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Found 500 results

  1. Jeff of Clubs

    [CONTEST] A Storm Brewing

    Ahoy there! With our resident pirates roll-building-game, Brethren of the Brick Seas(BoBS) transitioning from Era Two into Era Three, the lusty leadership at BoBS' Brethren Court has decided to post three challenges for any fan of Pirates to join in! The first challenge has been posted in the BoBS forum and can be joined here! by @Kai NRG There is no need to join BoBS to participate as we are in the waning days of Era II at the moment. That said, contestants should keep the following in mind; 1.)All submissions are to take place in the world of Brethren of the Brick Seas. This is a fictional world, purpetually locked in the glory days of the Age of Sail. There are no steam engines or high fantasy elements to this world. 2.)As this is a BoBS challenge, more consideration may be paid to submissions that demonstrate some understanding of the rich world of BoBS. by @Bregir It isn't a pirate's way to have assigned reading (and BoBS has a fair share that can be read)so just know that well thought out and executed MOCs with generic subjects will do very well too. Whalers hauling in a catch, naturalists examining a volcano, soldiers marching about, merchants closing a deal, pirates doing, you know, 'pirate stuff', etc. by @Khorne The first challenge's prizes are four custom BoBS themed minifigs from Rocky Mountain Minifigs, see below! One each to the first and second prize winners in each catagory. Brethren of the Brick Seas is a brick building and role playing game where a series of mocs are built by players to establish their character's stories and the fictional world of Halos in which they live. With four playable factions, players can make themselves honest sod-busters, avaricious merchants, imperialist soldiers and unscrupulous pirates, of course. The world of Halos itself is large with many climates to build in, from windswept highlands, tropical paradises, searing deserts, the high seas and anywhere in between! We welcome all builds, digital and brick. By @Justsomebrix More info on BoBS can be found in the Master Index. by @evancelt We do hope you all will consider joining us in Era III which will have a more stream-lined means of interacting with the world than Era II but for now, why not join in our three challenges!?! For more scenes of our previous adventures, please check out the Era Three Promotionals thread! It is still being populated at the moment. Thanks, ♧ ps; join the best faction. Oleon.
  2. 16.02.624 It started as a beautiful sunny day. Sir Peter Nash, Earl of Swanley, enjoyed his usual morning ritual: 9am = tea time. Peter was sitting at his 'own' table in the Tipsy Mermaid Pub in Wullham, Panarium. A small ray of sunshine fell through the window onto his face. "Hmm.. wonderful.., what a wonderful world." Unfortunately, this moment of enjoyment was short-lived. A thick, black cloud passed over the sun. Peter looked through the window and looked doubtful. "Hmm.. this looked strange." Sean McCasey sat at the bar and looked at Peter's troubled face. “Hi, are you okay?” he asked. "I don't know..., I'm seeing strange weather patterns," Peter replied. Sean came to stand next to Peter and also looked outside. “You're right, I haven't seen this before,” Sean said. Thick, black, curly clouds with menacing heads filled the sky. In the distance it started to thunder. Not just a little bit, but so intense that no one in Wullham had seen this before. “Come on, Peter!”, Sean said. "To the TIC!"* (*Tornado Intercept Carriage). Peter and Sean ran to the carriage, which was equipped with a full range of weather instruments. Sean urged the horses on and they rode at high speed through the open countryside. The wind blew harder and harder... After a while, Sean stopped the carriage. “Get on the roof!”, Sean shouted. Peter took his dowsing rods and climbed onto the roof of the coach. He had to make an effort to hold his own. The weather conditions deteriorated every minute. "And... what are the results??", Sean shouted over the sound of the storm. "Well, we've never had these wind speeds here before! Something big is going to happen!! We have to get out of here! Hurry!", Peter shouted back. There was no response. Peter looked around, but it was dark. He couldn't see anything in front of his eyes. Where was Sean? “Sean!!,” he shouted. But there was no response... "Sean..., no!!"
  3. 18.02.624 It's a short trip from Myzectlan (Cascadia) to Jamestown (Celestia); from The eastern Prio Sea to The western New Haven Sea. Normally this is a quiet trade route for the Myzec; a calm sea with few dangers. Until 18.02.624... A group of Myzec, traveling with merchandise, were startled along the way. The normally calm sea suddenly became turbulent. A large amount of foaming, splashing water became visible around the ship. The crew of the traditional vessel look at each other in horror. What was going on here?! The boat was not far from the shore. The Myzec tried with all its might to change course towards land. There was no intention to wait for the impending, ominous danger. But alas... to no avail. At the speed of light, a number of dark red tentacles emerged from the clear blue water. And with unprecedented force the boat, including crew, was surrounded by this red force! The monster embraced the sailboat as if it were his beloved and pulled it all into the depths of the sea. As quickly as all this came about, everything became calm again... The sun shone peacefully on the New Haven Sea. A number of remarkable events have already taken place in recent days. This event was also recorded in this illustrious, apocalyptic list... What's going on?!
  4. The Sea Rats Nickname: Pirates Colors: Black, Yellow, Medium Blue Quick Glance: The Sea Rats are a rag tag group of scoundrels and rogues, who have found true freedom on the open sea. United under the common cause of self-determination, and defiance of Imperial rule, these folk heed no laws but those of the Pirate Code. (Which is really more what you'd call "guidelines" than actual rules, rather loose-like, you know.) These men and women are pirates, smugglers, con-men, and any kind of lawless scallywag which you can conceive of, but there are also rebel leaders, defectors from decadence, dispossessed traders and explorers, members of conquered nations, and any who find themselves disenfranchised from their societies. There are those who take advantage of the lawlessness to conduct crimes with impunity. well, actually that later category would likely count for most people. Membership: Sea Rats is open for members. Any man, woman, child, or what-have-you can be a sea rat! You needn't make your den in the Nest of Thieves, nor need you affiliate with other sea rats at all! We're the scourge of these seas, and swear fealty to no nation! If you'd like to captain a pirate ship and pillage and plunder, and riffle and loot the trade routes of the Empires, then join the Sea Rats! If you wish to take your crew on a roaring rampage of revenge against those nations that betrayed you, or perhaps your Quartermaster who led a mutiny against you, then join the Sea Rats! If you wish to swindle and connive, and con your way up in the world, then join the Sea Rats! If you've tired of oppressive reign of Kings and Queens and wish to make your own way in the world, then join the Sea Rats! Have adventure in your heart, a sword in your hands, and the salt wind in your hair? Then you're a Sea Rat, me hearty! To join, just sign up in this thread with an introduction post that shows your sigfig. A little background goes a long way, so we appreciate any backstory you would like to present with the fig! Reasons to Join: Sea Rats have a number of unique rules that other factions don't, some which are centered specifically around player piracy (known as 'black flagging'): 1) Under the Table: Sea Rats only pay 70% of a ship license and 50% of land property costs (except mines and forts). 2) Looters: Sea Rats are always managing to scrounge up valuable bits to sell for a coin or two. Upon capture, Sea Rats receive 20 DBs per cargo point of the captured ship as loot. Players from other factions do not gain any value for a capture beyond the ship itself. This replaces previous looting rules. 3) Results Driven: 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.  4) Underground Economy: All un-MOC'd ships captured by NPC Pirates and Black Flag players can now be condemned (i.e. sold) to the Prize Court for a value of 50%-75% of their regular license value. The rules for non-black flag players selling to the prize court remains unchanged. 5) Sea Rats earn an extra 30% yield on Artisan businesses. <- under review 6) No taxes! For those still uncertain of what faction to chose or how to sign up in a minute, we have some simple instructions here, which pretty much sum up everything Index A Detailed Look at the Sea Rats (this post) Settlements (second post) Membership (second post) A DETAILED LOOK at the SEA RATS 1. Leadership Susieh Cheng (@dr_spock, Co-Leader) Susieh Cheng loves sharp pointy objects. She doesn't like talking about her past like that incident with her eye. Rumours have it that she was kidnapped as a child by pirates. Having been raised by pirates, she developed a taste for gold and booty. Whatever you do, do not cross her. Those who do end up as shark bait after seasoned with 14 spices and stuffed with stale bread. Doctor Thaum - (@Professor Thaum, Co-Leader) The Pirate Council The Pirate Council is a group of influential captains and business folk, and here they hold their kangaroo courts. There is a certain honor among the thieves, and the most prominent business owners and pirates meet to discuss how best to conduct business and keep the people happy. Whenever there are enough issues the Council reconvenes to discuss them, but apart from that everyone does their own thing, and the most notorious pirate amongst them (currently Captain Reynard le Roublard) collects tithes for the greater good of them all... incase Corrington or Oleon comes knocking at their ports and they need a show of force to defend their freedom. These are the free folk, bound to no master but those they chose, and they do as they please, when they please to whomever or with whomever they please. Kind of anarchic-like. 2. Landscape The Port of Bastion MOC by Commander Red Hat Bastion is a town on the rocky shores of the Nest of Thieves populated by vagabonds and rogues, as well as the staunchly independent and dispossessed, the chaotic town is where the pirates have free port and may sell their ill begotten loot. There is not much of an organized structure to things on The Nest of Thieves, so Bastion grew without ordinance, leading to shoddy construction in some parts, and a lot of crime in the streets - but the people are tough, so they don’t really mind all that much. MOC by Darkdragon 3. Military Army: Sea Rats have no uniforms, so they wear whatever they see fit in the morning or nothing. It is recommended that you sail under a black flag, but if that is somehow not possible any other color will do the job! Navy: The Sea Rats have many ships in their fleet, which they rent out to their members for dastardly activities on the high seas. Apply for permission to use them in the Sea Rat group PM. Active Faction Ships Are: Corporal Milton - Class 5 warship Misfortune's Doom - Class 5 warship Hades' Tuba - Class 5 warship HMS Pendragon - Class 5 warship Godfreed Faulk - Class 2 trader MOC by Captain Braunsfeld 4. History and Culture Brief: The Sea Rats are a mixed bunch, but for the most part they consist of pirates, rogues, and thieves. Discovering the island soon afterwards to be known as The Nest of Thieves, the Sea Rats settled down and made its rocky shores their home, building the stronghold of Bastion on its nearly impregnable rocky eminences. Since then the Sea Rats have thrived in their new home, and piratical and other business is at its finest! Detailed: Unlike the Kings and Queens of the old world, Pirate leadership is dynamic, and mercurial – it is anarchistic, not dynastic. The top pirate or individual with the most personal influence gets to boss the others around until they themselves are deposed. The Sea Rats are comprised of a true hodge-podge of peoples from a variety of Nations, all of whom have forsworn their prior allegiances in favor of a free life of self-determination and self-reliance. Many of the original Sea Rats were those dispossessed by their nations during the first great rush for the new world. These betrayed sailors, clinging to the promise of wealth and glory, turned south from the closed gates of Nelissa, and, along with many old rogues who had earned their salt in the old world by piratical activities and such-like, settled the rocky shores of the island that would become "The Nest of Thieves." The city of Bastion was founded here on the skeleton of a former Eslandolan fishing village. With the great diversity of newcomers, no one nation could hold dominance here, and instead, a council was formed of the most prominent captains amongst them, many former Privateers and pirates of the Old World. This was the first Pirate High Council, where they determined that Bastion would remain forever free of the influence of the tyrannical empires, and that no one person could be their master! This pact laid the groundwork for Bastion to become the wretched hive of scum and villainy it has become, and united the Sea Rats as a people. In the absence of law and order, the streets of Bastion are in a constant state of chaos, with infamous pirate lords freely roaming the street, and pickpockets on every corner... but the people are a tough, resolute bunch, and despite the anarchy, business booms from the riches brought in by the pirates, and a healthy – if you like that kind of healthiness – economy of pirate raids, and smugglers has formed. Diplomacy: The Sea Rats are pretty indifferent when it comes to other factions. Of course, this type of indifference means something more like, "They see a ship and attack, without bothering to check whose flag waves from the mast head," rather than an indifferent kind of indifference. Neither do the Sea Rats particularly relish the idea of hanging by their necks until they be dead, so they naturally study to avoid any such unappetizing contingencies resulting from getting caught by a different faction which they had been preying on. (Note: Relationships are judged on a 1 to 5 scale; Very Friendly, Friendly, Indifferent, Unfriendly, Hostile) Sea Rat's relationship with: Corrington: Indifferent Eslandola: Indifferent Oleon: Indifferent Other nations relationship with Sea Rats: Corrington: Indifferent Eslandola: Indifferent Oleon: Indifferent 5. Membership To sign up, post a post a picture of your signature figure. You are welcome to include a bit of a description or backstory. Your signature figure, or sigfig, will represent your character throughout your MOCs within Brethren of the Brick Seas. (That does not mean that your sigfig has to be in every MOC you make). Within BoBS there are many possibilities. Build your own story, and since you're a Sea Rat, feel free to plunder and search the seas for treasure!
  5. For the Glory of Corrington! (GoC) - A Faction Enduring Challenge Sometimes it can be difficult to find inspiration for a build or choose a direction for a storyline. Well, fear not fellow Corlanders, here is some direction for those times when you need it! The following are a set of faction endorsed cooperative building tasks to inspire and guide you on your journeys through Corrish territories in Nova Terra. GoC General Rules Builds for GoC tasks should be posted in their own thread with the tag [GoC]. You must also provide a link to your build in this thread. A progress list will be maintained in the second post of this thread. Quality - This should also be an opportunity for you to improve your building skills, so take your time and focus on quality. When presenting your build, designated members of Corrington will award you a if they feel it passes quality standards. Don't worry, we will of course take into account collection size and experience. If some minor adjustments are required, these will be suggested. Two from the reviewers are required for the build to officially count towards the challenge. It is recommended you do not de-construct your build until you receive the required from reviewers in case it requires some adjustments to pass these requirements. - By submitting an entry you agree to receive feedback from the reviewers and will accept their judgement on the matter. - All tasks have a minimum size requirement of a 20x20 (400) stud footprint (or equivalent - irregular bases are permitted as long as they meet the minimum 400 stud footprint). - Other individual requirements will be listed in each task description. Builds that do not meet the task requirements will be rejected. - Only builds posted after 1 January 2019 may count towards the GoC challenge. - Current reviewers @Ayrlego @Captain Dee @Bregir @SilentWolf @LM71Blackbird @evancelt Rewards - Complete any of the below tasks to earn the corresponding IC title for that task for one of your characters. All tasks consist of a minimum of three separate builds (entries). Some tasks will stipulate the subject of each of the three builds and may require them to be posted in a specific order. Others only require three separate builds that meet the requirements. Please read the requirements for each task carefully and ask any questions in this thread. - Each subsequent entry in a task must be significantly different from the last and should attempt to show some kind of improvement from the last, for instance using different techniques or changing the subject matter. NB: In some tasks, there might be specific requirements for the three builds defined. The idea is to glorify our faction, so you should strive to do the best within your own limitations and be proud of every GoC build. Clone builds rushed to complete tasks will not be accepted. - Complete three tasks (total of nine builds) for your main character to become a Knight in the Order of Corrington (OC) and the right to style themselves 'Sir' and use the post nominals OC. eg Sir Fredrick Mercury OC. - Complete six tasks (total of 18 builds) for your main character to receive a honorary Baronetcy within the Corlander nobility. Your new title will be announced by Royal decree when you complete the requirements. An example may be something like: Sir Fredrick Mercury OC, Baron of Feltham - Complete nine tasks (total of 27 builds) for your main character to receive a honorary Earldom within the Corlander nobility. Your new title will be announced by Royal decree when you complete the requirements. An example may be something like: Sir Fredrick Mercury OC, Earl of Finnsbrough - Complete twelve tasks (total of 36 builds) for your main character to receive a honorary Dukedom within the Corlander nobility. Your new title will be announced by Royal decree when you complete the requirements. An example may be something like: Sir Fredrick Mercury OC, Duke of Rhyeshire - Nobility titles will only be awarded to Corlanders. Foreigners are welcome to participate in any of GoC tasks and will be awarded the corresponding title if they complete an individual task; however, they will not be eligible for ennoblement. - A list of tasks is provided below. They do not have to be completed in any order and new tasks may be added from time to time as faction priorities change. GoC Task List 1. Redcoats Rule! Background: The mighty Empire of Corrington is built on several foundations, but perhaps one of the most iconic is the bright scarlet coats worn by her soldiers. With dogged stoicism, Corlander redcoats face the harshest of conditions, are unmoveable in defence and relentless in advance. The sight of the redcoats of Corrington will always strike terror in her enemies! Goals: Show us your redcoats! Requirements: Build three scenes showing soldiers of the crown going about their business in the colonies. Your build must showcase faction troops, preferably redcoats. They could be training, parading, maintaining weapons, guarding supplies, fighting dastardly pirates or treacherous natives (and winning of course!). Alternatively you may choose to build a military building (fort, barracks, armoury etc. Just remember to include plenty of redcoats!). There is no EGS requirement for this task. Your combined builds should display at least two different branches of the army; for example, infantry, cavalry, artillery, engineers etc. Title Awarded: Patron of the Army 2. The Oaken Shield Background: The backbone of Corlander power in Terra Nova is the Royal Navy. Royal Navy warships hunt pirates, raid enemy hideouts and settlements and keep trade routes open. Goal: Ensure Corlander Naval supremacy in Terra Nova. Requirements: Build three warships for commissioning in the Royal Navy, one for each of the three naval armament schemes, Gunboats for the Colonies, Sloops for the Royal Navy, and Cruisers of Terra Nova. A requirement of this task is that the completed build is handed over to the faction for licensing and deployment. Title Awarded: Master Naval Shipwright 3. The Merchant Marine Background: While the Royal Navy has been prominent in keeping the sea lanes of Terra Nova safe, the Corlander Merchant Marine has seen a slow but persistent demise. We cannot allow this decline to continue. Goal: Build up a significant fleet of merchant vessels to bring home the riches of Terra Nova. Requirements: Build three merchant vessels, one if which is offered to the Crown. These vessels should be licensable in the EGS, and must meet the following requirements. In total, your builds must make up a minimum of 12 shiplevels. One ship must be small (class 1-2), another medium (class 3-5) and one large (6+). Additionally, one build should be a historical or exotic rigging type (eg. xebec, longboat, felucca, junk, cog, carrrack, proa, polacre, etc.), one should be a fore-and-aft rig (eg. schooner, sloop, cutter, lugger, etc.), and one should be a square rigged vessel (eg. brig, snow, ship-rigged, galleon, etc.). (The predominant rigging type on a vessel determines the category) Rigging types and sizes can be combined freely. Title Awarded: Shipping Nabob 4. Purser's Network Background: The 'Oaken Shield', or ships of the Royal Navy need shore based support to be able to function and carry out their roles or defending and expanding the Empire. The fleet operates several major Naval bases in Terra Nova and these require constant expansion. Major fleet bases include Arlinsport, King's Harbour, and Port Woodhouse. Goal: Build an extensive naval support and logistics network for the Royal Navy in Terra Nova Requirements: Build a series of three scenes showing how the fleet is supported from ashore. Your scene must be in one of the settlements listed above and must be licensable in the EGS. Ownership must be transferred to the faction. Each of your scenes must be a different EGS licence type. eg. Artisan, Commerce, Factory, Education etc. Some examples could include: Naval hospital, quays and cranes, armoury, ropeyard, sail maker, powder mill, cannon foundry, tavern, cartographers, various industries for provisioning, powder depot, recruitment office, training facilities, storehouses, etc. Title Awarded: Master Purser 5. Higher Education Background: Corrington is known as a bastion of knowledge and learning. Science, mathematics and literature all flourish under Corlander patronage and Corlander schools and universities are world renowned. Thus it is only natural that this passion for education is transferred with Corlander settlers in Terra Nova. Goal: Display Corlander supremacy in the field of education and knowledge in Terra Nova. Requirements: Build a series of three scenes showcasing Corrington's commitment to knowledge and science in Terra Nova. You can complete the following three subtasks in any order. There are no set locations for these tasks. 1. Build a scene showing some aspect of education for children of the colonies. The build must be licensable as an educational property under the EGS rules. 2. Build a scene showing some kind of vocational training in a specific industry or field. For example, a college for engineers or cartographers, an academy for military officers etc. The build must be licensable as an educational property under the EGS rules. 3. Build a scene showing a place for research or higher learning. Examples could include an agricultural research institute, a university college for theoretical mathematics, a chemistry or botany laboratory etc. The build must be licensable as an educational property under the EGS rules. Title Awarded: Patron of Knowledge 6. Sweet, Sweet Corrington! Background: One of the major premises for Corrington settling the new world was access to areas suitable for the growth and harvesting of sugar cane. The settlements of Stormhaven, Port Raleigh and Jameston all have burgeoning sugar cane industries, but the demand in the old world for sugar is insatiable. Alternative sources to cane sugar have even been investigated in Mesabi Landing. Our sugar industry must be expanded! Goal: Expand Corrington’s grip on the sugar industry in the new world. Requirements: Build a series of three scenes in any of the three main ‘sugar’ settlements (Stormhaven, Port Raleigh or Jameston) showing some aspect of the industry. Your three scenes may be in the same settlement, or can be spread across all or some of them. Alternatively one of your scenes may be exploring other sources for sugar (Agave or Stevia) in Mesabi Landing. Your scene could be anything from a plantation, to the storage and processing of the raw product, or any of the products derived from sugar (eg. Rum!). Your scene must be able to be licensed in the EGS. Should you not wish to license it yourself, you may sell it or the faction will purchase it. Title Awarded: Sugar Kingpin 7. Chocolate and Coffee on Cocovia Background: One of the first islands settled by Corlanders in Terra Nova, Cocovia was so named for the abundance of Cacao plants that grow naturally on the island. Indeed the chocolate industry on the island now has a solid foundation and the demand for chocolate in the old world requires extensive expansion. The island is also thought ideal for the cultivation of coffee, although coffee plantations and industry have yet to be established. Goal: To establish monopolies on both chocolate and coffee for Corrington. Requirements: Build a series of three scenes showing the either the chocolate or coffee industries in Quinnsville or King's Harbour. Your scenes must be able to be licensed in the EGS. Should you not wish to license it yourself, you may sell it or the faction will purchase it. Your scenes must be built in the following order and the properties must be constructed in either the settlement of Quinnsville of King's Harbour. 1. Your first scene should show the growing of the raw product (coffee beans or cocoa beans) and must be licensable as a plantation under the EGS rules. 2. Your second scene should show some aspect of processing the raw product. It must be EGS licensable as a factory. 3. Your final scene should show the production or sale of the final product eg. A coffee shop or chocolatier. It must be EGS licensable as either a commercial property or artisan. Title Awarded: Colonial Cafe King 8. The Lotii Connection Background: Port Raleigh hosts a sizable Lotii community – the largest of any of Corrington’s settlements in the Brick Seas so far. These industrious arrivals have quickly adapted to live in the colonies; however, they have also transported much of their home culture with them. Many of their buildings are built in the style of their ancestral home and they have bought with them their traditional artwork, crafts and festivals. NB. The Lotii are based on a generic East Asian culture and previous depictions have displayed both Japanese and Chinese characteristics. Goal: Display Lotii culture in Port Raleigh Requirements: Build three scenes showing inhabitants of Port Raleigh with Lotii background. Your build should display some aspect of traditional Lotii culture which has been transplanted into the settlement. Examples could include teahouses, Japanese style gardens, porcelain production, Oriental style buildings or restaurants, fireworks production/sellers, street festivals etc. There is no EGS requirement for this task (although licensable builds are encouraged). Title Awarded: Honorary Lotii 9. Equines for Elizabethville Background: The rolling plains of the island of Lacryma are ideal for the breeding of horses, indeed some of the finest horses in the new world are from Elizabethville! Goal: Expand the equine industry in Elizabethville Requirements: Build three scenes showing some aspect of the breading, keeping or export of horses in Elizabethville. Examples could include a ranch, stables, racetrack, blacksmith specialising in shoeing horses, saddler, wainwright etc. Your scenes must be able to be licensed in the EGS. Should you not wish to license it yourself, you may sell it or the faction will purchase it. Title Awarded: Purveyor of Thoroughbreds 10. Daily life of the Myzec Background: The Myzec are loosely based on the Aztec civilisation and inhabit the city of Myzectlan, located in a hidden valley on Cascadia. They 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/turkeys 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. They ferment an alcoholic ale from maize. Goal: To expand the lore of the native people in the lost city of Myzectlan on Cascadia. Requirements: Build a three small scenes showing the Myzec people conducting activities from their day to day life. Some examples may include: Farming a chinampa lot, milling maize grain, making tortillas, fermenting ale, fishing, trapping ducks, repairing fishing nets, making canoes, warriors training, producing mud bricks for construction, weaving cloth, tanning hides, hunting in the jungle, making jewellery/pottery, ball games, etc There is no EGS requirement for this task (although licensable builds are encouraged). Title Awarded: Friend of the Myzec 11. Strategic Outposts Background: Some of Corrington's settlements in Terra Nova occupy vital strategic positions for the defence and expansion of the Empire but have little commercial value - they exist primarily to protect Corrington's interests. Hence these settlements tend to be smaller and more military focused. To maximise their strategic importance, they require extensive naval bases, army barracks, fortifications and logistics hubs. Currently, these include Hussar's Isle and Port Woodhouse. Until such time as more purely military outposts are created, the commercial hubs of Spudkirk and Port Raleigh, together with the developing settlements of Wullham and Brickford Landing; which all also occupy strategic locations, will be included in this task. Goal: To build up the network of Corlander strategic defences in Terra Nova. Requirements: Build a scene showing a building of strategic value in each of these important locations. Your building should be military in nature and examples could include: fortifications, quays and cranes, naval storehouses, army barracks, munitions stores and factories, etc. Your build must be licensable under the EGS rules and the ownership must be transferred to the faction. To complete this task you must build one scene in both Hussar's Isle and Port Woodhouse and a third scene in either Spudkirk or Port Raleigh. Title Awarded: Strategic Mastermind 12. Mangrove Madness Background: The settlement of Stormhaven was founded on the Isle of Serentia in the only safe port for over 400 miles. Unfortunately, despite the excellent shelter provided for ships, the location is not ideal for a settlement. Stormhaven cove is covered in mangroves which are almost impenetrable in many places. Properties within the settlement limits are build on stilts above the mangroves and raised wooden walkways provide access between properties. Further inland building is possible on land and some plantations and other properties have been established. Goal: To expand the settlement of Stormhaven Requirements: Build a series of scenes showing the unique aspects of life in Stormhaven. 1. Build two scenes showing buildings within the settlement limits. Your buildings must be in the style of the settlement ie. they must be constructed on wooden stilts above mangroves. Examples (one, two, three). Your scenes must be able to be licensed in the EGS. Should you not wish to license them yourself, you may sell them or the faction will purchase them. 2. Build a scene showing a rural property outside the settlement limits. Your scene should in some way support the settlement, for example it may be a plantation or farm, a lumber yard etc. Your scene must be able to be licensed in the EGS. Should you not wish to license it yourself, you may sell it or the faction will purchase it. Title Awarded: Swamp Magnate 13. A New Haven Success Story Background: The Eslandolan and Garvian invasion of the Isle de Medio left thousands of Mardierian settlers homeless and facing starvation. Corlander efforts to assist were met with fierce resistance from Eslandola and the resulting Nova Malto crisis was resolved by shipping large numbers of Mardierian refugees to the Corlander island of Alicentia for resettlement. Thus the settlement of New Haven was established, populated primarily with Mardierian refugees from the Mardierian-Eslandolan/Garvey conflict. Goal: Assist Mardierian resettlement in New Haven Requirements: Build a series of three scenes showing Marderian refugees settling down to life as Corlander citizens in New Haven. Your scenes must be build in the following order and the properties must be constructed in the settlement of New Haven. 1. Your first scene should show a Marderian family arriving in New Haven, show their initial lodgings and introduce their backstory (where did they come from, what did they do? Did any of their possessions survive? etc. Your build must be licensable as a residence or artisan under EGS rules. 2. Your second scene should show your Marderian Family starting work or establishing a business in New Haven. Maybe they establish a plantation (the Isle de Medio was famous for citrus plantations), or are they a master artisan who opens a workshop? Your scene must be able to be licensed in the EGS. Should you not wish to license it yourself, you may sell it or the faction will purchase it. 3. Your third scene should show your Marderian family celebrating or expressing their culture in their new settlement. Marderian culture is loosely based on Mediterranean cultures such as Italy, Greece or Spain. Perhaps they are celebrating a Marderian holiday, or preparing a traditional Marderian meal. The choice is yours! There is no requirement for this scene to be licensable under the EGS rules. Title Awarded: Humanitarian Hero Additional Temporary Tasks 14. Bastion of the East Valid until 1 Jul 23 or Queenston achieves City Status - whichever comes first Background: Corrington has long coveted the large island known as Arlintina at the far east of the known map. Finally, a small colony has been established on the southern coast of Arlintina. With vast open floodlands perfectly suited for sugar cane cultivation, rumoured mercury deposits and a bay large enough for ships of all sizes, Queenston is full of potential! Goal: Grow Queenston into a self sustainable city from which to project the glory of Corrington! Requirements: Build 3 properties that show Queenston as a growing settlement (must be licensable under EGS rules). Of the 3 builds, you may keep 1 as a personal investment, but 2 must be sold to Corrington : 1 to Queenston; and 1 to the Crown. There are no property size limits, Corrington will pay ×2 the licensing fee for the purchase of your builds. All builds must respect Queenston's aesthetic (see settlement page for examples/inspiration). Tag @Ayrlego in builds to be donated to the crown. 1. As a new settlement on promising land, people from all corners of the Empire have moved to Queenston in hopes of a better life on the new frontier. Build a property that shows what the daily life of these pioneers may look like. 2. Queenston's location offers great access to open floodlands perfect for sugar cultivation. Build a sugar cane plantation to exploit this resource. 3. Queenston is the most easterly settlement of the great Empire of Corrington. What lays beyond the eastern horizon, no one knows. To the south, war with the Lotii rages. Build a scene showing some aspect of the military defences of Queenston. Examples of suitable builds could be a barracks, supply depot, training facility, foundry, military docks etc. You build should include the glorious redcoats of Corrington's military as a major feature. Title Awarded: Queenston Pioneer
  6. 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:
  7. Name: Jameston Ownership: The Crown of Corrington Location: Celestia, East Prio Sea Map: Mayor: Trade Value: see accounts spreedsheet Town Bank: see accounts spreedsheet Town Income per turn/Town Expenses per turn: 230DB/150DB Who can own property in Jameston: Anyone Who can freebuild in Jameston: Anyone Description: Corrington's jewel of the Prio Seas, Jameston is a melting pot of cultures and powerhouse of commerce. Established on the 15th January 617, the first Corlanders landed in a large sheltered bay located on the western shores of Celestia. Rich with natural resources, Jameston was the first Corlander settlement in the Prio Sea, named after Queen Annetta's Grandfather, King James IV of Corrington. Located on the southern shore of Vanilla Bay, Jameston swiftly became one of the quickest growing settlements in the Empire and developed it's own unique style. Early buildings tended to have sturdy lower floors built out of locally produced stone, while colourful timber framed upper stories add a rainbow of colours not normally associated with Corrish settlements. As the settlement developed, the trend has been for more brick buildings rendered in citrus colours of greens, yellows and oranges. The small Alfred River empties into Vanilla bay at the site of the settlement, and upstream large tracts of fertile land have been cleared for sugar cane plantations. Jameston is one of the leading producers of sugar in the new world, and is the site of a Royal Sugar plantation. To the east of the settlement, think verdant jungle covers the land and here vanilla plants can be found growing naturally throughout the jungles. Corrish settlers were quick to exploit this valuable spice, the second most expensive spice known to man second only to saffron. Businesses taking advantage of the islands abundant vanilla plants are known to give investors a bonus in profits. Celestia holds perhaps the largest diversity of orchids yet seen in the world and the jungles are splashed with their bright and vibrant colours. Towards the end of 617, a rush of settlers flocked to Jameston in search of the rumoured 'Superb Orchid'. Hundreds of new species of flora and fauna were discovered and several species in particular have been labelled as the 'Superb Orchid'. It was during these expeditions that several sites were found with ruins of a long forgotten civilisation, thought to be related to the Myzec on the neighbouring island of Cascadia. A hub for the East Terran Trading Company (ETTC), Jameston hosts the majority of company military forces. ETTC troops mainly consist of mercenaries hired from the southern Nizami satrapies of the Molokoi Empire. These men are mostly drawn from the Nizam ethnic group and sign into the ETTC military for 15 years with the promise of immediate Corlander citizenship and a parcel of land in the colonies on retirement. In addition they are allowed to bring up to 5 family members with them to the new world. As such, Jameston hosts a large ethnic Nizami group who tend to live together in the south eastern section of the settlement which has become known as the Nizami Quarter. ETTC forces are mainly comprised of infantry; known as sepoys, but a small unit of lancers also compliments the force. Original Information: Builds in Jameston Please help us out by posting your a link to your Jameston builds in this thread. Licensee is Listed after the type of licence. Properties: 246/300 Size for EGS purposes - Level 32 'Grand City' Required for Level 64 Capital City: TBA Artisans: 33 Tailor's Shop, small artisan, Ayrlego (+1 settlement size) Barbershop, small artisan, Ayrlego (+1 settlement size) The Lavender Inn, medium artisan, Ayrlego (+2 settlement size) The Garnet Inn, medium artisan, Drunknok (+2 settlement size) Basement House, small artisan, Elostirion (+1 settlement size) Captain's Daughter Inn, medium artisan, Jameston (via Blackdeathgr) (+2 settlement size) The Gilded Cup, large artisan, Gideon (+3 settlement size) The Captain's Daughter Inn, medium artisan, Mike S (+2 settlement size) The Colonist Inn, medium artisan, Faladrin (+2 settlement size) Jameston Haberdasher, small artisan, Spud the Viking (+1 settlement size) WTC Stand, small artisan, Drunknok (+1 settlement size) Wainwright, large artisan, Ayrlego (+3 settlement size) Alehouse, medium artisan, Jameston (+2 settlement size) Merrynight Tavern, large artisan, Ayrlego (+3 settlement size) Small Tavern, small artisan, Jameston (via Ayrlego) (+1 settlement size) The Sergeant's Arms, small artisan, Jameston (via Ayrlego) (+1 settlement size) Sepoy Armoury, medium artisan, Jameston (via Ayrlego) (+2 settlement size) Spice Merchant's Workshop, medium artisan, Jameston (via Ayrlego) (+2 settlement size) Commerce: 44 Office of the Allcock Trading Company, small commerce, Ayrlego (+1 settlement size) Lighthouse and Pilot's Station, medium commerce, Jameston (+2 settlement size) WTC Warehouse, medium commerce, Mesabi (+2 settlement size) 'Soldiers' Wharf, small commerce, Ayrlego (+1 settlement size) Chocolate Shop, medium commerce, Ayrlego (+2 settlement size) MAESTRO Office, small commerce, MAESTRO (via Maxim I), (+1 settlement size) Autumn Trading House, large commerce, Jameston (+3 settlement size) Post Office, small commerce, Jameston (+1 settlement size) Royal Society of Navigation and Discovery Headquarters, large commerce, RSND (via Ayrlego) (+3 settlement size) Warehouse of the RSND, medium commerce, RSND (via Drunknok) (+2 settlement size) Local Harbour Administration, medium commerce, LM71 Blackbird (+2 settlement size) Stores Detail, small commerce, RSND (via Ayrlego) (+1 settlement size) Dockyard, large commerce, Ayrlego (+3 settlement size) Spud's wharf, small commerce, Spud the Viking (+1 settlement size) Dock scene, small commerce, undisclosed owner (+1 settlement size) Spice Market, small commerce, Jameston (via Ayrlego) (+1 settlement size) Customs Post, medium commerce, Jameston (via Ayrlego) (+2 settlement size) Bakery, small commerce, Jameston (via Ayrlego) (+1 settlement size) Altonian Colonial Company, Jameston (via Ayrlego) (+1 settlement size) Dockside Customs Office, Jameston (via Ayrlego) (+1 settlement size) Royal Rum Transport Company, Royal Commerce, ETTC (Via BricksbyPidy/DeathCap) (+10 settlement size) Factories: 37 Sugar Factory, medium factory, Drunknok (+2 settlement size) Bottle Factory, medium factory, Mesabi (+2 settlement size) Jameston Distillery, large factory, Professor Thaum (+3 settlement size) WTC Musket Factory, medium factory, Mesabi (+2 settlement size) WTC Gunpowder Factory, medium factory, Mesabi (+2 settlement size) Fish Drying Factory, large factory, Ayrlego (+3 settlement size) Sugar Press, medium factory, Ayrlego (+2 settlement size) Vanilla Sorting Plant, large factory, ETTC (via Ayrlego) (+3 settlement size) Domesticated Elephants, medium factory, ETTC (via Ayrlego) (+2 settlement size) ETTC Sugar Mill, large factory, ETTC (via Ayrlego) (+3 settlement size) Rum Distillery, large factory, BricksbyPidy (+3 settlement size) Royal Barrels and Crate Factory, Royal Factory, Jameston (via BricksbyPidy) (+10 settlement size) Residences: 89 Governor's temporary office, small residence, Ayrlego (+1 settlement size) CSC Plantation House, royal residence, Corrington (+10 settlement size) ETTC Sepoy Barracks, small residence, Jameston (+1 settlement size) Pied-à-terre, small residence, Professor Thaum (+1 settlement size) Temporary Diplomatic Office, small residence, Flavius Gratian (+1 settlement size) Converted Warehouse, small residence, Spud the Viking (+1 settlement size) Residential Wing, Montoya House, medium residence, Royal Society of Natural Philosophy (via Bregir) (+2 settlement size) Uncle's Tree House, small residence, Kai NRG (+1 settlement size) Stone residence, small residence, Flavius Gratian (+1 settlement size) Wooden residence, small residence, Flavius Gratian (+1 settlement size) Lapis Lazuli House, medium residence, Evancelt (+2 settlement size) Residence of Abdul Nazir, small residence, Brickwolf (+1 settlement size) Art and Culture: 8 Temple of Poseidon, small art and culture, Jameston (+1 settlement size) Oleon Consulate, medium art and culture, KotZ (+2 settlement size) White Glove Order (WGO) Lodge, small art and culture, Sir Stig (+1 settlement size) Grand Entrance Arch, Montoya House, small art and culture, Royal Society of Natural Philosophy (via Bregir) (+1 settlement size) Cascadian Temple Ruins, large art and culture, Corrington (via Ayrlego) (+3 settlement size) Educational: 17 The Academy for the Science of Sugar, large education, Drunknok (+3 settlement size) Schoolhouse, medium education, Brickwolf (+2 settlement size) Montoya House, large education Royal Society of Natural Philosophy (via Bregir) (+3 settlement size) Museum of Natural Sciences, large education, Drunknok (+3 settlement size) Botanical Gardens, large education, Elostirion, (+3 settlement size) Spud's Home of Indigenous Antiquities, small education, Spud the Viking (+1 settlement size) Plantations: 18 Vanilla plantation, medium plantation, ETTC, (+2 settlement size) Sugar plantation, royal plantation, Corrington, (+10 settlement size) Sugar plantation, small plantation, Ayrlego, (+1 settlement size) Bees and Honey, medium plantation, Elostirion, (+2 settlement size) Cotton Plantation, large plantation, Elostirion, (+3 settlement size) Mines: Forts: 3 Queen's Head Battery, small fort, Jameston (via Ayrlego) (+1 settlement size) Fort Totie, medium fort, Jameston (via Spud the Viking) (+2 settlement size) Troops: see account sheet Other Buildings: Vessels stationed here: Other related builds: Surveying Celestia, Freebuild, Ayrlego
  8. 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:
  9. 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
  10. Name: Mooreton Bay Ownership: The Crown of Corrington Location: Alicentia Mayor: James Hume Trade Value: see account spreedsheet here Town bank: see account spreedsheet here Who can own property in Mooreton Bay: Anyone. Who can freebuild in Mooreton Bay: Anyone. Maps: Description: Corrington's first settlement on Alicentia, Mooreton Bay, is located inbetween two large freshwater lakes and a large natural bay. As with other Corrish settlements in the new world, Mooreton Bay is founded near a native settlement, and co-exists in close cooperation with the natives in accordance with a formal treaty between the two peoples. Founded by famed Corrish explorer Sir Dirk Allcock in February 616, it was one of the first Corlander settlements in the Terra Nova. The settlement is named after the famous Corlander General Sir Charles Moore. Moore was a hero of the Juniper War who was killed leading a valiant rearguard action that allowed the main Corlander Army to escape an overwhelming Oleon invasion force. Together with the free settlers, a small contingent of convicts were present at the establishment of the settlement; mostly minfigs convicted of piracy in the Sea of Thieves. These convicts are awarded plots of land in return for a set amount of labour determined by the severity of their crimes. The abundent local sandstone makes for a convenient building material for most of the settlements buildings, which have taken a very Mardierian style after the foundation of nearby New Haven and the influx of Mardierian refugees fleeing the Isle de Medio after the Eslandolan invasion. Tropical fruits grow well in the fertile soils of Alicentia and plantations taking advantage of this recieve bonus income. The settlement successfully repelled a raid by notorious Eslandolan pirate Captain Nordau in late 622, although not without serious damage to Fort Denison. Original Information: Builds in Mooreton Bay Please help us out by posting a link to your Mooreton Bay builds in this thread. Licensee is Listed after the type of licence. The amount added to the settlement trade value is included after that in brackets. Properties: 117/101 Size for EGS purposes - Level 8 'City' Required for Level 16 'Large City': x8 artisans, x7 commerce, Artisans: 8 The Corunna Tavern, Medium Artisan, Ayrlego (+2 Settlement Size) The Yellow Mermaid Tavern, Small Artisan, Ayrlego (+1 Settlement Size) Widow's Hattery - Mooreton Bay Branch, Medium Artisan, Ayrlego (+2 Settlement Size) Barrel Maker, Small Artisan, Flavius Gratian (+1 settlement size) Post Master's House and Office, medium artisan, Mooreton Bay (via Ayrlego) (+2 settlement size) Commerce: 9 ETTC Warehouse and Offices, Medium Commerce, Ayrlego (Owner: ETTC) (+2 Settlement Size) Fishmonger's Stall, Small Commerce, Ayrlego (+1 Settlement Size) Wharf and Custom's Office, Medium Commerce, Bregir (+2 Settlement Size) MCTC Warehouse, Small Commerce, Capt Wolf (+1 Settlement Size) Seawolf Shipping Warehouse and Office, Small Commerce, Brickwolf (+1 Settlement Size) Fisherman's Wharf, Small Commerce, (Brickwolf) (+1 Settlement Size) Mayor's Office, Small Commerce, Mooreton Bay (+1 settlement size) Factories: 18 Penal Brick Works, Medium Factory, Ayrlego (+2 Settlement Size) Salt Pork Factory, Medium Factory, Ayrlego (+2 Settlement Size) Miscellaneous good factory, large factory, Ayrlego (+3 settlement size) Glassblowers, small factory, LM71 Blackbird (+1 settlement size) Sugarcane Mill, royal factory, Mooreton Bay (via BricksbyPidy) (+10 settlement size) Residences: 43 Captain Sawkins House, Small Residence, Ayrlego (+1 Settlement Size) Abigail Park Barracks, Medium Residence, Ayrlego (+2 Settlement Size) WETEC Manager Residence, Small Residence, SilentWolf (+1 Settlement Size) Militia Headquarters, Small Residence, Ayrlego (+1 Settlement Size) Temporary Administrative Headquarters, Small Residence, Ayrlego (+1 Settlement Size) Private residence, Small Residence, Mooreton Bay (via Ayrlego) (+1 Settlement Size) Art and Culture: 15 Department of Time Bell Tower, Small Art and Culture, Ayrlego (+1 Settlement Size) Moore House, Royal Art and Culture, Ayrlego (+5 Settlement Size) Town Gaol, small art and culture, Mooreton Bay (+1 settlement size) Courthouse, large art and culture, Mooreton Bay (+3 settlement size) Educational: 13 Botany House, Medium Educational, Ayrlego (Owner: Royal Society of Natural Philosophy) (+2 Settlement Size) Mooreton Bay Library, Small Educational, Spud the Viking (+1 Settlement Size) Public Nautical School, Royal Education, Mooreton Bay (via BricksbyPidy) (+10 settlement size) Plantations: 4 Banana Plantation, Small Plantation, Ayrlego (+1 Settlement Size) Hog Plantation, Small Plantation, SilentWolf (+1 Settlement Size) Salt Farm, Small Plantation, Brickwolf (+1 Settlement Size) Terraced Rice Fields, Small Plantation, Ayrlego (+1 Settlement Size) Mines: Forts: Fort Denison, Small Fort, Ayrlego (+1 Settlement Size) Small Fort, Small Fort, Brickwolf (Owner: Mooreton Bay) (+1 Settlement Size) Troops: x1 Company of Militia Other related builds: First Landing, Challenge IA, Ayrlego (Trade Value +2) Perchance to Dream, Challenge IB, Ayrlego (Settlement size +1, Trade Value +2) The Treaty of Alicentia, Freebuild, Ayrlego (Trade Value +2) Tholeau Falls, Challenge 3A, Ayrlego (Trade Value +2) Undercover for the Final Piece, Challenge 4A, Bregir (Settlement Size +1)
  11. Name: Port Woodhouse Ownership: The Crown of Corrington Location: Garma's Key, in the Garma Strait, East Prio Sea Map: Mayor: Trade Value: See account summary Town Bank: See account summary Town Income per turn/Town Expenses per turn: 146DB/100DB Who can own property in Port Woodhouse: Anyone Who can freebuild in Port Woodhouse: Anyone Description: Port Woodhouse is a settlement located on the small but strategically important island of Garma's Key. Garma's Key is a small low laying island located astride the Garma Strait that separates the Islands of Celestia and Cascadia. The sea directly around the key is shallow and hosts coral reefs, but the south eastern coast is deep enough to harbour larger ships. It is on the south western coast where the settlement has been established. This strategic position guards the entrance to Safety Bay, a large deep water bay in which an entire fleet could easily shelter. The settlement itself sits on the most southern point of Garma's Key and the adjacent small tear-dropped shaped island just to the south has been earmarked for the sight of giant fortifications to guard the entry to Safety Bay. A naval base is also being established to protect Corlander commerce in the region. The settlement's purpose as a naval and military outpost, together with its unsuitability for cash-crop agriculture, have resulted in it being dwarfed in size by neighbouring commercial settlements such as Jameston and Mesabi Landing. Despite this, Port Woodhouse looks to be growing into the administrative capital and the seat of Corlander Colonial government in the Paradise Islands. The crabs that are abundant on the island are prized for the taste of their meat, and the island has quickly become known for the quantity of it's seafood. Properties licensed to exploit this have been observed to make a slightly larger profit than other similar properties. Original Information: Builds in Port Woodhouse Please help us out by posting your a link to your Port Woodhouse builds in this thread. Licensee is Listed after the type of licence. Properties: 59/61 Size for EGS purposes - Level 8 'City' Required for Level 16 'Large City': TBA Artisans: 12 Pottery Workshop,small artisan, Ayrlego (+1 settlement size) Armoury, medium artisan, Port Woodhouse (via Ayrlego) (+2 settlement size) Heffrington's Inn, medium artisan, RSND (+2 settlement size) Swordsmith, medium artisan, Port Woodhouse (via Ayrlego) (+2 settlement size) Cavalry Stables, large artisan, Port Woodhouse (via Ayrlego) (+3 settlement size) Supply Depot, medium artisan, Corrington (via Ayrlego) (+2 settlement size) Commerce: 12 Crabber's Rock, medium commerce, Ayrlego (+2 settlement size) Seafood Stall, small commerce, Ayrlego (+1 settlement size) ETTC Office, medium commerce, ETTC (+2 settlement size) Adminstrative Offices, large commerce, Port Woodhouse (via Ayrlego) (+3 settlement size) Fortified Warehouse, medium commerce, Justsomebrix, (+2 settlement size) Palm Island Outpost, medium commerce, Corrington (via Ayrlego) (+2 settlement size) Post Office, large commerce, Corrington (via BricksbyPidy) (+3 settlement size) Factories: 16 Brickworks, large factory, Port Woodhouse (via Ayrlego) (+3 settlement size) Pump Station, small factory, Port Woodhouse (via Ayrlego) (+1 settlement size) Grenadier's Forge, medium factory, Port Woodhouse (via Ayrlego) (+2 settlement size) Guarded Cannon Foundry, Royal factory, Port Woodhouse (via BricksbyPidy) (+10 settlement size) Residences: 10 Infantry Barracks, medium residence, Port Woodhouse (via Ayrlego) (+2 settlement size) Blackwood's Lodgings, medium residence, Ayrlego (+2 settlement size) Officer's Barracks, small residence, Legonaut (+1 settlement size) Private Residence, small residence, Port Woodhouse (via Ayrlego) (+1 settlement size) Fortified Barracks, large residence, Port Woodhouse (via Ayrlego) (+3 settlement size) Private residence, small residence, Port Woodhouse (via Ayrlego) (+1 settlement size) Art and Culture: 5 Gallows, small culture, Port Woodhouse (via Ayrlego) (+1 settlement size) Customs Office, small culture, Corrington (via Puvel) (+1 settlement size) Military Planning Office, large culture, Port Woodhouse (via Ayrlego) (+3 settlement size) Educational: 7 Naval Medicine Research Centre, medium education, Port Woodhouse (via Ayrlego) (+2 settlement size) Office of the Royal Corps of Engineers, small education, Lord Buckethead (+1 settlement size) Bayonet Drill, small education, Ayrlego (+1 settlement size) Naval Intelligence Office, large education, Corrington (via evancelt) (+3 settlement size) Plantations: 1 Farm House, small plantation, Port Woodhouse (via Ayrlego) (+1 settlement size) Mines: Forts: 5 Tower Battery, medium fort, Port Woodhouse (via Ayrlego) (+2 settlement size) Fort Edwards, large fort, Corrington (via Legonaut) (+3 settlement size) Troops: 1st Battalion, Queen's Mardierian Legion Other Buildings: The Arrival of Edward Brown, Legonaut (+1 settlement size) Vessels stationed here: Other related builds:
  12. The Empire of Eslandola Nicknames: Cash Empire, Eslandrama Colors: Green, Gold Flag: Although this is the official flag, you are welcome to create your own variations or stick with purist flags. Eslandola Summarized: Compared to the other nations, Eslandola boasts the best merchants, the most heavily laden treasure ships, and - they will contend - the largest and richest colonial possessions. Eslandolans hold hard to their individualism and profit making, and those have not let them down! They are adventurers and explorers, business folk, merchant sailors, agriculturalists, and artists. Membership: Fancy yourself as a tradesperson and want to join a trading company to extend our wealth? Or aspire to make a name for yourself in New Terra and explore the islands and start a colony to expand our empire? Want to pick up arms and join the army or navy to expand our control? We welcome anybody who will be loyal to the cause. For gold and country! Good Eslandolans strive to show their pride by including one or more of the nation’s colors in each build, but if they slip up, certainly no one will track them down. If you choose to be a member, there is a lot in store for you! Your first task will be to create your signature figure (sig-fig) and sign up in this thread with an intro post. Your intro post should include a picture of your sigfig and a bit of a description and background as well. Your sigfig will represent your character throughout your MOCs within Brethren of the Brick Seas. (That does not mean that your sigfig has to be in every MOC you make.) There are some simple instructions here that sum up the sign-up process. Eslandola currently has three main trading companies. If you'd like, you are quite welcome to affiliate yourself with one of them. This affiliation may be changed at any time, but you are responsible to make sure leaders are notified of any changes. You are not required to join one of the trade groups and may even start your own; however, there are a few economic benefits which come with joining a Trade Company. More information about the trade groups can be found under point 5 below. Eslandola has a republican system of government, with a figurehead monarchy. More information about the government can be found under points 1 and 2 below. Did you get that far? If so, you’ve read all that you really need to know. The rest is just icing on the cake, so take it at your leisure, and enjoy the MOCs! A Detailed Look at the Empire of Eslandola (government, geography, military, history): (below) Trade Companies: (second post) Colonies: (third post) Members: (fourth post) A Detailed Look at the Empire of Eslandola 1 – Leadership King Fernando - Augusto VII (NPC) Thanks to the independent minded merchants of Eslandola, the realm is fairly decentralized. The real power lies in the hands of the Continental Council and its daughter council, the Colonial Council. King Fernando used to command the empire through a High Council, but a bad political move led to his power being curtailed with the signing of the Magna Charta. Since then, he's been variously reported as begging in the backstreets, throwing nightcaps, gormandizing, or plotting a dramatic revenge... Continental Council The Continental Council consists of the leaders of Eslandola. The Continental Council grants charters, signs treaties, and supervises elections. Honorary members are members that have previously served in the Continental Council, but now take no part in its usual deliberations. Governor Willem Guilder (@Capt Wolf) and the Merchant's Colonial Trading Company (MCTC) Willem Guilder is a career member of the Merchant’s Colonial Trading Company, rising from dock agent to regional manager to mayor of the MCTC’s Weelond settlement to governor of the island of An Holli. With the retirement of Guy Wyndzon, Guilder now takes over as director of the MCTC. Guilder has continually sought ways to expand the MCTC’s trading base and influence, forging new trade relationships and aggressively defending Eslandolan (and the MCTC’s) interests across the seas. Quick to join the push to get the king to sign the Magna Charta, Guilder hopes to help lead the MCTC (and thus Eslandola) to new heights in this blossoming era of colonial power! Captain Jerome Monezterrell (@Legostone) and the Mpya-Stedor All-Encompassing Science, Trade & Resources Organisation (MAESTRO) Captain Jerome Monezterrell grew up in a community of merchants, and, since joining the at the time newly-formed MAESTRO trade company, has risen to the rank of accountant and second-in-lead of the trade company, as well as Governor of Eslandola's recently conquered Isla de la Victoria. Influential in the founding of the settlement of Fuerte Unido and famous as the owner of the splendid Monezterrell shipyards, Captain Jerome's focus on a strong national and private navy has also resulted in his promotion to Secretary of the Navy in Eslandola. On entering Era II, his goals are to further propel his nation and trade company on to victory! Viceroy Renato Filamento (@kabel) and the Royal Colonies After his fortunate discovery of the island of Nelissa, Renato Filamento was knighted by King Fernando and proceeded to construct Nova Terreli as a royal colony. Sir Renato was kept home in Eslandola for some time, and earned the King’s trust. Now, he has been made Viceroy of all the royal colonies and is supposed to do his best to bring down the East Trade-Wind Company. Unfortunately for him, the ETWC capitalized on his discoveries and now controls the rest of the east coast of Nelissa. Sir Renato, even after all the recent occurrences, still deeply respects King Fernando and wants to carry out his job well, but he is forced to comply with many of ETWC’s demands. His exasperation with the state of affairs leads him to take frequent therapeutic jungle expeditions, and he spends a good deal of his time lost in the woods. Since the king's fall in public favor, little has been heard of his viceroy... Honorary Members: Sir Edward Thomas Wilkinson de Chauncourtois (@Garmadon) and the East Trade-Wind Company (ETWC) Sir E. T. Wilkinson de Chauncourtois has headed the East Trade-Wind Company for, well, just about forever! Under his leadership, the elite trade company has greatly consolidated power, and ever since the colonizing move to the New World, it has had a virtual monopoly in Eslandola proper. Although it made an early start on the island of Nelissa, after it got a good hold there, the ETWC began to lay back and became somewhat complacent about New World expansion. In Era I it has fallen somewhat behind the other two large companies in Nova Terra, but now, while Wilkinson still enjoys more-or-less ignoring his competitors, it is said that plans are afoot that will propel the ETWC back into its place as the number one trading company. Guy K. Wyndzon (@Kai NRG) of the MCTC After the death of his wealthy father, young Guy took over leadership of the Merchant’s Colonial Trading Company’s Board. Energetic and sometimes a little too reckless, he often has trouble getting the other merchants to agree with his expansionistic schemes and would have been deposed long ago but for the influence of his Uncle. Under Guy’s leadership, the Merchant’s Colonial Trading Company stopped playing its losing game on the mainland with the ETWC and started planting dozens of new colonies in the New World. However, when Guy's Uncle took a voyage to who knows where, Guy decided that being leader of the MCTC was too much for him and stepped down. Well, that was his given reason, but rumor has it that he found a secret treasure map. 2 – Colonial Council Background: After the King's erratic temperament got him into trouble with Eslandola's powerful trade companies, the powerhouse of Eslandola was moved from the monarchy - now pretty much nothing but a figurehead - to the Continental Council and its newly formed Colonial counterpart. Update: After the Colonial Council was usurped by Count Lewisham, King Fernando returned to power in September 622 and dissolved the Colonial Council. Council Hall, Weelond: A republican body elected by the members of Eslandola, this latter consists of eight members - three appointed by the Trade Companies, three elected regionally, one elected by members not affiliated with a Trade Company, and one, the Admius Legistrad, elected by Eslandola at large. The Colonial Council handles just about all the day-to-day decisions of Eslandola, and makes sure that everything runs smoothly and to the liking of the people. More information on all the particulars of how the Colonial Council and Eslandolan government works can be found here (first post only). Eslandola Colonial Council - First Cycle, 617, In Session Eslandola Colonial Council - Second Cycle, 618, In Session Eslandola Colonial Council - 620, In Session Eslandola Colonial Council - 621, In Session 3 – Geography The Southeastern Coast: Major Ports and Capital This is where Eslandola's capital, Terreli, is located. This is the wealthiest region of the world, thus giving it the nickname Diamond Coast. It boasts the world's largest ports, with Terreli being the biggest. Most people live in the ports and towns, but some reside in the beautiful isolated countryside. The southeastern coast of Eslandola is the most populated region of with most citizens being traders, merchants, sailors, or nobles. Terreli is also the headquarters of the East Trade-Wind Company. Generally, buildings resemble Mediterranean and Western European styles. Eslandians generally prefer mud, brick, or rock structures over wood. The Northwestern Coast: Smaller Ports and Coastal Towns The northwestern coast is a quite different place. With the royal government and both trade companies focusing their effort on the eastern coast and the colonies, the western coast has been historically neglected – making it a hot spot for smugglers and the occasional pirate. Every man on the northwestern coast fends for himself, as the army's presence is virtually nil. The Colonies Since the signing of the Magna Charta, the colonies have been mostly left to govern themselves with the Colonial Council. The largest city in the New World, Nova Terreli, was established as a crown colony but took a leading part in dethroning the King. In size, it rivals most of the ports of the Old World. Its mayor sides with the MCTC and in good MCTC tradition is always ready to expand influence on the island, but the ETWC controls its own settlement here too. A couple other islands are in the hands of MAESTRO, but the majority are settled by the Merchant’s Colonial Trading Company. Adventurers head for the colonies to find income through trade and commerce or resource factories such as plantations, mining, or tanneries. Given the diverse backgrounds of settlers, just about every architectural style has been allowed to flourish in the colonies, with preference being given to those that are the simplest and quickest to build. 4 – Military Continental Army These men are directly loyal to the Councils and have no affiliation with the trade companies. Some regiments and commanding officers still wear armor, which they believe is a symbol of might, and it is not a rarity to see officers on horseback. The standard uniform color is green. Militias The majority of the troops of Eslandola are militia, financed and trained by the trade companies or local leaders. Their uniforms are usually quite diverse and depend mainly on the region they are in and their leader - though green is generally used as it is one of the official colors. East Trade-Wind Company These elite, elusive troops are fielded by the ETWC whenever the need arises - which it doesn't happen very often. By the law of the land, they are not a standing army, but they've still helped the nation out various times in a pinch. Among other things, they were sent out in the battles against Mardier on Isla de Victoria, and were instrumental in taking down the enemy forts on the island. Their colors are green and dark green. Nova Terreli The Golden Nellisei are elite troops and Román Fontonajo's personal guard unit in Nova Terreli MAESTRO MAESTRO maintains several militia units. Here are Royal MAESTRO Engineers under the command of General Whitedragon. Merchant's Colonial Trading Company (MCTC) White Glove Order The White Glove Order, headquartered in the MCTC settlement of Bardo, maintains its own troops. Here they are seen marching into Nova Malto. The Governor's Musketeers Willem Guilder, director of the MCTC and governor of An Holli, maintains an elite unit of musketeers, capable with musket and sword, on horse and on foot. Here they are seen on parade in front of Weelond's local militia unit. Others There are many other militia units in Eslandola. As you can see, some of these units can be very individualistic. Navy (Grande y Felicísima Armada Eslandola) While the trade companies maintain a few heavily armed ships for escort duty, the majority of Eslandola's warships are owned and operated by the Councils. These ships have been used most often in the past for escort duty with large merchant convoys. Eslandola's navy currently consists of the following ships (ownership, if by someone other than the faction, in parentheses): Active un-MOC'd ships: Argenta - Class 5 El Dorado - Class 5 Verde Oro - Class 5 Active MOC'd ships: Pride of Pontelli - Class 8 La Comete III - Class 7 White Rabbit - Class 7 Oscuridad IV - Class 6 La Raya Venenosa III - Class 6 Golden Grasshopper - Class 6 Sleeping Siren II - Class 5 (Weelond) Asesino II - Class 4 (Nova Terreli) Midas Touch II - Class 4 (Nova Terreli) Blood Diamond - Class 4 (Weelond) Long Beard IV - Class 4 (Puerto Desafio) Clearance - Class 4 (Salida Este) Auxiliary MOC'd ships: Princesse Margot - Class 8 (Maxim I) Margot - Class 7 (Trador) Beluga - Class 5 (Maxim I) Lost MOC'd ships eligible to be sistershipped: Thunderer - Class 6 Firefly - Class 5 [also, name to be changed] The Gallant - Class 4 (Bardo) Victoria II - Class 4 (Fuerte Unido) Peregrine II - Class 4 (Fuerte Unido) La Salamandra - Class 3 Inactive / licenses only: Logan's Nightmare - Class 5 Thor's Anvil - Class 5 HMS Pegasus - Class 5 Plump Patty - Class 4 Hades' Hangman - Class 4 5 – History and Foreign Relations Eslandola before Era I Almost all Eslandians like having a monarch, but they don’t like him bothering them. They are individualistic, and, especially in the colonies, they have always tended to ignore royal orders. However, when the nation needs to defend itself, its large sprawling noble class is eager to respond, along with the powerful trade lords and privateers, who are always looking for somewhere to use their expertise. Honor is found in both war and business – but business is preferred. Fifty years ago the East Trade Wind Company foreclosed on much of the royal possessions due to excessive debt levels. To get them off his back, the King established Renato Filamento, a newly knighted explorer, as Viceroy of all the royal ports. Renato arrived and had to try to curb the ETWC’s power, no easy task! The ETWC dominated the High Council, and the aims of the empire were divided between the monarch’s ambitions and desires of those who control the purse strings. Recently, however, the fairly conservative and slow-to-expand ETWC has been challenged by the rapidly exploding Merchant’s Colonial Trading Company, which has also managed to grab several seats in the council. For this reason, much of the foreign policy of Eslandola has been to acquire as many new territories in the resource rich New World as possible. Despite the large trading companies, smuggling is rampant and small competition abounds. The Eslandians are a romantic and freedom loving people, cherishing long and winding stories. Nobility still loves to dress in armor, even though the days of its practicality are over. The horse is also a useful tool, especially when dealing with natives, and most Eslandians know how to ride a horse and shoot at the same time. Eslandola has no state religion, but leaves such matters entirely to the desires of its people. Eslandola in Era I Right with the onset of Era I, Eslandola burst out in rapid expansion and development in the New World, using its valuable island of Nelissa as a launching pad for operations in the newly discovered islands to the east. Soon after the discovery of the island of Berelli by the famed Eslandolan explorer, Ivo Fortesque, MAESTRO's settlement of Elysabethtown was founded there, where the new trade company was not only instrumental in keeping the island from falling completely into the hands of the redcoats, but almost managed to keep up a good relationship with Corrington and the natives of the island as well. Although the ETWC mostly concentrated on consolidating its power on Nelissa's east coast and building up its settlement of Pontelli, the poor viceroy, Renato Filamento, was nevertheless not particularly successful in his mission on behalf of the king - just how not-particularly-successful future events would show - and he often solaced himself with long expeditions into the jungle, where he would disappear for weeks or months at a time. Rumors that the good viceroy had gone mad were sometimes to be heard whispered in the large city of Nova Terelli... At any rate, things seemed to be progressing fairly normal - the MCTC building settlements and expanding like nobody's business, MAESTRO, and especially Mr. Jerome Monezterell's shipyard, providing both the crown and the trade company with an abundance of ships, and Nova Terelli bustling with the trade of the nations under its new mayor, Román Esteban Fontonajo - when it suddenly occurred to the good old king that a convoy of treasure ships bringing the newfound gold of the colonies to Eslandola's Old World capital would be the very thing to set him up for life. This turned out to be not the greatest idea, though, for while some ships' escorts managed to defend their charges from assault, a considerable number were lost to pirates and other villains of the high seas, despite the ingenuity of the Eslandolans in defense of their gold. Some time ago King Stéphan II of Oleon had died and been succeeded by his younger brother, the new King Philip I, but Eslandola's King Fernando Augusto VII had always pondered how it was that that brother should become the new king instead of himself, the old king's cousin. At any rate, he figured he had a fine claim to the throne of Oleon, and for some time previously, curious affairs had been going on under the surface... Meanwhile, however, other things were also going on in Eslandola! An outrageous and unwarranted attack on Eslandola's shipping by the nation of Mardier brought on a court case, and after the infamous travesty which resulted in the supposed vindication of the privateer, l'Ollius, Eslandola's declaration of war. This did not result in much action, however, until Operation KMA and the Eslandolan attack on Isla de Victoria, a strategic piece of land which Mardier had claimed under the name of "Isla del Medio," located right between two of Eslandola's newest acquisitions. This daring action put all doubts about Eslandola's intention to see to the safety and protection of its citizens from foreign attacks at rest forever. It was just now, however, that the king also saw fit to put into action the plan which he had been concocting ever since the death of his unfortunate cousin in Granoleon. The king's battle plan, codenamed, En Contra Oleon put the relation between that nation and Eslandola very much on edge - but worse, for him, it practically signaled the knell for his active rule as monarch of Eslandola. Popular outrage was everywhere. The leaders in the colonies decided that something must be done. The result? Well, poor King Fernando was forced to very peacefully decided to sign away all his powers in the Eslandolan Magna Charta, and by the resulting Constitution, a Colonial Council - the counterpart of the also newly formed Continental one - was formed, and became, de facto, the ruling force in Eslandola's colonies. What was going on with the war against Mardier all this time, you ask? Well, Eslandola issued a Letter of Marque against all Mardierian warships to counter a similar offer from their enemy, and the war proceeded both on the Isla and on the seas! After a gruelingly long war, during which Eslandola formed a league with the nation of Garvey, helped in the succession and independence of Terraversa from its mother country, wrested fort after fort and position after position from Mardier on Isla de Victoria, though unfortunately at the price of many courageous members of the heroic Brickwall family, devastated its enemy's shipping, and chased them to the fabled kingdom of gold, Eslandola ended up in sole possession of the contested island, and forced Mardier to come to fair terms. Although it has looked askance on the Sea Rats ever since their devious attack on Eslandolan ships in the Battle of the Five Fleets, it embarks upon this next era at peace with all the other nations, and looking to trade and exploration for the future glory of the nation! The jungle calls! - for gold and country, for Eslandola! Foreign Relations Eslandola has cordial relationships with other nations both because it provides big trading partners and because it is not militaristic. After Operation Pax Corlandia and the subsequent Malto Peace Talks, it kept a wary eye on Corrington. More recently, Oleon's secretive nature and semi-closed port policies has caused Eslandola to be wary of them as well. (Note: Relationships are judged on a 1 to 5 scale; Very Friendly, Friendly, Indifferent, Unfriendly, Very Unfriendly) Eslandola's relationship with... Sea Rats: Indifferent Corrington: Indifferent Oleon: Unfriendly Mardier (NPC): Very Unfriendly Garvey (NPC): Very Friendly Other nation’s relationship with Eslandola... Sea Rats: Indifferent Corrington: Indifferent Oleon: Unfriendly Mardier (NPC): Very Unfriendly Garvey (NPC): Very Friendly Ready to expand Eslandola’s land and extend Eslandola’s wealth? Go ahead, let’s get bricking!
  13. 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
  14. Just a regular day in the village of chief Kahuka It's just right temperature for the eel fishing under that big rock. Hopefully there will be some eel stew for today's supper. The double rope bridge is the main and only dry entrance to the village. Kahuka's daughter Kotuna is on the guard duty in the old tree fortress. ...so Kahuka can properly take care of his chickens. After all two scrambled eggs for breakfast is the best start of the day!
  15. The Royal Society of Natural Philosophy The New World Branch of the Royal Society of Natural Philosophy is now open for members. With it’s headquarters in Arlinsport, Tiberia, the society promotes advancement of the human understanding of the world in which we live. Its focus is the study of nature, mainly in all things living, and its fellows are some of the finest zoologists, botanists, biologists, ornithologists, medicoes, paleonthologists, and entomologists, as well as a multitude of other natural philosophers. The New World branch naturally has an emphasis on the new and unique discoveries of newly discovered lands. Leadership The New World Branch of the Society will be headed by an Executive Committee. These can only be filled by members of the society, and must also be citizens of Corrington. This will ensure that the Society is not used against the interests of Corrington, although as a general rule, the society shall not involve itself in politics. The Executive Committee has a right of veto in all matters of the Society, including, but not limited to, membership decisions and the use of the Society's funds. As a general rule, however, decisions will be taken by democratic vote amongst all fellows of the Society. Current Executive committee Chairman: Don Isaac Montoya (Bregir) Secretary: Dirk Allcock (Ayrlego) Treasurer: Sir James W. Chase (BrickOn) Signing the Charter by Ayrlego, on Flickr The executive committee may award other titles to members of the society at their discretion. A list of members and titles can be found in the second post. Eligible Gentleman/women. In this new era of reason, logic and discovery, scientific thought should transcend all borders and regimes. Although holding a Royal charter from the Crown of Corrington, the Royal Society of Natural Philosophers is open to members from all factions, including free thinking Sea Rats and open minded Oleans (although any Olean members may risk excommunication or accusations of heresy from their countrymen!). Membership Invitation Membership to the society can only be gained through invitation by an existing member. Any member of the society may propose a candidate to the executive committee. A proposal should be in the form of an in character letter to the Society detailing why the candidate should be considered for membership. Candidates should have an expressed interest in some area of natural philosophy in their characters story. For example, they may have presented some builds showing their character engaging in scientific studies. The Society will approve membership based on whether or not they feel the candidate’s character is established as a Natural Philosopher. If a candidate does not initially meet approval from the committee they may be asked to show a greater interest in scientific discovery (produce some more scientific themed builds/story arcs). The Society will then review their candidacy. This process is not meant to promote elitism, rather it is an attempt to approximate an in-game type of peer review. It will always be in the Society's best interest to recruit more members, although members must have a genuine interest in promoting scientific discovery. If approved by the Society, the recommending member will then be required to send an invitation of membership to the candidate. The invitation can be accompanied by a MOC, but again should take the form of an in character letter inviting the member to make a presentation of their scientific work to the society. Initial Presentation When a candidate receives their letter of invitation, their final step before becoming a full member of the society will be to make a small vignette (8x8 or up) showing their character presenting his/her work to their fellow members/peers. There is no location requirement for this build, for example a presentation may take place in the Society's Headquarter in Arlinsport, or in another settlement where a meeting is taking place, or even in the field. On the Great Tiberian Sea Otter by Bregir, on Flickr Membership Fee A small one-off membership fee will be levied on new members. The proceeds of their presentation free-build should be transferred to the Society. If this free-build is one of the member's first two for the month, the fee would be the 10DB they earn for the build. If it is a third or above freebuild, it would be the total DBs made as per the new rules. EGS Benefits Their may be some EGS benefits for Society members. These are being discussed with BoBS leadership and will be introduced in due course Ranking System Coming Soon! We are looking at introducing an academic type ranking system. Details will be announced later!
  16. Right on the entry to the harbour alley new construction is srawling. /placeholder photo only better will be renderered this week :) The lime palace contains the biggest pearl and jewelry workshop in the whole Prio sea! Right behind the entry is a workshop where Gaffar prepares rare dyes from gemstones and exotic plants. Other half of the floor is dedicated for high-temperature work. And as such the furnace is its heart Through the stairs you can visit more workshops. Or hide you stuff under them as everyone else. First floor is focused on work with gems and pearls - stone-setting, enamelling, polishing etc. It's important to have good work-life balance and take a coffee break when your eyes are tired or hands shakey. Or occasionally flex some muscles and hammer operating skills to Karen from accountant's. Second floor accomodate bigger machines and workshop stations. Precise sheet roller for golden foils Gemcutter worshop ...and vase station. Rooftop is occupied by security service and the directors chambers. Do not disturb as he is just trying to strike a deal with local power couple!
  17. House: small Every proper settlement starts with a harbor and every proper harbor starts with harbormaster. Sanjeev was been our caravan clerk long before I was born and no-one is as fast as him when it comes to goods price evaluation or finding a place where to hide more expensive trinkets. As his knees aren't what they used to be (he took and arrow in one when he was on adventure) ha was more than happy to resettle and take care of harbor logs and bureaucracy in general. After years of travelling, he is enjoying the afternoons on his terrace checking the harbor traffic, his new pet kitten Sheitan and his wife soups with fresh herbs from their garden or just simply chilling on the bench. https://www.flickr.com/photos/193237788@N04/albums/72157719533454371
  18. Every city on the sea shore needs to have harbor and every harbor needs to have a place where sailors can ease their tensions after weeks crampend in the boats. Hilto is no exception. Right behing the harbor tower is inconspicuous house with big garden filled with sounds of girl laughs and glass clinks. The local speciality is an podium right above the cliffs. When tide is high there is a big chance that the working girl will get splashed by sea mist from top to shoes. This sight allready induced quite a big crowd of lonely sailors to pay extra for private session in upper floors and mere reminiscence couple weeks later to drink themself to oblivion or go to all night stroll on the board in the chilling winds. [ Just dont try the shrimps after midnight or you will end up like this sad pirateer. Pasha's have lot of benefits and pleasant surpires for their visitors but a good cook and fresh seafood are not on the list.
  19. When the privateers arrived at Queenston, Edward and his men went ashore with the supplies before anchoring the frigate in a defencive position, protecting all entry to the bay. Colonel Dirk Allcock was absent from the colony while exploring the jungle, so Scarver took some liberties and ordered the construction of several properties. The first amongst them being a logging camp. As most privateers and other rough sailors are, these men were no strangers to logging, so the logging camp was up and running in no time. The camp will serve useful during the early stages of the settlement, as the palm trees proved to be effective construction materials. With the building material produced in this camp, small buildings and defencive walls can be constructed at a much faster rate. --- I thought it was fitting that Queenston's first licensed build was a logging camp, so here it is! I originally started to build it on stud.io as a 64x64 build, but I lost inspiration and decided to do one in real bricks instead. I would have loved to put more trees in the scene and I wanted to build a tent as well, but I was quickly reminded of my lack of parts... but I think it turned out good nonetheless Will be submited as a medium factory
  20. After months of work, the Royal Navy’s newest ship set sail from Quinnsville ! The Cutter was commissioned by the Admiralty Board in order to increase patrols around Corrington shores. Frederick Chapman had worked for several private investors in the past, even some of high standing, but never had he been contacted by agents of the Crown. The day he received the commission was the happiest day of his life, the honor to have been entrusted with the task of creating a ship for the Royal Navy, was beyond measurable. He swore he would not disappoint them, in fact, he convinced himself that he would create the fastest ship the Royal Navy had ever seen ! He spent weeks in his office making dusins of drafts and sketches. He combined ship designs he had learned from both Oleon and Elsandolan designers, even a few interesting elements he had observed on a Sea Rat ship. He wished he knew more about their ships, but Sea Rats are after all not the most common visitors of Corrington… For good reasons. Once his design was done, he was ordered to Queensville where he would oversee her construction. People from around all of Quinsville gathered at the docks to celebrate her launch. The ship was so light and sleek that when the crew opened her sails, she was immediately picked up by the wind and flew right through the waves. The crowd simultaneously reacted in aw, while Frederick, overcome by joy, jumped around and celebrated right there on the docks. The representative who had taken the ship on her maiden voyage, later admitted that she was so fast he feared they would take off and join the birds in the sky. He decided then and there to christen her HMS Peregrine, the fastest ship on the Brick Seas. ------- A new class 4 Cutter for the Navy. She is armed with 12 4-pounders and 6 swivel guns. My recommendations for her stats are : R M G C $ H 3 6 4 2 0 3 The ship being the fastest in brick seas is obviously just for story purposes and can't affect any game outcome, so don't take it too seriously
  21. Samuel Scarver had been following Corringtons actions closely as the threat of the Lotii in New Haven grew bigger by the day... knowing that our leaders would never let them get away with it. When news of a planned invasion finally arrived, he knew he had to help. In his prime he would have taken a Letter of Marque and gone there himself, alas, his age would not allow him. However, retired from a successful trade company, Samuel owned a good handful of ships. So he had his best warship restored and ready for action. She was a Corvette he had captured on one of his trade expeditions all those years ago. The ship was fast and well armed, with a total of 18x 8-pounder guns, 4x 6-pounders : 2 bow chasers and 2 stern chasers, and to top it all off, 10 swivel guns to repel all boarders. She was the perfect escort, not a single piece of cargo was ever lost under her protection. In many ways she reminded him a lot of his mother, as she had always shielded him from danger, despite how hard he made it. So he named her, Alexandra, his mother's name, and had the figurehead represent her holding her favorite bird, the hummingbird. To tell the truth, he was sad to let her go… But he knew she would serve the Queen well, just like she had him. And to a man who bled the colors of Corrington, nothing meant more. He contacted an old friend of his from the Noble Parliament, whom he intrusted to find a suitable captain for the ship. With her Majesty's Navy having no shortage of experienced naval officers, the ship was immediatly assigned to an up-and-coming captain Foster. A mere 3 days later, Samuel Scarver stood at the docks of Belson, as he watched HMS Alexandra sail into the sunset. (There are actually 9 figures barely visible / invisible from the angle I took the image ) ----------- A new Cruiser for the Navy! She is a class 6 Corvette built for the Oaken Shield task, you are free to decide her stats, otherwise she is ready to be licenced. This ship is heavily inspired by one of "boeing_787_8_dreamliner" ships on instagram, he makes som very nice ships and was nice enough to send me the file for his ship "La Therese". I learned a lot of new technics from his ship and I borrowed 90% of his fantastic rigging as well as some other parts. (Samuel Scarver is Edward's father and was referred to in my character's introduction)
  22. Hilto's harbour, heart of every propper colony: One right corner proudly stands the tower of harbour administration. First couple floors are used for storage of more valuable goods, the top one is a nice openspace room for all accountants and harbor clerks with wiev to the whole harbour. On one end of the pier lives the fisherman/occasional warehouseman On the second one is the afforementioned warehouse for bulk goods: For some reason I totally forgot to make a topic about the build half year ago so better late than never. One question though - how to license harbor - is it commerce?
  23. Every flourishing town needs its backyard providing the food and other necessities. Couple miles upstream by the Green creek lies a the one feeding the Hilto. Small hill provides a good enough location for defence and as a bonus great view to the lake. Food itself is not a big concern for the town yet, as the island waters are rich on fish shoals and crabs but the growing industry needs some raw materials to work with. After couple mishaps with the varieties from Mokolei villagers gave up for a while and purchased the seedlings of the most popular strains in Prio sea and they finally started to spur. Fruit orchards are almost ready to ripe too. The fruit will add nice touch to available food palette and when fully grown they can be added to shisha tobacco for flavours. The future is bright on Sabre island! The town itself consist of couple cottages and sheds around small square dominated by the mosque of Eternal Flame and the home of mayor / local headquarters of the tobacco company. Couple levies and little more digging created a moat around the village to ease villagers ease with irrigation of ever hungry tobacco crops.
  24. Taking advantage of nearby coffee plantation - [SR - FB] Coffee Plantation, Hellion - Brethren of the Brick Seas - Eurobricks Forums Omni Al-Hash started his first step for a proper multi island commercial empire. Coffee is a favorite drink in Mokolei and the local strains are completly unknown down there so he hopes for a big splash with the new brand. Wagon with fresh badge of coffee beans just arrived to the yard. Right about time for the morning brew. Top view: Large factory microprice from [OKT] Annual Oktoberfest mini-challenge - WINNERS ANNOUNCED! - Brethren of the Brick Seas - Eurobricks Forums
  25. Artisan: small Well, it’s funny, isn't it? As soon as Sanjeev and his melody boys started to work on harbor construction Uncle appeared. Nobody invited him nobody knew him he just simply appeared one day and started to barter tobacco for pickaxes and silver for lamp oil. In mere two weeks he already started to build his emporium and harbor workers tried to beat all silver from him twice. Placed on strategic corner right behind harbor warehouse and on the way to tavern Uncle was been able to exchange almost everything with booze-driven passersby. Sanjeev had to talk some sense to him and explained that for greater good of community it will be vise to leave sailors with at least enough coins to get some rum and sishkebabs for couple days. And here with surrounding builds: