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Found 360 results

  1. The Continuing Adventures of Count Mesabi! Location: Astrapi Acropolis Type: Small Cultural (Prison is a Government building, government is cultural. Also commentary on Oleon's culture ) Deaaaaaaaarrrrr Wifeee, So, today, on my long and winding voyage back to Mesabi Landing, I stopped in Astrapi Acropolis to talk to Padrè François, cause you know, I was kinda bored. Anyways, after breaking into a highly secure Oleander prison, I found his cell. He was just hanging out, so I walk up, and I'm like, 'Yo, how many times have you dropped the soap in here?' And he's like 'YOU?!?' And I'm like 'Yeah?' And he's like 'I've burned heretics in fires.... blah blah blah blah... I should purge... blah blah." and anyways after like a few minutes of this, I'm like 'Oh yeah, while I've burned churches and abbeys and monasteries, and convents...' Well, then some idiot guard walks in, apparently he heard us yelling or whatever, and he's like 'Freeze!' And I'm like 'You don't control my temperature!' And then I used my awesome fight skills to incapacitate him peacefully. Anyways, then I just grabbed his chamber pot and and threw it in his bed and left. So, anyways, I'd say it went over well. A victory for interfaith dialogues! Oh, and for plausible deniability, "Or maybe it was a dream." Love, Count Mesabi Thanks for viewing my build. Also thanks to @Ross Fisher for letting me use his character. I kinda overbuilt on this one, I was originally going to have the Count escape through the window, but changed my mind. I also made it as simple as neat and spartan as possible, reflecting Oleon's culture because it's a prison. As this is somewhat of a bizarre build, and Mesabi is a somewhat unreliable narrator, I wouldn't think to hard about how canon this is.
  2. Name: Quinnsville Ownership: The Crown of Corrington Location: Cocovia, west of the Sea of Thieves, in Queens Bay Map: Island of Cocovia by Christian West, on Flickr Mayor: Richard Brickford (@LM71Blackbird) Trade Value: see accounts spreadsheet Town Bank: see accounts spreadsheet Who can own property in Quinnsville: Anyone Who can freebuild in Quinnsville: Anyone Description: A Island discovered as Corrington ships journeyed past the known mapped edges of the Sea of Thieves in 616, the settlement of Quinnsville was founded by the captain of one of the exploring ships, Sir Thomas Smaugton. He was Sailing under both the flag of the Empire of Corrington, as well as the MAESTRO trade company which still holds a slight presence in the settlement. Mayor Smaugton contributed to much of the town's progress, but sadly, the Pearl of Cocovia had not seen much development since the retirement and mysterious disappearance of it's beloved mayor. Fortunately, one Richard Brickford, volunteered to step in and nurse the abandoned settlement back to health. Now under his leadership Quinnsville has quickly risen to prominence on Cocovia and is a flourishing settlement on the verge of becoming a Large City. Original Information: For all things regarding the original Quinnsville settlement thread which includes but is not limited too, Original settlement builds (no pictures), The Quinnsville Chronicler (Issues 1-10), The Infamous Junkyard Fleet, and info on the MAESTRO Trade Company please visit original settlement thread found here: The Quinnsville Chronicler - Vol. 2, 3 Builds in Quinnsville: Please help us out by posting a link to your Quinnsville builds in this thread. Licensee is Listed after the type of license. Properties: 134/101 Trade Value: 383 Size for EGS purposes - Level 8 'City' Required for Level 16 'Large City': 0 properties of any type including at least x0 Residence, x2 Factory, x2 Artisan, x0 Commerce, x0 Education, x0 Arts & Culture, and 1x Royal. Notable Events: Quinnsville Military Exercise, Fought between Derr's Expeditionary Light Infantry and The Quinnsville Fusiliers (1, 2) ---- Results Stationed Troops: 180 (2 Battalions, 6 Companies, 18 Platoons) Marching to Quinnsville, Quinnsville, Recruitment Status: Active Duty, Tomsche More Marching to Quinnsville, Quinnsville, Recruitment Status: Active Duty, LM71Blackbird 1st Quinnsville Light Dragoons and 1st Quinnsville Company of Foot (Rifleman), Quinnsville, Recruitment Status: Active Duty, LM71Blackbird Stationed Vessels: 2 Quinnsville Gunboats No.2 and No.3, Quinnsville, Status: Active Duty, LM71Blackbird Residence: 38 Military Barracks of the 1st Quinnsville Fusiliers, Quinnsville, Licensed status: Large Residence, LM71Blackbird (+3 settlement size) The House of Knowledge, Quinnsville, License status: Small Residence, Tomsche (+1 settlement size) New Beginnings, Quinnsville, License status: Small Residence, Mike S (+1 settlement size) Setting up Residence, Quinnsville, License status: Small Commerce, Narbilu (+1 settlement size) Grave Tidings, Quinnsville, License status: Small Residence, Tomsche (+1 settlement size) Brickford Residence, Quinnsville, License status: Small Residence, LM71Blackbird (+1 settlement size) Northern Garrison (GoC), Quinnsville, License status: Unlicensed Small Residence, LM71Blackbird (+1 settlement size) Factory: 12 Quinnsville Shipyard, Quinnsville, License status: Large Factory, LM71Blackbird (+3 settlement size) Large Shipyard, Quinnsville, License status: Large Factory, LM71Blackbird (+3 settlement size) Quinnsville Cannon Foundry, Quinnsville, License status: Medium Factory, Spud the Viking (+2 settlement size) Clam and Cup Coffee Burnery, Quinnsville, License status: Small factory, Tomsche (+1 settlement size) Jellied Horse in a Can, Quinnsville, License status: Large Factory, Mesabi (+3 settlement size) Watching Coffee Beans Dry, Quinnsville, License status: Medium Factory, Darnok (+2 Settlement size) Plantation: 13 Cocoa Plantation, Quinnsville, License status: Large Plantation, LM71Blackbird (+3 settlement size) Luuk Luchtwandelaar's Cabbage Plantation, Quinnsville, License status: Small Plantation, Tomsche (+1 settlement size) Palmwood Plantation on Cocovia, Quinnsville, License status: Small Plantation, Legostone (+1 settlement size) Timber Plantation, Quinnsville, License Status: Large Plantation, LM71Blackbird (+3 settlement size) Beachside Fishery, Quinnsville, License status: Large Plantation, LM71Blackbird (+3 settlement size) WTC Coffee Plantation, Quinnsville, License status: Medium Plantation, Darnok (+2 settlement size) Mine: 1 Searching for Gold, Prospecting build, Tomsche Saltpeter Mine, Licensed and Operating, LM71Blackbird Artisan: 14 ETWC inn, Quinnsville, License status: Small Artisan, Garmadon (+1 settlement size) The Green Dragon, Quinnsville, License status: Medium Artisan, Darnok (+2 settlement size) Finally in Quinnsville, Quinnsville, License status: Medium Artisan, Bregir (+2 settlement size) McPherson's Swords and Bullets, Quinnsville, License status: Small Artisan, Tomsche (+1 settlement size) Quinnsville Chronicler, Quinnsville, License status: Medium Artisan, LM71Blackbird (+2 settlement size) Quinnsville Lighthouse, Quinnsville, License status: Medium Artisan, LM71Blackbird (+2 settlement size) Quinnsville Weapon Emporium, Quinnsville, License status: Small Artisan, LM71Blackbird (+1 settlement size) Dockside Roper, Quinnsville, License status: Medium Artisan, LM71Blackbird (+2 settlement size) Commerce: 32 Quinnsville Station, Quinnsville, License status: Small Commerce, LM71Blackbird (+1 settlement size) Eslandolan wharf, Quinnsville, License status: Medium Commerce, Garmadon (+2 settlement size) Mail Office, Quinnsville, License status: Small Commerce, Maxim I (+1 settlement size) Lapzwanzer's Finest Chocolates, Quinnsville, License status: Small Commerce, Tomsche (+1 settlement size) Setting out to Elysabethtown, Quinnsville: License status, Small Commerce, Tomsche (+1 settlement size) Market Beach, Quinnsvile, License status: Medium Commerce, Tomsche (+2 settlement size) Settle on Quinnsville, Quinnsville, License status: Small Commerce, Narbilu (+1 settlement size) The Quinnsville Commerce House, Quinnsville: License status, Small Commerce, Tomsche (+1 settlement size) The Brickagramer House of Games, Quinnsville: License status, Small Commerce, Tomsche (+1 settlement size) The Frisky Business, Quinnsville: License status, Small Commerce, Tomsche (+1 settlement size) Sailor's Beach, Quinnsville: License status, Medium Commerce, Tomsche (+1 settlement size) Visiting a friend, Quinnsville: License status, Small Commerce, Faladrin (+1 settlement size) Pier and Storehouse, Quinnsville, License status: Large Commerce, LM71Blackbird (+3 settlement size) Marine Surveyor, Quinnsville, License status: Large Commerce, LM71Blackbird (+3 settlement size) The Cocovia Wagonway, Quinnsville, License status: Royal Commerce, The Bank of Corrington (+5 settlement size) WTC Offices, Quinnsville, License status: Small Commerce, Darnok (+1 settlement size) Education: 8 Quinnsville Public Records Building, Quinnsville, License status: Medium Educational, LM71Blackbird (+2 settlement size) Military Academy, Quinnsville, License status: Large Educational, LM71Blackbird (+3 settlement size) University of Quinnsville, (GoC) Quinnsville, License status: Large Educational, LM71Blackbird (+3 settlement size) Art & Culture: 7 Quinnsville Monument, Quinnsville, License status: Small Art & Culture, LM71Blackbird (+1 settlement size) Parade Route, Quinnsville, License status: Large Art & Culture, LM71Blackbird (+3 settlement size) Quinnsville Village Square, Quinnsville, License status: Small Art & Culture, Tomsche (+1 settlement size) Queen's Birthday Parade, (Goc) Quinnsville, License status: Medium Art & Culture, LM71Blackbird (+2 settlement size) Forts: 3 Transferring Command, Quinnsville, License status: Small Fortress, Tomsche (+1 settlement size) Defending Territory, Quinnsville, License status: Small Fortress, Narbilu (+1 settlement size) Fort Annetta, Quinnsville, License status: Licensed Large Fortress, LM71Blackbird (+3 settlement size) Unlicensed Builds: 1 Artillery Field Testing (GoC), Quinnsville, License status: Unlicensed, LM71Blackbird (+0 settlement size)
  3. For the Glory of Corrington! (GoC) - A Faction Enduring Challenge Sometimes it can be difficult to find inspiration for a build or choose a direction for a storyline. Well, fear not fellow Corlanders, here is some direction for those times when you need it! The following are a set of faction endorsed cooperative building tasks to inspire and guide you on your journeys through Corrish territories in Nova Terra. GoC General Rules Builds for GoC tasks should be posted in their own thread with the tag [GoC]. You must also provide a link to your build in this thread. A progress list will be maintained in the second post of this thread. Quality - This should also be an opportunity for you to improve your building skills, so take your time and focus on quality. When presenting your build, Members of Corrington leadership (Bregir and Ayrlego with assistance from Captain Dee and Silentwolf) will award you a if they feel it passes quality standards. Don't worry, we will of course take into account collection size and experience. If some minor adjustments are required, these will be suggested. Two from leadership are required for the build to officially count towards the challenge. It is recommended you do not de-construct your build until you receive the required from leadership in case it requires some adjustments to pass these requirements. - By submitting an entry you agree to receive feedback from the reviewers and will accept their judgement on the matter. - All tasks have a minimum size requirement of a 20x20 (400) stud footprint (or equivalent - irregular bases are permitted as long as they meet the minimum 400 stud footprint). - Other individual requirements will be listed in each task description. Builds that do not meet the task requirements will be rejected. - Only builds posted after 1 January 2019 may count towards the GoC challenge. Rewards - Complete any of the below tasks to earn the corresponding IC title for that task for one of your characters. All tasks consist of a minimum of three separate builds (entries). Some tasks will stipulate the subject of each of the three builds and may require them to be posted in a specific order. Others only require three separate builds that meet the requirements. Please read the requirements for each task carefully and ask any questions in this thread. - Each subsequent entry in a task must be significantly different from the last and should attempt to show some kind of improvement from the last, for instance using different techniques or changing the subject matter. NB: In some tasks, there might be specific requirements for the three builds defined. The idea is to glorify our faction, so you should strive to do the best within your own limitations and be proud of every GoC build. Clone builds rushed to complete tasks will not be accepted. - Complete three tasks (total of nine builds) for your main character to become a Knight in the Order of Corrington (OC) and the right to style themselves 'Sir' and use the post nominals OC. eg Sir Fredrick Mercury OC. - Complete six tasks (total of 18 builds) for your main character to receive a honorary Baronetcy within the Corlander nobility. Your new title will be announced by Royal decree when you complete the requirements. An example may be something like: Sir Fredrick Mercury OC, Baron of Feltham - Complete nine tasks (total of 27 builds) for your main character to receive a honorary Earldom within the Corlander nobility. Your new title will be announced by Royal decree when you complete the requirements. An example may be something like: Sir Fredrick Mercury OC, Earl of Finnsbrough - Complete twelve tasks (total of 36 builds) for your main character to receive a honorary Dukedom within the Corlander nobility. Your new title will be announced by Royal decree when you complete the requirements. An example may be something like: Sir Fredrick Mercury OC, Duke of Rhyeshire - Nobility titles will only be awarded to Corlanders. Foreigners are welcome to participate in any of GoC tasks and will be awarded the corresponding title if they complete an individual task; however, they will not be eligible for ennoblement. - A list of tasks is provided below. They do not have to be completed in any order and new tasks may be added from time to time as faction priorities change. GoC Task List 1. Redcoats Rule! Background: The mighty Empire of Corrington is built on several foundations, but perhaps one of the most iconic is the bright scarlet coats worn by her soldiers. With dogged stoicism, Corlander redcoats face the harshest of conditions, are unmoveable in defence and relentless in advance. The sight of the redcoats of Corrington will always strike terror in her enemies! Goals: Show us your redcoats! Requirements: Build three scenes showing soldiers of the crown going about their business in the colonies. Your build must showcase faction troops, preferably redcoats. They could be training, parading, maintaining weapons, guarding supplies, fighting dastardly pirates or treacherous natives (and winning of course!). Alternatively you may choose to build a military building (fort, barracks, armoury etc. Just remember to include plenty of redcoats!). There is no EGS requirement for this task. Your combined builds should display at least two different branches of the army; for example, infantry, cavalry, artillery, engineers etc. Title Awarded: Patron of the Army 2. The Oaken Shield Background: The backbone of Corlander power in Terra Nova is the Royal Navy. Royal Navy warships hunt pirates, raid enemy hideouts and settlements and keep trade routes open. Goal: Ensure Corlander Naval supremacy in Terra Nova. Requirements: Build three warships for commissioning in the Royal Navy, one for each of the three naval armament schemes, Gunboats for the Colonies, Sloops for the Royal Navy, and Cruisers of Terra Nova. A requirement of this task is that the completed build is handed over to the faction for licensing and deployment. Title Awarded: Master Naval Shipwright 3. The Merchant Marine Background: While the Royal Navy has been prominent in keeping the sea lanes of Terra Nova safe, the Corlander Merchant Marine has seen a slow but persistent demise. We cannot allow this decline to continue. Goal: Build up a significant fleet of merchant vessels to bring home the riches of Terra Nova. Requirements: Build three merchant vessels, one if which is offered to the Crown. These vessels should be licensable in the EGS, and must meet the following requirements. In total, your builds must make up a minimum of 12 shiplevels. One ship must be small (class 1-2), another medium (class 3-5) and one large (6+). Additionally, one build should be a historical or exotic rigging type (eg. xebec, longboat, felucca, junk, cog, carrrack, proa, polacre, etc.), one should be a fore-and-aft rig (eg. schooner, sloop, cutter, lugger, etc.), and one should be a square rigged vessel (eg. brig, snow, ship-rigged, galleon, etc.). (The predominant rigging type on a vessel determines the category) Rigging types and sizes can be combined freely. Title Awarded: Shipping Nabob 4. Purser's Network Background: The 'Oaken Shield', or ships of the Royal Navy need shore based support to be able to function and carry out their roles or defending and expanding the Empire. The fleet operates several major Naval bases in Terra Nova and these require constant expansion. Major fleet bases include Arlinsport, King's Harbour, and Port Woodhouse. Goal: Build an extensive naval support and logistics network for the Royal Navy in Terra Nova Requirements: Build a series of three scenes showing how the fleet is supported from ashore. Your scene must be in one of the settlements listed above and must be licensable in the EGS. Ownership must be transferred to the faction. Each of your scenes must be a different EGS licence type. eg. Artisan, Commerce, Factory, Education etc. Some examples could include: Naval hospital, quays and cranes, armoury, ropeyard, sail maker, powder mill, cannon foundry, tavern, cartographers, various industries for provisioning, powder depot, recruitment office, training facilities, storehouses, etc. Title Awarded: Master Purser 5. Higher Education Background: Corrington is known as a bastion of knowledge and learning. Science, mathematics and literature all flourish under Corlander patronage and Corlander schools and universities are world renowned. Thus it is only natural that this passion for education is transferred with Corlander settlers in Terra Nova. Goal: Display Corlander supremacy in the field of education and knowledge in Terra Nova. Requirements: Build a series of three scenes showcasing Corrington's commitment to knowledge and science in Terra Nova. You can complete the following three subtasks in any order. There are no set locations for these tasks. 1. Build a scene showing some aspect of education for children of the colonies. The build must be licensable as an educational property under the EGS rules. 2. Build a scene showing some kind of vocational training in a specific industry or field. For example, a college for engineers or cartographers, an academy for military officers etc. The build must be licensable as an educational property under the EGS rules. 3. Build a scene showing a place for research or higher learning. Examples could include an agricultural research institute, a university college for theoretical mathematics, a chemistry or botany laboratory etc. The build must be licensable as an educational property under the EGS rules. Title Awarded: Patron of Knowledge 6. Sweet, Sweet Corrington! Background: One of the major premises for Corrington settling the new world was access to areas suitable for the growth and harvesting of sugar cane. The settlements of Stormhaven, Port Raleigh and Jameston all have burgeoning sugar cane industries, but the demand in the old world for sugar is insatiable. Alternative sources to cane sugar have even been investigated in Mesabi Landing. Our sugar industry must be expanded! Goal: Expand Corrington’s grip on the sugar industry in the new world. Requirements: Build a series of three scenes in any of the three main ‘sugar’ settlements (Stormhaven, Port Raleigh or Jameston) showing some aspect of the industry. Your three scenes may be in the same settlement, or can be spread across all or some of them. Alternatively one of your scenes may be exploring other sources for sugar (Agave or Stevia) in Mesabi Landing. Your scene could be anything from a plantation, to the storage and processing of the raw product, or any of the products derived from sugar (eg. Rum!). Your scene must be able to be licensed in the EGS. Should you not wish to license it yourself, you may sell it or the faction will purchase it. Title Awarded: Sugar Kingpin 7. Chocolate and Coffee on Cocovia Background: One of the first islands settled by Corlanders in Terra Nova, Cocovia was so named for the abundance of Cacao plants that grow naturally on the island. Indeed the chocolate industry on the island now has a solid foundation and the demand for chocolate in the old world requires extensive expansion. The island is also thought ideal for the cultivation of coffee, although coffee plantations and industry have yet to be established. Goal: To establish monopolies on both chocolate and coffee for Corrington. Requirements: Build a series of three scenes showing the either the chocolate or coffee industries in Quinnsville or King's Harbour. Your scenes must be able to be licensed in the EGS. Should you not wish to license it yourself, you may sell it or the faction will purchase it. Your scenes must be built in the following order and the properties must be constructed in either the settlement of Quinnsville of King's Harbour. 1. Your first scene should show the growing of the raw product (coffee beans or cocoa beans) and must be licensable as a plantation under the EGS rules. 2. Your second scene should show some aspect of processing the raw product. It must be EGS licensable as a factory. 3. Your final scene should show the production or sale of the final product eg. A coffee shop or chocolatier. It must be EGS licensable as either a commercial property or artisan. Title Awarded: Colonial Cafe King 8. The Lotii Connection Background: Port Raleigh hosts a sizable Lotii community – the largest of any of Corrington’s settlements in the Brick Seas so far. These industrious arrivals have quickly adapted to live in the colonies; however, they have also transported much of their home culture with them. Many of their buildings are built in the style of their ancestral home and they have bought with them their traditional artwork, crafts and festivals. NB. The Lotii are based on a generic East Asian culture and previous depictions have displayed both Japanese and Chinese characteristics. Goal: Display Lotii culture in Port Raleigh Requirements: Build three scenes showing inhabitants of Port Raleigh with Lotii background. Your build should display some aspect of traditional Lotii culture which has been transplanted into the settlement. Examples could include teahouses, Japanese style gardens, porcelain production, Oriental style buildings or restaurants, fireworks production/sellers, street festivals etc. There is no EGS requirement for this task (although licensable builds are encouraged). Title Awarded: Honorary Lotii 9. Equines for Elizabethville Background: The rolling plains of the island of Lacryma are ideal for the breeding of horses, indeed some of the finest horses in the new world are from Elizabethville! Goal: Expand the equine industry in Elizabethville Requirements: Build three scenes showing some aspect of the breading, keeping or export of horses in Elizabethville. Examples could include a ranch, stables, racetrack, blacksmith specialising in shoeing horses, saddler, wainwright etc. Your scenes must be able to be licensed in the EGS. Should you not wish to license it yourself, you may sell it or the faction will purchase it. Title Awarded: Purveyor of Thoroughbreds 10. Daily life of the Myzec Background: The Myzec are loosely based on the Aztec civilisation and inhabit the city of Myzectlan, located in a hidden valley on Cascadia. They primarily farm maize, sweet potato and beans in 'floating island' plots or chinampas on Lake Myzec. The meat in their diet includes fish and water fowl/turkeys and dugout canoes are used to transverse the lake. Very few mammals are farmed in the Myzec valley although there are some pigs and goats. They weave cloth from goat wool and produce leather from animal hides hunted outside the valley. A basket ball type game is a very popular recreational activity. They ferment an alcoholic ale from maize. Goal: To expand the lore of the native people in the lost city of Myzectlan on Cascadia. Requirements: Build a three small scenes showing the Myzec people conducting activities from their day to day life. Some examples may include: Farming a chinampa lot, milling maize grain, making tortillas, fermenting ale, fishing, trapping ducks, repairing fishing nets, making canoes, warriors training, producing mud bricks for construction, weaving cloth, tanning hides, hunting in the jungle, making jewellery/pottery, ball games, etc There is no EGS requirement for this task (although licensable builds are encouraged). Title Awarded: Friend of the Myzec 11. Strategic Outposts Background: Some of Corrington's settlements in Terra Nova occupy vital strategic positions for the defence and expansion of the Empire but have little commercial value - they exist primarily to protect Corrington's interests. Hence these settlements tend to be smaller and more military focused. To maximise their strategic importance, they require extensive naval bases, army barracks, fortifications and logistics hubs. Currently, these include Hussar's Isle and Port Woodhouse. Until such time as more purely military outposts are created, the commercial hubs of Spudkirk and Port Raleigh; which also occupy strategic locations, will be included in this task. Goal: To build up the network of Corlander strategic defences in Terra Nova. Requirements: Build a scene showing a building of strategic value in each of these important locations. Your building should be military in nature and examples could include: fortifications, quays and cranes, naval storehouses, army barracks, munitions stores and factories, etc. Your build must be licensable under the EGS rules and the ownership must be transferred to the faction. To complete this task you must build one scene in both Hussar's Isle and Port Woodhouse and a third scene in either Spudkirk or Port Raleigh. Title Awarded: Strategic Mastermind 12. Mangrove Madness Background: The settlement of Stormhaven was founded on the Isle of Serentia in the only safe port for over 400 miles. Unfortunately, despite the excellent shelter provided for ships, the location is not ideal for a settlement. Stormhaven cove is covered in mangroves which are almost impenetrable in many places. Properties within the settlement limits are build on stilts above the mangroves and raised wooden walkways provide access between properties. Further inland building is possible on land and some plantations and other properties have been established. Goal: To expand the settlement of Stormhaven Requirements: Build a series of scenes showing the unique aspects of life in Stormhaven. 1. Build two scenes showing buildings within the settlement limits. Your buildings must be in the style of the settlement ie. they must be constructed on wooden stilts above mangroves. Examples (one, two, three). Your scenes must be able to be licensed in the EGS. Should you not wish to license them yourself, you may sell them or the faction will purchase them. 2. Build a scene showing a rural property outside the settlement limits. Your scene should in some way support the settlement, for example it may be a plantation or farm, a lumber yard etc. Your scene must be able to be licensed in the EGS. Should you not wish to license it yourself, you may sell it or the faction will purchase it. Title Awarded: Swamp Magnate 13. A New Haven Success Story Background: The Eslandolan and Garvian invasion of the Isle de Medio left thousands of Mardierian settlers homeless and facing starvation. Corlander efforts to assist were met with fierce resistance from Eslandola and the resulting Nova Malto crisis was resolved by shipping large numbers of Mardierian refugees to the Corlander island of Alicentia for resettlement. Thus the settlement of New Haven was established, populated primarily with Mardierian refugees from the Mardierian-Eslandolan/Garvey conflict. Goal: Assist Mardierian resettlement in New Haven Requirements: Build a series of three scenes showing Marderian refugees settling down to life as Corlander citizens in New Haven. Your scenes must be build in the following order and the properties must be constructed in the settlement of New Haven. 1. Your first scene should show a Marderian family arriving in New Haven, show their initial lodgings and introduce their backstory (where did they come from, what did they do? Did any of their possessions survive? etc. Your build must be licensable as a residence or artisan under EGS rules. 2. Your second scene should show your Marderian Family starting work or establishing a business in New Haven. Maybe they establish a plantation (the Isle de Medio was famous for citrus plantations), or are they a master artisan who opens a workshop? Your scene must be able to be licensed in the EGS. Should you not wish to license it yourself, you may sell it or the faction will purchase it. 3. Your third scene should show your Marderian family celebrating or expressing their culture in their new settlement. Marderian culture is loosely based on Mediterranean cultures such as Italy, Greece or Spain. Perhaps they are celebrating a Marderian holiday, or preparing a traditional Marderian meal. The choice is yours! There is no requirement for this scene to be licensable under the EGS rules. Title Awarded: Humanitarian Hero
  4. The gunboat strategy of the Royal Navy has so far been successful enough to mollify even the staunchest of critics. Hence, boatyards across the colonies are churning out new designs on a regular basis. In King's Harbour, where the gunboats have fought(and won) some of their fiercest battles, the local dockyards have designed an improved version of the first colonial gunboats. It is currently under trials near King's Harbour under an experienced master's mate, and is proving more maneuverable and sea worthy than the original design. ___________________________________________ My next contribution to the Gunboats for the Colonies and the GoC.
  5. Location: Stormhaven Type: Small Artisan? Task: Mangrove Madness, No. 12 Corrington's mail system allows for speedy communication through the colonies. A post marshall ensures that letters are kept confidential, and that the proper amount of postage is added to each letter. Even the mighty, WTC obeyed the rules of the post office, it was far too risky to risk losing canned Horse Meat orders. Fin Thanks for viewing my first build in like forever. I thought I'd do something stormhaven related to warm up, and I hope that this works too get my skills back. C&C appreciated. Prepare for shenanigans.
  6. Location: Rogian Sea Type: Class 5 Junk The WTC had been the first trading company to set up shop in the south, and had a small outpost on Kemblarsi as well. Today, a new ship was heading in to dock. Captained by Madam Dogtooth, the WTC Rising Sun was a Junk originally from the Gerlo Empire. The Junk was mostly unarmed, prefering to defend itself with speed and maneuverability. As port appeared on the horizon, it's precious cargo would soon be unloaded. What was on board could soon change the course of history in the Brick Seas... FIN Thanks for viewing my build. I'm happy with how this one turned out. (It's a substantial improvement over my last Junk for sure! ) This was an interesting build, for sure. I used Mixel joints to make the stern and bow rise above the rest of the hull, and than used some different techniques for the rest of the hull. The sails are from destiny's bounty, of course, and they look nice, especially with the colour scheme. I'm not sure if this is a class 5 or 4, and I'll be happy to downgrade it if the court so requests. C&C appreciated!
  7. As other settlements are celebrating the Queen's Birthday with a parade, so is King's Harbour. Most of the citizens have turned out for the parade, proudly watching their brave soldiers walk by. Several different branches of the Royal armed forces are represented in the capital of the Southern Isles. Leading the column, halberdiers of the local garrison showcase their ancient, but still effective equipment. They typically do not operate alone, but augment regiments of the line, taking positions at the flanks, or corners of infantry formations to safeguard against cavalry assaults. In many battles, they have proven the long pike and halberds worth over a bayonet when facing charging cavalry, and they are well known for their stalwartness in the face of a charge. They are followed by men of the 12th Grenadier Regiment. The grenadiers are handpicked amongst the strongest, largest and most capable men of the line companies, and excel in the assault, brushing away resistance by their sheer force and strength. They carry grenadoes, heavy muskets and heavy shortswords well suited for close quarter fighting. For any modern army, the regiments of the line are the backbone of any battle. They stand bravely against the enemy onslaught, returning fire at breakneck pace, never relenting, never surrendering. On the open battlefield, they are the heroes, and Corlander line regiments are famous for their unwavering discipline. No army can stand without cavalry, and in King's Harbour, a contingent of the Winged Cuirassiers make their home. The Winged Cuirassiers are the shock troops of the Corlander armies. While hussars and similar light cavalry excel in the harassment of the enemy, his supply lines and communications, the heavy cavalrymen of the Winged Cuirassiers have one sole purpose: Breaking enemy formations. Their thunderous charge on large destriers, outfitted in heavy breastplates and with a multitude of heavy weaponry at their disposal (including the long handled heavy winged war axe that gives them their name), is a sight feared by many an enemy. The men are typically recruited from Corlander universities, and scientific education is continued in the regiments, from which many a civil servant has come. ___________________________________________________________________________________________________ My entry into the Queen's birthday parade collab and to GoC redcoats challenge. C&C welcome.
  8. This thread encompasses all builds within Arlinsport and on the island of Tiberia (unless in another settlement) Name: Arlinsport Ownership: Crown Location: Tiberia (Sea of Storms) Mayor: NPC Mason Denear [income goes to the treasury] Trade Value: see accounts spreadsheet Who can own property in Arlinsport: Anyone. Who can freebuild in Arlinsport: Anyone. Map: Corrington’s only colony in the Sea of Storms is Tiberia. Its provincial capital is Arlinsport, named after Queen Annetta’s father, King Arlin II. Arlinsport is known for its robust defenses and deep harbor, but it is the only such port on all of Tiberia. The majority of the island is still not tamed by Corlanders, but the island is already home to a makeshift rum industry, thanks to sugar smuggling from LeBellan to the south. The national drink of Corrington has become rum quite quickly. Some traces of gold have been found on Tiberia, but not enough to be a fully functional mining economy. Because it is one of the only Sea of Storms islands that lie outside of the warm temperate zone, it cannot grow cash crops. This means that Arlinsport is mostly a stopover for merchants going to the richer, foreign ports to the south. Although Arlinsport resembles a normal, orderly Corlander city, most of the settlements on the island are makeshift in their permanency, and thus come in all different shapes and sizes. Properties: 94 Size for EGS purposes – Level 8 ‘City’ Required for Level 16 'Large City': x7 artisans, x8 factories, x1 art and culture. Artisans: 9 Woodworker’s Shop, small artisan, Mike S (+1 Settlement Size) Amelia Street Bakery, small artisan, Mike S (+1 Settlement Size) The Scribe of Arlinsport, small artisan, Puvel (+1 Settlement Size) Boat yard, small artisan, Brickwolf (+1 Settlement Size) The Captain’s Daughter Tavern, small artisan, Ayrlego (+1 Settlement Size) The Crossed Swords Tavern, small artisan, BrickOn (+1 Settlement Size) Arlinsport Blacksmith Shop, small artisan, SilentWolf (+1 Settlement Size) The Captain's Daughter (2) Tavern, small artisan, Mesabi, (+1 settlement size) Commerce: 18 Coyle Shipping Company, small commerce, Mike S (+1 Settlement Size) Bounty Office, small commerce, Skaforhire (+1 Settlement Size) Bank of Arlinsport, small commerce, Scarst (+1 Settlement Size) Counting House, small commerce, Scarst (+1 Settlement Size) Horse Merchants Office, small commerce, SilentWolf (+1 Settlement Size) Livery, medium commerce, Silentwolf (+2 Settlement Size) Headquarters, medium commerce, Mesabi (+2 settlement size) Seawolf shipping company and offices, Brickwolf (+2 settlement size) ETTC Headquarters, medium commerce ETTC (+2 settlement size) Bank of Corrington Office, small commerce, Arlinsport (+1 Settlement Size) Arlinsport City Gate, medium culture, Arlinsport (+2 settlement size) Bank of Corrington, small commerce, Bank of Corrington (+1 settlement size) not licensed Factories: 8 Miscellaneous goods factory, large factory, Ayrlego (+3 settlement size) Small factory, small factory, Ayrlego (+1 settlement size) Shako Shanty, medium factory, Arlinsport (+2 settlement size) Glue factory, medium factory, Mesabi (+2 settlement size) Residences: 28 (21 NPC) Elizabeth’s parent’s home, Small residence, Silentwolf (+1 Settlement Size) The Montoya Residence, small residence, Bregir (+1 Settlement Size) Micah’s Residence, small residence, SilentWolf (+1 Settlement Size) Allcock Residence, small residence, Ayrlego (+1 Settlement Size) Griffin's Residence, small residence, Silentwolf (+1 Settlement Size) Griffin's Residence (2), medium residence, Silentwolf (+2 Settlement Size) Art and Culture: 4 The Department of Time, small culture, Bregir (+1 Settlement Size) The Gardens of Arlinsport, medium culture, Silentwolf (+2 Settlement Size) Admiralty Office, small culture, Corrington (+1 Settlement Size) Educational: 7 The cartographer, small education, Phred (+1 Settlement Size) Cartography Academy, small education, Kai NRG (+1 Settlement Size) Lecture Room, small education, Drunknok (+1 settlement size) Naval Academy, small education, Arlinsport (+1 settlement size) Lieutenant Joshua's presentation, small education, Spud the Viking (+1 settlement size) Plantations: 5 Sugar Cane Plantation, small plantation, Simon_S (+1 Settlement Size) Little Spices Plantation, small plantation, Puvel (+1 Settlement Size) Lavender Patch and Apiary, small plantation, Ayrlego (+1 Settlement Size) Horse Ranch, small plantation, SilentWolf (+1 Settlement Size) Potato Plantation, small plantation, Spud the Viking (+1 settlement size) Mines: 2 Prospecting on Tiberia, prospecting build, Mike S (+1 to settlement size) Silver Mine, mine, Mike S (+1 Settlement Size) Forts: 9 Fort Arlin, Large Fort, Mike S (on behalf of the Crown) (+3 to settlement size) x2 NPC Large Forts (+6 to settlement size) Other builds: 2 A visit to Arlinsport, unlicensed, BrickOn (+1 to settlement size) Leaving Tiberia, unlicensed, Lord Vladivus (+1 to settlement size) ETTC hires sailors, unlicensed, SilentWolf Reviewing the Guard, unlicensed, Ayrlego A letter, and fish, unlicensed, Drunknok Current Major Projects in Arlinsport: The Royal University of Tiberia
  9. Gunboats for the Colonies Citizens of Corrington, shipwrights of the Brick Seas, and boatyards of Terra Nova. The Royal Navy hereby initiates a building program for gunboats to protect the harbours of Corrington. This building program includes two classes of vessels, both using oars as main propulsion for maximal maneuverability, often utilising sails as secondary propulsion: Gunboats (Class 1) Small vessels with a large cannon mounted in the bow or stern. Typically 4 to 8 oars and makeshift rigging. Gun sloops or light galleys (Class 2) Larger vessels with heavier armament carried in the bow or stern. Typically more permanent rig and better open sea performance. May carry mortars or howitzers for secondary armament. Once a design has been submitted, the Navy Board will review it, and send any requests for change back to the constructor. (OOC: You may be asked to improve on your design to have it accepted.) Accepted designs will be bought into the Royal Terra Novan Navy at 25 dbs for class 1 vessels and 40 dbs for class 2 vessels. They will be named by type (eg. "Gunboat") and number (eg. "No. 2") and constructors are invited to propose a gifted boatswain for command. The crown will then review the qualifications and make appointments accordingly. For the first 9 vessels, the best design of every three vessels commissioned will be awarded with a prize from the stock of dry-docked captures. (Class 1 or 2 vessel) The Crown will assign these vessels to harbours as they are finalised, based on tactical needs. Signed Rear-Admiral Fletcher Commander, Royal Terra Novan Fleet PS. The Crown thanks the Montoya estate for its offer to finance this building programme.
  10. Sloops for the Royal Navy Citizens of Corrington, shipwrights of the Brick Seas, and boatyards of Terra Nova. The Royal Navy hereby initiates a building program for mid-sized warships to safeguard the shipping lanes of the colonies. This building program includes three types of vessels with each a different purpose, mainly within the classes 3 and 4. Class 3 vessels will be bought into the service for 50 dbs and class 4 vessels for 60 dbs. Island defenses The success of the Corlander gunboats have led the admiralty to propose larger vessels of similar types akin to the galleys of old. Oar and wind powered warships with heavy guns, typically carried fore and aft. Low range, high manoeuvrability and heavy firepower makes them perfect to complement the gunboats for inshore defences. Royal Customs and Pilot Corps With trade on the rise, the Royal Navy Customs and Pilots Corps is in need of swift vessels for conveyance of pilots and customs officers, and to hunt down smugglers and privateers. Highly manoeuvrable cutters, luggers and schooners with light armament and reasonable range. Sloops-of-War The Royal Terra Novan Navy is in need of mid-sized warships to cover escort duties, general patrolling and similar. Typically well-balanced vessels, often brig- or snow-rigged, and able to sail the high seas. Once a design has been submitted, the Navy Board will review it, and send any requests for change back to the constructor. (OOC: You may be asked to improve on your design to have it accepted, so it may be prudent to present the WIP before rigging.) For the first 9 vessels, the best design of every three vessels commissioned will be awarded with a prize from the stock of dry-docked captures. (Class 3 or 4 vessel) The Crown will assign these vessels to colonial enclaves as they are finalised, based on tactical needs. Signed Rear-Admiral Fletcher Commander, Royal Terra Novan Fleet PS. The Allcock estate has most graciously offered to finance this incentive, for which the crown is most grateful.
  11. This thread encompasses all builds within Elizabethville and on the Corrington claimed island of Lacryma. Name: Elizabethville Ownership: Crown Location: Lacryma Mayor: Tom Mercer (SilentWolf) Trade Value: See account sheet Who can own property in Elizabethville: Anyone Who can freebuild in Elizabethville: Anyone Map: To be released someday About the settlement of Elizabethville: Elizabethville is founded on the island of Lacryma which was discovered by Micah and the other members of the WETEC while searching for new islands to the East. They found there a friendly local tribe, and were informed that the island had many other tribes as well. The partners founded a horse ranch in the area near there discovery of a cave. This was the beginning of the settlement that is growing as new settlers arrive from all parts of Corrington and the brickworld. The geography of Lacryma is mostly pedestrian looking plains with plenty of trees scattered about along with a few small forests. There is no great harbor on the island, but several places to anchor a ship safely. Builds in Elizabethville, a level 4 Large Town: Properties to reach level 8 City Residences: 2 Factories: 4 Artisans: 3 Commerce: 3 Education: 0 Art & Culture: 0 Other Licensed Builds: 10 Licensed properties (38): 1. Residence (6) Chief's Longhouse S-Licensed Captain's Residence S-Licensed On the Frontier S-Licensed Cole Family Residence S-Licensed Mayor Tom Mercer's Residence S-Licensed Natural Growth Residence - 1 2. Factory (4) From all over they have come M-Licensed Micro Mill M-Licensed 3. Plantation (6) Horse Ranch (Includes these two builds: Defending Horses against Pirates and Unexpected Attack) M-Licensed Ahoy, Fishermen! S-Licensed To Make Ends Meet S-Licensed On Lacryma M-Licensed 4. Mine (2) Mercury Mine (Hi, ho, quicksilver, away!) - Licensed 5. Artisan (5) Preservation of Food S-Licensed The Bittersweet Mug M-Licensed Tomahawk Makers Longhouse S-Licensed Small Inn S-Licensed 6. Commerce (5) Trading with the Whole Village L-Licensed Founding a Colony M-Licensed 7. Education (3) The Present Will Be History L-Licensed 8. Art and Culture(4) The Art of Horses and War M-Licensed A Fountain S-Licensed Thanksgiving in Elizabethville S-Licensed 9. Forts (2) Fort di Legno M-Licensed Other Mocs (2) Where Only the Strange Men Go... The First Election We have found gold! Letters to be written (Please help me out by posting a link to your Elizabethville builds in this thread as well as what category they are licensed as.)
  12. The Empire of Corrington Nickname: The Scientific Kingdom Colors: Red and Black Flag: Quick Glance Compared to the other nations, Corrington is a highly scientific empire characteristic for order, consensus and firm principles. The Corlander Navy is relatively large and the empire boasts extensive, but sparsely populated, colonial possessions. Historically, most wealth have been generated through shipping, although property investment has been helped along by the large wealth brought in by its traders. During the first era, the legendary Corlander convoys were incredibly successful, and its escorts scoured the waters for any privateer daring to cross their paths. Corlanders typically make their carreer as scientists or inventors, naval or army officers, or civil servants, although several significant Corlanders have made their fortune in trade. All vocations are welcome, although staying on the right side of the law (and our beloved Queen's orders) makes for the most harmony amongst our ranks. As a Corlander, there are many ways to advance in Society! (See "The Government of Corrington" below") Signing up All Corlander citizens are welcomed to join Corrington's colonial efforts. To join, sign up in this thread with an introduction post that shows your sigfig. We encourage you to present your sig fig with a back story, but a few sentences are sufficient. (Check out this quick start guide) The Government of Corrington Three generations ago the monarchy instituted a new reform – representative government. Although the Queen is popular, she does not rule over the kingdom with absolute power. She shares it with the House of Representatives, the Noble Parliament, and the Parliament of Science. To ensure the safety of the Monarchy, the fourth branch of government, the Queen's Executive House commands the Royal Guard. Corlanders can pursue careers in all four branches of government, although it requires unquestionable loyalty and ability to reach the highest position of power. During the first era of colonial ventures, most positions have been filled by the old world elite (NPC's), but with the growing importance of the colonial possessions, this is like to change. Noble Parliament The Noble Parliament consists of the nobility of Corrington and is led by the Prime Minister. It directly commands the Royal Navy and the Royal Armed Forces, and controls all diplomatic relations, as well as upholds the law. House of Representatives The House of Representatives ensures broad representation in government, as all tax paying citizens are eligible for election. It controls the finances, taxes, industry, and commerce of the nation, as well as the colonial posessions. Parliament of Science The Parliament of Science consists of the most prominent scientists of Corrington and acts as an advisory institution for the Queen and the other branches of government. Queen's Executive House The Queen's Executive House ensures the safety of the Monarchy, and thus commands the Royal Guards. Further, the constabulary, Belson's famous patrolling policeforce, is under direct control of the Queen. (For more on the four branches of Government and how to advance, follow the links. All Corlanders are invited to pursue a career in government, either for their sig fig or another character. It will take both efforts and loyalty to advance, and progressively more so the higher the position, and positions may hold actual in game responsibility, but most active players will be able to advance to lower positions quite easily. If you are interested but in doubt how to advance, ask in this thread.) Leadership Queen Annetta (NPC) Queen Annetta by @Captain Dee Queen Annetta - Every Corlander would die for Queen Annetta, the heart of the empire. Because she has yet to find an equal mate, the Queen is the most popular person in the realm by far – suitors come from around the world to attempt to woo her. At 25, she is rich from the taxation on trade throughout the empire, and she is loved enough to have her own personal army – The Queen’s Guard. This unit is considered to be the crack troops of the empire, and all important campaigns include at least a company of these soldiers. Rumours in era I had her pregnant with someone's love child, but no baby was ever seen, and every loyal Corlander will tell you that it is nothing but vile slander by the enemies of the Crown. Admiral Woodbrose (SkaForHire, Co-Leader) As minister of the Colonies, he oversees the administrative aspects of expansion. A hard-nosed old sea buzzard who looks to please his niece (the Queen) by expanding trading policies in the New World. Although he sometimes wishes he was still a naval commander, he often turns to diplomacy to avoid major conflict. This is not to say that he doesn’t crush a rebellion or two, every once in a while. Technically, the Minister of the Colonies is the overseer of the Conquered Isles as well. However, the administrative duties as minister of the colonies have kept the good admiral from partaking as actively in the colonial ventures as he had hoped. Rear-Admiral Fletcher (Bregir, Co-Leader), Commander of the Terra Novan Fleet Commanding the Terra Novan Fleet, Rear-admiral Fletcher has had the responsibility for keeping the colonial possessions safe in close cooperation with the army ressources stationed there. He has functioned as chief military commander for all Corlander assets in Terra Nova during most of the first era, but now has a counterpart in Colonel Howe to take over command of all army assets. Under his, and his predecessors, rule, the Terra Novan fleet has been massively successful in keeping Corlander merchant shipping safe, taking prize after prize filling up the dockyards of Terra Nova. Middle-aged and unremarkable, Fletcher is an effective but discreet commander. Brigadier Howe (Ayrlego, Co-Leader), Commander of the Colonial Army Headquarters Brigadier Sir Andrew Howe and Captain Bertram Rickard Wolf inspect troops in Arlinsport. Commanding the Corlander Colonial Army, Brigadier Sir Andrew Howe is responsible for the land component of Corlander defences in Terra Nova and works in close cooperation with his Naval superior, Rear Admiral Fletcher. Brigadier Howe has over 30 years service in the Corlander Army, most with the elite Queen's Own Foot Guard Regiment, whose uniform he still wears. As a Colonel he gained a reputation as the Queen's hatchet man in the Terra Nova, executing important missions directly on behalf of Her Majesties Government. Notably he commanded the first Corlander expedition to Isla de Victoria at the time of the Eslandolan Operation KMA. A master strategist and excellent tactician, Howe is known as a somewhat distant and stern commander who nevertheless inspires great confidence in the men under his command. Assisting Brigadier Sir Andrew Howe is Aide de Camp Captain Bertram Rickard Wolf. Captain Wolf is a descendant of the Wolf Clan, one of the Clans of northern Corrington. Previously he served in the Queen´s Rifles Regiment, a unit known for its unorthodox tactics. With his Rifles platoon he became the hero of the Battle of Golden Bay on Serentia, which secured Serentia for the Crown. His accomplishnents were noted by the High Command and he was chosen to serve as Brigadier Howe´s aide. Landscape Corrington has two administrative sections. The Mainland The mainland is mostly rolling hills with a small mountain chain running down the middle of the country. It is the northernmost country in Eastern Halos, and the winters in the North are often unbearable to many outsiders. Most of the freeholders grow potatoes, wheat, or cabbage, and raise livestock. Cows and pigs are plentiful, and the countryside is dotted with many small hamlets. However, the cities are bustling places that never sleep. The cities are well planned, kept clean, and order is maintained at all times. The largest city, and capital of the empire is Belson. Belson is home to one of the world’s foremost universities: Archeon College, the premier navigation school of the known world. Many other science fraternities and explorers clubs call the capital home. The public buildings within Bellson are immense in size, and command respect from even the greatest architect. Careful study of city planning, public function, and defense is second nature to a Corlander bureaucrat, noble, or adventurer. The Colonies The Colonies Administrative division oversees both The Conquered Isles, Tiberia, and any future colonies. The Conquered Isles The Conquered Isles were once four different countries, three of which were island nations; Belondia, Peppin, Myrph, and the Isle of Tam. However, all of these countries sided with Oleon in a series of conflicts over the last 200 years. The final territory was gained in the 49 Years War, the last major uprising and war with Oleon. Upon defeating Oleon, the last of the isles were taken to safeguard navigation routes into the Great Northern Ocean. Although now integrated into the culture of Corriginton, the Isles were once a rebellious people, and the source of many civil wars. Still separatists attempt to raise trouble so far away from the capital. Nova Terra A typical townhouse of Arlinsport - by @Mike S Corrington’s first colony in the Sea of Storms is Tiberia. Its provincial capital is Arlinsport, named after Queen Annetta’s father, King Arlin II. Arlinsport is known for its robust defenses and deep harbor, but it is the only such port on all of Tiberia. The city is the most developed colony of the nation, characterised by pretty townhouses placed in perfect order. The majority of the island is still not tamed by Corlanders, but the island is already home to a makeshift rum industry, thanks to sugar smuggling from LeBellan to the south. The national drink of Corrington has become rum quite quickly. Some traces of gold have been found on Tiberia, but not enough to be a fully functional mining economy. Because it is one of the only Sea of Storms islands that lie outside of the warm temperate zone, it cannot grow cash crops. This means that Arlinsport is mostly a trading post between the old world of Halos and the richer, foreign and colonial ports to the south and east. Arlinsport resembles a typical, orderly Corlander city. Corlanders tend to build in British or Scandinavian styles. They are diversified in their interests, but science and order governs all work. As such, Corlander cities are orderly and relatively clean. Many science fraternities are interested in what the New World has to offer, so new expeditions with a scientific premise are leaving for Terraversa, and Terra Nova, often. Corlanders have generally taken an anthropological interest towards natives, which has resulted in amiable relations to the new people encountered. History and Culture: Brief: Life is dominated by the concept of order. Science is valued, and has led to the best sea charts (also secret) in the world. The Queen is the most important person - she has a private army. There are four branches of government, and Corrington has claimed the largest landmasses during era I. Detailed: The Corlanders are a people who pride themselves on civilization and class above anything else. They look to further their lot in life through trade, and believe that order is more important than might, although they are not shy about utilizing might to establish order. The Royal Army wears red, but auxiliary units and private armies of this nation have been known to wear all sorts of different uniforms. Their building style tends to be mostly British and Scandinavian, and the capital is considered one of the most orderly and planned cities in the world (in fact they tore down the original capital 300 years ago to install a new grid system that the city followed.) Department of Time in King's Harbour by @Captain Dee Corlanders like to stick to a schedule, and this translates to their lives both on sea and land. As excellent navigators, they have charted and timed most of the sea routes, calculating averages for every point of the year. Corrington’s merchant marine is one of the best organized in the world, and it is said that their secret charts keep them always “on time” when trading. Beyond charts, Corlanders believe that science will help them establish further order, so there are many universities and “science fraternities” throughout Corrington. Corrington holds the largest colonial territories, but they are sparsely populated. Many islands are home to nothing but a small trading post, and some are as of yet unsettled. All colonial territories were claimed during the first era of colonial expansion, so they are still in their infancy. The most developed region is the Southern Isles, home to a thriving industry and culture. The Northern Reaches is mainly known for its horses, although the island of Serentia may hold many unsolved mysteries. In the far east, the Paradise Isles are of great scientific interest harbouring some of the most fascinating flora and fauna of the Brick Seas, as well as the remnants of an ancient civilisation. Corrington and Oleon have constantly fought wars since their founding in 106AE. Some were as long as a century, others were a few months. The constant warfare has militarized both societies. The last major war was the 49 Years War. Ending in 590AE, that war was won by Corrington. (Although it lost to Oleon in the 8 month Juniper War just seven years ago). The 49 Years War secured the Isle of Tam, the last of the rebellious Conquered Isles, but cost the kingdom much of its treasure. For this reason, the people of Corrington have been taxed heavily over the last 25 years. Finally, as a present to her people on her 25th birthday, Queen Annetta has lowered the tax rate back to the traditional level. For some time now, however, Oleon and Corrington has been neutral. Corrington in the first era In Era I, Corrington quickly mastered the seas and perfected her methods of managing trade routes. The legendary convoys brought in exceptional profits to all who cooperated, and swiftly dealt with all who threatened its success, sweeping national and independent privateers and pirates from before them. With minimal losses, her convoys and escorts captured pirate ships at such an extraordinary rate that the shipyards are still working to repair all the ships. As a result, there are so many ships in drydock that the queen offers those who helps the Crown build ships full rights to the first prize captured. The explorers of the empire fanned out across the newly discovered areas in search of land and scientific discoveries. They traveled more extensively than all the other empires, and added massive numbers of new islands to the empire. Corrington claimed more islands than any other nation in both the Sea of Thieves and the Prio Seas. The government of Corrington was stable throughout the first era which is more than can be said of all the other nations in the region. There were periods of slowness in government decisions being made, but that is rumoured to be due to the fact that the empire was expanding faster than the information could be kept current. The expansion also prevented the scientists and cartographers from keeping up with the new discoveries which left some confusion for new settlers attempting to join the new colonies to the east. This slowed down the growth of the towns, which proved detrimental as shipping slowed down in the second half of Era I. However, due to the great profits of the first half of the Era, Corrington's citizens invested deeply in properties and business ventures in other nations and the slowed income from the lacklustre shipping acitivity was not detrimental to the citizens who stayed active in colonial ventures. In short, Corrington outpaced all her neighbors on the seas and in discoveries. Her shipyards are still humming away furthering her power on the seas, and it will take another era before any nation can rival the landmasses acquired by Corrington in the first era. Operation Pax Corlandia At the end of the first era, Eslandola declared war on Mardier and ousted them from Isla de Medio. This left uncertainty amongst inhabitants of the formerly Mardierien settlements, particularly in Matlo in the north, where fear of Eslandian prosecution and criminal plunder was widespread. To protect the rights of these citizens, Corrington magnanimously launched Operation Pax Corlandia. This lead to a diplomatic incident with Eslandola, who proved to be dead-set on securing the whole island in an aggressive expansion of their empire. The tension rose to new limits, and at one point, was was threatening. After tough negotiations, Corrington agreed to evacuate the city and its inhabitants to safeguard their rights on Corlander territory. This evacuation is currently in progress, marking a change in relations with Eslandola... For more on Corrington’s history, and that of its rivals, please see the History and Background thread. By Garmadon
  13. Name: Port Woodhouse Ownership: The Crown of Corrington Location: Garma's Key, in the Garma Strait, East Prio Sea Map: Mayor: Trade Value: See account summary Town Bank: See account summary Town Income per turn/Town Expenses per turn: 25DB/100DB Who can own property in Port Woodhouse: Anyone Who can freebuild in Port Woodhouse: Anyone Description: Port Woodhouse is a settlement located on the small but strategically important island of Garma's Key. Garma's Key is a small low laying island located astride the Garma Strait that separates the Islands of Celestia and Cascadia. The sea directly around the key is shallow and hosts coral reefs, but the south eastern coast is deep enough to harbour larger ships. It is on the south western coast where the settlement has been established. This strategic position guards the entrance to Safety Bay, a large deep water bay in which an entire fleet could easily shelter. The settlement itself sits on the most southern point of Garma's Key and the adjacent small tear-dropped shaped island just to the south has been earmarked for the sight of giant fortifications to guard the entry to Safety Bay. A naval base is also being established to protect Corlander commerce in the region. The settlement's purpose as a naval and military outpost, together with its unsuitability for cash-crop agriculture, have resulted in it being dwarfed in size by neighbouring commercial settlements such as Jameston and Mesabi Landing. Despite this, Port Woodhouse looks to be growing into the administrative capital and the seat of Corlander Colonial government in the Paradise Islands. The crabs that are abundant on the island are prized for the taste of their meat, and the island has quickly become known for the quantity of it's seafood. Properties licensed to exploit this have been observed to make a slightly larger profit than other similar properties. Original Information: Builds in Port Woodhouse Please help us out by posting your a link to your Port Woodhouse builds in this thread. Licensee is Listed after the type of licence. Properties: 31/31 Size for EGS purposes - Level 2 'Town' Required for Level 4 'Large Town' 1 property of any type Artisans: 7 Pottery Workshop,small artisan, Ayrlego (+1 settlement size) Armoury, medium artisan, Port Woodhouse (via Ayrlego) (+2 settlement size) Heffrington's Inn, medium artisan, RSND (+2 settlement size) Swordsmith, medium artisan, Port Woodhouse (via Ayrlego) (+2 settlement size) Commerce: 8 Crabber's Rock, medium commerce, Ayrlego (+2 settlement size) Seafood Stall, small commerce, Ayrlego (+1 settlement size) ETTC Office, medium commerce, ETTC (+2 settlement size) Adminstrative Offices, large commerce, Port Woodhouse (via Ayrlego) (+3 settlement size) Factories: 4 Brickworks, large factory, Port Woodhouse (via Ayrlego) (+3 settlement size) Pump Station, small factory, Port Woodhouse (via Ayrlego) (+1 settlement size) Residences: 5 Infantry Barracks, medium residence, Port Woodhouse (via Ayrlego) (+2 settlement size) Blackwood's Lodgings, medium residence, Ayrlego (+2 settlement size) Private Residence, small residence, Port Woodhouse (via Ayrlego) (+1 settlement size) Art and Culture: 1 Gallows, small culture, Port Woodhouse (via Ayrlego) (+1 settlement size) Educational: 4 Naval Medicine Research Centre, medium education, Port Woodhouse (via Ayrlego) (+2 settlement size) Office of the Royal Corps of Engineers, small education, Lord Buckethead (+1 settlement size) Bayonet Drill, small education, Ayrlego (+1 settlement size) Plantations: Mines: Forts: 2 Tower Battery, medium fort, Port Woodhouse (via Ayrlego) (+2 settlement size) New Fort, large fort, Port Woodhouse (via Legonaut) (not yet licensed) Troops: 1st Battalion, Queen's Mardierian Legion Other Buildings: The Arrival of Edward Brown, Legonaut Vessels stationed here: Other related builds:
  14. Name: Mesabi Landing Ownership: Wayfarer Trading Company , via the Crown of Corrington Location: Argentia, East Prio Sea Map: Mayor: Count Mesabi . Trade Value: see accounts spreedsheet Town Bank: see accounts spreedsheet Who can own property in Mesabi Landing: Anyone Who can freebuild in Mesabi Landing: Anyone Description: Pax Corlandia was a dangerous incident for all sides involved. With the Corrish occupation of Nova Malto, battle lines were drawn, and names were made. One of these names was Captain Mesabi, who was annointed Count for his bravery (or lunacy?) during the incident. After the whole Nova Malto incident, the Corrington Colonial Council decided to do something to about the troublesome - now Count - Mesabi. The solution was simple: send him to a faraway island. Isle 14, AKA Keep-Yer-Boots-On, AKA Argentia, was decidedly the right place. Littered with waste from passing ships, cacti, crabs with hats, and mysterious plants, Argentia is perhaps the most depressing of the Islands of the Prio Sea - and a perfect place to keep Mesabi from causing more trouble. Undeterred, Count Mesabi established a settlement on the barren island, naming it after himself. Newly ennobled, he seeks to make the settlement the greatest in the Prio seas, at all costs. The settlement has grown quickly, becoming a haven for exiles, outlaws, and traders from all known (and sometimes unknown) nations. The WTC unofficially controls the town, despite the protests of the Crown. However, the settlement remains a rough place, and at the same time an eldorado for those looking for adventures, glory - and profits. Original Information: Builds in Mesabi Landing Please help us out by posting a link to your Mesabi Landing builds in this thread. Each builder is listed after the type of licence. Properties: 254/300 Size for EGS purposes - Level 32 'Grand City' Required for Level 64 'Capital City': x32 artisan, x27 commerce, x27 factory and x5 education. Four royal properties are needed as well. NPC Residences: 89 Residences: 10 Mesabi Residence, medium residence, Mesabi (+2 settlement size) Home of Miss Agnes Winterbottom, small residence, Brickwolf (+1 settlement size) A Merrynight Story, small residence, Mesabi (+1 settlement size) Ralph Clutchingtons residence, medium residence, LM71Blackbird (+2 settlement size) Timber frame house, medium residence, LM71Blackbird (+2 settlement size) Somewhere to live, medium residence, Lord Buckethead (+2 settlement size) Factories: 37 Mesabi Landing Foundry, medium factory, Mesabi (+2 settlement size) Foundry No. 2, medium factory, Mesabi (+2 settlement size) Metal Foundry, medium factory, LM71Blackbird (+2 settlement size) Bricks for Mesabi Landing!, medium factory, Darnok (+2 settlement size) Inky Brewsters, large factory, Mesabi (+3 settlement size) Barrels!, medium factory, Mesabi (+2 settlement size) WTC Shipyards, large factory, Darnok (+3 settlement size) Hydrological Harvesting, large factory, Mesabi (+3 settlement size) Royal Shipyard of Mesabi Landing & Executive Offices, royal factory, Mesabi (+10 settlement size) Miscellaneous Goods, medium factory, Darnok (+2 settlement size) Books for the people, large factory, Mesabi (+3 settlement size) Railside Moonshine, small factory, Mesabi (+1 settlement size) Shot Tower, medium factory, Darnok (+2 settlement size) Artisans: 32 "Fallingwater" pub, small artisan, Maxim I (+1 settlement size) "Twin Palms" inn, medium artisan, Ayrlego (+2 settlement size) Office of the "WTC Monthly", small artisan, Darnok (+1 settlement size) "Blue Dragon" tavern, medium artisan, Darnok (+2 settlement size) Peterson's Discount Boat and Scavenge, medium artisan, Mesabi (+2 settlement size) Coal transportation in Mesabi Landing, medium artisan, Lord Buckethead (+2 settlement size) Chef Curtis' bakery, medium artisan, Mesabi (+2 settlement size) Rotating Meat, small artisan, Legostone (+1 settlement size) Something Fishy, medium artisan, Mesabi (+2 settlement size) Tuber Tavern, medium artisan, Darnok (+2 settlement size) Aqueduct and laundry store, large artisan, Mesabi (+3 settlement size) The Yellerbelly Inn, large artisan, Mesabi (+3 settlement size) Tuber's Shop'n'Farm, large artisan, Darnok (+3 settlement size) Pub "Chapter 6", large artisan, Mesabi & Darnok (+3 settlement size) Green Line, Market Street Station, large artisan, Darnok (+3 settlement size) Commerce: 37 Mesabi Landing Stockpile, medium commerce, Mesabi (+2 settlement size) Yet another warhouse, small commerce, Mesabi (+1 settlement size) Mesabi Landing - The Harbour, large commerce, Darnok (+3 settlement size) Office of Agnes Mesabi, small commerce, Mesabi (+1 settlement size) WTC Sales Division, medium commerce, Mesabi (+2 settlement size) Arriving in Mesabi Landing, small commerce, Lord Buckethead (+1 settlement size) Market place in Mesabi Landing, medium commerce, Darnok (+2 settlement size) Small WTC warehouse, small commerce, Darnok (+1 settlement size) Waymart Flagship Store, large commerce, Darnok (+3 settlement size) Royal Dock, medium commerce, Mesabi (+2 settlement size) Small pier, small commerce, Darnok (+1 settlement size) Outdoor Sausage Smoker, small commerce, LM71Blackbird (+1 settlement size) "One boat, two boats, three boats...", large commerce, Darnok (+3 settlement size) Harbour Administration, medium commerce, Darnok (+2 settlement size) Small dock, small commerce, Mesabi (+1 settlement size) Mesabi Landing Oktoberfest, medium commerce, Darnok (+2 settlement size) Mesabi Landing Loading and Freight, large commerce, Mesabi (+3 settlement size) WTC Offices, large commerce, Mesabi (+3 settlement size) Merrymas Market 618, large commerce, Darnok (+3 settlement size) Art and Culture: 13 Mesabi Monument, small art and culture, Darnok (+1 settlement size) Crashing a wedding, medium art and culture, Mesabi (+2 settlement size) Egg-tion in Mesabi Landing!, small art and culture, Darnok (+1 settlement size) Celebrating Easter, medium art and cuture, Darnok (+2 settlement size) Flying Fish Fountain, small art and culture, LM71Blackbird (+1 settlement size) Mesabi Landing's Got Talent, small art and culture, Darnok (+1 settlement size) Agnes Mesabis private chapel, small art and culture, Mesabi (+1 settlement size) The Paradise Isles Cup, large art and culture, Darnok (+3 settlement size) "Praise be for food and beer!", small art and culture, Darnok (+1 settlement size) Education: 10 Library of Learning, large education, Mesabi (+3 settlement size) Karst Geographers, medium education, Mesabi (+2 settlement size) Laboratory of Doctor Edmund Vesper, medium education, Mesabi (+2 settlement size) Mesabi Landing Gamma School, large education, Darnok & Lord Buckethead (+3 settlement size) Plantations: 12 Poppy plantation, small plantation, Mesabi (+1 settlement size) Agave plantation, small plantation, Darnok (+1 settlement size) Stevia plantation, small plantation, Darnok (+1 settlement size) Potatoes for the people, medium plantation, Darnok (+2 settlement size) Brickford Plantation, small plantation, LM71Blackbird (+1 settlement size) Millet plantation, large plantation, Darnok (+3 settlement size) Agave plantation, medium plantation, Darnok (+2 settlement size) Jubaea plantation, small plantation, Darnok (+1 settlement size) Mines: 4 Staking a claim on Argentia, prospecting build (coal), Darnok Mesabi Landing Daycare and Coal Mine, mine, Mesabi (+2 settlement size) More prospecting on Argentia, prospecting build (quarry rock), Darnok Mesabi Landing Rock Quarry, mine, Darnok (+2 settlement size) Lord Buckethead Mining Co., prospecting build (coal), Lord Buckethead Tactical prospecting, prospecting build (salt), Mesabi Gold at last?, prospecting build (iron), Darnok Forts: 7 Fort Agravia, medium fortress, Mesabi (+2 settlement size) Fort Mesabi, medium fortress, Darnok (+2 settlement size) West Shield, large fortress, Darnok (+3 settlement size) North Quarter: 3 Green Street: #1 | #2 | #3 | . each an unlicensed small residence, Darnok (+3 settlement size) Troops: - Vessels stationed here: - Other related builds: Pax Crablandia, Kai NRG Landing on Argentia, Mesabi A letter to Colonel Allcock, Darnok Restoring Order (Part I), Ayrlego Restoring Order (Part II), Ayrlego Planning North Quarter, Darnok WTC Advent Calendar 2018, Darnok Era III?, Darnok "Disaster at Mesabi Landing" storyline: Setup The Devastation of Oldtown, Darnok For Whom The Bell Tolls, Roadmonkeytj The Flooded District, Mesabi Walking the ruins, Mesabi Cobbling together a street, Mesabi The WTC needs YOU!, Darnok Conclusion Find a discussion of the rebuilding organisation here.
  15. Maybe the arrival of the Rover cutter was not as recent as suspected, at least not judging from what has been achieved at Cutlass Cay, the hideout of the Gentleman Privateer, which was now nearing completion. The last of the guns are currently being swayed onto the battlements in final preparation of the hideout The very gentleman himself, fencing with one of his mates Birds-eye view of the hideout The gentleman privateer is always interested in a mutually profitable deal, so if any like-minded would be interested in setting up a small network of hideouts, or brokering access to Cutlass Cay, feel free to pm me. C&C welcome - I find I enjoyed building something entirely piratical for a change. :)
  16. Location: Mesabi Landing Type: Rebuild Studcount: 32x16 (512) Mordo, and Captain Angles walked along the remains of one of the wagon roads that crisscrossed Mesabi Landing. Mesabi Landing Repairs by North White, on Flickr "If we're lucky, the town should be dry by the end of the week." Said Angles optimistically, as his boots squished through the mud. "Luck has not been on our side recently," replied Mordo, "between those idiots in the row boat that attacked Fatu Hiva, and a $&@#ing Tsunami, I'm not sure what else can go wrong." Mesabi Landing Repairs by North White, on Flickr "The Horse Meat AND the explosives was waterlogged." replied Captain Angles "Okay, I definitely jinxed it there." said Mordo. FIN Thanks for viewing my first build for the repairs of Mesabi Landing. I took almost all of @Elostirion's suggestions for this build, and a big thanks from him for his advice. I hope this build can be counted, as it's not really about rebuilding, but I'll get to that soon enough. C&C appreciated
  17. First of all: do NOT use this topic to bump old threads and do NOT ask any question here. All comments should be asked in the BoBS discussion thread. To all the mayors and responsibles of a settlement: please make one and only one post for each settlement, using the following format: I will then link all settlements in this first post. Index: Settlements of BoBS The world of BoBS is large, and contains many large and small settlements, ranging from hamlets to capitals. This thread is the place where they are all indexed! Eslandola Bardo, An Toli Elysabethtown, Berelli (aka Annetta or Blueton) Fortaleza Victoria, Isla de Victoria Fuerte Unido, Isla de Victoria Hojaroja, Otoño Lakor, Isla de Victoria La Puebloto, Isla de Victoria Mehit, Isla de Victoria Montario, Nelissa Nova Malto, Isla de Victoria Nova Terreli, Nellisa Pontelli, Nellisa Port Wilks, Isla Phillipe Puerto Alijo, Torrach Bonn Puerto Desafio, Isla de Victoria Salida Este, Ferro Azure Trador, La Sombra Weelond, An Holli Corrington Arlinsport, Tiberia Elizabethville, Lacryma Camp Isaac, Cascadia Hussar's Isle, Cocovia Jameston, Celestia King's Harbour, Cocovia Mesabi Landing, Argentia Mooreton Bay, Alicentia Myzectlan, Cascadia New Haven, Alicentia Port Raleigh, Annetta (aka Berelli or Blueton) Port Woodhouse, Garma's Key Quinnsville, Cocovia Spudkirk, Avestia Stormhaven, Serentia Oleon Acropolis, Pharos Astrapi, Île de Zeus Breshaun, Le Bellan Cecropia, Île de Tyche Dragonstone, Blueton (aka Annetta or Berelli) Eltina, Le Bellan Fatu Hiva, Île d'Or Lavalette, Stéphanique Windfall Island, Stéphanique Sea Rats (and squatter colonies) Bastion, The Nest of Thieves Charlatan Bay, Infero Pordejon Haven, Isla del Diablo Moray's Den, Isla del Diablo Poppy Port, Sabre Island Rassilon, The Nest of Thieves Takashii, The Nest of Thieves Tortuga, Sea Turtle Island The Sereen Cay, The Rock New Nassau, Blond Beach/Mud Beach Island (island 21) Last updated: July 24, 619 AE
  18. Location: Arlinsport Type: Royal University Corrington is well known for its appreciation of the sciences. So when Terra Nova was first colonized by the Crown, scholars and academics alike followed. It came as no surprise that the University of Tiberia was soon established in Arlinsport. While not as prestigious as some of the universities in the mainland, it has become a beacon of academic excellence nonetheless. The university is centered around four main colleges: Smythe College of Natural Sciences Prometheus College of Alchemy and Applied Sciences Zumbro College of Political Thought and Philosophy LaCoursiere College of Fine Arts and Music Together with some smaller colleges, these form the academic body of the University of Tiberia. Many of the finest thinkers, architects, explorers and artists in the New World have seen their stories begin here. The University has a massive garden complex, a large football stadium, and 15 different halls of varying size. Several laboratories are on the campus, developing technologies ranging from fertilizers to explosives. There are 4 large residence halls, but there are several fraternity and sorority houses that are considered part of the university. Additionally, other University owned buildings are located throughout Arlinsport, instead of on main Campus. The University has a soccer team, a rowing team, a math bowl team, and several other sports teams, and features a dozen clubs. The universities colours are red and white, with a lion centered on the banner. While it has no official name, most students refer to it as Tibby the Tabby - the mascot of the university! Banner Description: Help us to build a royal university in the city of Arlinsport! The college is being built retroactively IC, so your builds can focus on an earlier part of your character's story. Were they a class clown? A teacher's pet? Take this opportunity to fill in some backstory for a character or characters, or show college students today, in 618! Build Description: Builds should show any part of the college campus. This can include dormitories, fraternity/sorority houses, classrooms, gardens, offices, laboratories, or libraries. Your build must be of excellent quality, and low quality builds will not be accepted to the project. This will be decided upon by Corrish leadership. LDD is allowed, as well. Style Guideline: The University of Arlinsport is constructed of red bricks, with white accents, similar to Harvard. However, interior scenes should not be considered held to these standards. Remember, a creative entry is more important than fitting the style of the project. However, several outbuildings exist throughout Arlinsport, and these do not have to fit the style guidelines. Map guidelines: If you have a great idea for one building in particular, please post in this thread to reserve the building. Classrooms, Libraries, and other interior scenes, as well as garden scenes do not need to be reserved. Please name the hall you have selected, as well as the building number. If you change your mind about building, please announce so in the thread. University of Tiberia by North White, on Flickr Administrative and Faculty Hall Ceremonial Hall and Auditorium Maximum Main Library Hall of Engineering (Prometheus) Hall of Alchemy (Prometheus) Hall of Applied Science (Prometheus) Hall of Fine Arts (LaCoursiere) Hall of Music (LaCoursiere) Hall of Biology(Smythe) Hall of Mathematics (Smythe) Hall of Anthropology(Smythe) Clock Tower Hall of History (Zumbro) Hall of Politik (Zumbro) Hall of Philosophy The Great Gardens of Tiberia Carriage House Dormitories Dining Hall Lesser gardens Fraternities and Sororities Groundskeeping Fieldhouse Queen’s Stadium Payment: For Every 100 Studs contributed, 10 Dbs are to be awarded (rounded). Payment will be distributed when the project is finished. Rewards: Building anything that is accepted gives you the right to say any and all of your characters have attended the University of Tiberia. Building at least 250 approved studs gives you the right to say that any and all of your characters graduated from the University of Tiberia with Bachelor in any field. Building at least 1000 approved studs grants you the right to say any and all of your characters have graduated from the University of Tiberia with Masters in any field. Building at least 2000 approved studs grants the right to say any and all of your characters have graduated from the University of Tiberia with Doctorate in any field. The altogether best entry gets the title "Dean of the University of Tiberia" And rewards an additional 100 Dbs The best entry by a foreigner gets the title: "Multicultural Diplomat" and rewards an additional 100 Dbs. Only to be awarded if 3 or more foreigners enter. The most humorous entry in the challenge (as decided by leadership) earns the title "class clown" and awards 50 Dbs. The Best Microbuild of the map gets an extra 100 Dbs Entries are to be judged by Corrish Leadership upon the completion of the project. Goals: 10,000 Studs: The University is considered finished. 20,000 Studs: A holiday in Arlinsport to celebrate the anniversary of the University, and a raffle among the participants for a 200Db prize. 30,000 Studs: To Be Announced The Goal of the Project is to have 10,000 Studs by September, and to Be Finished by next march. However, these are nothing more than friendly suggestions. Ask questions below! Current Builds: Namerens in the Library 48x48 Alchemy Classroom 24x24 All-faiths Chapel 18x12 Total Studs: 3,096
  19. Location: Mesabi Landing Type: Repairs Studcount: 48x48 (2,304) Repairs continued in Mesabi Landing every day. Today, a street was being cobbled, whilce cleanup on the shoreline was done. Joseph Zumbro supervised the work from in front of a small pub. The pub, of course, had been one of the first buildings repaired in Mesabi Landing. Around back, the mess of the shoreline was slowly being dealt with. The newly cobbled road would help things, was the thought. But that didn't stop the WTC from trying to make some work of it before the road was finished. Next to the Bar was a stately house that had been hit hard, and been half washed out. But there was still plenty of work to be done... FIN Thanks for viewing another repair build. Originally, I was just going to have rails next to the road, but then I realized that I wouldn't have really built anything. So, I replaced where the rails were going to be with some buildings. I hope the grey building isn't to simplistic. I used grey 2x4 tiles to try and make it look like it had mason work done. I looked at several techniques for making stone buildings look interesting, but I wasn't quite happy with any of them, as they were mostly for medieval buildings. The White building uses the same siding technique as my last build, which I think works well, and the roof is based of of a build I saw a while back in GOH. The tsunami washout was inspired a bit from my time in Duluth, on Lake Superior. The lake washed out canal park almost every november or so. Anyways, C&C appreciated. Let me know any improvements I can do
  20. LM71Blackbird

    [GoC] Northern Garrison

    [GoC] Northern Garrison Today, mayor Richard Brickford was making the trek up to one of the garrisons of the Quinnsville Fusiliers. It was located on a northern section of what is known as the Fist. Richard was going up to meet with the garrison commander. The mayor was accompanied by a few regulars that were heading up to relieve the currently stationed regulars. The men were cooking up a fine lunch of roasted fish before they would accompany the mayor back into town. Up on the roof, a roofer was replacing a few damaged shingles. Island weather can be rough on building at times. The Garrison commander was happy to see the mayor and even happier to report that everything was operating smoothly in the Northern reaches of Quinnsville. ------------------------------------- Interior pics in the spoiler! My second entry for the Redcoats Rule! GoC project. I had quite a lot of fun building this one. This is a first time for the roof design and angled building style for me. C&C are welcome and apprecieated and thanks for looking! @Bregir @Ayrlego @Captain Dee @SilentWolf
  21. Location: Quinnsville Type: Small Commercial / Troop Raising The WTC Rising Sun had arrived after a long voyage in Quinnsville to deliver it's precious cargo. But the WTC had much to do, and troops were being loaded onboard as cargo was offloaded. [/url] Madam Dogtooth supervised the work, as she prepared for her next voyage. [/url] FIN Small dock build from me raising more troops. C&C appreciated.
  22. Location: Stormhaven Type: Small Commercial Stormhaven was a small settlement, and for a long time goods had been brought directly in by Corrington. Stormhaven Waymart by North White, on Flickr That had changed when the WTC set up a Waymart in the settlement, forcing the settlement's locals to buy from them. Stormhaven Waymart by North White, on Flickr Today, a Nameren Businessman had arrived to do business with the WTC. Stormhaven Waymart by North White, on Flickr "No, I don't want a #&$#ing loyalty card!" muttered a disgruntled Marine. "But it gets you discounts!" Said a WTC lackey who was loitering in the store. Stormhaven Waymart by North White, on Flickr The Marine stormed out, as the Businessman entered. Certainly, there was something to discuss.... FIN Thanks for viewing my build! I stole a technique from @Ayrlego for the siding, which I think turned out very nicely. I wish I could of done the design for the mangroves that the other builders in Stormhaven did, but alas I did not have the pieces. I hope they look alright. C&C appreciated!
  23. Location: Mesabi Landing Type: Rebuilding Studcount: 16x32 (512) After the Tsunami, most of the water receded. however, one district of Mesabi Landing, Uptown, was reclaimed by the water. Mesabi Landing Repairs by North White, on Flickr Mordo and Captain Angles explored the waterlogged buildings by boat, while a Marine tried to make the best of the situation. Mesabi Landing Repairs by North White, on Flickr FIN Thanks for viewing my build. Again, thanks to @Elostirion for his suggestions and recommendations. The idea behind this one was inspired by the flooded district of the game dishonoured, and I hope to do more with the concept. I just ordered 100 1x2 trans blue tiles for future projects, as I barely had enough to cover this build. C&C appreciated!
  24. Location: Port Raleigh Type: Small Residence/Shiplevels With the HMS Red Angel, docked in the harbour, Captain Ansa Mesabi disembarked and walked up the hill towards a mansion now owned by her infamous brother. Ansa knocked on the door. She wasn't quite sure what to expect, as it had been at least 3 years since she'd seen him last. "Hello?" asked Darby Tyler, "Who are you?" "I'm Captain, err, Count Mesabi's sister." she said. "I figured we had some catching up to do." "Oh..." Said Darby. "This is awkward. He's literally never mentioned you." "We're not super close." Said Ansa. "Well, I'll go grab him." Said Darby. "No need, Darby." Said the Count. "I was eavesdropping, because I was bored. Tell my sister to come in!" Darby ushered Ansa in, and walked down the hallway, muttering about finances. Ansa and the Count walked into the den, and sat down. "So, what have you been up to?" Asked the Count. "Well, I was assigned a ship. Sailed it into the Sea Rat Capital. Admiralty board was not happy about it." said Ansa. "Ha! I've been there. Well, I haven't, but I remember back in the Juniper War..." The Count was interrupted. "You do realize I fought in the Juniper War, right?" replied Ansa snarkily. "Right. Go on." said the Count, sheepishly. "Anyways, than I tried to assassinate the Dread Pirate Sinbad with Strychnine poison. Turns out he's immune to it." said Ansa, referring to an unfortunate incident on a dock in Bastion. "Wait, how is that even possible?" Asked the Count. "I don't #%&#ing know, he's #&%$ing Sinbad. I just went with it, and accepted his terms." said Ansa annoyed. "They let me keep most of our ships." "What did you lose?" asked the Count. "Oh, just some WTC ship." Said Ansa referring to the class 7 WTC Judgement, which currently was being used to wreak havoc across the Brick Seas. "Not the big one, right?" asked the Count. "ANYWAYS" continued Ansa, avoiding the topic. "I've been dry docked for the past few months. Like I said, the Admiralty Board isn't very happy with me. I barely got permission to travel to Port Raleigh." "Well, apparently my wife has been causing all sorts of grief with the Government, so I guess we're in the same boat." replied the Count. "Wait, are you still married to that lady who-" asked Ansa recalling a particularly unpleasant experience involving a cannon at a wedding. "Yes." replied the Count "Even after she-" asked Ansa recalling a different but equally unpleasant experience involving the queen, a diplomat from Eslandola, and a cat. "Yes." replied the Count "Prometheus! No wonder you went all the way from the South." replied Ansa "Yeah..." said the Count. "Hey, you want to get a Drink? Those Lotti in town have a place with Sake, it's booze made out of rice." "Eh, why not. I also have that paperwork for the ship licenses you wanted. replied Ansa "Splendid! Let's get going! Said the Count TO BE CONTINUED Thanks for viewing my build! I decided to finally actually get the WTC some ship levels, and what better way to do it than to actually show the Count interacting with his family. I haven't used Ansa Mesabi much, but I thought it would be interesting to have her in the same room as the Count. I referenced the Sinbad incident, which I never fully resolved. But I'd like to give a shoutout to @MKJoshA who let me keep most of my ships, and thus kept this character from being stuck in Bastion. I've also tried to tie in some other story elements with this build. You'll notice a Tiberian Puffin, from the Reckoning Storyline, along with the Count's Golden Sniper Rifle, and a Promethean Stained Glass window. Continuity is key! Let me know what Ya'll think of this one. I tried to use some good techniques for the floors, but the walls are probably a bit bland. A lot of my pieces are tied up in my last build, which I need approved by the Court for repairs on Mesabi Landing. I've done a build every day for the last few days, but tomorrow I start my new job, so things will slow down from me, back to, well, the rate the rest of you build at. As usual, C&C appreciated!
  25. Location: N/A Type: Class 4 Ship WTC Libertine by North White, on Flickr The WTC Libertine had a long history. Built as an Oleander Snow around the turn of the century, the ship was sold to Telvoki trader, who used it to smuggle for Corrington during the Juniper War. WTC Libertine by North White, on Flickr The ship had been bought by the WTC, who kept the blue colour scheme, and renamed it. WTC Libertine by North White, on Flickr The Ship was to be assigned to Captain Angles, whose' original ship, The Checkered Past, was far to leaky to be used as a trade ship. WTC Libertine by North White, on Flickr The ship was quite well stocked, favouring hauling and smuggling over combat. WTC Libertine by North White, on Flickr But the WTC had plans for this ship... Fin Thanks for viewing my new ship! I was heavily inspired by @Captain Braunsfeld's ship, and you'll probably notice a lot of similarities. Yes, blue is super historically inaccurate as a colour scheme, but I had the white and blue hulls, and I really like how it turned out. I think the one thing I don't like is the Rigging pieces, I wish I had the long ones, but unfortunately, I only have the short one's so I doubled up. I probably won't do custom rigging on this, but I do plan to make some sails for it, at some point. I'd like this to count for Task 2 of Category 3 of the GOC. Please let me know any suggestions for her, I'm calling her finished, but if anyone has any suggestions for making her better, I will work on implementing them. @Bregir, @Ayrlego, @SilentWolf, and @Captain Dee, let me know what you guys think too.