". After glancing at his aide, he added, "and you should probably rest a spell while I do so". 20200422_201949 by LM71Blackbird, on Flickr "Hmm... this is most interesting and exciting!" Remarked Nathaniel. "We have been selected by the Royal Society of Navigation and Discovery to lead a endeavor into the New Haven Sea in order to secure additional territories for Crown of Corrington and offer support to the settlement of Spudkirk once we get up and running". "Shall I ready a detachment of the Fusiliers for the expedition Sir?" "Certainly, and extend an invitation to the new Marine Lieutenant that has arrived in King's Harbour. Karlton is his name. We could use an extra officer on an expedition like this. I will procure a ship suitable for the journey from the docks and we will rendezvous at the barracks". 2 Weeks Later The Major and his men successfully traversed the waters of the New Haven Sea. After a brief stop at Spudkirk to drop off some needed supplies and pick up a few enlisted men, he departed for new lands. In an effort to limit the time out in the open sea, the Major has opted to go ashore in a sheltered cove on the north of Island 12. Effectively claiming the Island for the Crown of Corrington and dubbing the landing location 'Brickford Landing'. From here a base of operations will be set up to monitor the current events in the region. Brickford Landing by LM71Blackbird, on Flickr The landing went smooth and easy, hopefully signs of what was too come in the future. Brickford Landing 1 by LM71Blackbird, on Flickr The first order of business was to unload the supplies and establish a beach head in the region. Also, it never hurts to plant a flag to show whose land your on! Brickford Landing 3 by LM71Blackbird, on Flickr Brickford Landing 6 by LM71Blackbird, on Flickr In Spudkirk, the expedition picked up a civilian passenger as well. One Tobias Winterbottom. An expert biologist, zoologist and self-proclaimed ''outdoorsman''. Brickford Landing 4 by LM71Blackbird, on Flickr While the Marines first protested about lugging around his suitcase chest, which has enough space for 5 men's belongings, a stern look from the Major changed their tune. Brickford Landing 7 by LM71Blackbird, on Flickr Shortly after landing, Lieutenant Karlton was ordered to secure the perimeter of the landing area and locate a spot close by to set up a basecamp. Brickford Landing 5 by LM71Blackbird, on Flickr With a few Marines following close behind, he set off into the thick jungle to survey the area. Brickford Landing 8 by LM71Blackbird, on Flickr The start of a new settlement is always an adventure. Major Brickford and his men are ready to face any new challenges that come his way on Island 12! (Island name still in Development). --------------------------------------------------- Island #12 in the New haven Sea is hereby officially claimed for the Crown of Corrington! As this is a pretty much a warzone, the troops are on high alert. Thanks for checking out my latest build! The landscape doesn't have too much height variation, I used all of my brown, tan, and most of my green on the first layer! C&C are welcome and appreciated! Thanks for looking!
  9. Name: Fort Arltrees Ownership: Squatter settlement founded by Tristan Rimbaud Location: El Oleonda, New Haven Sea Map: Mayor: Lieutenant Marcel Dubois (@Keymonus) Who can own property in Fort Arltrees: Citizens of all the Empires, and the independent traders who call themselves "Sea Rats" Who can freebuild in Fort Arltrees: Citizens of all the Empires, and the independent traders who call themselves "Sea Rats" Description: Fort Arltrees was founded as a small military outpost during the first El Oleonda Campaign. The nearest settlement, Fatu Hiva, was several hundreds of miles far from El Oleonda, and the Kingdom of the Light needed a stable foothold in the area. The fort was at first nothing more than a fortified camp with a few warehouses and a pier, a place where soldiers could rest and friendly ships could resupply. Located in a little bay on the North-Western Coast, Fort Arltrees is in a strategic position between the Carnite cities in the West and the Lotii settlements in the East, and also represents an excellent starting point to explore the northern part of the archipelago. The settlement is surrounded by a thick tropical jungle, but a nearby river -recently named River Rimbaud- offers easy access to the interior. Most of El Oleonda inland is still unexplored, but the recent expeditions have mapped quite well the surroundings of Fort Arltrees. The first expeditions in the interior confirmed a limited presence of other nations in the area -substantially some small military units hunting one another- and found a number of small native villages, likely inhabited also by indigenous people and early Lotii explorers stranded on the island. The jungle around Fort Arltrees is also spotted with large ruins, ancient roads, and a system of canals, likely remains of an advanced civilization. During the last months, the settlement has grown quickly: after the end of the first hostilities, the small tent camp surrounded by a palisade has grown into a bustling, large town. The first wooden shacks were soon replaced by large stone buildings, including a new impressive fort guarding the bay. However, small wooden buildings such as farms and hunter shelters are common in the outskirts of the settlement. Despite the fast development, Fort Arltrees is still a frontier settlement, where life is hard and can end with a sudden, violent death. However, thanks to the new, imposing fortifications, it is very unlikely that Fort Arltrees can be simply wiped out of history. War is raging again on El Oleonda, but everyone feels safe inside the settlement, and both businesses and services are rising. Outside the palisade, on the contrary, almost everyone carries a musket in everyday activities: the natives of El Oleonda are mostly friendly, but bands of both Carnite and Lotii stragglers still haunt the jungle. Even if the settlement has grown quickly, most of the future buildings are expected to be simple stone or wooden structures, and development plans are still focused on the basic needs of the inhabitants. Most of the residents are currently soldiers, hunters and adventurers, but more and more colonists are looking for fortune on El Oleonda. With the growth of the population and of the settlement economy, large stone builds have appeared in Fort Arltrees, and important urban development plans are ongoing. Outside the settlement, instead, most of the buildings are still simple wooden houses and small farms, often fortified against the bandits. More Information on El Oleonda: El Oleonda is one of the four main islands of the New Haven Sea region. Like most of the lands of the New World, it is largely covered by jungle and thick tropical forests, but grasslands, marshes, and a variety of other biomes are also present. The central part of El Oleonda is crossed by a range of rocky hills, one of the highest in the whole New World. The island is inhabited by several native tribes, each with its unique traditions and culture. Moreover, the abandoned ruins of an ancient civilization (imposing temples, canal systems, even large cities) are scattered all over the island, and often host the -far more modest- settlements of El Oleonda tribes. In 620, El Oleonda was the theatre of one of the major wars of the Second Era of colonization: tensions and fights between Carno and Lotus Empire quickly escalated into an open war. The Madrician Empires were soon directly involved in the conflict, with the military campaigns against the Lotii forces and the Lotii raids against Spudkirk and Jiangkai. You can find more about the first El Oleonda Campaign here or in the spoiler below. Garrison: 1 Company of Essener Totenköpfe El Oleonda Ragamuffins - local militia unit Builds in Fort Arltrees: Please post a link to your build and specify if licensed or not. Licensed properties: 37 Size for EGS purposes - Level 4 'Large Town’ Properties required for the next level Artisan: 10/8 Commerce: 14/8 Cultural: 7/2 Educational: 4/3 Factory: 8/8 Residence: 13/8 Royal: 0/1 Total points: 69/61 Notable Events: A fort in the jungle - Founding of the settlement, in February 620 The Battle for El Oleonda - The First El Oleonda War, started after the Lotii raid against Spudkirk The Seawatch Campaign - Military campaign of allied Madrician Nations (Carno, Corrington, Eslandola, and Oleon) against the Lotii forces on El Oleonda, started after the Siege of Seawatch and the Lotii raid against Jiangkai The Foreign Merchants' District - A new commercial district of the settlement, attracting several merchants from foreign nations Residence: Fort Arltrees Vicarage - medium Hotel in Fort Arltrees - small Tree House - small An Essener House - small Marshal DeQuesne’s Flat - small Homestead - large A mostly warm reception - small Forward HQ Corrington Expeditionary Force - small Tamish bothy - small Fort Arltrees brig - small Factory: Vin de riz brewery - medium Small Factory Sawmill - small Smoked meat for the Fort - small Candy Factory - small Smith’s Smithy - large Plantation: A'Chua's people - small Rice Plantation - medium LBSF wheat farm - large Mine: The mine at the World's End - gold mine Artisan: The Tavern - large Fort Arltrees Bazaar - large Mr. Shur's Lotii Curiosities - small Ship repairing workshop - small Rimbaud Aqueduct - medium Commerce: Sutler's shop - small Lighthouse of Fort Arltrees - medium Small Commercial Wharf - small Dress Shop - small Among thieves - small Fort Arltrees military HQ - medium The Altonian Commercial Mission - small The Ferrer Family Commercial Enterprise - small The Essener New World Trading Company - small Terraversan Commonwealth Rum-Runners - small Garvian League Guildhouse - small Miroslav Dobric's Trading Emporium - small Education: A Little Schoolhouse - small Fort Arltrees public school - large Art & Culture: Church of Hades - large House of the Ancestors - medium Gardens of Poseidon- medium Forts: Fort Arltrees - small Gatekeeper Point - large Unlicensed Builds (similar to EGS properties): Essian Reiterhaus - a small garrison of Essian light cavalry Other Freebuilds (not similar to EGS properties): Sweet, sweet rotten eggs - A sulfurous spring, somewhere in the interior Monsieur le Filon - Prospecting outside Fort Arltrees found a gold vein A patrol encounters a bear outside the settlement - an unpleasant accident Return to the Tyree'dee - Bishop François returns to El Oleonda Introducing General Hercule François - General Hercule François arrives at the settlement Adieu, mon général - General Hercule François is deadly wounded during the Battle of Seawatch
  10. Settlement Name: Chiquita Ownership: MCTC Location: New Haven Sea, Island #1 Mayor: TBD Size: Hamlet Who can own property in Chiquita: Anyone, from any faction. Who can freebuild in Chiquita: Anyone, from any faction. Fortifications: none. Troops: As of Nov. 5, 619, one company (30 men) of MCTC troops. Please post a link to any free-builds that take place in Chiquita in this thread. Island map:
  11. Settlement Name: Interlagos Ownership: Eslandola Location: Maldria Mayor: Pip Janszen - @Capt Wolf Size: Town Who can own property in Interlagos: Anyone, from any faction. Who can freebuild in Interlagos: Anyone, from any faction. Fortifications: One large fort. Troops: As of Nov. 2, 619, there are 30 men stationed here, all part of Janszen's expedition. Island description: One of the largest islands discovered by Madrician explorers so far, the northern coast of this island has a more temperate climate likely influenced by weather of the great northern sea. The mountain range that forms an east-west spine along the island contains the highest mountains yet seen in the new world, the peaks of which are covered in an almost permanent mist. This range shelters the southern portion of the island from the moderating effects of the northern winds and a more tropical climate prevails here. Several native tribes inhabit the island, and their relations with each other shift periodically, like rival siblings. They have been quick to trade with the new settlers, but the natives are protective of their lands. More about the native tribes of Maldria can be found here. Rumors: It is rumored that an ancient civilization once worked numerous rich gold mines on this island and that these mines could be reactivated with minimal effort. The peaks of the mountains in the central part of the island are said to be covered in snow where unusual creatures live such as a "snow jaguar." Please post a link to any free-builds that take place in Interlagos in this thread. Island map: Location of Interlagos: Properties: - Fort Janszen (large fort) - Brickmaker (medium factory) - Blacksmith (medium artisan) - Sawmill (medium factory) - Mess hall / tavern (medium artisan) - Warehouses (medium commerce) - Two houses (medium residence) - Church (small art & culture)
  12. Baron Nicolas on his journey through the land stopped by this new settlement to visit his old friend officer Alexandre who was on his daily patrol in woods. He also took this opportunity to talk with General Bertrand about some major issues and problems about new land. A New Settlement by Nikola Đurić, on Flickr A New Settlement by Nikola Đurić, on Flickr A New Settlement by Nikola Đurić, on Flickr A New Settlement by Nikola Đurić, on Flickr A New Settlement by Nikola Đurić, on Flickr
  13. Nocturnus - Settlement Index Description Nocturnus is home to an array of peculiar places, not in the last place due to its equally diverse population. This settlement index explores the many communities of Nocturnus, to aid those who seek to visit, trespass or find a place to settle in the Darklands. It may serve as a practical reference guide for building in or writing about a certain settlement. It provides a basic set of architectural, geographic and/or demographic background characteristics per settlement. Notes The described characteristics and features are an interpretation of what is seen and written in the build topic threads (in the first post). The given characteristics do NOT dictate what future builds of a settlement should look like; nothing is set in stone. What is considered in this index as a 'settlement' is determined by the sum of existing builds and lore; it is not defined by strict (build) requirements from the HSS. Settlements appearing on the map of Nocturnus automatically qualify to be indexed here. This topic will be updated to include more settlements, characteristics, builders, etc., based on newly posted topics. You can leave a comment below to bring new builds of indexed settlements under attention. The Map of Nocturnus Special Status Settlements Abyssian *Former Capital* Abyssian Castle is located at the centre of Nocturnian peninsula, in the Moruth Swamplands. It was the home of the late Guild Leader Lord Ssylirrlith and the throne of Nocturnus, before both were destroyed by the catastrophic explosion of the Orion Sphere. What remains of Abyssian is an inhospitably cold frozen ruin, surrounded by icy swamps as far as the eye can see. Once built on a cluster of rocks suspended above the swamp, a grey fortress with many octagonal towers, big decorative spikes, and chains. (Former) Population: Lord Ssylirrlith, lizardfolk, snakemen Roofs: Light bluish grey, dark bluish grey Builds found: 1, 2, 3 Builders: @I Scream Clone, @Ecclesiastes, @Exetrius Shadowmere *HSS Status: Hamlet* Large and ancient fortified city in central Nocturnus, built on an active volcanic plateau, surrounded by the Moruth Swamplands. Invaluable stronghold of the Nocturnian Resistance in the war against the Black Spire. Black, gothic citadel with many towers, arches and spikes, black city walls. Swamps, lava streams, blood fountains. Population: Vampires, undead, orcs, lizardfolk, minotaurs. Roofs: Bright red, black. Builds found - exterior: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14 Builds found - interior: 1, 2, 3, 4, 5, 6, 7 Builders: @Lord Vladivus, @MassEditor, @Mike S, @TitusV, @SkaForHire, @Jorrith Regular Settlements Carakath Miners town in the Southern Rakath Mountains, once home to a fighting tournament with wild animals and children. Population: Humans, dwarves, orcs. Roofs: Dark red. Builds found: 1, 2 Builders: @Exetrius Fallen Angel Crater/geological depression in the Siccus Badlands. Mysterious place, reportedly surrounded by remnants of an ancient civilization. Purple water lakes. Population: Orcs Roofs: - Builds found: 1, 2 Builders: @-Carson Haupt-, @Exetrius Harbringer's Haven A village in the far north of Nocturnus. At the village lays a cemetery and a large vampire tomb. Population: Vampires, batfolk, undead. Roofs: Black. Builds found: 1 Builders: @Jorrith Kelra Labyrinths System of labyrinths, plugs the gap in the Rakath Range and forms the greatest constructed barrier for anyone trying to get to the heart of Nocturnus. Disorienting maze of overgrown stone walls of varying height. Population: Minotaurs, lizardfolk and lost travellers. Builds found: 1, 2, 3, 4 Builders: @I Scream Clone, @Windusky, @The Maestro Kyrrath Kyrrath, also known as the City of Purple, is a city located between the forest of Grimwood and the Kyrrath Mountains. Famous for it's half timbered houses with strange shapes, twists, and purple roofs. The terrain is mostly rocky, with purple and green trees and murky green waters. Roofs: Purple. Builds: 1, 2, 3, 4, 5, 6, 7, 8, 9 Builders: @jaapxaap, @Exetrius Lith My'athar Very large royal city in the depths of the underground. A major crossroad in the network of underground passages and lava chambers that spans Avalonia, Nocturnus and Kaliphlin. According to the lore, it is connected to a twin city in another dimension. Bright red and black gothic superstructures with lots of towers and bridges, with bows, spikes, stained windows and supposedly magical devices. State of the art knowledge of magic. Obsession with hunting and enslavement of 'strong' species and monsters, to add to the 'arsenal' of curiosities. Arguably the most diverse population in all of Historica. Population: Dark elves (Drow, the rulers), surface dwellers (i.e. lizardfolk, snakemen, half dragons, feline humanoids, orcs, wherewolves) and abyssal dwellers (i.e. humanoid bats, demons, elementals). Roofs: Bright red or black. Builds found: 1 Builders: @Angeli Merodaquinas Important stop for people who have crossed or are about to cross the Kelra Labyrinth or the Rakath Mountains. Half timbered houses (reminiscent of Avalonia), canals for transporting goods. Theft and other shady businesses are common. Population: mostly human. Roofs: Bright red or dark red, black. Builds found: 1, 2, 3 Builders: @Cij Daoke, @Exetrius Nestlands Embassy (Formerly: Kas'ret Vud) Fortified settlement at the southern edge of the Moruth Swamplands, founded on a granite plateau surrounded by swamp and red badlands, called the Blood Sands. Conquered, abandoned and re-inhabited countless times, currently under rule of Shadowmere, run by the allied Nestlands Clan from Kaliphlin as an ambassy. Thick stone outer walls, black gothic buildings, Kaliphlinian buildings, remnants of previous occupations. Magic installments. Population: Orcs, wherewolves, minotaurs. Roofs: Black, reddish brown, bright blue Builds found: 1, 2, Builders: @gedren_y Port Wrath A grim, dangerous harbor town in the Northern Rakath Mountains, lawless black market trading hub. Blood-red water in and around the harbor, reportedly cursed. Wooden and stone wharfs, taverns and trading houses in shades of grey, red stained windows. Skulls and spikes serve as decoration. Population: Minotaurs, orcs, undead, cyclopes, ghosts, tradesmen. Roofs: Black or dark red. Builds found: 1, 2, 3, 4, 5 Builders: @Dr Rod, @Captain Nemo, @Lord Vladivus The Reach Surface capital of the goblin empire, the southernmost city of Nocturnus, located in a narrow, forested river valley in the Rakath Mountains. Free standing houses of wood, small wooden watchtowers on poles and stone fortifications. Colourful, autumnal trees are interspersing the city. Population: Goblins, orcs, humans, dwarves, kozar. Roofs: Brown. Builds found: 1, 2, 3, 4 Builders: @Blufiji, @Brandon Stark Rockwail Ancient fortified city in the Boulder Bogs, heart of the Moruth Swamplands, founded on bed rock. According to lore, the entire fortress was carved out by dwarves, from a giant boulder. Shrouded in fog, protected by thick walls and a magic barrier, it is a secret and secure place. Worn and weathered walls, dark, narrow streets, diverse, crooked and leaning buildings, taverns, makeshift scaffolding above the streets. Vast underground network of catacombs and dungeons. Population: Humans, orcs, snakemen, frogmen, undead. Roofs: Dark brown, black Builds found: 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 Builders: @-Sunder-, @Exetrius Skavenport A port city east of Grimwood and the Kyrrath Mountains, where rats and men live side by side as merchants, craftsmen and farmers. Half timbered houses with odd angles and sharp roofs, narrow streets. Roofs: Black. Builds: 1, 2, 3, 4, 5, 6 Builders: @Jacob Nion Town of Illusion It's indicated on the map of Nocturnus, so it should exist, yet unambiguous and detailed records of the place seem to be missing... Population: - Roofs: - Builds found: Only this comment Builders: @Dr.Cogg Vacunani City built in a chasm thousands of years ago, of which the location is unknown. Hermetically sealed by elaborate stone gates. Possibly contains Nocturnus' most ancient and extensive archives. Population: Inani Roofs: - Builds found: comment, 1, 2 Builders: @Umbra-Manis Zotharith City at the edge of a swampland on the eastern side of the Rakath Range. Major magic development hub. City lies partly on rocky river banks, partly expands into the marshes. Home to a big magic festival. Small wooden huts/houses on poles in the swampy outskirts, extensive arcane energy collector network. Oriental features adopted from eastern Kaliphlin. Horned roofs. Population: Humans, orcs, mages. Roofs: Black. Builds found: 1, 2, 3, 4, 5, 6, 7, 8 Builders: @Exetrius, @jaapxaap, @Henjin_Quilones ----
  14. Name: Mesabi Landing Ownership: Wayfarer Trading Company , via the Crown of Corrington Location: Argentia, East Prio Sea Map: Mayor: Count Mesabi . Trade Value: see accounts spreedsheet Town Bank: see accounts spreedsheet Who can own property in Mesabi Landing: Anyone Who can freebuild in Mesabi Landing: Anyone Description: Pax Corlandia was a dangerous incident for all sides involved. With the Corrish occupation of Nova Malto, battle lines were drawn, and names were made. One of these names was Captain Mesabi, who was annointed Count for his bravery (or lunacy?) during the incident. After the whole Nova Malto incident, the Corrington Colonial Council decided to do something to about the troublesome - now Count - Mesabi. The solution was simple: send him to a faraway island. Isle 14, AKA Keep-Yer-Boots-On, AKA Argentia, was decidedly the right place. Littered with waste from passing ships, cacti, crabs with hats, and mysterious plants, Argentia is perhaps the most depressing of the Islands of the Prio Sea - and a perfect place to keep Mesabi from causing more trouble. Undeterred, Count Mesabi established a settlement on the barren island, naming it after himself. Newly ennobled, he seeks to make the settlement the greatest in the Prio seas, at all costs. The settlement has grown quickly, becoming a haven for exiles, outlaws, and traders from all known (and sometimes unknown) nations. The WTC unofficially controls the town, despite the protests of the Crown. However, the settlement remains a rough place, and at the same time an eldorado for those looking for adventures, glory - and profits. Original Information: Builds in Mesabi Landing Please help us out by posting a link to your Mesabi Landing builds in this thread. Each builder is listed after the type of licence. Properties: 256/300 Size for EGS purposes - Level 32 'Grand City' Required for Level 64 'Capital City': x32 artisan, x26 commerce, x27 factory and x5 education. Four royal properties are needed as well. NPC Residences: 89 Residences: 10 Mesabi Residence, medium residence, Mesabi (+2 settlement size) Home of Miss Agnes Winterbottom, small residence, Brickwolf (+1 settlement size) A Merrynight Story, small residence, Mesabi (+1 settlement size) Ralph Clutchingtons residence, medium residence, LM71Blackbird (+2 settlement size) Timber frame house, medium residence, LM71Blackbird (+2 settlement size) Somewhere to live, medium residence, Lord Buckethead (+2 settlement size) Factories: 37 Mesabi Landing Foundry, medium factory, Mesabi (+2 settlement size) Foundry No. 2, medium factory, Mesabi (+2 settlement size) Metal Foundry, medium factory, LM71Blackbird (+2 settlement size) Bricks for Mesabi Landing!, medium factory, Darnok (+2 settlement size) Inky Brewsters, large factory, Mesabi (+3 settlement size) Barrels!, medium factory, Mesabi (+2 settlement size) WTC Shipyards, large factory, Darnok (+3 settlement size) Hydrological Harvesting, large factory, Mesabi (+3 settlement size) Royal Shipyard of Mesabi Landing & Executive Offices, royal factory, Mesabi (+10 settlement size) Miscellaneous Goods, medium factory, Darnok (+2 settlement size) Books for the people, large factory, Mesabi (+3 settlement size) Railside Moonshine, small factory, Mesabi (+1 settlement size) Shot Tower, medium factory, Darnok (+2 settlement size) Artisans: 32 "Fallingwater" pub, small artisan, Maxim I (+1 settlement size) "Twin Palms" inn, medium artisan, Ayrlego (+2 settlement size) Office of the "WTC Monthly", small artisan, Darnok (+1 settlement size) "Blue Dragon" tavern, medium artisan, Darnok (+2 settlement size) Peterson's Discount Boat and Scavenge, medium artisan, Mesabi (+2 settlement size) Coal transportation in Mesabi Landing, medium artisan, Lord Buckethead (+2 settlement size) Chef Curtis' bakery, medium artisan, Mesabi (+2 settlement size) Rotating Meat, small artisan, Legostone (+1 settlement size) Something Fishy, medium artisan, Mesabi (+2 settlement size) Tuber Tavern, medium artisan, Darnok (+2 settlement size) Aqueduct and laundry store, large artisan, Mesabi (+3 settlement size) The Yellerbelly Inn, large artisan, Mesabi (+3 settlement size) Tuber's Shop'n'Farm, large artisan, Darnok (+3 settlement size) Pub "Chapter 6", large artisan, Mesabi & Darnok (+3 settlement size) Green Line, Market Street Station, large artisan, Darnok (+3 settlement size) Commerce: 38 Mesabi Landing Stockpile, medium commerce, Mesabi (+2 settlement size) Yet another warhouse, small commerce, Mesabi (+1 settlement size) Mesabi Landing - The Harbour, large commerce, Darnok (+3 settlement size) Office of Agnes Mesabi, small commerce, Mesabi (+1 settlement size) WTC Sales Division, medium commerce, Mesabi (+2 settlement size) Arriving in Mesabi Landing, small commerce, Lord Buckethead (+1 settlement size) Market place in Mesabi Landing, medium commerce, Darnok (+2 settlement size) Small WTC warehouse, small commerce, Darnok (+1 settlement size) Waymart Flagship Store, large commerce, Darnok (+3 settlement size) Royal Dock, medium commerce, Mesabi (+2 settlement size) Small pier, small commerce, Darnok (+1 settlement size) Outdoor Sausage Smoker, small commerce, LM71Blackbird (+1 settlement size) "One boat, two boats, three boats...", large commerce, Darnok (+3 settlement size) Harbour Administration, medium commerce, Darnok (+2 settlement size) Small dock, small commerce, Mesabi (+1 settlement size) Mesabi Landing Oktoberfest, medium commerce, Darnok (+2 settlement size) Mesabi Landing Loading and Freight, large commerce, Mesabi (+3 settlement size) WTC Offices, large commerce, Mesabi (+3 settlement size) Merrymas Market 618, large commerce, Darnok (+3 settlement size) "The WTC needs YOU!", small commerce, Darnok (+1 settlement size) Art and Culture: 13 Mesabi Monument, small art and culture, Darnok (+1 settlement size) Crashing a wedding, medium art and culture, Mesabi (+2 settlement size) Egg-tion in Mesabi Landing!, small art and culture, Darnok (+1 settlement size) Celebrating Easter, medium art and cuture, Darnok (+2 settlement size) Flying Fish Fountain, small art and culture, LM71Blackbird (+1 settlement size) Mesabi Landing's Got Talent, small art and culture, Darnok (+1 settlement size) Agnes Mesabis private chapel, small art and culture, Mesabi (+1 settlement size) The Paradise Isles Cup, large art and culture, Darnok (+3 settlement size) "Praise be for food and beer!", small art and culture, Darnok (+1 settlement size) Education: 10 Library of Learning, large education, Mesabi (+3 settlement size) Karst Geographers, medium education, Mesabi (+2 settlement size) Laboratory of Doctor Edmund Vesper, medium education, Mesabi (+2 settlement size) Mesabi Landing Gamma School, large education, Darnok & Lord Buckethead (+3 settlement size) Plantations: 12 Poppy plantation, small plantation, Mesabi (+1 settlement size) Agave plantation, small plantation, Darnok (+1 settlement size) Stevia plantation, small plantation, Darnok (+1 settlement size) Potatoes for the people, medium plantation, Darnok (+2 settlement size) Brickford Plantation, small plantation, LM71Blackbird (+1 settlement size) Millet plantation, large plantation, Darnok (+3 settlement size) Agave plantation, medium plantation, Darnok (+2 settlement size) Jubaea plantation, small plantation, Darnok (+1 settlement size) Mines: 6 Staking a claim on Argentia, prospecting build (coal), Darnok Mesabi Landing Daycare and Coal Mine, mine, Mesabi (+2 settlement size) More prospecting on Argentia, prospecting build (quarry rock), Darnok Mesabi Landing Rock Quarry, mine, Darnok (+2 settlement size) Lord Buckethead Mining Co., prospecting build (coal), Lord Buckethead Tactical prospecting, prospecting build (salt), Mesabi Gold at last?, prospecting build (iron), Darnok Getting salty, mine, Darnok, licensed for Corrington ( +2 settlement size) Forts: 7 Fort Agravia, medium fortress, Mesabi (+2 settlement size) Fort Mesabi, medium fortress, Darnok (+2 settlement size) West Shield, large fortress, Darnok (+3 settlement size) North Quarter: 3 Green Street: #1 | #2 | #3 | . each an unlicensed small residence, Darnok (+3 settlement size) Troops: - Vessels stationed here: - Other related builds: Pax Crablandia, Kai NRG Landing on Argentia, Mesabi A letter to Colonel Allcock, Darnok Restoring Order (Part I), Ayrlego Restoring Order (Part II), Ayrlego Planning North Quarter, Darnok WTC Advent Calendar 2018, Darnok Era III?, Darnok "Disaster at Mesabi Landing" storyline: Setup The Devastation of Oldtown, Darnok For Whom The Bell Tolls, Roadmonkeytj The Flooded District, Mesabi Walking the ruins, Mesabi Cobbling together a street, Mesabi The WTC needs YOU!, Darnok Conclusion Find a discussion of the rebuilding organisation here.
  15. Name: Quinnsville Ownership: The Crown of Corrington Location: Cocovia, west of the Sea of Thieves, in Queens Bay Map: Island of Cocovia by Christian West, on Flickr Mayor: Richard Brickford (@LM71Blackbird) Trade Value: see accounts spreadsheet Town Bank: see accounts spreadsheet Who can own property in Quinnsville: Anyone Who can freebuild in Quinnsville: Anyone Description: A Island discovered as Corrington ships journeyed past the known mapped edges of the Sea of Thieves in 616, the settlement of Quinnsville was founded by the captain of one of the exploring ships, Sir Thomas Smaugton. He was Sailing under both the flag of the Empire of Corrington, as well as the MAESTRO trade company which still holds a slight presence in the settlement. Mayor Smaugton contributed to much of the town's progress, but sadly, the Pearl of Cocovia had not seen much development since the retirement and mysterious disappearance of it's beloved mayor. Fortunately, one Richard Brickford, volunteered to step in and nurse the abandoned settlement back to health. Now under his leadership Quinnsville has quickly risen to prominence on Cocovia and is a flourishing settlement on the verge of becoming one of the few Grand Cities of Corrington. Original Information: For all things regarding the original Quinnsville settlement thread which includes but is not limited too, Original settlement builds (no pictures), The Quinnsville Chronicler (Issues 1-10), The Infamous Junkyard Fleet, and info on the MAESTRO Trade Company please visit original settlement thread found here: The Quinnsville Chronicler - Vol. 2, 3 Builds in Quinnsville: Please help us out by posting a link to your Quinnsville builds in this thread. Licensee is Listed after the type of license. Properties: 170/176-300 Trade Value: 790 Size for EGS purposes - Level 16 'Large City' Required for Level 32 'Grand City': 10 properties of any type including at least x0 Residence, x5 Factory, x16 Artisan, x0 Commerce, x0 Education, x0 Arts & Culture, and 0x Royal. Notable Events: Quinnsville Military Exercise, Fought between Derr's Expeditionary Light Infantry and The Quinnsville Fusiliers (1, 2) ---- Results Stationed Troops: 270 (1 Regiment, 3 Battalions, 9 Companies, 27 Platoons) Marching to Quinnsville, Quinnsville, Recruitment Status: Active Duty, Tomsche More Marching to Quinnsville, Quinnsville, Recruitment Status: Active Duty, LM71Blackbird 1st Quinnsville Light Dragoons and 1st Quinnsville Company of Foot (Rifleman), Quinnsville, Recruitment Status: Active Duty, LM71Blackbird 1st Battalion Her Majesty's Royal Marines, Quinnsville, Recruitment Status: Active Duty, LM71Blackbird Stationed Vessels: 2 Quinnsville Gunboats No.2 and No.3, Quinnsville, Status: Active Duty, LM71Blackbird HMS Growler, Quinnsville, Status: Active Duty, LM71Blackbird Residence: 38 Factory: 27 Plantation: 16 Mines: 4 Artisan: 16 Commerce: 33 Education: 10 Art & Culture: 19 Forts: 3 Unlicensed Builds: 1 Artillery Field Testing (GoC), Quinnsville, License status: Unlicensed, LM71Blackbird (+0 settlement size)
  16. Settlement Name: Port Wilks Ownership: ETWC Location: Isla Phillipe Mayor: Governor J. Guyiere Wilkinson de Chauncourtois (@Garmadon) Who can own property in Port Wilks: Anyone, from any faction (subject to any Eslandolan laws or ETWC decisions which may apply). Who can freebuild in Port Wilks: Anyone, from any faction. Fortifications: Currently, none. Troops: There are currently no troops stationed in Port Wilks. Please post any free-builds that take place in Port Wilks in this thread. If you want to license a piece of property in Port Wilks, post in this thread and fill out the web form. Island description: Name: Isla Phillipe Nickname: The PigGeographical Features: Named after the King of Oleon (for obvious reasons), this island is about thirty-five miles across, with good soft shore beaches. The elevation is high enough for farming. It has no natural cove or bay, and waters are shallow surrounding the island for a few miles.Rumors: As its nickname suggests, Isla Phillipe is practically haunted by wild boars. It is unknown if there are natives on the island. The soil is a bit rocky, but likely can produce common foodstuffs like wheat. Silver flakes were found in one of the streams. Map of Isla Phillipe: Builds in Port Wilks Please help us out by posting your a link to your Port Wilks builds in this thread. Licensee is Listed after the size of licence. Properties: 7/11 Size for EGS purposes - Level 1 'Hamlet' Commerce: 4 Customs sentry post, small, ETWC via Ayrlego Temporary Pier and ETWC Warehouse, large, ETWC via Ayrlego Artisan: 3 Dark Green Inn, large, Garmadon
  17. Name: New Haven Ownership: The Crown of Corrington Location: Western shore, Northeast Cape, Alicentia, Sea of Storms Map: DRAFT ONLY - Final map to follow. Mayor: Giovanni Lorenzini (NPC) Trade Value: See account spreadsheet Town Bank: See account spreadsheet Who can own property in New Haven: Anyone Who can freebuild in New Haven: Anyone Description: After Eslandola and Garvey'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 army Captain Giovanni Lorenzini turned to the Empire of Corrington for help. Corlander colonial authorities, fearing a humanitarian disaster on the war torn island, authorised armed support for Lorenzini's proposal of a "free and neutral" settlement and temporarily recognised Nova Malto as a separate entity from the Eslandolan colony of the Isla de Victoria. This sparked a diplomatic crisis, with Eslandolans refusing to recognise the peaceful humanitarian intent of the free settlement and an armed stand-off followed. After intense diplomatic negotiations, Corlander forces agreed to withdraw from the island, and Eslandola agreed that any former Mardierian settlers who wished to leave could do so with the Corlanders. Eslandola also agreed to assist in the funding of a new settlement for the refugees. New Haven is the result of this agreement. Located on the western shore of the Northeast cape of Alicentia, the settlement is primarily populated with former Mardierian refugees and Corlander colonial authorities have confirmed Giovanni Lorenzini as mayor. Original Information: Builds in New Haven Please help us out by posting your a link to your New Haven builds in this thread. Properties: 17/31 Size for EGS purposes - Level 2 'Town' Required for Level 4 'Large Town' TBA. Key Name, size and type of property, builder (licensee)(settlement points) Residences: 3 New Haven Housing Projects, medium residence, Bregir (New Haven) (+2 settlement size) New Haven Housing, small residence, Legostone (New Haven) (+1 settlement size) Factories: 3 New Haven Mill, small factory, Capt Wolf (New Haven) (+1 settlement size) Gin Distillery, medium factory, Sir Stig (New Haven) (+2 settlement size) Artisans: 6 The Blues Inn, small artisan, Maxim I (New Haven) (+1 settlement size) Greenway Resturant, medium artisan, Bregir (via Mesabi) (+2 settlement size) - not licensed yet Lenia's Laundry, large artisan, New Haven (via Ayrlego) (+3 settlement size) Commerce: 4 Warehouse and Pier, small commerce, Brickwolf (+1 settlement size) Whiffo Dock, small commerce, Garmadon (Corrington) (+1 settlement size) ETTC Offices, medium commerce, ETTC (via Ayrlego) (+1 settlement size) Art and Culture: 3 Brethren of the Golden Triangle Monastery, large art and culture, Corrington (via BricksbyPidy) (+3 settlement size) Educational: 1 New Haven School, small education, Maxim I (Corrington) (+1 settlement size) Plantations: Mines: Forts: 1 Medium Fort Montoya, medium fort, Lord Buckethead (New Haven) (+2 settlement size) Troops:
  18. Name: Mesabi Landing Ownership: Wayfarer Trade Corporation, via The Crown of Corrington Location: Argentia, East Prio Sea Map: Cascadia by Ayrlego, on Flickr Mayor: Count Mesabi Trade Value: 62 Town Bank: 25 Who can own property in Mesabi Landing: Anyone Who can freebuild in Mesabi Landing: Anyone Description: After the whole Nova Malto incident, The Corrington Colonial Council decided to do something to about the troublesome Captain Mesabi. The solution was simple, send him to a faraway island. Isle 14, AKA Keep-Yer-Boots-On, AKA Argentia, was decidedly the right place. Littered with waste from passing ships, cacti, crabs with hats, and mysterious plants, Argentia is perhaps the most depressing of the Islands of the Prio Sea, and a perfect place to keep Mesabi from causing more trouble. Undeterred, Captain Mesabi established a settlement on the barren isle, naming it after himself. Newly ennobled, He seeks to make the settlement the greatest in the Prio seas, at all costs. Original Information: Builds in Mesabi Landing Please help us out by posting your a link to your builds in this thread. Licensee is Listed after the type of licence. Properties: 15/30 Size for EGS purposes - Level 2 'Town' Required for Level 3- 'Large Town' 15 Residences: Mesabi Residence - Medium Factories: Artisans: Fallingwater Tavern Commerce: Art and Culture: Educational: Library of Learning - Large Plantations: Poppy Plantation- Small Mines: Forts: Fort Argavia - Medium Troops: Other Buildings: Vessels stationed here: Other related builds: Pax Crablandia
  19. Colony Name: Tortuga Ownership: Sea Rats Location: Sea Turtle Island (Island #10, West Prio Sea ) Island Description: Much of the coast of this Island disappears completely below the waves at high tide, and the surrounding sea is very shallow, allowing only smaller ships to near the island, with exception to a small rocky portion to the northern side. The Island interior--that which stays above water at all times--is dominated by coconut palms and other salt-tollerant species. The small island is the hatching site for innumeral sea turtles, multiple times per year.
  20. Settlement Name: La Puebloto Ownership: Eslandola Crown Location: Isla de Victoria Mayor: TBD Trade Value: 0 Who can own property in La Puebloto: Anyone. Who can freebuild in La Puebloto: Anyone. Fortifications: One small fort. Please post any free-builds that take place in La Puebloto in this thread. If you want to license a piece of property in La Puebloto, post in this thread and fill out the web form. Location of La Puebloto:
  21. Name: Mehit Ownership: Eslandola Location: Isla de Victoria, Prio Sea Map: Geographical Features: Mostly jungle on the inside, this larger island boasts an excellent natural bay on its south side at the Island's thinnest point. The north-east coast, however is very shallow, and rife with sandbars. The south-west coasts are rocky, but host naturally occurring groves of citrus fruit. In the center of the island towers a tall volcano that occasionally shakes the Island.Rumors: The Natives of this Island fear the deeper waters to the south. While they are more than happy to sail their catamarans in the northern shallow water, they refuse to do so on the southern coast. Mayor: A native from the tribe of the Mehuãtajir or the Aztclaxclans to be determine (Faladrin) Trade Value: 10 Town Bank: 0 Who can own property in Mehit: As a native setllement under Eslandola jurisdiction, the buildings are for now reserved. Eslandolan natives'friends can build here, other players should ask permission first. Thank you for your understanding. Who can freebuild in Mehit: Every Native friendly man. Description : During the war between Mardier and Eslandola, the native tribes haven't been well considered. They had a way to raise their voice when Captain Jan Zwartbaard found a ruined native village in a little creek. It appeared that Mardier was a cruel master for the natives on Isla de Victoria and the 2 tribes present there, the Mehuãtajir : the seafarers, catamaran builders and fishermen, and the Aztclaxcans, the farmers, the builders and tinkerers were both afraid of their ancient masters. The offer of the Eslandolan crown to help to repair the settlement of Mehit had been received as a great message of hope from the Native People and it is with great enthousiasm they began to rebuild Mehit, the ruined settlement, with their new Green allies. Please help us out building in Mehit by asking Eslandola or the natives (Faladrin) before posting your build and don't forget to post a link to your Mehit builds in this thread. To ease the bureaucracy, it is nice if you mention which size it is. Licensee is Listed after the type of licence. Properties: 2/11 Size for EGS purposes - Hamlet : <11 properties Residences: Factories: Artisans: Commerce: Art and Culture: 1 Educational: Plantations: Mines: Forts: Other Buildings: 1
  22. 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
  23. Name: Puerto Desafio Ownership: Eslandola Location: Isla de Victoria, Prio Sea Map: Geographical Features: Mostly jungle on the inside, this larger island boasts an excellent natural bay on its south side at the Island's thinnest point. The north-east coast, however is very shallow, and rife with sandbars. The south-west coasts are rocky, but host naturally occurring groves of citrus fruit. In the center of the island towers a tall volcano that occasionally shakes the Island.Rumors: The Natives of this Island fear the deeper waters to the south. While they are more than happy to sail their catamarans in the northern shallow water, they refuse to do so on the southern coast. Mayor: To be determined. Trade Value: 105 (?) Town Bank: 0 Who can own property at Puerto Desafio: As in most Eslandolan settlements, people of all cultures are welcome to live in Puerto Desafio. Who can freebuild in Puerto Desafio: Anyone Description: The burnt out remains Mardier left behind have put this settlement in a crisis situation. A lot of effort are put in to take care of those that have been left behind, all their lives effort reduced to ash. The damage Mardier did against their own as they fled, left the first troops speechless, and the construction of a royal fortress was first priority when they arrived. At first it would serve as housing to the desperate, as they awaited the heavy bombardment guns. The fortress would serve as a base for the restorative works. The style of which the rebuilding will take are yet to be determined, but Eslandolan architects are hard at work on it. Others such as Mr Henderson, had already thought ahead and established a rum distillery, which came in handy to help motivate the exhausted troops to find that last piece of (cask) strength. Builds in Puerto Desafio: Please help us out by posting your a link to your Puerte Desafio builds in this thread. To easy the bureaucracy, it is nice if you mention which size it is. Licensee is Listed after the type of licence. Properties: 27/31 Size for EGS purposes - Level 2 'Town' Required for Level 4 'Large Town': 4 of anything. Residences: 4 small residences (4 points) Factories: 1 large (3 points), 1 small (1 point) Artisans: 2 medium (4 points) Commerce: 1 Large warehouses (3 points), 1 small (1 point) Art and Culture: 1 small (1 point) Educational: 1 small (1 point) Plantations: 1 medium Citrus (2 points), 1 small Kiwi (1 point) Mines: Forts: 1 Royal Fort (5 points) (1 out of 1 available) Troops: One battalion (90 men) of faction troops. Other Buildings: Vessels stationed here: Other related builds: Trade Value and settlement points may be inaccurate. I have counted as if they are licenced.
  24. Name: Camp Isaac Ownership: The Crown of Corrington Location: Cascadia, East Prio Sea Map: Mayor: None. The settlement is managed by the Royal Society of Natural Philosophy Trade Value: See account summary Town Bank: See account summary Who can own property at Camp Isaac: Any scientific endeavour will be welcomed in Camp Isaac, however non-scientific, foreign endeavours should obtain permission from the military governor first. (A mere formality, simply state your intentions in this thread) Who can freebuild in Camp Isaac: Anyone Description: Camp Isaac is the first Halosian settlement on Cascadia and is located in the only navigable deep water channel in the estuary of the largest river on Cascadia. This river connects a large inland lake with the ocean, and, as the estuary consists mainly of wet lands criss-crossed with small streams, river travel makes up the main mode of transport for the camp, both downstream to the ocean by the deep water channel, and upstream, inland towards the lake. To make navigation easier, a series of lighthouses are planned for the deep water channel, as is a bridge to ensure communication with the mainland. Build on wetlands and mainly serving as a base camp for expeditions into the interior of Cascadia, Camp Isaac consists mainly of tents, wooden huts, and other somewhat temporary constructions. It is renowned for being the starting point for the expedition which famously discovered the golden city of Myzectlan, and named after its founder and member of the expedition, Don Isaac Montoya. Managed by the Royal Society of Natural Philosophy, the camp welcomes all scientific expeditions and offers a perfect place to prepare for adventures! Original Information: Builds in Camp Isaac Please help us out by posting your a link to your Camp Isaac 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': 18 settlement points including at least: x4 factories, x4 artisans, x1 art and culture. Residences: 4 Scientific Lodgings, large residence, Royal Society of Natural Philosophy (via Ayrlego) (+3 settlement size) Small House, small residence, Camp Isaac (via Ayrlego) (+1 settlement size) Factories: Artisans: Commerce: 5 Post Office, medium commerce, Camp Isaac (via Ayrlego) (+2 settlement size) Waymart Camp Isaac, large commerce, Mesabi (+3 settlement size) Art and Culture: Educational: 5 Explorer's cabin, medium education, Elostirion (+2 settlement size) Big cat observation post, small education, Mesabi (+1 settlement size) Invasive species, medium education, Mesabi (+2 settlement size) Plantations: Mines: Forts: 2 Camp Isaac Palisades, medium fort, Camp Isaac (via Bregir) (+2 settlement size) Troops: Other Buildings: Vessels stationed here: Other related builds: On a ropewalk near Camp Isaac, Bregir The Cats of Cascadia: A paper for the Royal Society of Natural Philosophy, Ayrlego
  25. Name: Myzectlan Ownership: The Crown of Corrington (A semi-autonomous city of the Myzec) Location: The hidden valley of the Myzec, Cascadia, Paradise Isles Map: Mayor: Trade Value: See account spreadsheet Town Bank: See account spreadsheet Who can own property in Myzectlan: Anyone Who can freebuild in Myzectlan: Anyone Description: Myzectlan is an ancient city located in a hidden valley deep in the interior of Cascadia. Home to the Myzec people, legend has it the city was cut off from it's parent civilisation hundreds of years ago. Over time, the Myzec have lost the advanced building techniques of their fore-bearers and the city is now an eclectic mixture of the older style stone buildings and newer repairs in wood or mud bricks. The Myzec primarily farm maize, sweet potato and beans in 'floating island' plots or chinampas on Lake Myzec. The meat in their diet includes fish and water fowl and dugout canoes are used to transverse the lake. Very few mammals are farmed in the Myzec valley although there are some pigs and goats. They weave cloth from goat wool and produce leather from animal hides hunted outside the valley. A basket ball type game is a very popular recreational activity. The Myzec are a matriarchal society where most positions of authority are held by women. They are a well developed and organised society and practice a dualistic region where they strive to balance the eagle, which symbolises peace, wisdom and order; and the jaguar, which symbolises ferocity, war and chaos. Original Information: Builds in Myzectlan Please help us out by posting your a link to your Myzectlan builds in this thread. Licensee is listed after the type of licence. Properties: 42/61 Size for EGS purposes - Level 4 'Large Town' Required for Level 8 'City' 19 properties including at least x4 artisans, x1 commerce, x4 factories, x4 residences, x1 education and one Royal. Residences: 4 Myzec House, medium residence, Myzectlan (via Ayrlego) (+2 settlement size) Stone House, medium residence, Myzectlan (via Ayrlego) (+2 settlement size) Factories: 4 Boat Yard, medium factory, Myzectlan (via Ayrlego) (+2 settlement size) Dye Factory, medium factory, Myzectlan (via Ayrlego) (+2 settlement size) Artisans: 4 Community Kitchen, small artisan, Darnok (+1 settlement size) Macuahuitl Craftsman, small artisan, Myzectlan (via Ayrlego) (+1 settlement size) Amanteca Workshop, medium artisan, Myzectlan (via Ayrlego) (+2 settlement size) Commerce: 7 Through the Falls, large commerce, Silentwolf (+3 settlement size) Levanta, small commerce, Myzectlan (via Elostirion) (+1 settlement size) Myzectlan Market, small commerce, Myzectlan (via TomSkippy) (+1 settlement size) Agricultural Market, medium commerce, Wellesley (+2 settlement size) Art and Culture: 14 Tikal Temple, large culture, Ayrlego (+3 settlement size) Temple of the Sun and Temple of the Golden Eagle, large culture, Bregir (+3 settlement size) Temple of the Feline Gods, large culture, Elostirion (+3 settlement size) Throne Room, medium culture, Myzectlan (via Ayrlego) (+2 settlement size) Pyramid Ruins Southern Cascadia, medium culture, Myzectlan (via Elostirion) (+2 settlement size) Snake Temple, small art and culture, Wellesley, (+1 settlement size) Educational: 2 Moon Tower, medium education, Myzectlan (via Ayrlego) (+2 settlement size) Plantations: 5 Corn plantation, small plantation, Bregir (+1 settlement size) Maize and Waterfowl on Lake Myzec, small plantation, Myzectlan (via Elostirion) (+1 settlement size) Poinsettia Plantation, small plantation, Myzectlan (via Ayrlego) (+1 settlement size) Egg poaching, small plantation, Myzectlan (via Ross Fisher) (+1 settlement size) Chinampa on Lake Myzec, small plantation, Corrington (via Ayrlego) (+1 settlement size) Mines: Forts: 2 Jaguar Tower, small fort, Ayrlego (+1 settlement size) Watchtower on Lake Myzec, small fort, Myzectlan (+1 settlement size) Troops: Other Builds: Waterfall in the Jungles of Cascadia, Elostirion Southern Cascadia, Elostirion Patrolling the Grasslands, Ayrlego