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  1. 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. TBA - (@Kwatchi, Co-Leader) A hitherto unknown figure is the pirate lord known to command the Yellow Skull fleet. For most he is simply a rumour, but for his victims he is a terror spawned from hell itself. 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!
  2. Of all the islands in the wild Sea of Thieves, the Nest of Thieves was the wildest. Scum from across nations came with their loot to the free port of Bastion and they often spended it the same nights in the taverns and houses of pleasure. Due to this, children born in Bastion did not have a father nor solid family and ended up on the street. Moredechai Fraunces the IVth was an old Sea Rat who never had time to settle down. Only now at the age of 77 his hands became to weak to climb the rigging and he choose to spend his last years in the port which came closest to a home for him. He now spends most of his days training the offspring of pirates, traders and rebels who left Bastion long ago. They trained hard for the BTSC. The black bandana's is the trademark of this young and energetic team! On this photo we are the team after a training on one of the hidden beaches east of the town.
  3. 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 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: 16/31 Size for EGS purposes - Level 2 'Town' Required for Level 4 'Large Town' 20 properties of any type including 1 commerce and 4 factories. Residences: 4 Infantry Barracks, medium residence, Ayrlego (+2 settlement size) Blackwood's Lodgings, medium residence, Ayrlego (+2 settlement size) Factories: Artisans: 5 Pottery Workshop,small artisan, Ayrlego (+1 settlement size) Armoury, medium artisan, Ayrlego (+2 settlement size) Heffrington's Inn, medium artisan, RSND (+2 settlement size) Commerce: 3 Crabber's Rock, medium commerce, Ayrlego (+2 settlement size) Seafood Stall, small commerce, Ayrlego (+1 settlement size) Art and Culture: Educational: 4 Naval Medicine Research Centre, medium education, 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) Plantations: Mines: Forts: (0 out of 1 small available) Troops: Other Buildings: Vessels stationed here: Other related builds:
  4. 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. 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 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 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 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: Active MOC'd ships: The Dread Treasure II - Class 7 Espada de Luna - Class 7 Oscuridad II - Class 6 La Raya Venenosa - Class 6 Stormbringer II - Class 6 Sleeping Siren II - Class 5 Firefly - Class 5 Asesino II - Class 4 The Gallant - Class 4 Midas Touch - Class 4 Blood Diamond - Class 4 Long Beard - Class 4 La Salamandra - Class 3 Active un-MOC'd ships: Verde Oro - Class 5 Migery's Revenge - Class 5 Hammerhead - Class 5 Inactive MOC'd ships: Golden Grasshopper - Class 6 Beluga II - Class 5 Maiden of the Deep - Class 5 Victoria - Class 4 Inactive / licenses only: Cannonball - Class 5 Logan's Nightmare - Class 5 Argenta - Class 5 Plump Patty - 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 excellent relationships with other nations both because it provides big trading partners and because it is not militaristic. However, ever since Operation Pax Corlandia and the subsequent Malto Peace Talks, it has kept a wary eye on Corrington. (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: Friendly Mardier (NPC): Very Unfriendly Garvey (NPC): Very Friendly Other nation’s relationship with Eslandola... Sea Rats: Indifferent Corrington: Indifferent Oleon: Friendly 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!
  5. Brethren of the Brick Seas (BoBS) Introduction and Starting Thread (Just looking for the Master Index?) What is it? The simple answer is that it is a building community on Eurobricks that is open to all who wish to join. We tell stories about a maritime-oriented world where the technology level is parallel with the historical Age of Sail. There are currently four factions. Each member joins a faction, and builds to win points (Gold doubloons and influence points) for their faction, themselves, and to better their building skills. At any given time of the year there may be one or more building challenges in which a builder may win recognition and sometimes prizes for themselves. On top of this, there is also a game mechanic that allows players to earn more gold and power for themselves and their faction. Background: The year is 615 AE (After Empire) and this is the dawn of a new era. For the first time in the history of the continent of Halos, new lands have been discovered. Even more shocking, the Halosians are not alone in the world. Once thought to be a flat plane, where monsters roamed the edges, the world is now believed by most geographers to be most certainly round. This was proven first with the discovery of Terraversa by the Mardierian explorer, Ardmond Basker. For 100 years the Mardierians have held Terraversa as a far off gateway, keeping all others out and not allowing the information of the world to the east, or New Terra, to permeate into the rest of Halos. At almost a 1000 miles from the next island in the Sea of Storms, the island remains a most crucial point on the voyage into the unknown. As time went on, other nations of the Madrice Peninsula began to search the seas for other islands and their potential riches. South of the Basker Islands, Corrington took Tiberia, an unforgiving rock just outside of the much more lucrative tropical zone. Oleon found LeBellan, the jewel of the Sea of Storms. LeBellan sits right inside the tropical zone, and produces sugar in vast quantities. 56 years ago Eslandola took possession of An Holli and An Toli, two smaller islands south of LeBellan, both sugar producing as well. Despite gaining footholds in the Sea of Storms, the other Madrician nations were unable to voyage beyond Terraversa. This all changed with the death of King Harln of Mardier, and the vast civil war that began in the country in 595 AE. Instead of looking to gain territory from Mardier’s mainland, the Eslandolans approached the Viceroy of Terraversa and paid him handsomely for permission to trade at the island. The Viscount took it further and allowed ALL nations to pay for the privilege to visit his island. Twenty years later, as the civil war continues, Terraversa has become a defacto independent state. The Viscount’s son, Miro Oldis, now runs the island, and his father’s policies live on. It is not certain if the Mardierians will reestablish their colony or not after the war, but it may be too late. In 597, intrepid Eslandolian explorer Cato Calrelli sailed east from Terraversa into the unknown. It was thought to be suicidal at the time, but he returned 70 days later with the news that he had found more of New Terra. He claimed the land for Eslandola, and soon the Kingdom of Eslandola was the leading nation in colonization. In 605, news circulated throughout the Madrice Peninsula that the Eslandolans had found gold on their island of Nellisa, and this set off a thirst for expansion and exploration never before seen. With Terraversa as a launching spot for new expeditions, Corringtonians, Oleanders, Eslandolans, along with some Garvans, Mardierans, and Carnovans made their way towards New Terra. Many found themselves unable to find supplies at Nellisa, the Eslandolans baring even some of their own from landing on the island. These vagabonds headed south, where a new isle was found, one with few resources, but great defensive harbors. Soon, the Sea Rats had a home. Angry that they had been dispossessed and had not found aid, many turned to vengeance on the Eslandolans by becoming pirates, and many of these pirates began to prey on all nations, and even their fellow pirate. Besides Terraversa, where the Atwi tribe lives, no new natives have been found yet. The islands beyond Terraversa have so far all had strange abandoned settlements upon them, and some sailors say that there is a whole new nation of people in these far waters, but no one has recorded seeing a non-Halosian or Atwi person yet. OW NORTH Series Map This brings us to the present. Oleon and Corrington have both issued rewards for the first permanent settlement “Beyond the Line” (beyond Terraversa). They are willing to bring their navies to New Terra if they only have a settlement to resupply at. Eslandola is calling for its own people to venture into the unknown and find wealth and fortune in the its name. But the Sea Rats lurk in all the waters of New Terra, waiting for opportunity, and despite the world seeming more round than ever, some say those old sea monsters still exist in the uncharted lands of the East. All factions await new souls to take on a role in the New World. Who will win in the end? Nobody knows, but for sure the sea will play a large role in deciding the fate of these rich new lands. She can be a cruel mistress to those who do not respect her, indeed, and the only guarantee in this world is that salt will run through your veins as you become part of the Brethren of the Brick Seas. The Crossing Series Mapd How this works: Builders pick a faction - this is your faction until the next “open period,” so make sure to pick a character you like. You will be able to change factions with enough personal influence points (PIPs), but that take a while. Your builds do not have to display your signature figure, but we encourage it! You also may build MOCs in other faction’s territory, so building is not limited to one style. There will be an “Era” of story and challenges, which will end with winners being determined in a few different categories. The contests and stories told during an era will influence the map, the history of the world, and future challenges. When a era is completed, points will be reset, but Factions and builders will keep their “gold doubloons.” (DBs) Builders and factions alike seek fortune. This project setting revolves around two currencies that are earned by building and winning competitions. This is the economy of the project. We understand that not every builder will want to play this game, and a builder can opt out of playing altogether, or only participating in the game when they choose. Free Builds that enhance the community’s story are always welcome. Even if a builder opts out of playing the "Economic Game System" (EGS), their freebuilds will earn their faction Doubloons and Factions Influence Points. Please see the rules thread for more details on how the economy works. Factions: The Kingdom of Eslandola STATUS: Open for new members SCORE: 0 DBs | 0 FIPs The Empire of Corrington STATUS: Open for new members SCORE: 0 DBs | 0 FIPs The Empire of Oleon STATUS: Open for new members SCORE: 0 DBs | 0 FIPs The Sea Rats STATUS: Open for new members SCORE: 0 DBs | 0 FIPs What you need to do now: Take a look at the faction threads. Pick a side and sign up in the faction thread with your signature figure (sig fig). It helps to have a back story! Can I have more than one character? Yes! Although one should be your sig fig and your main character, you can have as many other characters as you wish. The world needs populated after all! A starting challenge: This is open to everyone to complete once, and 25DBs will be awarded to the builder for completing the task. Build your sig fig and place them in a setting in our world. It can be in the colonies, in the motherland, at sea, anything you would like, but make sure to show the figure clearly and demonstrate the profession you have chosen for them in some way. (IE: if you decided to play an explorer, maybe you will place them on the bow of a ship looking out to sea with a spy glass.) Any profession that existed during the enlightenment is fine, along with a few other professions that would be a reasonable fit. If you are playing in the EGS, then there are a few character traits that you may want to consider here. How are scores kept? Each month, a pinned thread will help us keep score. After you complete a build (which should have its own thread, no matter if it is a free build, a duel, or a challenge build) you need to post in this score keeping thread and use a leadership-supplied link to a webform to help us keep score. In the thread, post your name, faction, and a link to your build (and the challenge it belongs to) in the thread. Please only use one post per topic, and just edit the thread when you build something else. At the end of the month, a project leader will tally up the scores and update the “Hall of Fame and Score” post for each faction. Please be patient for updates, we are not being paid for this. Scores will be displayed as follows: Name: DBs, PIPs, (PIPs achieved this cycle) IE: Skaforhire: 5DB, 5PIPs, (2PIPs) Current faction score is kept by adding all member’s totals within the parenthesis minus any expenditures the faction has made during the cycle. What can be bought with points and doubloons? A lot. The list will grow over time with more specifics, but since we are just launching this project, here are some of the examples without specific details: DBs: Position within trading guilds, rank in certain factions, a letter of marque to join another factions war against a third faction, a licence to sail a vessel in the raiding action, gamble, etc… FIPs: A newly discovered island, win a war between factions, buy DBs for the total score, open up a new portion of the map just for your faction for a few months, etc… The Map: The map is a part of the storytelling mechanism. As you can see, it is not totally defined yet. This will change as time goes on. New portions of the New World (and some of the Old) will be uncovered through events, challenges, and other parts of the project. New islands will be claimed, older territories will be taken in war, and the map will stay dynamic throughout the story. Builders will have the map revealed to them over time, and they will help decide what lands are conquered. With that said, the first part of our story will take place in New Terra. Your character should probably have some feasible connection that would lead them to that region, or it may be hard to really participate in the early challenges. A baker back in Eslandola’s capitol city is probably going to have little interaction with things going on in New Terra. We will eventually have challenges that happen on the mainland, and different story events “back home,” but we are emphasizing the pirate theme and its nature primarily in the first part of this project. Once a firm piratical lore and history is established, more aspects of Enlightenment era politics, war making, and commerce will emerge. Rules Thread History and Background Thread The Scorecard Thread
  6. If you want to read the first part of my characters story, read the introduction post. "Log of Captain Lothario Fraunces, 28th of June, 618 Me and my brothers Jacobo and Alfie spend some days together in the city of Breshaun. Me and my brother Jacobo came to Breshaun on board of the Fluyt 'The Octopus'. Together with Alfie we enlisted again and had plans to reach the new world to the east, when some of the Octopus' crew members came to me. Crew members: "Lothario, the captain died last night. He was ill since we left Holders Rock but he did not want to tell anyone. We need a new captain and we know your skills on the seas and don't trust the old quartermaster Cedric. He is egocentric and is very stubborn. Lead us in our mutiny!" And so we went to the ship. I challenged Cedric to a duel for the captaincy. Our cutlasses almost broke with every strike. Cedric fought like a bull but his anger prohibited him to foresee my moves and I was on the winning hand, what I did not know was that Cedric companion was below deck, ready to fill me with lead through the hatch. The blast just missed my forehead and blew my hat away. The cheat came out of the hatch to finish the job, but he did not count on my brother Alfie. With one smooth move Alfie threw the cheat overboard: "Go irritate Neptune" - he said. How I already love this guy. The duel with Cedric however, continued. It was not long before I took the upper hand and with a few slashes and thrusts I had him on the ground. We put Cedric on a rowing boat back to Breshaun, The Octopus crew chose me as their new captain. We buried our old captain on an empty beach in LeBellan, said goodbye to the girls in the brothel, took in fresh supplies and headed to the new world. Jacobo (the new quartermaster) convinced the me and the crew to head to île D'Or, for glory, adventure and gold was lurking on that island. What more does one need to convince a bunch of Sea Rats? And so we went." -------------------------------------------------------------------------------------------------------------------- I hope you guys like my ship and the story. I checked the shipwright post for building tips and took my main motivation from the replica Dutch Fluyt 'de Batavia'. I will license her as a Class 5. My apologies for the bad photo-shopping, this is not my forte. The name derives from the bow spring: C&C is welcome.
  7. Capt Wolf

    Era II Trade MRCA

    Trade MRCA form The old Monthly Raiding and Commerce Action (MRCA) from Era I is now called the Trade MRCA in Era II. It enables you to sail the seas -- alone or in groups -- to trade at various ports of call, escort friendly traders, patrol the seas for your enemies, or go prey on the innocent! THE BASICS Movement The Era II Trade MRCA map has some slight changes from Era I. This is the map as of November 617. See the current MRCA sign-up thread for an up-to-date map and table of settlement locations and trade values. In Era I a vessel had unlimited range. Now in Era II, with the new ship stats, a vessel may only travel through a number of zones up to its range rating + 1 (including starting and ending zones). So, for example, a ship with a range of 3 could travel from Nova Terelli (in zone 2) to Breshaun (in zone 10), but it could not reach ports in Corrington (in zone 9). A vessel with a range of 6 could sail from ports in Oleon (zone 14) all the way to Astrapi (zone 23), but could not reach Lavalette (zone 28). A ship with a range of 1 in Kings Port (zone 3) could only sail to Prinport (zone 4) or one of the settlements on the island of Nelissa, such as Nova Terreli or Pontelli (in zone 2). A ship with a range of 0 could only travel to ports in its own sea zone. NEW: Patrol/predator routes: When a trade ship enters its route in the web form, it is pretty straightforward. For example, a ship travelling from Arlinsport to Nova Terelli (with a range rating of at least 3) would enter "8,7,3,2" for the four zones it will travel through. A ship on a patrol or predator mission may want to end its trip at the same port it started. So, for example, a ship based in Bastion with a range rating of 4 that wants to hunt for prey near Astrapi and return home would enter "38,1,23,1,38". Note that it lists zones 1 and 38 twice because it passes through them twice. Furthermore, if that same ship wanted to hunt near Puerto Alijo, it could enter "38,1,1,1,38". The shorter distance to its target zone allows it to spend more time in the target zone rather than moving through other zones, and thus gives it a better chance of intercepting prey there. Starting and Stopping In the Era II Trade MRCA, a ship must start the next MRCA from the port it ended the previous MRCA. So, if a vessel sails from Breshaun to Astrapi in October, it must begin the November MRCA from Astrapi. For the first Trade MRCA we run with the new rules, ships can start anywhere. But after that first MRCA, the new starting location rules will apply. Ports of Call In Era I, the number of ports a ship could visit in a single MRCA were determined by its speed, and visiting 3 or even 4 ports was possible. Now a ship can only travel to one port each MRCA. Ships with a greater range stat will be able to reach ports farther away from their starting point than ships with a shorter range, but each ship will only be able to stop at one port. Dangers There are dangers to traveling across several sea zones. For each zone a ship enters, there is a small chance it will “sink.” If this occurs in a zone with settlements, the ship will try to head to the settlement. If there are multiple settlements, the ship will first attempt to arrive at a friendly, then neutral, and finally hostile settlement. If there are multiple settlements fitting the criteria, it will then arrive at the settlement with the largest trade value. If a ship sinks in a zone with no settlements, it will be lost. Convoys Trade ships and escorts may sail together in groups as before, as can pirate-hunting groups and faction navies, but now there are considerations for managing such large fleets. Ships may travel together in packs of up to 5 ships without restrictions. For larger fleets, specialized leaders are required. These leaders cost DBs and PIPs to employ for each MCRA they are active. -A commodore may command a group of 6-9 ships at a cost of 100 DBs and 100 PIPs per MRCA. -An admiral may command a group of 10-15 ships at a cost of 200 DBs and 200 PIPs per MRCA. -A national hero may command a fleet of 16-25 ships at a cost of 500 DBs and 500 PIPs per MRCA. NEW: Please post the name of the commander in this thread, along with a picture. Additionally, if you want to add a link to a vignette that tells us more about the commander or how he gained this assignment, even better! TRADE VALUES Trade values for settlements in the Brick Seas as of September 28, 617 (see the current MRCA sign-up thread for an up-to-date list): Settlement Faction Zone Trade value Acropolis OL 22 18 Aden CAR 5 54 Alexport PRI 29 32 Arlinsport COR 8 209 Astrapi OL 23 115 Bardo ESL 13 151 Baskers Island MAR 8 31 Bastion SR 38 163 Belson COR 9 272 Breshaun OL 10 487 Cecropia OL 24 41 Charlatan Bay SR 22 174 Dragonstone OL 1 18 Elizabethville COR 24 114 Eltina OL 10 166 Elysabethtown ESL 1 115 Fatu Hiva OL 35 80 Fortaleza Victoria ESL 32 5 Fuerte Unido ESL 32 148 Granoleon OL 14 272 Haven SR 21 23 Hojaroja ESL 32 33 Hussar’s Isle COR 22 9 Jameston COR 35 66 Kieg GAR 6 181 King’s Harbour COR 22 199 Kings Port TER 3 171 La Puebloto ESL 32 5 Lavalette OL 28 108 Londa MAR 5 181 Mehit ESL 32 5 Mesabi Landing COR 35 32 Montario ESL 2 92 Mooreton Bay COR 22 177 Moray’s Den SR 21 18 Myzectlan COR 35 52 New Haven COR 22 48 Nova Malto ESL 32 86 Nova Terreli ESL 2 448 Pontelli ESL 2 169 Port Raleigh COR 1 66 Port Woodhouse COR 35 44 Prinport GAR 4 204 Puerto Alijo ESL 1 5 Puerto Desafio ESL 32 96 Quinnsville COR 22 113 Rassilon SR 38 116 Salida Este ESL 23 99 Stedor ESL 6 91 Stormhaven COR 24 44 Takashii SR 38 18 Terreli ESL 6 272 Tortuga SR 32 63 Trador ESL 32 214 Weelond ESL 13 275 Westface TER 3 114 Windfall Island OL 28 9 TRADE SPECIFICS Various factors can now influence the payoff for a trade run. Oversupply A port can support cargo equal to 10% of its trade value. A port with a trade value of 300 can support a total of 30 incoming cargo points. For each cargo point over the port's limit, the trade value falls by a small amount. If enough cargo is delivered to a port in a given MRCA, the port’s effective trade value can be drastically reduced. Undersupply If the total cargo entering a port is less than 5% of its trade value, the port’s effective trade value is doubled. This mechanism is designed to reward smaller ships visiting smaller ports. Origin Rarity If the total cargo leaving a port is less than 10% of the port's trade value, the port of origin's effective trade value is increased for departing ships. For arriving ships, the trade value is unaffected. This is independent of over- or undersupply. Trade Earnings For calculating how many DBs a ship earns on a trade run, both its port of origin and its destination port are considered. Distance Modifier For each zone traveled, the ship’s MCRA trade income increases by a small amount. A ship that travels through four zones gets a bonus of twice that of a ship that travels through two zones. Arrival Modifier The first ship to arrive at a port each month gets a bonus to its trade run earnings. For each subsequent arrival the bonus is reduced. The modifier can go negative for ships arriving later than several other ships, but the effective trade value of the port will not dip below 75% of the port’s listed trade value. COMBAT Combat essentially happens as before. For those of you interested in some of the mechanics, and what effect your ship stats will have, see below. Interception As in Era I, players are required to specify which factions their ship will attack as well as how much stronger of an opponent they are willing to engage. The gamemaster will review which zones vessels travel through and will establish which fleets will attempt to engage one another. Weather Gauge Once an interception occurs, a D6 is rolled and added to the maneuver rating of the least maneuverable ship in a squadron. It is then compared to the results for the opposing squadron. The victor determines the battle method and, if their victory is sufficient, gets a slight bonus to their combat rolls. In case of a tie, the weather gauge goes to the defender. Battle Method There are three battle methods, line of battle (based on hull rating), guns (based on gun rating), and boarding (based on crew rating). The winner of the weather gauge uses the battle method most advantageous to them. Combat is comprised of three ranged engagements and up to two boarding actions. Boarding actions are based strictly on crew rating regardless of the original battle method. The first side to win three engagements is the victor. For each engagement, the applicable battle method rating (hull, gun, or crew) is summed for each ship in the squadron. A D10 is then added to the sum and compared against the result for the opposing squadron. The victor is the side with the higher value, and ties go to the defender. Results After the combat’s victor is determined, the fate of each individual ship is established. In most cases the victor’s ships are unharmed, although there is a small chance of damage requiring DBs to repair, or of a ship sinking even in victory. For the loser of the engagement, results include sinking, escape, damage, or capture.
  8. As Emile was off in Terraversa, and Rene, Henri, and Randall were off protecting Emile and Elise's business interests. Gilbert, William, and Jean were sent to Fatu Hiva to investigate the mysterious islands. They found themselves approaching a fishing village on the white sands of the island. Oh how they wished they could dip their toes in the water and relax. But of course, duty calls. William, the only man of Emile's crew from Corrington, talked to the leading fisherman of the village. "So your fishing provides a great deal for Oleon?" "Of course," the native responded. "We bring in a great deal. But something tells me you're not here to learn about fishing." "Your intuition is correct," William said. "The mystery in thhe island," the fisherman said, his eyes glazing over as he remembered. "The forest is dark. The island can be dangerous." "So we have heard." "So..." Gilbert started to the tattooed man, "what's it like in there?" "Friend," Tattoo answered, "you don't want to know. But between you and me, it's all nonsense. I think it's just some angry people. Nothing like magic." "Do your gods hold reign there?" "Sure, but what have they done for us? Scare and kill people?" he said, his voice dripping with sarcasm. "I believed we would fight back Oleon. They're not too bad if I say." "You do realize I'm from Oleon," Gilbert said, deadpan. "Well of course. You're not too bad. If anything, it might be wild animals killing people going in there. Maybe it's the gods, maybe it's people, maybe it's animals." "Fishing then?" Jean asked thhe fishermen. "Maybe I'll join when this is all over." "If you survive the island," the older one said. "Excuse me?" "You heard what he said," the one with the atrocious haircut cut in. "That's why we're going to fish. Better tobe there instead of on the island if things go sideways." "Well at least I've got my pistol," Jean murmured to himself. "Want to hear a joke?" the mustachioed soldier asked. "Sure," the younger man shrugged. "Corrington." The younger soldier burst out in obnoxious laugh. "Alright, that was good. Want to hear a joke?" "Eslandola?" mustache asked. "Damnit how did you know?" I took some insipration from the island villages in Assassin's Creed: Black FLag for this one. It's good to be building again as well.
  9. Landing on Celestia Name: Jameston Ownership: The Crown of Corrington Location: Celestia, East Prio Sea Map: Mayor: Trade Value: see accounts spreedsheet Town Bank: see accounts spreedsheet Who can own property in Jameston: Anyone Who can freebuild in Jameston: Anyone Description: Jameston is the first Corlander settlement in the Prio Sea region and is located in a sheltered bay on the western coast of the island of Celestia. Celestia is a larger island than those claimed by Corrington in the Sea of Thieves area, and is covered with verdant and thick jungle. Although not yet fully explored, large mountain ranges are visible in the interior. A large bay is located on the western coastline, and has been named Vanilla Bay after the abundance of the valuable epiphyte growing amongst the trees of the jungle on the leeward side of the bay. On the Southern side of the bay, opposite the promontory formed by the southernmost point of a large spit, the jungle thins on a flat plain. It is here, at the mouth of a small river, that Jameston has been founded. The settlement is named for Queen Annetta's Grandfather, King James IV of Corrington. 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: 139/101 Size for EGS purposes - Level 8 'City' Required for Level 16 'Large City': x2 factories. Artisans: 18 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) Commerce: 25 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) Factories: 14 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) Residences: 39 Governor's temporary office, small residence, Ayrlego (+1 settlement size) CSC Plantation House, royal residence, Corrington (+5 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) 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: 13 Vanilla plantation, medium plantation, ETTC, (+2 settlement size) Sugar plantation, royal plantation, Corrington, (+5 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, Ayrlego (+1 settlement size) Fort Totie, medium fort, Jameston (via Spud the Viking) (+2 settlement size) Troops: 1st Company, 1st ETTC Regiment of Sepoys (ETTC) Other Buildings: Vessels stationed here: Other related builds: Surveying Celestia, Freebuild, Ayrlego
  10. Settlement Name: Trador Ownership: MAESTRO in name of Eslandola Location: La Sombra, Nova Eslandola Archipello Mayor: Sir Yohannes Ethiximus ( @Maxim I ) Governor: Lord Maximilian Damaximus ( @Maxim I ) Settlement status: City Settlement points: 67 Trade Value: 207 db Who can own property in Trador: anyone when asked permission (note, as I will build more than I can licence, feel free to buy property from me). Who can freebuild in Trador: anyone, but discuss it first with me (for location etc) Extra: When planning building something in Trador, please advice with @Maxim I as he is going to make a moduled city. Please post any free-builds that take place in Trador in this thread. If you want to license a piece of property in Trador, you must be someone (in some faction)! Post in this thread and fill out the web form. Etymology: Trador comes from "Trade" and the Dutch word "Dorp" (village) - Island information Island #: 13 Claimed by EslandolaNickname: The ShadowGeographical Features: This Island has a natural bay ideal for a trading post. The island is well guarded by steep rocky coasts on most sides, and the water is deep.Rumors: More than one sailor has independently reported seeing a massive black shadow in the sea circling around the island. The more suspicious of sailors suspect this is a sea monster, or sea monsters, lurking beneath the foam to swallow their ships whole, while the more academic postulate this could be a school of fish, indicating good fishing waters, or even a pod of whales, drawn to this island for unknown reasons. Nevertheless, sailors, and the natives, have avoided this island. - Location of Trador: - Soldiers stationed in Trador 1st MAESTRO Regiment | MAESTRO | General Samu the Dragon Trador 1st Company | Trador | Lieutenant Wilhelmus La Sombra Forts protecting Trador Fort Coconut | MAESTRO | small | 1 sp | 5 value Merchant Gate | MAESTRO | medium | 2 sp | 10 value External Forts protecting Trador Fort Brickwall | Eslandola | Royal Fortress of Puerto Desafio - List of licensed properties in Trador: Art & Culture (8/8) Wellness The fountain of youth Spa | MAESTRO | Medium | 2 sp | 10 vp Culture & Festivals Preparing for the Winter Solstice Festival | Gedren_y | Large | 3 sp | 15 vp Parks Poseidon's Park (Fun at the Park) | Blackdeathgr | small | 1 sp | 5 vp Training Day | Bodi | small | 1 sp | 5 vp Trador Park | Captain Braunsfeld | 1 sp | 5 vp Artisan (10/10) Pubs The Three Flower Inn | MAESTRO | Medium | 2 sp | 10 vp Trador Soccer Field | Maxim I | Medium | 2 sp | 10 vp Golden Fish Inn | Maxim I | Small | 1 sp | 5 vp Green Door Pub | Capt Wolf | Small | 1 sp | 5 vp Beer Garden | Ayrlego | small | 1 sp | 5 vp Trador Bar | Mesabi | smal | 1 sp | 5 vp Shops Mme Bijoux Accessoires | Maxim I | Small | 1 sp | 5 vp Clothes Shop | MKJoshA | small | 1sp | 5 vp Commerce (14/14) Quays Merchant Quay | Maxim I | Royal | 5 sp | 30 vp Trador Beach Quay (Tenotclaxcan Training) | Faladrin & MAESTRO | Large | 3 sp | 15 vp Services Mme Camille Real Estate Agency | Maxim I | Small | 1 sp | 5 vp Warehouses Empty Warehouse (New Trador Soccer Competitors) | Dr_Spock | small | 1 sp | 5 vp Unclaimed Warehouse (Leaving Trador) | Mesabi | medium 2 sp | 10 vp The Apple Cider smugglers | Maxim I | Medium | 2 sp | 10 vp Education (5) Trador Agency of Exploring & Culture | MAESTRO | Small | 1 sp | 5 VP Trador Libary | Maxim I | small | 1 sp | 5 VP Trador University - Department of Chemical Engineering | MAESTRO COR | Medium | 2 sp | 10 VP | Trador School | Silentwolf | Small | 1 sp | 5 vp Factory (8) Textile Trador Textile Factory | Capt. Wolf & Maxim I | medium | 2 sp | 10 VP Food & Drinks Trador Apple Cider Brewery | Maxim I | large | 3 sp | 15 VP Trador Winery | Maxim I | large | 3 sp | 15 VP Plantation (4) Apple Apple Orchard | Maxim I | small | 1 sp | 5 vp Wine Casa De Flores Wineyard | Maxim I | 3 sp | 15 vp Residence (8/11) Small Palace | Maxim I | medium | 2 sp | 10 vp Royal Palace | Maxim I | Royal | 5 sp | 30 vp | Onondaga Residence | Silentwolf | small | 1 sp | 5 vp - List of unlicensed properties in Trador: Art & Culture Commerce Education Mines Fontonajo Mine | Elostirion | set-up | 0 sp | 2 vp Freebuilds Stargazing | Gedren_y | freebuild | 0 sp | 2 vp (?) - Properties for sale: Ready to be licenced None yet The Trador Estate Contract: - Started projects - The Trador Development Tax ---
  11. Padre Jules François - BoBS SigFig by Ross Fisher, on Flickr Padre Jules François (centre) lands on the shores of the Isle d'Or, ready to root out heresy and burn savages in the name of the Order. Huzzah! The Padre's early life was that of many common clergymen; the younger son of a minor family, he was packed off to a monastery to learn his trade. However, unlike other young initiates into the Order of the Faith, François developed a knack for uncovering secrets that soon got him noticed by the Temple of Hades. Inducted into their ranks, it wasn't long before he was turning heads across the order. Many fear him, some believe they can use him. What remains to be seen is, is the Padre truly pusuing his tyrannical crusade against heretics because of a holy calling, or is there some more devious purpose driving him? Monsieur Gallo (left) is the Padre's able notary, keeping records of interrogations, files on the personal conduct of notable individuals upon the brick seas, and all the proper documentation that a heretic burning requires. He lost an eye in the service of his patron when a particularly resistant subject broke free from her restraints. However, the pension he received in compensation more than made up for the loss. Merde the Murderer (right) is the Padre's able bodyguard and muscleman. Formerly a penal legionnaire imprisoned for garotting his superior officer, Merde has "seen the light" of the Order of the Faith, and has been released into the Padre's custody.
  12. Ahoy, ahoy, ahoy, finally and proudly presenting the first first-rate ship-of-the-line about to roam the Brick Seas: The 'Royal Philip' As one of the heaviest and most formidable ships-of-the-line in His Majesty's Royal Navy, the Royal Philip is naturally suited to fill out the role of an admiral's flagship. And flagship she is! At the moment, she serves under admiral d'Ancios as lead-ship of the Perennes Squadron, the one unit of La Royale stationed closest to Oleon's border with Corrington. During her active service of now almost four years, in countless maneuvers and fleet exercises, the Royal Philip has proven herself a powerful and – even more importantly – very reliable warship, with excellent sailing capabilities. A true asset. Rumors circulating in the Royal Court have it that soon she might be transferred to the colonies in an effort to strengthen Oleon's influence in the waters of New Terra. Such a step, however, would have to be very carefully pondered, as it would mean to noticeably weaken the nation's defenses against her northern neighbor. But regardless of where she will see service in the future, with her dedicated, veteran crew and her seasoned captain, the Royal Philip will surely fulfill the role entrusted to her – to guard the realm, protect the nations interests, and to proudly fly Oleon's colors on the waves! And some 10210-shaming: About: First of all, some numbers: 14200 parts length at waterline is 120 studs, LOA 171 studs, beam 29 each broadside fires 57 guns. Now, more importantly, no worries, y'all! Launching yet another ship-of-the-line is no act of aggression towards any of you. It's rather the result of some major confusion from my side. The upcoming Adventure-MCRA gave me the idea to send the Secretary of the Navy as ambassador to Mardier. But I got this idea only after le Monarque was posted and planned in for convoy duty, so I was in desperate need of an additional ship, and no lesser would be suited for such a mission. The Royal Philip is an enhanced version of a ship I posted several years ago, and her base is still older than that of Monarque, which is why Monarque's hull is smoother. Still it's here that I first made the switch to using hinge bricks instead of curved slopes for the part of the hull between waterline and lower gun-deck. Didn't go all the way, though, back in the day. But then, the better ship is always the next one. I hope you enjoyed watching, C&C welcome! Vive le Roi!
  13. Adventure MRCA : The second part of the map Adventure Introduction : It is now well known that Felipe de la Manzana is looking for the Golden Apple. It is well known that this treasure has been hidden by the Gods and can provide Knowledge to the one who bites it. It is well known that Felipe and his faithfull First Officier encountered Native tribes that helped them to find an incomplete map that could lead to this treasure. Well, if this treasure is real... The Adventure begins : For now, Felipe de la Manzana is more than sure the Golden Apple is at his reach and he is just lacking the second half of the map he managed to collect in the Lost Golden City. He sent over many ships (and even, a phlogisphere...) to finally have a lead to where to look at... He is now sure the Pirates brotherhood called the Old Beard Caliquot Gang, in Low Town, Charlatan Bay, has the second half of "HIS" map ! It's not tolerable ! He has to act ! So, he sent his most trustfull man, his First Officer, Basil, to a secret meeting in a tavern in Charlatan Bay. - Nice to meet you, Tezclatipoca. Said Basil sitting at the table of the native. - Heyrr ! snarled the cannibal swallowing an apple and a glass of rum. - I am here today to talk to you about an opportunity ! A great one ! You'll never lack anything to eat ! The last sentence hit the glouttonous native strait to the stomac. - Never lack food ? Ever ?! he spit with some projections from the previously eaten apple. - Yes ! I assure you that my boss will provide you all the food you'll desire at any time and any cost... Added Basil, strong of the intel he's got about the greed of the cannibal. - And what d'ya want in exchange ? Carefully asked Tezclatipoca now curious and with an empty plate. - Let's get inside, and I'll explain you all our plan in front of a good meal I am offering you ! - Ok ! Hope yar wallet is well rounded... And the native followed the lead of Basil. Once downstairs, on the main room of the tavern, the cannibal ordered a Pantagruelish feast ! The kitchen of this little inn of the Low Town suffered of the glouttonery of Tezclatipoca while Basil extracted from him and its lack of attention the main information he was sent to collect. - So, my dear friend, Now I bought you this promising meal, can we discuss... - Yar ! Shurre ! Spit out the native engulfing the pies, apples, chicken legs and other delicious food he had at his hand. - I would like to know something... Something your captain may know... Something about a map... - Arh ! The half map of our captain ! It's not a secret ! Ahah ! You paid me such a meal for that ! Laughed the cannibal. - Yes, because I don't want to know where he is hiding it, but I'd like to know where it leads... And I'd like to know the secret he is hiding with his first officer. I know the actual first officer of your captain was not the first Dreadfull Bill but I'd like to know who was the first. - Arhh... that's an intel ! Yelled the native cannibal. Ok, so, with your garranty of having all the food I want and, not being armed during your raid, I can tell it to you. - You have my and my boss words on those two points. I can garranty this to you. Ensured Basil. - Ok, it is rummoured that the old first First Officer of the Captain was an ancient Eslandolan guy named Juan de Hespérida. He would had been cast away by the captain because of the map you're searching... So be careful ! We arrrh supposed to sail towards Eslandolan coast around Nellisa to catch nice preys this run... But I didn't tell ya ! - Juan de ... Basil spit out all his cider hearing this name. It is the outcast Felipe and I... Oh ! That's astonishing ! Once back to The Brickwall Frigate, Basil explained the conditions and the course of the Old beard caliquot Gang to Felipe de la Manzana. - Well, my dear Basil, it is simple ! We need to catch that pirate ship ! Steal the map and, if possible, save the native who sold you the intel. Strange that we found the former first officer of this pirate crew as an outcast at the beginning of our journey... The gods have strange moves sometimes... Let's set sail north west ! So this is my run for the Adventure MRCA ! Summary : * Participating ship : The Brickwall * Locations : heading from Charlatan Bay towards Nellisa. * Departure port : Charlatan Bay, Inferno Pordejon * Arriving port : Nova Terrelli, Nellisa * Goal : Chase and intercept, with the Brickwall frigate, the pirate vessel called the Red Nose Deer lead by captain Old Beard Caliquot. Board it and rob the map to the Pirates. If, possible, the side quest would be to save Tezclatipoca from the pirates to hire him. * Characters : Felipe de la Manzana, Leading the Brickwall and the mission. Basil de Eslandola, First Officier on the Brickwall. Captain Old Beard Caliquot, Pirate captain, captain of the Red Nose Deer, a pirate predatoring vessel. Tezclatipoca, the glouttonous cannibal, sailor on board of the Red Nose Deer, betrayed Old Beard Caliquot.
  14. And the story continues. I've actually had this one done for about two weeks now, but I'm just getting around to taking the pictures. Comments and criticism are welcome. Previously: Lavalette Inn An Offer Reaching King's Harbour Recruiting Sergeant To the armoury! (Bodi) Lavalette Armory by Capt. Genaro, on Flickr After meeting his old acquaintance, Contre-amiral Lagaufre, Captain Anthony Genaro began walking around the arsenal. Though dwarfed by the sprawling complexes back in Halos, Lavalette’s armory was one of the larger ones in the colonies. Familiar sights and sounds were everywhere as new soldiers received their uniform and weapons while older weapons were maintained and repaired by skilled craftsmen. After walking for a bit, Anthony waited under a balcony looking into a courtyard full of activity. In one corner, a group of grenadiers were ritualistically checking their deadly grenades, carefully inspecting each fuse to ensure that it was still in good condition, of the right length, and properly connected to the grenade. It is a dull, time-consuming process, but one which leaves no room for error, as the slightest mistake could result in one of the deadly spheres failing to explode, or worse, exploding prematurely. Further on in the courtyard, Anthony could various gunsmiths and engineers repairing damaged muskets, a variety of uniformed soldiers going about their duties, and two armorers putting new blades on enough swords to supply a small army. Lavalette Armory by Capt. Genaro, on Flickr “Fancy a new edge, sir?” a voice asked. It took Anthony a moment before he realized that one of the armorers was speaking to him. “A generous offer, but I’m afraid I haven’t long,” he said glancing at the chest full of unsharpened swords. The armrer simply shrugged. “Oh, don’t you worry about those there swords; they can wait, but we can’t have a proper gentleman wondering about with a dull sword now. You’ll become the laughting stock of the whole army!” Anthony laughed as he unsheathed his cheap, five guinea dress sword. “I’m afraid you’re wrong on both accounts, my friend. I’m no gentleman, and I’m fairly certain the a naval officer is already the laughting stock of the whole army.” Lavalette Armory by Capt. Genaro, on Flickr The armeror simply shrugged as he took the sword. “Gentleman, commoner, army, navy… your coins all look the same to me.” As the armorer began putting the sword to his stone, Anthony continued looking at all the activity in the courtyard. “Rather busy,” he remarked. “It’s been this way ever since the 31st arrived from Halos,” the armorer replied, not taking his eyes off his work. “Not that I’m complaining, mind you. A bunch of army gents just coming off their boats, pockets bulging with coins, ah, you’d be amazed, sir, absolutely amazed, by how easy it is to coinvince them to get their sword sharpened,” the armeror continued in a very casual tone, but Anthony didn’t care. After all, it wasn’t as if he needed to exert authority over this man. “They think it impresses the ladies, they do. Fools,” the armorer said the a chuckle. “But not the navy boys, sir. Oh, no! They’re smarter, smarter by far sir!” “And I suppose you’ll be telling the next cavalry man who walks past how they’re the elite, astute soldiers who couldn’t be fooled by the likes of you, eh?” “That’s just what I’m talking about, sir, you’re gone and proven my point! Perceptive you navy men are, able to see right through any flattery!” At this point the armorer held up the sharpened sword. “And equally able, no doubt, to notice the skill that went into sharpening your blade.” Anthony pressed his thumb against the blade. Sharp, very sharp, and a very even job up and down the whole sword’s edge. “A fine job indeed,” Anthony replied as he handed the man a livre. “Very generous, sir, very kind indeed,” the armorer said as Anthony tunred to leave. “And if you know anyone, any sir, who needs some sharpening, just send them on this way.” “Even a Corrie?” Anthony said in jest. At this, the armorer twisted his face. “Alas, sir, the good Lord has blessed me with the skills to sharpen swords and metal, but the dull mind of a Corrie is beyond even my expertise.” Lavalette Armory by Capt. Genaro, on Flickr Anthony couldn’t help but laughing, a deep laugh from his belly, as he walked on to the tavern where he would meet Lagaufre. “Oh, I’ll have to remember that one,” Anthony said to himself. “Sharpen the dull wit of a Corrie.” A few more pictures: Lavalette Armory by Capt. Genaro, on Flickr Lavalette Armory by Capt. Genaro, on Flickr Lavalette Armory by Capt. Genaro, on Flickr
  15. A continuation of my main character's story. Jonah is a character by @SpaceJoey86, and it was a real pleasure getting to combine our efforts for this build and story. I do hope to have more of this in the future. Comments and criticism are always welcome. Previously: Lavalette Inn An Offer Reaching King's Harbour Captain Anthony Genaro was pleased to be back in Lavalette. His mission to Cocovia had gone extremely well, the company had rewarded him richly, his landlady was finally paid, and he had just finished his ship's logs. As such, he decided to visit one of his favorite taverns before heading off to the company's offices to drop off his report and logs. He was in high spirits at the thought of finding some fine spirits, but as he drew nearer to the tavern, he became aware of a large gathering, almost a mob, surrounding the building. Recruiting Sergeant by Capt. Genaro, on Flickr Finally he got near enough to see more clearly. The crowd was surrounding what looked like soldiers, royal soldiers Anthony thought, and his suspicions were confirmed when he saw the regimental banner adorned with fleur de lis. He was about to ask someone what was happening when a sergeant stood on a stool and began reading from a worn sheet of paper. “Loyal Subjects of the Crown!” the sergeant began. “His Most Sacred Majesty’s 31st Regiment of the Line, commanded by Major Victor du Pont, which has so gloriously distinguished itself in battle, is looking to recruit several men to join its ranks. All clever young fellows who are free and able and ambitious of becoming gentlemen are invited to come forth and meet the recruiting sergeant. Such spirited men who are willing to engage will be rewarded at the end of their term, with twenty acres of land. Each volunteer meeting the qualifications shall immediately receive the Royal Bounty of one and one-half livres and all the rum they can manage, in addition to arms, clothing, accoutrements, and every other requisite proper to accommodate a soldier in His Most Sacred Majesty’s army. Vive le Roi!” “Vive le Roi!” the crowd responded as the drum began a steady beat. Recruiting Sergeant by Capt. Genaro, on Flickr The sergeant began talking to the crowd, encouraging potential volunteers to step forward, but Anthony was too confused to pay attention. A royal regiment in Lavalette? Recruiting? Such behavior would be expected from the company, but not a royal regiment. His only hope at answering his questions was to ask someone in the crowd. Recruiting Sergeant by Capt. Genaro, on Flickr “You, there!” Anthony called to a man standing in front of him. “What is happening?” “Haven’t you heard… sir” a man replied, adding the title upon seeing Anthony’s naval uniform. “I’m afraid I haven’t, mister…” “Jonah” the man replied. “Well, Jonah, what is this? Royal regiments in a company town?" “It’s the Terraversans. They’ve seized our ships and men!” “Zeus’ beard!” Anthony swore. “You’re serious?” “Yes, sir. I don't know the exact number, but apparently several company ships and hundreds or thousands of men are being held hostage." Anthony stood there shaking his head for a moment. The idea that some upstart colony would openly seize ships was simply inconceivable. “If that’s all, I really must report to my officer,” Jonah replied anxiously. “Of course, of course,” Anthony said absently. The story seemed insane, too ludicrous to even be seriously contemplated. But it would explain the presence of royal troops and a fair number of the crowd had some rather unpleasant things to say about the Terraversans. “Wait a minute!” he called out, remembering his manners just before the man left. “For your troubles” Anthony went on as he handed the young man a coin. “And Poseidon’s blessings upon you.” "And may He ever stand beside your ship," Jonah replied with a common blessing for sailors. A few additional overview pictures: Recruiting Sergeant by Capt. Genaro, on Flickr Recruiting Sergeant by Capt. Genaro, on Flickr Recruiting Sergeant by Capt. Genaro, on Flickr
  16. 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!
  17. Concerning volcanoes and hot water springs Log of Fernando de la Izquierda : May the 10th 618 : Arlinsport, Tiberia. "We arrived in The Royal Society of Natural Philosophy of Corrington just a month after we received their kind invitation. The commitee asked me to present our first conclusions concerning the discovery of a volcano mouth and hot water springs along a river near Jameston. Of course, it is a privilege to be welcomed here and the pressure upon my shoulder is high. I hope this presentation will be a success..." Log of Fernando de la Izquierda, after the presentation : "I was very well welcomed by the chairman Don Isaac Montoya himself, and I saw Dirk Allcock sitting at the first rank. It was impressive to see the best scientists of our time listening my topographic survey and they seemed interested in my final conclusion speaking about a possible thermal spot we could exploit near Jameston... I was very pleased to see that those gentlemen were very open minded and ready to help me develop on this point. I will probably finally find a good way to finance my project here !"
  18. Dramatis Personae: Previously, https://www.eurobricks.com/forum/index.php?/forums/topic/160606-sr-fb-the-alois-forever/... A quiet day at the unsuspecting Oleon port... Little do they know that they are about to be attacked...by pirates! Fortunately, not all is lost! The fortress fires its cannons! Or is it cannon? I can never tell when to put an "s" at the end of plural cannon(s). YOU SANK MY BATTLESHIP!!! We're not playing that game! This is BrickseasHammer 1.8K! And what's with these unpainted grey models? I didn't have enough time to finish them before we arrived here...wherever this place is... Ahem...Currently, at The Naval Academy wargame store in Bastion... Who's that? I'm the narrator. No, you're a fake wanna be writer who is too stupid to realize you suck. Er...moving on...Suddenly, Oleon reinforcements show up! Wait! What happened to my turn? You deployed, then I got to move and fire. And now I'm deploying my dreadnought, which can move and attack the turn it arrives. What?! How's that fair?! Here...you can have a yellow cheese slope to represent how cheesy and overpowered this unit is. My dreadnought fires it's flame attack on the nearest sloop. Meanwhile, my Dreadnought's sorceror hero captain casts a time warp spell on the sloop that was already on fire from my fortress attack. There's magic in this game?! And flame attacks?! And...er...the ship that got time warped...that's not a sloop...that's a Goliath class ship of the line with 84 cannon...or is it cannons? I was just using the sloop model. You're using a proxy model?!?! Hey, these models are expensive and I'm just a graduate student! Just be glad I didn't resort to using rocks and pebbles! Anyways, it got time warped and it's your only unit, so you lose a turn. Now, I summon a sea dragon which uses a freeze attack! Of course... And you've lost your last ship. Good game. Whatever. Hold on a second. Based on the previous post, weren't we supposed to be sailing somewhere so you can do some secret thing to win over that idiot, Alois? First, Alois is not an idiot! Second...that's true. I wonder why we stopped at Bastion to play this game? Because I felt like it. Aaaaand that is why you suck as a writer. The MOC for that story is even finished! You uploaded onto Flickr last month! And...er...Harriet, when did you grow a neckbeard? Comments and criticisms are all welcome!
  19. Adventure time, y'all! Not yet really sure how exactly to do this, but let's give the A-MCRA a try! Mission to Mardier Following his appointment as the Oleander ambassador to Mardier, Guiscard Emery de Beauregard - Duc de Corban, Secrétaire d’État de la Marine, Commandeur de l’Ordre Royal et Militaire de l’Étoile d’Ardros, Commandeur de l’Ordre Royal de Saint-Arltrees, Grand-Amiral d’Oleon - had no choice but to accept His Majesty's command to conduct a diplomatic mission to the High Court in Londa, Mardier. A new monarch on the throne - the ongoing civil war - the rather surprising defeat against the alliance of Eslandola and Garvey - there surely was enough to talk about. Welcome aboard the Royal Philip, Your Grace - or should I rather say Your Excellency - it's an honor to finally be given the opportunity of meeting you. I assume you've already had the chance to see Capitaine Brighi? Yes, Amiral d'Ancios, the captain was so kind to receive me and have me shown to your quarters. And thank you, it's an honor meeting you, too, monsieur. But referring to my appointment as ambassador will hardly be necessary. This hopefully is a one-time mission, I have better things to do with my time than waste it on banquets and negotiations. Apologies, monsieur. I understand. Also, I would have received you myself, but as this mission was scheduled on such short notice, we haven't had the chance to go through all the necessary preparation procedures quite yet. Especially with such a prominent member of His Majesty's cabinet aboard, matters of security demand more attention. I understand, monsieur l'amiral, I was told that's why the King's Guards are on board... But... what's the Red Cloak doing here? Personal request by His Most Eminence Highness, Chancelier Calida himself. He wouldn't let you leave Granoleon without a formation of his own Guards. For... if things went south, he expressed himself. Hmm... now isn't that too kind of His Highness. And my guess is the chancellor insisted, didn't he?! Yes, monsieur - he did. Hmm... you have any idea how many Red Cloaks there are on board this ship? I'm afraid not, monsieur, I... lost count - they all seem to look alike. Never mind, don't bother yourself, admiral, finish your preparations! Meanwhile I'll have someone show me to my quarters. As soon as you can, have the men set sail, I want to get this mission over with as quickly as possible. Let's go to Londa! My only concern is... the chancellor is rarely wrong. Btw, this scene actually shows parts of the Royal Philip's interior - just had to delete the grand cabin's roof and the starboard side for better lighting.
  20. One of the more unusal exports from Isla del Diablo is the particularly potent venoms of the island's arachnid population. Of course, obtaining said venoms firstly requires finding the spiders, which means venturing out of Haven and into the dangerous wooded portions of the island. Quite a risk, but the hunter's patrons pay well... ...especially, of course, the House of Spiders.
  21. Settlement Name: Haven Owner: Sea Rats Location: Isla del Diablo (Challenge Island 11) Island Description: Located southeast of the Nest of Thieves, Isla del Diablo is named for the large bay and small peninsulas that, once a map way drawn, resembled nothing so much as the horns of a monster. The bay, however, provides an almost perfect natural harbor and a well defensible position. Unsurprisingly the island has already started to draw settlers, although some are scared away by talk of cannibals... Haven is one of the first new settlements. The inhabitants arrived in a small fleet to find clear beaches and dense jungle that provides plenty of material for building endeavors. Already the de facto leader, Roland Blaze, is drawing up plans for fortifications. After all, there are more than just Sea Rats out there. Mayor: Roland Blaze (kaiju) Size: Hamlet Who can own Property in Haven: Sea Rats Who can freebuild in Haven: Anyone Map: Here Fortifications: Fort Crimson - Small Fort Licensed Builds in Haven: Black Tower Lighthouse - Medium Commerce Haven Common House - Medium Residence The Shrines of Haven - Small Art & Cultural Tanith's House of Knowledge - Small Education Unlicensed/Other Builds: Hunting for Spiders About Haven
  22. Dramatis Personae: Previously, https://www.eurobricks.com/forum/index.php?/forums/topic/158702-sr-mrca-welcome-to-the-jungle-part-3/... Currently, somewhere on the high seas... Yes...with The Alois Forever, the most advanced ship in the entire Olean navy, I will finally bring my precious Alois back to the Olean cause...and make him mine. It's just another stupid microbuild! The stupid face who writes these idiotic posts not only can't write, but doesn't seem capable of building a sailing ship at minifig scale! It's not just a microbuild! It's named after my dearest darling Alois, and has 100 points in every stat...it's the most powerful ship in the Olean navy! And wait...what are you doing here? Since nothing interesting happened in the latest Trade MRCA to my stupid advisor and her students, the stupid face pombe jerk wad writer decided to post something about your stupid quest for Alois. And for some moronic reason, he thought adding me to your story would be funny. I can't even explain how I'm in two places at once; I told you his writing sucks. And how is a ship with a 100 points in every stat even allowed in BoBS?! Ha ha! My true naval genius is revealed! I can use ships with whatever stats I wish, so long as I don't license them! Ha ha! You mean the ship is useless since it can't participate in the MRCA. A minor detail. Captain, shall I have her detained and moved to the brig? What?! No, Helmut, leave her be. We'll have her witness my master plan as it unfolds. She'll see when we arrive at our destination. Great. Where are we headed? I can't reveal that, yet. Why not? It's not like a single psychology graduate student is going to overwhelm your ship with 100 Crew points...though the max stats according to the rules is 12. No, it's a separate MOC and will be posted as a separate freebuild to maximize the doubloons we get. You'll see it then. I have no words. To be continued! And additional photos can be found under the spoiler, including how the base for the ship was constructed! Comments and criticisms are all welcome!
  23. Era 2 Chalenge 1 Cat B2: A Volcano Extract of the personal log of Fernando de la Izquierda : "After a little ascension we managed to understand where the smoke was coming from. Our men helped us to build some little wooden platform (with, again, grumblings from Bernardo...) to reach the edge of what appeared to be a volcano mouth !" "The chimnea itself is not very high nor large and could be a small part of a bigger lava network running underground. It would explain the discovery of hot water pools in the vicinity... The lava is slowly running to the river downside through a breach at the south part of the chimnea and seems not very fluid. It is surely indicating a regular but somewhat calm activity. Well, for a volcano, of course... But no risk to see the island explode on a big eruption here..." Here is my 2nd entry on Cat B. It is linked to my first entry and they are built to be one next to another. In the spoiler I am showing the 2 builds together :
  24. This is the continuation of Bodi's Capture of Gregory Decker. Comments and criticism are welcome. The capture of the infamous Gregory Decker resulted in a great hive of activity in La Royal. A variety of nations began requesting Gregory be extradited to face punishment for his crimes, each request requiring diplomatic poise less the denial result in a international incident. From there, the admirals had to determine where to hold Gregory’s trial and subsequent execution. Many proposed Porte du Tatarus, the notorious execution dock in Granoleon, but ultimately it was decided that Gregory’s death would receive more publicity in New Terra where his reputation was widespread (back in Halos, he would simply have been one criminal rotting away amongst many). Once these decisions were out of the way, the trial began. Each day for almost a week, Gregory was brought before a panel of captains where the evidence was presented, former shipmates confessed to their wrongdoings in hope of some semblance of mercy, and the full nature of Gregory’s crimes was officially recorded. Throughout it all, Gregory remained defiant, cursing and threating his crewmen who betrayed him and seemingly unaffected by the beatings he received for speaking out of turn. But all that was different now. Unsurprisingly, Gregory was found guilty on every charge, and the senior captain set a date for the hanging. To ensure enough time for the news to spread across the region, and more importantly to allow for the convoys to arrive so that their crews could witness the punishment, the date would be several weeks in the future. The End of Gregory Decker by Capt. Genaro, on Flickr Finally the day came. The courtyard of Mont Michael was crowed with civilians and sailors, officers and officials lining the terrace’s edge. The audience was eager, and they didn’t have to wait long. Soon after the commandant appeared a door opened, and a frail image of the once-feared Captain Gregory Decker appeared between two guards. He was weak, sickly, and retreating from the sun’s rays, dressed in nothing more than rags. Still, he remained defiant, spitting and cursing at the priest who offered one final chance to confess his crimes and perhaps be saved from the worst the afterlife had to offer. The End of Gregory Decker by Capt. Genaro, on Flickr As Gregory was marched to his fate, the crowd became more enthusiastic. It wasn’t every day that a famous pirate was brought to justice, and Gregory’s notoriety resulted in all sorts of rumors. Some claimed that Gregory’s allies would mount a daring rescue and save him from the gallows at the last moment, others believed that Gregory had mystical powers that would save him from death, but the vast majority of the crowd was simply interested in seeing justice served. The End of Gregory Decker by Capt. Genaro, on Flickr The End of Gregory Decker by Capt. Genaro, on Flickr The crowd became quiet Gregory climbed the gallows’ stairs. The noose was placed on the pirate, the hangman took his place, and an official read the verdict and sentence. Drummers began a drumroll, the hangman pulled the lever, and a loud cheer went up from the crowd. After a short while, the lifeless body was removed, once again to deafening cheers, and taken away to be branded with two P’s (one so the judges of the afterlife knew of his guilt, and the second so the judges knew he was unrepentant, as is Olean tradition). Almost as soon as Gregory’s body was removed, the door to the prison opened again and more pirates were lead out. A full third of Gregory’s crew had been sentenced to hang. It was an unusually high percent, but La Royal was looking for an example to be made, and no one in the crowd was complaining. The End of Gregory Decker by Capt. Genaro, on Flickr Additional Pictures can be seen in the spoiler:
  25. MAESTRO - Or the (Mpya) Stedor All-Encompassing Science, Trade & Resources Organisation - For the Sistercompany MAESTRO COR, view here - Quick Summary Eslandolan Members: Maxim I + TitusV + Faladrin + Captain Green Hair + Legostone Sister Company: MAESTRO COR (Tomsche + CelesAurivern) Treasure chest of MAESTRO: 3706 db (Sep 617) Total member value: 20 861 db (Sep 617) Monthly income: 640 db (Sep 617) Total member monthly income: 1109 db (Sep 617) Number of New World Settlements: 3 ESL + 1 COR Number of Licenced Vessels: 0 Total Trade Value of Colonial Settlements: 334 db (sep 617) Status as Eslandolan TC: Licenced (Charter) Status regarding new members: open for everyone! Also other faction members are welcome - - Flag - - Old World Headquarter The city of Stedor in Eslandola - - Sea of Storms Headquarter The settlement of Elysabethtown (Berelli) - - Prio Seas Headquarter The city of Trador (La Sombra) - - Colonies/settlements Elysabethtown (ESL - MAESTRO): Mayor Matteus Tomvaximus (Maxim I) & Elysabeth Drondil (TitusV) Quinnsville (COR - Tomsche): Mayor Thomas Smaugton Trador (ESL - MAESTRO): Mayor Yohannes Ethiximus (Maxim I) Lakor (ESL - Natives) - - Services Ship Broker - - Monopolies Apples & Apple Cider - - Warehouses Old World Stedor Terelli Madin Sea of Storms Breshaun (OL) Elysabethtown Nova Terelli Quinsville (COR) Prio Seas Fuerto Unido Lakor Puerto Desafio Trador - - (Licenced) Production WIP Licenced Apple Orchard around Elysabethtown by Faladrin Apple Orchard around Trador by Maxim I Banana Plantation around Port Raleigh by Faladrin Swords in Elysabethtown by Maxim I Swords & Rifles in Quinnsville by Tomsche Vineyard in Trador by Maxim I - - Militia / Army Licenced MAESTRO Golden Stars (Regiment - 270 soldiers) 1st Battalion (Trador) Eslandola - Mardier War - 617 Nova Malto affair - 617 2nd Battalion (Madin) Eslandola - Mardier War - 617 Nova Malto affair - 617 Madin Border Defense - 617 & 618 3rd Battalion (Fuerto Unido) Eslandola - Mardier War - 617 Jungle Exploring Mission - 617 Nova Malto affair - 617 MAESTRO Naval Force (Company - 30 soldiers) Prince of Stedor Platoon (Madin) Prio War of Independence - 616 Eslandola - Mardier War - 617 Embassy in Madin guarding duty - 618 Pride of Elysabethtown Platoon 1 & 2 (Elysabethtown) Eslandola - Mardier War - 617 Blockade of Elysabethtown Town Militia Trador Guards (Company - 30 soldiers) Eslandola - Mardier War - 617 Blockade of Trador - 617 Elysabethtown Guards (Platoon - 10 soldiers) Blockade of Elysabethtown Private Guards Lord Maxim I Royal MAESTRO Engineers (company - 30 soldiers) (Lakor) Nova Malto Affair - 617 Rebuilding of Lakor - 617 & 618 - - Important Characters Leader: Lord Maximilian Damaximus (Maxim I), duke of Stedor, Governor of La Sombra, Prince of Garvey - CEO [*]High Council Member: Lady Elysabeth Drondil (TitusV), mayor of Elysabethtown [*]High Council Member: Sir Filipe De La Manzana (Faladrin), Head of production & Native Relations [*]High Council Member Captain Green Hair (CGH), Head of Research [*]High Council Member: Sir Jerome Monezterell (Legostone), Head of Navy - COO