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Found 389 results

  1. For submission to the Glory of Corrington - Oaken Shield - Sloops for the Royal Navy Commander McBlock congratulates newly minted Midshipman Studson on passing his exams. He'll be able to join the crew of HMS Silverthorne Members of the admiralty arrive to see the HMS Silverthorne off on her maiden voyage. Midshipman Studson is quite nervous. The marine sentries have learned to not lock their knees - they'd pass out from the long hours on guard duty otherwise. The members of the admiralty admire the size of the new sloop - they think that Corrington may need to roll out a few dozen more in the coming months. Once at sea, Marine Major Tileson tells Lieutenant Sloping the tale of when he led a raid on an Oleon semaphore signaling tower. Commander McBlock takes a moment to savor his first command. Seaman Crockett heads up the rigging so they can make way The crew of the HMS Silverthorne is ready to put the new ship through her paces HMS Silverthorne is offered for license to Corrington Royal Navy
  2. Name: Mooreton Bay Ownership: The Crown of Corrington Location: Alicentia Mayor: James Hume Trade Value: see account spreedsheet here Town bank: see account spreedsheet here Who can own property in Mooreton Bay: Anyone. Who can freebuild in Mooreton Bay: Anyone. Maps: Description: Corrington's first settlement on Alicentia, Mooreton Bay, is named after the famous Corlander General Sir Charles Moore. Moore was a hero of the Juniper War who was killed leading a valiant rearguard action that allowed the main Corlander Army to escape an overwhelming Oleon invasion force. Together with the free settlers, a small contingent of convicts were present at the establishment of the settlement. These convicts will be awarded plots of land in return for a set amount of labour determined by the severity of their crimes. As with other Corrish settlements in the new world, Mooreton Bay is founded near a native settlement, and co-exists in close cooperation with the natives in accordance with a formal treaty between the two peoples. (More details to be added after the location is finalised.) Original Information: Builds in Mooreton Bay Please help us out by posting a link to your Mooreton Bay builds in this thread. Licensee is Listed after the type of licence. The amount added to the settlement trade value is included after that in brackets. Properties: 95/101 Size for EGS purposes - Level 8 'City' Required for Level 16 'Large City': x8 artisans, x7 commerce, x8 factories, x2 education and at least x1 royal property. Artisans: 8 The Corunna Tavern, Medium Artisan, Ayrlego (+2 Settlement Size) The Yellow Mermaid Tavern, Small Artisan, Ayrlego (+1 Settlement Size) Widow's Hattery - Mooreton Bay Branch, Medium Artisan, Ayrlego (+2 Settlement Size) Barrel Maker, Small Artisan, Flavius Gratian (+1 settlement size) Post Master's House and Office, medium artisan, Mooreton Bay (via Ayrlego) (+2 settlement size) Commerce: 9 ETTC Warehouse and Offices, Medium Commerce, Ayrlego (Owner: ETTC) (+2 Settlement Size) Fishmonger's Stall, Small Commerce, Ayrlego (+1 Settlement Size) Wharf and Custom's Office, Medium Commerce, Bregir (+2 Settlement Size) MCTC Warehouse, Small Commerce, Capt Wolf (+1 Settlement Size) Seawolf Shipping Warehouse and Office, Small Commerce, Brickwolf (+1 Settlement Size) Fisherman's Wharf, Small Commerce, (Brickwolf) (+1 Settlement Size) Mayor's Office, Small Commerce, Mooreton Bay (+1 settlement size) Factories: 8 Penal Brick Works, Medium Factory, Ayrlego (+2 Settlement Size) Salt Pork Factory, Medium Factory, Ayrlego (+2 Settlement Size) Miscellaneous good factory, large factory, Ayrlego (+3 settlement size) Glassblowers, small factory, LM71 Blackbird (+1 settlement size) Residences: 43 Captain Sawkins House, Small Residence, Ayrlego (+1 Settlement Size) Abigail Park Barracks, Medium Residence, Ayrlego (+2 Settlement Size) WETEC Manager Residence, Small Residence, SilentWolf (+1 Settlement Size) Militia Headquarters, Small Residence, Ayrlego (+1 Settlement Size) Temporary Administrative Headquarters, Small Residence, Ayrlego (+1 Settlement Size) Private residence, Small Residence, Mooreton Bay (via Ayrlego) (+1 Settlement Size) Art and Culture: 15 Department of Time Bell Tower, Small Art and Culture, Ayrlego (+1 Settlement Size) Moore House, Royal Art and Culture, Ayrlego (+5 Settlement Size) Town Gaol, small art and culture, Mooreton Bay (+1 settlement size) Courthouse, large art and culture, Mooreton Bay (+3 settlement size) Educational: 3 Botany House, Medium Educational, Ayrlego (Owner: Royal Society of Natural Philosophy) (+2 Settlement Size) Mooreton Bay Library, Small Educational, Spud the Viking (+1 Settlement Size) Plantations: 4 Banana Plantation, Small Plantation, Ayrlego (+1 Settlement Size) Hog Plantation, Small Plantation, SilentWolf (+1 Settlement Size) Salt Farm, Small Plantation, Brickwolf (+1 Settlement Size) Terraced Rice Fields, Small Plantation, Ayrlego (+1 Settlement Size) Mines: Forts: Fort Denison, Small Fort, Ayrlego (+1 Settlement Size) Small Fort, Small Fort, Brickwolf (Owner: Mooreton Bay) (+1 Settlement Size) Troops: x1 Company of Militia Other buildings: Vessels stationed here: In Dry Dock: The HMS Royal Oak, unlicensed Class 6 Frigate, Ayrlego Other related builds: First Landing, Challenge IA, Ayrlego (Trade Value +2) Perchance to Dream, Challenge IB, Ayrlego (Settlement size +1, Trade Value +2) The Treaty of Alicentia, Freebuild, Ayrlego (Trade Value +2) Tholeau Falls, Challenge 3A, Ayrlego (Trade Value +2) Undercover for the Final Piece, Challenge 4A, Bregir (Settlement Size +1)
  3. 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.)
  4. Royal Navy Intelligence has begun deploying semaphore optical telegraph stations across the Brick Seas. Relay towers with a semaphore rig at the top are built within line of sight of each other to allow rapid textual communication between islands and ships. Hussar's Isle, the north-western-most of the Rider Islands near Cocovia is often the first sight sailors behold, and an important strategic location for both civilian and military navigation. As such, the admiralty has made it a priority to get the semaphore tower there operational as soon as possible. The intelligence officers at the Hussar's Isle semaphore tower scan the horizon looking for Royal Navy ships. Once communication is made with a ship, they relay messages quickly on to King's Harbor. Two soldiers stationed at the island's outpost run supplies up to the relay tower. Built for GoC Strategic Outposts. OOC: I love the Horatio Hornblower book/movie where they raid a semaphore tower and thought it was an aspect missing from BoBS that could add some more color! Process shot:
  5. For the Glory of Corrington! (GoC) - A Faction Enduring Challenge Sometimes it can be difficult to find inspiration for a build or choose a direction for a storyline. Well, fear not fellow Corlanders, here is some direction for those times when you need it! The following are a set of faction endorsed cooperative building tasks to inspire and guide you on your journeys through Corrish territories in Nova Terra. GoC General Rules Builds for GoC tasks should be posted in their own thread with the tag [GoC]. You must also provide a link to your build in this thread. A progress list will be maintained in the second post of this thread. Quality - This should also be an opportunity for you to improve your building skills, so take your time and focus on quality. When presenting your build, 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
  6. This thread encompasses all builds on Hussar's Isle, North West of Cocovia (unless in another settlement) Military Governor's Office Outstanding contracts: - Coming soon: Grand Lighthouse Outstanding offers: - The King's Harbour Foundation Name: Hussar's Isle Ownership: The Crown of Corrington Location: North Western of the Rider Islands off Cocovia Mayor: Lieutenant Sharpe (Temporary command) Jurisdiction: Military Governor, J. Cooke Trade Value: 0 db Town bank: 0 db Who can own property on the Rider Islands: Anyone, subject to approval by the Military Governor of King's Harbour. Who can freebuild in King's Harbour: Anyone. Maps: Location: (Thanks to @Mike S for the great map!) City Map: TBD Description: The north-western-most of the Rider Islands near Cocovia is often the first sight sailors behold, and an important strategic location for both civillian and military navigation. Therefore, a small outpost has been erected on the one called "Hussar's Isle" in preparation for the construction of a large lighthouse. This lighthouse will help navigators heading for, or past, Cocovia in what is proving to be a busy, and dangerous, sea lane. Builds Hussar's Isle: (Please help me out by posting a link to your Hussar's Isle builds in this thread, including its license status and type.) Properties: Needed to grow to town: 7 properties (4/11) Fortress: First outpost on Hussar's Isle, Hussar's Isle, Bregir, License status: Small fortress Residence: Name[Link], Location, Owner(Builder), License status: Type Plantation: Name[Link], Location, Owner(Builder), License status: Type Commerce: Hussar's Isle Semaphore Station, Hussar's Isle, Corrington(via evancelt), License status: Large commerce Education: Name[Link], Location, Owner(Builder), License status: Type Artisan: Name[Link], Location, Owner(Builder), License status: Type Factory: Name[Link], Location, Owner(Builder), License status: Type Mine: Name[Link], Location, Owner(Builder), License status: Type Vessels stationed here: Name[Link], Location, Owner(Builder), License status: Type Other related builds: Name[Link], Location, Owner(Builder)
  7. As part of Captain Brickleton's Seventeen Point Plan to bolster the defenses at Elizabethville, he instructed the militia at Fort di Legno to keep watch on the sea at all hours. A squall raged all night and into the morning. As the sun rose, the militiaman on watch spotted a ship on the horizon. Using his spyglass, he couldn't quite make out the ensign flying behind the ship, but he could see that it was blue. By midafternoon, the storm had moved offshore and it became quite clear that the ship was listing hard to port. The militiaman notified Second Lieutenant Bolton and he went to Captain Brickleton with the news. Over the next 24 hours the ship began drifting closer to Lacryma and it also began breaking up. A full 48 hours after the ship was first spotted, the first bluecoat seamen in the water began reaching shore. Captain Brickleton stripped down to his knickers and swam out to help them reach land. Once ashore, they were taken into custody and given a warm meal. In total, seven bluecoats made it ashore, though the militia patrolled the beach for the next week looking for signs of any additional crewmen. OOC: I've broken a lot of reddish brown plates and tiles in the last month, and I wanted to use them in a MOC! Also wanted to try out some new tree techniques
  8. In this thread I introduce three new ships for the Nation of Corrington: [Class IV] Galeas 'Buteo' [Class IV] Junk 'Marauder's Fate' (Name given by the Corries) [Class I] Gunboat 'Hildisvíni' The fourth ship I used for the story is an earlier build and I already posted in the Pirate MOCs subforum. To Rear-Admiral Fletcher Commander of the Royal Terra Novan Fleet A strange yet promising opportunity arises from the event that took place near our harbour's waters. On the 2nd of this month the Galeas 'Buteo', recently built in the Farrensman Shipyards, was about to enter port. Before she reached sighting distance, she was intercepted by a little Lotii vessel. Once slowed down another bigger Lotii ship approached with the intent to plunder, not knowing there were Corrish troops aboard, heading to Fort Nithsdale. The soldiers were able to hold the Lotii Forces back and attracted from gun shots and shouting the Gunboat 'Hildisvíni' entered the battle, preventing an escape of the larger vessel. Together with the 'Buteo's' crew, whose commitment I want to praise at this point, the soldiers entered the Lotii ship and overpowered the enemy forces. The small interception vessel took it's chance to flee. The Lotiis are held Prisoners of War in Fort Nithsdale. The 'Buteo', the 'Hildisvíni' and the Lotii Junk all safely entered port. A detailed report about the minor damages will be sent by the harbour administration. Here stationed naval officers already inspected the foreign vessel and came to the conclusion that the hull is to weak for an armament with cannons. Still the vessel holds some value. For such a low draught it is very spacious and the sailors are content with it's sailing capabilities. Therefore I recommend the Crown to put it in service as a troop carrier, able to partake in river or landing operations where shallow water often restricts our potential. Sincerely, Lord Frederick Spud Mayor of Spudkirk
  9. 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.
  10. 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 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
  11. Great parades are planned for the Corlander capital of Belson in the lead up to hostilities with Oleon. As preparation for the parades, soldiers of the 26th Foot undergo the ritual of "Absolute Stillness". Under the close watch of senior officers, the company must remain absolutely still - they may not make a single movement. The company that can remain motionless for the longest period of time receives the honor of vanguard position in the parade.
  12. 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': x3 artisans, x8 factories, x1 art and culture. Artisans: 13 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) The Juniper's Inn, medium artisan, Wellesley (+2 settlement size) Guest House, small artisan, Arlinsport (via Ayrlego) (+1 settlement size) New Quay, medium artisan, Brickwolf (+2 settlement size) Commerce: 19 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 Seawolf Sipping Company Main Office, small commerce, Brickwolf (+1 settlement size) 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: 5 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) Arlinsport Botanical Garden, small culture, Brickwolf (+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
  13. Name: Jameston Ownership: The Crown of Corrington Location: Celestia, East Prio Sea Map: Mayor: Trade Value: see accounts spreedsheet Town Bank: see accounts spreedsheet Who can own property in Jameston: Anyone Who can freebuild in Jameston: Anyone Description: On the 15th January 617, the first Corlanders landed in a large sheltered bay located on the western shores of Celestia. Rich with natural resources, it was here they established the first Corlander settlement in the Prio Sea; Jameston. The settlement is named for Queen Annetta's Grandfather, King James IV of Corrington. Located on the southern shore of Vanilla Bay, Jameston swiftly became one of the quickest growing settlements in the Empire and developed it's own unique style. Most buildings have sturdy lower floors built out of locally produced stone, while colourful timber framed upper stories add a rainbow of colours not normally associated with Corrish settlements. The small Alfred River empties into Vanilla bay at the site of the settlement, and upstream large tracts of fertile land have been cleared for sugar cane plantations. Jameston is one of the leading producers of sugar in the new world, and is the site of a Royal Sugar plantation. To the east of the settlement, think verdant jungle covers the land and here vanilla plants can be found growing naturally throughout the jungles. Corrish settlers were quick to exploit this valuable spice, the second most expensive spice known to man second only to saffron. Businesses taking advantage of the islands abundant vanilla plants are known to give investors a bonus in profits. Celestia holds perhaps the largest diversity of orchids yet seen in the world and the jungles are splashed with their bright and vibrant colours. Towards the end of 617, a rush of settlers flocked to Jameston in search of the rumoured 'Superb Orchid'. Hundreds of new species of flora and fauna were discovered and several species in particular have been labelled as the 'Superb Orchid'. It was during these expeditions that several sites were found with ruins of a long forgotten civilisation, thought to be related to the Myzec on the neighbouring island of Cascadia. Original Information: Builds in Jameston Please help us out by posting your a link to your Jameston builds in this thread. Licensee is Listed after the type of licence. Properties: 200/176 Size for EGS purposes - Level 16 'Large City' Required for Level 32 'Grand City': x4 artisans, x6 commerce, x16 factories. Artisans: 28 Tailor's Shop, small artisan, Ayrlego (+1 settlement size) Barbershop, small artisan, Ayrlego (+1 settlement size) The Lavender Inn, medium artisan, Ayrlego (+2 settlement size) The Garnet Inn, medium artisan, Drunknok (+2 settlement size) Basement House, small artisan, Elostirion (+1 settlement size) Captain's Daughter Inn, medium artisan, Jameston (via Blackdeathgr) (+2 settlement size) The Gilded Cup, large artisan, Gideon (+3 settlement size) The Captain's Daughter Inn, medium artisan, Mike S (+2 settlement size) The Colonist Inn, medium artisan, Faladrin (+2 settlement size) Jameston Haberdasher, small artisan, Spud the Viking (+1 settlement size) WTC Stand, small artisan, Drunknok (+1 settlement size) Wainwright, large artisan, Ayrlego (+3 settlement size) Alehouse, medium artisan, Jameston (+2 settlement size) Merrynight Tavern, large artisan, Ayrlego (+3 settlement size) Small Tavern, small artisan, Jameston (via Ayrlego) (+1 settlement size) The Sergeant's Arms, small artisan, Jameston (via Ayrlego) (+1 settlement size) Commerce: 26 Office of the Allcock Trading Company, small commerce, Ayrlego (+1 settlement size) Lighthouse and Pilot's Station, medium commerce, Jameston (+2 settlement size) WTC Warehouse, medium commerce, Mesabi (+2 settlement size) 'Soldiers' Wharf, small commerce, Ayrlego (+1 settlement size) Chocolate Shop, medium commerce, Ayrlego (+2 settlement size) MAESTRO Office, small commerce, MAESTRO (via Maxim I), (+1 settlement size) Autumn Trading House, large commerce, Jameston (+3 settlement size) Post Office, small commerce, Jameston (+1 settlement size) Royal Society of Navigation and Discovery Headquarters, large commerce, RSND (via Ayrlego) (+3 settlement size) Warehouse of the RSND, medium commerce, RSND (via Drunknok) (+2 settlement size) Local Harbour Administration, medium commerce, LM71 Blackbird (+2 settlement size) Stores Detail, small commerce, RSND (via Ayrlego) (+1 settlement size) Dockyard, large commerce, Ayrlego (+3 settlement size) Spud's wharf, small commerce, Spud the Viking (+1 settlement size) Dock scene, small commerce, undisclosed owner (+1 settlement size) Factories: 16 Sugar Factory, medium factory, Drunknok (+2 settlement size) Bottle Factory, medium factory, Mesabi (+2 settlement size) Jameston Distillery, large factory, Professor Thaum (+3 settlement size) WTC Musket Factory, medium factory, Mesabi (+2 settlement size) WTC Gunpowder Factory, medium factory, Mesabi (+2 settlement size) Fish Drying Factory, large factory, Ayrlego (+3 settlement size) Sugar Press, medium factory, Ayrlego (+2 settlement size) Residences: 85 Governor's temporary office, small residence, Ayrlego (+1 settlement size) CSC Plantation House, royal residence, Corrington (+5 settlement size) ETTC Sepoy Barracks, small residence, Jameston (+1 settlement size) Pied-à-terre, small residence, Professor Thaum (+1 settlement size) Temporary Diplomatic Office, small residence, Flavius Gratian (+1 settlement size) Converted Warehouse, small residence, Spud the Viking (+1 settlement size) Residential Wing, Montoya House, medium residence, Royal Society of Natural Philosophy (via Bregir) (+2 settlement size) Uncle's Tree House, small residence, Kai NRG (+1 settlement size) Stone residence, small residence, Flavius Gratian (+1 settlement size) Wooden residence, small residence, Flavius Gratian (+1 settlement size) Art and Culture: 8 Temple of Poseidon, small art and culture, Jameston (+1 settlement size) Oleon Consulate, medium art and culture, KotZ (+2 settlement size) White Glove Order (WGO) Lodge, small art and culture, Sir Stig (+1 settlement size) Grand Entrance Arch, Montoya House, small art and culture, Royal Society of Natural Philosophy (via Bregir) (+1 settlement size) Cascadian Temple Ruins, large art and culture, Corrington (via Ayrlego) (+3 settlement size) Educational: 17 The Academy for the Science of Sugar, large education, Drunknok (+3 settlement size) Schoolhouse, medium education, Brickwolf (+2 settlement size) Montoya House, large education Royal Society of Natural Philosophy (via Bregir) (+3 settlement size) Museum of Natural Sciences, large education, Drunknok (+3 settlement size) Botanical Gardens, large education, Elostirion, (+3 settlement size) Spud's Home of Indigenous Antiquities, small education, Spud the Viking (+1 settlement size) Plantations: 18 Vanilla plantation, medium plantation, ETTC, (+2 settlement size) Sugar plantation, royal plantation, Corrington, (+5 settlement size) Sugar plantation, small plantation, Ayrlego, (+1 settlement size) Bees and Honey, medium plantation, Elostirion, (+2 settlement size) Cotton Plantation, large plantation, Elostirion, (+3 settlement size) Mines: Forts: 3 Queen's Head Battery, small fort, Jameston (via Ayrlego) (+1 settlement size) Fort Totie, medium fort, Jameston (via Spud the Viking) (+2 settlement size) Troops: x30 - 1st Company, 1st ETTC Regiment of Sepoys (ETTC) x90 - (Ayrlego) Other Buildings: Vessels stationed here: Other related builds: Surveying Celestia, Freebuild, Ayrlego
  14. Name: Myzectlan Ownership: The Crown of Corrington (A semi-autonomous city of the Myzec) Location: The hidden valley of the Myzec, Cascadia, Paradise Isles Map: Mayor: Trade Value: See account spreadsheet Town Bank: See account spreadsheet Who can own property in Myzectlan: Anyone Who can freebuild in Myzectlan: Anyone Description: Myzectlan is an ancient city located in a hidden valley deep in the interior of Cascadia. Home to the Myzec people, legend has it the city was cut off from it's parent civilisation hundreds of years ago. Over time, the Myzec have lost the advanced building techniques of their fore-bearers and the city is now an eclectic mixture of the older style stone buildings and newer repairs in wood or mud bricks. The Myzec primarily farm maize, sweet potato and beans in 'floating island' plots or chinampas on Lake Myzec. The meat in their diet includes fish and water fowl and dugout canoes are used to transverse the lake. Very few mammals are farmed in the Myzec valley although there are some pigs and goats. They weave cloth from goat wool and produce leather from animal hides hunted outside the valley. A basket ball type game is a very popular recreational activity. The Myzec are a matriarchal society where most positions of authority are held by women. They are a well developed and organised society and practice a dualistic region where they strive to balance the eagle, which symbolises peace, wisdom and order; and the jaguar, which symbolises ferocity, war and chaos. Original Information: Builds in Myzectlan Please help us out by posting your a link to your Myzectlan builds in this thread. Licensee is listed after the type of licence. Properties: 38/61 Size for EGS purposes - Level 4 'Large Town' Required for Level 8 'City' 23 properties including at least x4 artisans, 3 commerce, x4 factories, x4 residences, x1 education and one Royal. Residences: 4 Myzec House, medium residence, Myzectlan (via Ayrlego) (+2 settlement size) Stone House, medium residence, Myzectlan (via Ayrlego) (+2 settlement size) Factories: 4 Boat Yard, medium factory, Myzectlan (via Ayrlego) (+2 settlement size) Dye Factory, medium factory, Myzectlan (via Ayrlego) (+2 settlement size) Artisans: 4 Community Kitchen, small artisan, Darnok (+1 settlement size) Macuahuitl Craftsman, small artisan, Myzectlan (via Ayrlego) (+1 settlement size) Amanteca Workshop, medium artisan, Myzectlan (via Ayrlego) (+2 settlement size) Commerce: 5 Through the Falls, large commerce, Silentwolf (+3 settlement size) Levanta, small commerce, Myzectlan (via Elostirion) (+1 settlement size) Myzectlan Market, small commerce, Myzectlan (via TomSkippy) (+1 settlement size) Art and Culture: 13 Tikal Temple, large culture, Ayrlego (+3 settlement size) Temple of the Sun and Temple of the Golden Eagle, large culture, Bregir (+3 settlement size) Temple of the Feline Gods, large culture, Elostirion (+3 settlement size) Throne Room, medium culture, Myzectlan (via Ayrlego) (+2 settlement size) Pyramid Ruins Southern Cascadia, medium culture, Myzectlan (via Elostirion) (+2 settlement size) Educational: 2 Moon Tower, medium education, Myzectlan (via Ayrlego) (+2 settlement size) Plantations: 4 Corn plantation, small plantation, Bregir (+1 settlement size) Maize and Waterfowl on Lake Myzec, small plantation, Myzectlan (via Elostirion) (+1 settlement size) Poinsettia Plantation, small plantation, Myzectlan (via Ayrlego) (+1 settlement size) Egg poaching, small plantation, Myzectlan (via Ross Fisher) (+1 settlement size) Mines: Forts: 2 Jaguar Tower, small fort, Ayrlego (+1 settlement size) Watchtower on Lake Myzec, small fort, Myzectlan (+1 settlement size) Troops: Other Builds: Waterfall in the Jungles of Cascadia, Elostirion Southern Cascadia, Elostirion Patrolling the Grasslands, Ayrlego
  15. After meeting the two Onondaga warriors earlier in the week at his cabin, Captain Brickleton invited them to camp to meet the soldiers. The Onondaga put on an impromptu show of marksmanship with the bow and arrow at the edge of camp. Captain Brickleton invited the warriors to give the soldiers of the 26th Foot and colonial militia a series of archery lessons. The Onondaga gladly accepted. While the Corlander soldiers were well-trained with muskets and sabers, Brickleton figured it couldn't hurt to have them learn a new skill from expert teachers.
  16. 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, x26 commerce, x27 factory and x5 education. Four royal properties are needed as well. NPC Residences: 89 Residences: 10 Mesabi Residence, medium residence, Mesabi (+2 settlement size) Home of Miss Agnes Winterbottom, small residence, Brickwolf (+1 settlement size) A Merrynight Story, small residence, Mesabi (+1 settlement size) Ralph Clutchingtons residence, medium residence, LM71Blackbird (+2 settlement size) Timber frame house, medium residence, LM71Blackbird (+2 settlement size) Somewhere to live, medium residence, Lord Buckethead (+2 settlement size) Factories: 37 Mesabi Landing Foundry, medium factory, Mesabi (+2 settlement size) Foundry No. 2, medium factory, Mesabi (+2 settlement size) Metal Foundry, medium factory, LM71Blackbird (+2 settlement size) Bricks for Mesabi Landing!, medium factory, Darnok (+2 settlement size) Inky Brewsters, large factory, Mesabi (+3 settlement size) Barrels!, medium factory, Mesabi (+2 settlement size) WTC Shipyards, large factory, Darnok (+3 settlement size) Hydrological Harvesting, large factory, Mesabi (+3 settlement size) Royal Shipyard of Mesabi Landing & Executive Offices, royal factory, Mesabi (+10 settlement size) Miscellaneous Goods, medium factory, Darnok (+2 settlement size) Books for the people, large factory, Mesabi (+3 settlement size) Railside Moonshine, small factory, Mesabi (+1 settlement size) Shot Tower, medium factory, Darnok (+2 settlement size) Artisans: 32 "Fallingwater" pub, small artisan, Maxim I (+1 settlement size) "Twin Palms" inn, medium artisan, Ayrlego (+2 settlement size) Office of the "WTC Monthly", small artisan, Darnok (+1 settlement size) "Blue Dragon" tavern, medium artisan, Darnok (+2 settlement size) Peterson's Discount Boat and Scavenge, medium artisan, Mesabi (+2 settlement size) Coal transportation in Mesabi Landing, medium artisan, Lord Buckethead (+2 settlement size) Chef Curtis' bakery, medium artisan, Mesabi (+2 settlement size) Rotating Meat, small artisan, Legostone (+1 settlement size) Something Fishy, medium artisan, Mesabi (+2 settlement size) Tuber Tavern, medium artisan, Darnok (+2 settlement size) Aqueduct and laundry store, large artisan, Mesabi (+3 settlement size) The Yellerbelly Inn, large artisan, Mesabi (+3 settlement size) Tuber's Shop'n'Farm, large artisan, Darnok (+3 settlement size) Pub "Chapter 6", large artisan, Mesabi & Darnok (+3 settlement size) Green Line, Market Street Station, large artisan, Darnok (+3 settlement size) Commerce: 38 Mesabi Landing Stockpile, medium commerce, Mesabi (+2 settlement size) Yet another warhouse, small commerce, Mesabi (+1 settlement size) Mesabi Landing - The Harbour, large commerce, Darnok (+3 settlement size) Office of Agnes Mesabi, small commerce, Mesabi (+1 settlement size) WTC Sales Division, medium commerce, Mesabi (+2 settlement size) Arriving in Mesabi Landing, small commerce, Lord Buckethead (+1 settlement size) Market place in Mesabi Landing, medium commerce, Darnok (+2 settlement size) Small WTC warehouse, small commerce, Darnok (+1 settlement size) Waymart Flagship Store, large commerce, Darnok (+3 settlement size) Royal Dock, medium commerce, Mesabi (+2 settlement size) Small pier, small commerce, Darnok (+1 settlement size) Outdoor Sausage Smoker, small commerce, LM71Blackbird (+1 settlement size) "One boat, two boats, three boats...", large commerce, Darnok (+3 settlement size) Harbour Administration, medium commerce, Darnok (+2 settlement size) Small dock, small commerce, Mesabi (+1 settlement size) Mesabi Landing Oktoberfest, medium commerce, Darnok (+2 settlement size) Mesabi Landing Loading and Freight, large commerce, Mesabi (+3 settlement size) WTC Offices, large commerce, Mesabi (+3 settlement size) Merrymas Market 618, large commerce, Darnok (+3 settlement size) "The WTC needs YOU!", small commerce, Darnok (+1 settlement size) Art and Culture: 13 Mesabi Monument, small art and culture, Darnok (+1 settlement size) Crashing a wedding, medium art and culture, Mesabi (+2 settlement size) Egg-tion in Mesabi Landing!, small art and culture, Darnok (+1 settlement size) Celebrating Easter, medium art and cuture, Darnok (+2 settlement size) Flying Fish Fountain, small art and culture, LM71Blackbird (+1 settlement size) Mesabi Landing's Got Talent, small art and culture, Darnok (+1 settlement size) Agnes Mesabis private chapel, small art and culture, Mesabi (+1 settlement size) The Paradise Isles Cup, large art and culture, Darnok (+3 settlement size) "Praise be for food and beer!", small art and culture, Darnok (+1 settlement size) Education: 10 Library of Learning, large education, Mesabi (+3 settlement size) Karst Geographers, medium education, Mesabi (+2 settlement size) Laboratory of Doctor Edmund Vesper, medium education, Mesabi (+2 settlement size) Mesabi Landing Gamma School, large education, Darnok & Lord Buckethead (+3 settlement size) Plantations: 12 Poppy plantation, small plantation, Mesabi (+1 settlement size) Agave plantation, small plantation, Darnok (+1 settlement size) Stevia plantation, small plantation, Darnok (+1 settlement size) Potatoes for the people, medium plantation, Darnok (+2 settlement size) Brickford Plantation, small plantation, LM71Blackbird (+1 settlement size) Millet plantation, large plantation, Darnok (+3 settlement size) Agave plantation, medium plantation, Darnok (+2 settlement size) Jubaea plantation, small plantation, Darnok (+1 settlement size) Mines: 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.
  17. (Crest courtesy of @Kolonialbeamter) This thread encompasses all builds within King's Harbour and on the island of Cocovia (unless in another settlement) Military Governor's Office Outstanding contracts: - Class 1F w/ station: 40 db - Lumbermill: 25db - Coming soon: Quarry, Lumbermill, brick- and tileyard Outstanding offers: - The King's Harbour Foundation Name: King's Harbour Ownership: The Crown of Corrington Location: Cocovia Mayor: Military Governor, J. Cooke Trade Value: see accounts summary Town bank: see accounts summary Who can own property in King's Harbour: Any honourable Corlander. Further, foreigners are allowed property rights after agreement with the Governor/mayor. Who can freebuild in King's Harbour: Anyone. Maps: Location: City Map: Will be published soon. Description: King's Harbour is first and foremost a naval base, and most activity is geared towards the repair, provisioning, maintenance, and outfitting of naval and merchant vessels. Obviously, the many sailors passing through, as well as the craftsmen and workers living there, is likely to give rise to a number of secondary and tertiary services over time, as the naval base expands. Located in an excellent, defensible natural harbour, it is the perfect place for ships to refit, provision, and repair, or to take refuge from storms or enemies. The surrounding forests offers a reasonable source of cordage and timber for these purposes, as well as plenty of fruits, vegetables, and animals for provisions. Fresh water can be procured from multiple springs, or from the river flowing into the bay. The settlement is founded near a native settlement, and co-exists in close cooperation with the natives, the cultures of Corrington and the natives spilling over between them. The harbour is protected by two peninsulae, the northern arm being tall, overgrown, and rocky, and the southern more flat and accessible. Builds in King's Harbour: (Please help me out by posting a link to your King's Harbour builds in this thread.) Properties: Needed to grow to large city: 6 artisans, 1 commerce, 3 factories, (146/101) Fortress: 4 Fortress and Lighthouse, Chase Point, BrickOn, License status: Small fortress Colonial Half-battery, Mark I, Southern Arm, King's Harbour (Bregir), License status: Small fortress Modified half-battery, Northern Arm, King's Harbour (Ayrlego), License status: Medium fortress Residence: 68 Native riverside hut, King's Harbour, Bregir, License status: Small residence Cpt. Wolfson's Residence, King's Harbour, Brickwolf, License status: Small residence Lighthouse, Northern Arm, Puvel, License status: Medium residence Her Majesty's Winged Cuirassiers, King's Harbour, King's Harbour (Bregir), License status: Small residence Lawliet's house, King's Harbour, Flavius Gratian, License status: Small residence House by the River, King's Harbour, Elostirion, License status: not yet licensed Residential Neighbourhood, King's Harbour, Elostirion, License status: not yet licensed A resolution to the Prio / Sea Rats conflict?, King's Harbour, Capt Wolf, License status: Small residence Cooke's Country Residence, King's Harbour, Bregir, License status: Medium residence The Trial of Sinbad Part 4, King's Harbour, MKJoshA, License status: Small residence Plantation: 4 Cocoa Plantation, Hinterland, Ayrlego, License status: Small plantation Pig Farm, Hinterland, Puvel, License status: Small plantation Vineyard, Hinterland, Spud the Viking, License status: Small plantation Commerce: 17 Military Governor's Office, King's Harbour, Bregir, License status: Small Commerce Station for communication and Logistics vessel(s), King's Harbour, Bregir (via Kolonialbeamtr), License status: Medium commerce ETTC Warehouse, King's Harbour, ETTC (Bregir), License status: Medium commerce King's Harbour Dockside, King's Harbour, Bregir, License status: Large commerce Hiring Crews, King's Harbour, King's Harbour (via Bregir), License status: Small commerce King's Harbour Port, King's Harbour, LM71 Blackbird, License status: Large commerce Smoking Room, King's Harbour, FTA (Via Professor Thaum), License status: Small commerce Government Office, King's Harbour, Ayrlego, License status: unlicensed Dockside, King's Harbour, Gedren_Y, License status: Small commerce Notary, King's Harbour, MKJoshA, License status: Small commerce Rodsh Derr gets a letter, King's Harbour, Bart, License status: Medium commerce Education: 8 The Proceedings, King's Harbour, Royal Society of Nat. Phil. (Bregir), License status: Small education The Cutty Shark, King's Harbour, Royal Society of Nat. Phil. (Professor Thaum), License status: Small education The Royal Society School, King's Harbour, Royal Society of Nat. Phil. (Bregir), License status: Large education Agricultural Research Station, King's Harbour, ETTC (Ayrlego), License status: Large education Artisan: 14 Butcher's Shop, King's Harbour, Puvel, License status: Small artisan Department of Time, King's Harbour, Captain Dee, License status: Large artisan Physician's Office, King's Harbour, Puvel, License status:Small artisan King's Harbour Boat Sheds, King's Harbour, King's Harbour (via Bregir), License status: Medium artisan Cannon Foundry, King's Harbour, King's Harbour (via Captain Dee), License status: Medium artisan Clockmaker, King's Harbour, Bregir, License status: Small artisan Chocolatier, King's Harbour, Corrington (via Ayrlego), License status: Small artisan Workshop, King's Harbour, Captain Genaro, License status: Medium artisan Masting Sheer, King's Harbour, Bregir, License status: ?part of a Royal? not yet licensed Factory: 13 Slipway, King's Harbour, Bregir, License status: Medium factory ETTC Royal Cocoa Factory, King's Harbour, ETTC (via Collaboration), License status: Royal factory ETTC Cocoa Drying Plant, King's Harbour, ETTC (via Puvel), License status: Large factory Dee Wheelworks of King's Harbour, King's Harbour, King's Harbour (Captain Dee), License status: Large factory Art and Culture: 17 The Majestic Gardens of King's Harbour, King's Harbour, BoC (via Captain Dee), License status: Royal art and culture Government House, King's Harbour, Bregir, License status: Medium art and culture Temple of Poseidon, King's Harbour, Bregir, License status: Medium art and culture Courthouse, King's Harbour, MKJoshA, License status: Medium art and culture Government Office, King's Harbour, Mesabi, License status: Small art and culture A Shrine in the Sunshine, King's Harbour, Gedren_Y, License status: small art and culture Government Bureau, King's Harbour, Drunknok, License status: small art and culture Another Government Bureau, King's Harbour, Drunknok, License status: small art and culture Government Courtyard, King's Harbour, Ayrlego, License status: unlicensed Courthouse, King's Harbour, Flavius Gratian, License status: Medium art and culture Mine: Fontonajo's Rock Quarry, Hinterland, Elostirion, License status: Rock Quarry Vessels stationed here: Colonial Gunboat, Mark I, Class 1 A, Bregir, License status: Unlicensed Ferret, Class 1F, Bregir (KB), License status: Unlicensed Rowboat, Class 0, Bregir (KB), License status: Unlicensed Other related builds: Letters from home, Freebuild, Bregir A morning swim, Freebuild, Bregir Elena Arrives and An Invitation, Freebuild, BrickOn Prospecting on Cocovia, Freebuild, Bregir
  18. After being recalled from northern Corrington south to the capital of Belson, Captain Brickleton visited his father at their stately home in the heart of the city. His father, a retired general, happened to be hosting a soiree with some of his old army colleagues and their families. After making introductions, the elder Brickleton took his son to the study and bestowed upon him the family sword. The sword had a fine brass scabbard and wickedly sharp blade. It had been in the family for seven generations and was carried in all of the major old world campaigns of the past two centuries. Receiving the sword, Captain Brickleton felt the gravity of the ages on him and the weight of family expectations. Captain Brickleton would take it with him on his new adventures just beginning as he shipped out to Elizabethville. Captain Brickleton and his father slip into the library. The elder Brickleton gives his son the family sword. The sword had a fine brass scabbard and wickedly sharp blade. The bookcases in the formal library were so tall that the elder Brickleton would have his servants fetch a ladder to reach the items on the higher shelves. The library contained treasures from the elder Brickleton's adventures traveling the world as a general. A soiree of in the finest fashion. It was a chilly night, so a fire was lit in the fireplace. The spirits flowed freely and Captain Brickleton had his eye on Brigadier Stockton's daughter.
  19. Location: Quinnsville Type: Medium Educational Quinnsville had grown quickly over the last few years, and with the establishment of the University of Quinnsville in 619, the students were already crowded on the campus. Fortunately, a grant by a mysterious benefactor had allowed them to build a new library to help ease some of the campus's crowding issues. Today however, someone had illegally parked a small horse drawn cart in front of the main entrance. As Campus security ticketed the cart, an official Corrish Messenger walked towards the library... "So after a party last year, I tell Mayor Brickwood that the library in the main building was too small. Like, you could barely haul kegs through some of the doors. Sure you could get them through the main doors, but like, into the library? It was just too tight a corridor." Said the Count to his loyal accountant Darby. "And I tell him that the WTC could fix the problem with a WTC-Brand hammer, and about 15 minutes. But apparently, the "construction" zoning "laws" in this 'town' prohibit it." Continued the Count, gesturing wildly. "Just please tell me why we're in Quinnsville." Said Darby, understandably exasperated. "Look over there." Said the Count, pointing to a carved sandstone head. "So I tell him that if we can't make the library doors bigger, than we just need a separate library to hold keg parties in." Said the Count. "And he gets annoyed, and starts going off about how that's not at all what university libraries are for." Continued the Count. "Anyways, I say, 'Sir,. You need a party library, I'll buy, do you want a red one or a grey one? He kinda scowls at me, but I took that as permission to fund the construction of a new, better, library with appropriate doors for moving large bottles through. Oh, and I picked grey." Darby looked at a small bust of an unidentifiable head. "They did get my hair wrong." Said the Count, no less enthused. "But true art resists interpretation." "Someone chipped the 'o' off on your title, Count" said Darby, dryly. The two were interrupted by a formal messenger. "Count Mesabi of Debonshire, you have a formal correspondence from the Crown of Corrington." "Thank you gentlemen. The Queen thanks you for your service." Said the Count in a suspiciously formal tone. "Darby, we must get going, we are needed in a formal capacity." Without a moments hesitation, the Count power-walked outside, leaving Darby and the messengers behind. "Count, what's going on?" yelled Darby, hurrying after him. "We have work to do!" the Count said, mounted the horse, and untied it from the post. Darby hurried after him. "The last time we had 'work' to do, I was on a boat in the south for over a year!" he muttered. FIN Thanks for viewing my build! I've been meaning to do an educational build in Quinnsville since @lm71blackbird put out that amazing university build about a year ago, but I never got around to it until now. The build went through a few iterations. Originally the second floor was far more plain, and was essentially white paneling. Fortunately, @Ayrlego gave me some great ideas, including setting the paneling in half a tile, which really made it pop in my opinion. This build is a GOC build, task 5. @Bregir, @Ayrlego , @Captain Dee , @SilentWolf As for the story, no harm intended towards Quinnsville, I always like seeing your settlement grow LM71, and I enjoy being a part of it. Please understand any misnaming, is just me having the Count be rude IC. What is in the Count's mysterious note from the crown? We'll see! (hint, I love Corrington!) Shots without figures
  20. Without a harbor in Elizabethville, the ship carrying Captain Brickleton and his mixed company of 26th Foot and 18th Hussars couldn't get that close in. Anchored offshore, smaller boats ferried the men, horses, and supplies to the dock and beach in front of Fort di Legno. Arriving on the first boat, Captain Brickleton was greeted by Second Lieutenant Bolton of the Elizabethville Colonial Militia at the stockade fort. After introductions, together they went to retrieve the manager of the nearby stables. Returning with a few stablehands, they helped guide the frightened horses from the shallows inland. Following the chaotic yet successful disembarkment, Bolton gave Captain Brickleton a tour of the stockade. As the new ranking officer in Elizabethville, Captain Brickleton was keen to start off on the right foot. He left Bolton, who was clearly very proud of the smallish wooden fort, in command of the stockade and began to move his men inland to set up camp. A troop raising build for Elizabethville.
  21. 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: 144/176-300 Trade Value: 690 Size for EGS purposes - Level 16 'Large City' Required for Level 32 'Grand City': 32 properties of any type including at least x0 Residence, x15 Factory, x16 Artisan, x0 Commerce, x1 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: 270 (1 Regiment, 3 Battalions, 9 Companies, 27 Platoons) Marching to Quinnsville, Quinnsville, Recruitment Status: Active Duty, Tomsche More Marching to Quinnsville, Quinnsville, Recruitment Status: Active Duty, LM71Blackbird 1st Quinnsville Light Dragoons and 1st Quinnsville Company of Foot (Rifleman), Quinnsville, Recruitment Status: Active Duty, LM71Blackbird 1st Battalion Her Majesty's Royal Marines, Quinnsville, Recruitment Status: Active Duty, LM71Blackbird Stationed Vessels: 2 Quinnsville Gunboats No.2 and No.3, Quinnsville, Status: Active Duty, LM71Blackbird 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: 17 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) Shot Tower, Quinnsville, License status: Large Factory, LM71Blackbird (+3 settlement size) Plantation: 16 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: 16 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) Cooperage, Quinnsville, License status: Medium Artisan, LM71Blackbird (+2 settlement size) Commerce: 33 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: 9 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) Quinnsville Cathedral, Quinnsville, License Status: Royal Art & Culture, LM71Blackbird (+5 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)
  22. Recently stationed in the north of Corrington, Captain Brickleton receives orders to gather his company of infantry and light cavalry and to head south to the port at Belson. With the season changing and the cold winds beginning to blow, he is most ready to head south. While he had distinguished himself as a tactician and leader in past engagements, indiscretions with a general's daughter have stunted his career prospects. He looks on his new orders as a chance to get back in his superiors' good graces. He suspects upon reaching Belson he will learn that he is being sent to the Sea of Thieves to support Colonel Sir Dirk Allcock. Time will tell. He also looks forward to seeing his father, a retired general, when he returns to Belson. Captain Brickleton has his men break camp and form up to begin the long march south. "A Messenger Arrives in Camp" "Breaking Camp and Preparing To Head South"
  23. To celebrate the opening of the new agency in Punto Sur, Seawolf Shipping Company employees are handing out free beers for everyone. Luckily a boat with 5 more barrels just arrived. Licensed as a small commerce property
  24. Part 1: Part 2: (8 miles outside Brickford Landing) As Captain Vaughn was sent out on another patrol into the steamy wilderness, he smiled faintly. From his vantage point atop his mount he could see the rough terrain smooth into a clearing. Knowing that his force of light cavalry was only a reconnaissance detachment, he had to be mindful of avoiding engagement. So far, the Loti were a nuisance, but not a formidable opponent. He turned to Corporal Williams, who had the misfortune of walking with the squadron. He wasn’t part of the cavalry, but was attached for navigational services. “Mister Williams, would you point out the clearing on the map, might it be the one with the Loti camp?” Williams peered at his map, once satisfied with his inspection, looked over to Vaughn, “Aye, sir, the same.” Confident in the Corporal’s assessment, Vaughn addresses the squadron, “We’ll take rest there and see to it that we make ourselves scarce, if we are to make contact!” C&C welcome as always!
  25. Location: Port Raleigh Type: Small Cultural It was a fine day in Port Raleigh, and outside the Local Government Offices, soldiers idly patrolled, in case of Sea Rat attack. Representative Bob Mitchell was startled from his paperwork, by a rather rude Count Mesabi, wielding a sealed envelope. "What the? Who are you!?" Yelled Rep. Mitchell "The 'name' is Count Mesabi of Debonshire, member of the Royal Parliament, CEO of the WTC, and Adventurer Extraordinaire." Said Count Mesabi in an absurdly confident voice. He dropped the letter off on the desk. "You'll want this." "It's labeled, the "I Love Corrington" Bill..." muttered Rep. Mitchell Meanwhile, Accountant Darby dug through papers in the Records room, searching for tax information so that he could finally finish the 617 Audit of the WTC. The Count moseyed over to the Liquor Tray, and without a bit of hesitation, began chugging the most expensive wine. Rep. Bob sputtered, "Hey, you can't..." The Count ignored him, swallowed, and interrupted. "You know, I can almost taste the grapes in this wine." He paused. "Oh were you saying something?" Bob tried to talk once more, but the Count interrupted before he could even get a single word out. "This bill will revolutionize Corrington, go ahead and open it!" Said the Count with the enthusiasm of a small child granted free reign in a candy store. Rep. Mitchell scanned through the bill. "This is just a series of massive Government contracts towards the WTC...." The Count took another swig, before backwashing half of the swig into the bottle, setting it down, and walking over to the desk. He picked up the piece of paper. "No, Todd," He said, "The Bill creates a new holiday called 'Corrington Day,' declares Strawberry Cake 'Anetta's Cake,' and allocates funds for a funeral for Comodore Cooke when he gets executed for heresy in Terraversa" He paused. "And additionally, has a few riders making sure the WTC gets those government contracts no one else wanted..." "This is Insane!" Yelled Rep. Mitchell, "I'll never vote for this bill, even if it passes the Noble Parliament!" "Well then, Rep. Micheal, I guess you don't love Corrington." And with that, he grabbed an envelope, and left the Office, leaving a bewildered Rep. Mitchell to consider his life choices, and the Insanity of the Mesabi name. Outside, Darby and Mesabi reconvened. "So, according to this," said Darby, "The WTC owes the crown-" The Count interrupted. "Darby, I understand you're excited, but I have something more important! I stole this envelope from the desk of Rep. Rob Witch-hazel! It could be important!" "Wait, isn't that like super illegal to-" Darby was again interrupted by the roughling of paper as the Count tore open the envelope like a lion to a gazel's stomach. "Aww, it's just a lame birthday card to his nephew in Quinnsville, but wait!" He exclaimed. "There's 2 Dubloons inside! I'm rich!" FIN Thanks for viewing my build. Here are some shots of the entire building. I really enjoyed this build, and I really tried to make it look as neat and put together as possible. I think it might have turned out a little too neat, but I'm quite happy with it. C&C appreciated! Apologies to @Bregir, but IC Count Mesabi would assume that Cooke would be executed for Heresy. While I'm not sure how *hush hush* the TER story has been for us, (still catching up on 2 years of backlog ) I could See Count Mesabi knowing Cooke is there, and assuming he would be executed for heresy for no reason other than that's the kind of thing the Count assumes. I mean no harm, and enjoy your stories and this is entirely an IC statement.