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  1. The Empire of Eslandola Nicknames: Cash Empire, Eslandrama Colors: Green, Gold Flag: Although this is the official flag, you are welcome to create your own variations or stick with purist flags. Eslandola Summarized: Compared to the other nations, Eslandola boasts the best merchants, the most heavily laden treasure ships, and - they will contend - the largest and richest colonial possessions. Eslandolans hold hard to their individualism and profit making, and those have not let them down! They are adventurers and explorers, business folk, merchant sailors, agriculturalists, and artists. Membership: Fancy yourself as a tradesperson and want to join a trading company to extend our wealth? Or aspire to make a name for yourself in New Terra and explore the islands and start a colony to expand our empire? Want to pick up arms and join the army or navy to expand our control? We welcome anybody who will be loyal to the cause. For gold and country! Good Eslandolans strive to show their pride by including one or more of the nation’s colors in each build, but if they slip up, certainly no one will track them down. If you choose to be a member, there is a lot in store for you! Your first task will be to create your signature figure (sig-fig) and sign up in this thread with an intro post. Your intro post should include a picture of your sigfig and a bit of a description and background as well. Your sigfig will represent your character throughout your MOCs within Brethren of the Brick Seas. (That does not mean that your sigfig has to be in every MOC you make.) There are some simple instructions here that sum up the sign-up process. Eslandola currently has three main trading companies. If you'd like, you are quite welcome to affiliate yourself with one of them. This affiliation may be changed at any time, but you are responsible to make sure leaders are notified of any changes. You are not required to join one of the trade groups and may even start your own; however, there are a few economic benefits which come with joining a Trade Company. More information about the trade groups can be found under point 5 below. Eslandola has a republican system of government, with a figurehead monarchy. More information about the government can be found under points 1 and 2 below. Did you get that far? If so, you’ve read all that you really need to know. The rest is just icing on the cake, so take it at your leisure, and enjoy the MOCs! A Detailed Look at the Empire of Eslandola (government, geography, military, history): (below) Trade Companies: (second post) Colonies: (third post) Members: (fourth post) A Detailed Look at the Empire of Eslandola 1 – Leadership King Fernando - Augusto VII (NPC) Thanks to the independent minded merchants of Eslandola, the realm is fairly decentralized. The real power lies in the hands of the Continental Council and its daughter council, the Colonial Council. King Fernando used to command the empire through a High Council, but a bad political move led to his power being curtailed with the signing of the Magna Charta. Since then, he's been variously reported as begging in the backstreets, throwing nightcaps, gormandizing, or plotting a dramatic revenge... Continental Council The Continental Council consists of the leaders of Eslandola. The Continental Council grants charters, signs treaties, and supervises elections. Honorary members are members that have previously served in the Continental Council, but now take no part in its usual deliberations. Governor Willem Guilder (@Capt Wolf) and the Merchant's Colonial Trading Company (MCTC) Willem Guilder is a career member of the Merchant’s Colonial Trading Company, rising from dock agent to regional manager to mayor of the MCTC’s Weelond settlement to governor of the island of An Holli. With the retirement of Guy Wyndzon, Guilder now takes over as director of the MCTC. Guilder has continually sought ways to expand the MCTC’s trading base and influence, forging new trade relationships and aggressively defending Eslandolan (and the MCTC’s) interests across the seas. Quick to join the push to get the king to sign the Magna Charta, Guilder hopes to help lead the MCTC (and thus Eslandola) to new heights in this blossoming era of colonial power! Captain Jerome Monezterrell (@Legostone) and the Mpya-Stedor All-Encompassing Science, Trade & Resources Organisation (MAESTRO) Captain Jerome Monezterrell grew up in a community of merchants, and, since joining the at the time newly-formed MAESTRO trade company, has risen to the rank of accountant and second-in-lead of the trade company, as well as Governor of Eslandola's recently conquered Isla de la Victoria. Influential in the founding of the settlement of Fuerte Unido and famous as the owner of the splendid Monezterrell shipyards, Captain Jerome's focus on a strong national and private navy has also resulted in his promotion to Secretary of the Navy in Eslandola. On entering Era II, his goals are to further propel his nation and trade company on to victory! Viceroy Renato Filamento (@kabel) and the Royal Colonies After his fortunate discovery of the island of Nelissa, Renato Filamento was knighted by King Fernando and proceeded to construct Nova Terreli as a royal colony. Sir Renato was kept home in Eslandola for some time, and earned the King’s trust. Now, he has been made Viceroy of all the royal colonies and is supposed to do his best to bring down the East Trade-Wind Company. Unfortunately for him, the ETWC capitalized on his discoveries and now controls the rest of the east coast of Nelissa. Sir Renato, even after all the recent occurrences, still deeply respects King Fernando and wants to carry out his job well, but he is forced to comply with many of ETWC’s demands. His exasperation with the state of affairs leads him to take frequent therapeutic jungle expeditions, and he spends a good deal of his time lost in the woods. Since the king's fall in public favor, little has been heard of his viceroy... Honorary Members: Sir Edward Thomas Wilkinson de Chauncourtois (@Garmadon) and the East Trade-Wind Company (ETWC) Sir E. T. Wilkinson de Chauncourtois has headed the East Trade-Wind Company for, well, just about forever! Under his leadership, the elite trade company has greatly consolidated power, and ever since the colonizing move to the New World, it has had a virtual monopoly in Eslandola proper. Although it made an early start on the island of Nelissa, after it got a good hold there, the ETWC began to lay back and became somewhat complacent about New World expansion. In Era I it has fallen somewhat behind the other two large companies in Nova Terra, but now, while Wilkinson still enjoys more-or-less ignoring his competitors, it is said that plans are afoot that will propel the ETWC back into its place as the number one trading company. Guy K. Wyndzon (@Kai NRG) of the MCTC After the death of his wealthy father, young Guy took over leadership of the Merchant’s Colonial Trading Company’s Board. Energetic and sometimes a little too reckless, he often has trouble getting the other merchants to agree with his expansionistic schemes and would have been deposed long ago but for the influence of his Uncle. Under Guy’s leadership, the Merchant’s Colonial Trading Company stopped playing its losing game on the mainland with the ETWC and started planting dozens of new colonies in the New World. However, when Guy's Uncle took a voyage to who knows where, Guy decided that being leader of the MCTC was too much for him and stepped down. Well, that was his given reason, but rumor has it that he found a secret treasure map. 2 – Colonial Council Background: After the King's erratic temperament got him into trouble with Eslandola's powerful trade companies, the powerhouse of Eslandola was moved from the monarchy - now pretty much nothing but a figurehead - to the Continental Council and its newly formed Colonial counterpart. Council Hall, Weelond: A republican body elected by the members of Eslandola, this latter consists of eight members - three appointed by the Trade Companies, three elected regionally, one elected by members not affiliated with a Trade Company, and one, the Admius Legistrad, elected by Eslandola at large. The Colonial Council handles just about all the day-to-day decisions of Eslandola, and makes sure that everything runs smoothly and to the liking of the people. More information on all the particulars of how the Colonial Council and Eslandolan government works can be found here (first post only). Eslandola Colonial Council - First Cycle, 617, In Session 3 – Geography The Southeastern Coast: Major Ports and Capital This is where Eslandola's capital, Terreli, is located. This is the wealthiest region of the world, thus giving it the nickname Diamond Coast. It boasts the world's largest ports, with Terreli being the biggest. Most people live in the ports and towns, but some reside in the beautiful isolated countryside. The southeastern coast of Eslandola is the most populated region of with most citizens being traders, merchants, sailors, or nobles. Terreli is also the headquarters of the East Trade-Wind Company. Generally, buildings resemble Mediterranean and Western European styles. Eslandians generally prefer mud, brick, or rock structures over wood. The Northwestern Coast: Smaller Ports and Coastal Towns The northwestern coast is a quite different place. With the royal government and both trade companies focusing their effort on the eastern coast and the colonies, the western coast has been historically neglected – making it a hot spot for smugglers and the occasional pirate. Every man on the northwestern coast fends for himself, as the army's presence is virtually nil. The Colonies Since the signing of the Magna Charta, the colonies have been mostly left to govern themselves with the Colonial Council. The largest city in the New World, Nova Terreli, was established as a crown colony but took a leading part in dethroning the King. In size, it rivals most of the ports of the Old World. Its mayor sides with the MCTC and in good MCTC tradition is always ready to expand influence on the island, but the ETWC controls its own settlement here too. A couple other islands are in the hands of MAESTRO, but the majority are settled by the Merchant’s Colonial Trading Company. Adventurers head for the colonies to find income through trade and commerce or resource factories such as plantations, mining, or tanneries. Given the diverse backgrounds of settlers, just about every architectural style has been allowed to flourish in the colonies, with preference being given to those that are the simplest and quickest to build. 4 – Military Continental Army These men are directly loyal to the Councils and have no affiliation with the trade companies. Some regiments and commanding officers still wear armor, which they believe is a symbol of might, and it is not a rarity to see officers on horseback. The standard uniform color is green. Militias The majority of the troops of Eslandola are militia, financed and trained by the trade companies or local leaders. Their uniforms are usually quite diverse and depend mainly on the region they are in and their leader - though green is generally used as it is one of the official colors. East Trade-Wind Company These elite, elusive troops are fielded by the ETWC whenever the need arises - which it doesn't happen very often. By the law of the land, they are not a standing army, but they've still helped the nation out various times in a pinch. Among other things, they were sent out in the battles against Mardier on Isla de Victoria, and were instrumental in taking down the enemy forts on the island. Their colors are green and dark green. Nova Terreli The Golden Nellisei are elite troops and Román Fontonajo's personal guard unit in Nova Terreli MAESTRO MAESTRO maintains several militia units. Here are Royal MAESTRO Engineers under the command of General Whitedragon. Merchant's Colonial Trading Company White Glove Order The White Glove Order, headquartered in the MCTC settlement of Bardo, maintains its own troops. Here they are seen marching into Nova Malto. The Governor's Musketeers Willem Guilder, director of the MCTC and governor of An Holli, maintains an elite unit of musketeers, capable with musket and sword, on horse and on foot. Here they are seen on parade in front of Weelond's local militia unit. Others There are many other militia units in Eslandola. As you can see, some of these units can be very individualistic. Navy While the trade companies maintain a few heavily armed ships for escort duty, the majority of Eslandola's warships are owned and operated by the Councils. These ships have been used most often in the past for escort duty with large merchant convoys. Eslandola's navy currently consists of the following ships: Active MOC'd ships: The Dread Treasure II - Class 7 Oscuridad - Class 6 La Raya Venenosa - Class 6 Stormbringer II - Class 6 Golden Grasshopper - Class 6 Beluga II - Class 5 Maiden of the Deep - Class 5 Sleeping Siren II - Class 5 Victoria - Class 4 Firefly - Class 4 Asesino II - Class 4 The Gallant - Class 4 Midas Touch - Class 4 La Salamandra - Class 3 Active un-MOC'd ships: Verde Oro - Class 5 Migery's Revenge - Class 5 Hammerhead - Class 5 Inactive / licenses only: Cannonball - Class 5 Logan's Nightmare - Class 5 Argenta - Class 5 Blood Diamond - Class 4 Long Beard - Class 4 Plump Patty - Class 4 5 – History and Foreign Relations Eslandola before Era I Almost all Eslandians like having a monarch, but they don’t like him bothering them. They are individualistic, and, especially in the colonies, they have always tended to ignore royal orders. However, when the nation needs to defend itself, its large sprawling noble class is eager to respond, along with the powerful trade lords and privateers, who are always looking for somewhere to use their expertise. Honor is found in both war and business – but business is preferred. Fifty years ago the East Trade Wind Company foreclosed on much of the royal possessions due to excessive debt levels. To get them off his back, the King established Renato Filamento, a newly knighted explorer, as Viceroy of all the royal ports. Renato arrived and had to try to curb the ETWC’s power, no easy task! The ETWC dominated the High Council, and the aims of the empire were divided between the monarch’s ambitions and desires of those who control the purse strings. Recently, however, the fairly conservative and slow-to-expand ETWC has been challenged by the rapidly exploding Merchant’s Colonial Trading Company, which has also managed to grab several seats in the council. For this reason, much of the foreign policy of Eslandola has been to acquire as many new territories in the resource rich New World as possible. Despite the large trading companies, smuggling is rampant and small competition abounds. The Eslandians are a romantic and freedom loving people, cherishing long and winding stories. Nobility still loves to dress in armor, even though the days of its practicality are over. The horse is also a useful tool, especially when dealing with natives, and most Eslandians know how to ride a horse and shoot at the same time. Eslandola has no state religion, but leaves such matters entirely to the desires of its people. Eslandola in Era I Right with the onset of Era I, Eslandola burst out in rapid expansion and development in the New World, using its valuable island of Nelissa as a launching pad for operations in the newly discovered islands to the east. Soon after the discovery of the island of Berelli by the famed Eslandolan explorer, Ivo Fortesque, MAESTRO's settlement of Elysabethtown was founded there, where the new trade company was not only instrumental in keeping the island from falling completely into the hands of the redcoats, but almost managed to keep up a good relationship with Corrington and the natives of the island as well. Although the ETWC mostly concentrated on consolidating its power on Nelissa's east coast and building up its settlement of Pontelli, the poor viceroy, Renato Filamento, was nevertheless not particularly successful in his mission on behalf of the king - just how not-particularly-successful future events would show - and he often solaced himself with long expeditions into the jungle, where he would disappear for weeks or months at a time. Rumors that the good viceroy had gone mad were sometimes to be heard whispered in the large city of Nova Terelli... At any rate, things seemed to be progressing fairly normal - the MCTC building settlements and expanding like nobody's business, MAESTRO, and especially Mr. Jerome Monezterell's shipyard, providing both the crown and the trade company with an abundance of ships, and Nova Terelli bustling with the trade of the nations under its new mayor, Román Esteban Fontonajo - when it suddenly occurred to the good old king that a convoy of treasure ships bringing the newfound gold of the colonies to Eslandola's Old World capital would be the very thing to set him up for life. This turned out to be not the greatest idea, though, for while some ships' escorts managed to defend their charges from assault, a considerable number were lost to pirates and other villains of the high seas, despite the ingenuity of the Eslandolans in defense of their gold. Some time ago King Stéphan II of Oleon had died and been succeeded by his younger brother, the new King Philip I, but Eslandola's King Fernando Augusto VII had always pondered how it was that that brother should become the new king instead of himself, the old king's cousin. At any rate, he figured he had a fine claim to the throne of Oleon, and for some time previously, curious affairs had been going on under the surface... Meanwhile, however, other things were also going on in Eslandola! An outrageous and unwarranted attack on Eslandola's shipping by the nation of Mardier brought on a court case, and after the infamous travesty which resulted in the supposed vindication of the privateer, l'Ollius, Eslandola's declaration of war. This did not result in much action, however, until Operation KMA and the Eslandolan attack on Isla de Victoria, a strategic piece of land which Mardier had claimed under the name of "Isla del Medio," located right between two of Eslandola's newest acquisitions. This daring action put all doubts about Eslandola's intention to see to the safety and protection of its citizens from foreign attacks at rest forever. It was just now, however, that the king also saw fit to put into action the plan which he had been concocting ever since the death of his unfortunate cousin in Granoleon. The king's battle plan, codenamed, En Contra Oleon put the relation between that nation and Eslandola very much on edge - but worse, for him, it practically signaled the knell for his active rule as monarch of Eslandola. Popular outrage was everywhere. The leaders in the colonies decided that something must be done. The result? Well, poor King Fernando was forced to very peacefully decided to sign away all his powers in the Eslandolan Magna Charta, and by the resulting Constitution, a Colonial Council - the counterpart of the also newly formed Continental one - was formed, and became, de facto, the ruling force in Eslandola's colonies. What was going on with the war against Mardier all this time, you ask? Well, Eslandola issued a Letter of Marque against all Mardierian warships to counter a similar offer from their enemy, and the war proceeded both on the Isla and on the seas! After a gruelingly long war, during which Eslandola formed a league with the nation of Garvey, helped in the succession and independence of Terraversa from its mother country, wrested fort after fort and position after position from Mardier on Isla de Victoria, though unfortunately at the price of many courageous members of the heroic Brickwall family, devastated its enemy's shipping, and chased them to the fabled kingdom of gold, Eslandola ended up in sole possession of the contested island, and forced Mardier to come to fair terms. Although it has looked askance on the Sea Rats ever since their devious attack on Eslandolan ships in the Battle of the Five Fleets, it embarks upon this next era at peace with all the other nations, and looking to trade and exploration for the future glory of the nation! The jungle calls! - for gold and country, for Eslandola! Foreign Relations Eslandola has excellent relationships with other nations both because it provides big trading partners and because it is not militaristic. However, ever since Operation Pax Corlandia and the subsequent Malto Peace Talks, it has kept a wary eye on Corrington. (Note: Relationships are judged on a 1 to 5 scale; Very Friendly, Friendly, Indifferent, Unfriendly, Hostile) Eslandola's relationship with... Pirates: Indifferent Corrington: Indifferent Oleon: Friendly Other nation’s relationship with Eslandola... Pirates: Indifferent Corrington: Indifferent Oleon: Friendly Ready to expand Eslandola’s land and extend Eslandola’s wealth? Go ahead, let’s get bricking!
  2. Name: Mesabi Landing Ownership: Wayfarer Trade Corporation, via The Crown of Corrington Location: Argentia, East Prio Sea Map: Cascadia by Ayrlego, on Flickr Mayor: Count Mesabi Trade Value: 47 Town Bank: 20 Who can own property in Mesabi Landing: Anyone Who can freebuild in Mesabi Landing: Anyone Description: After the whole Nova Malto incident, The Corrington Colonial Council decided to do something to about the troublesome Captain Mesabi. The solution was simple, send him to a faraway island. Isle 14, AKA Keep-Yer-Boots-On, AKA Argentia, was decidedly the right place. Littered with waste from passing ships, cacti, crabs with hats, and mysterious plants, Argentia is perhaps the most depressing of the Islands of the Prio Sea, and a perfect place to keep Mesabi from causing more trouble. Undeterred, Captain Mesabi established a settlement on the barren isle, naming it after himself. Newly ennobled, He seeks to make the settlement the greatest in the Prio seas, at all costs. Original Information: Builds in Mesabi Landing Please help us out by posting your a link to your builds in this thread. Licensee is Listed after the type of licence. Properties: 10/11 Size for EGS purposes - Level 1 'Hamlet' Required for Level 2 'Town': 11 more properties of any type. Residences: Mesabi Residence - Medium Factories: Artisans: Fallingwater Tavern Commerce: Art and Culture: Educational: Library of Learning - Large Plantations: Mines: Forts: Fort Argavia - Medium Troops: Other Buildings: Vessels stationed here: Other related builds: Pax Crablandia
  3. Early in the morning, when most of people is still asleep, the imposing silhouette of a ship of the line slipped into the bay of Eltina. At her sight, the lighthouse guard, a veteran of la Royale, could not help but be moved, "Le Bruyant!" For a man who has served twenty years on board of this ship, we can not reproach him for being emotional. Le Bruyant threw the anchor and slowly, people began to gather around the pier, and they were curious about her archaic and unique appearence. "She must be quite old...look at those patches...why our honourable King sends us such an antiquity, our shipyards aren't working 24/24h to spawn new ships?" I just can't refrain myself from building my own version of Silent Mary, hope you like it. Aaannnd an photo of interior for Count Mesabi. Thanks for viewing. C&C are welcome. Vive le Roi!
  4. Adventure MRCA : The second part of the map Adventure Introduction : It is now well known that Felipe de la Manzana is looking for the Golden Apple. It is well known that this treasure has been hidden by the Gods and can provide Knowledge to the one who bites it. It is well known that Felipe and his faithfull First Officier encountered Native tribes that helped them to find an incomplete map that could lead to this treasure. Well, if this treasure is real... The Adventure begins : For now, Felipe de la Manzana is more than sure the Golden Apple is at his reach and he is just lacking the second half of the map he managed to collect in the Lost Golden City. He sent over many ships (and even, a phlogisphere...) to finally have a lead to where to look at... He is now sure the Pirates brotherhood called the Old Beard Caliquot Gang, in Low Town, Charlatan Bay, has the second half of "HIS" map ! It's not tolerable ! He has to act ! So, he sent his most trustfull man, his First Officer, Basil, to a secret meeting in a tavern in Charlatan Bay. - Nice to meet you, Tezclatipoca. Said Basil sitting at the table of the native. - Heyrr ! snarled the cannibal swallowing an apple and a glass of rum. - I am here today to talk to you about an opportunity ! A great one ! You'll never lack anything to eat ! The last sentence hit the glouttonous native strait to the stomac. - Never lack food ? Ever ?! he spit with some projections from the previously eaten apple. - Yes ! I assure you that my boss will provide you all the food you'll desire at any time and any cost... Added Basil, strong of the intel he's got about the greed of the cannibal. - And what d'ya want in exchange ? Carefully asked Tezclatipoca now curious and with an empty plate. - Let's get inside, and I'll explain you all our plan in front of a good meal I am offering you ! - Ok ! Hope yar wallet is well rounded... And the native followed the lead of Basil. Once downstairs, on the main room of the tavern, the cannibal ordered a Pantagruelish feast ! The kitchen of this little inn of the Low Town suffered of the glouttonery of Tezclatipoca while Basil extracted from him and its lack of attention the main information he was sent to collect. - So, my dear friend, Now I bought you this promising meal, can we discuss... - Yar ! Shurre ! Spit out the native engulfing the pies, apples, chicken legs and other delicious food he had at his hand. - I would like to know something... Something your captain may know... Something about a map... - Arh ! The half map of our captain ! It's not a secret ! Ahah ! You paid me such a meal for that ! Laughed the cannibal. - Yes, because I don't want to know where he is hiding it, but I'd like to know where it leads... And I'd like to know the secret he is hiding with his first officer. I know the actual first officer of your captain was not the first Dreadfull Bill but I'd like to know who was the first. - Arhh... that's an intel ! Yelled the native cannibal. Ok, so, with your garranty of having all the food I want and, not being armed during your raid, I can tell it to you. - You have my and my boss words on those two points. I can garranty this to you. Ensured Basil. - Ok, it is rummoured that the old first First Officer of the Captain was an ancient Eslandolan guy named Juan de Hespérida. He would had been cast away by the captain because of the map you're searching... So be careful ! We arrrh supposed to sail towards Eslandolan coast around Nellisa to catch nice preys this run... But I didn't tell ya ! - Juan de ... Basil spit out all his cider hearing this name. It is the outcast Felipe and I... Oh ! That's astonishing ! Once back to The Brickwall Frigate, Basil explained the conditions and the course of the Old beard caliquot Gang to Felipe de la Manzana. - Well, my dear Basil, it is simple ! We need to catch that pirate ship ! Steal the map and, if possible, save the native who sold you the intel. Strange that we found the former first officer of this pirate crew as an outcast at the beginning of our journey... The gods have strange moves sometimes... Let's set sail north west ! So this is my run for the Adventure MRCA ! Summary : * Participating ship : The Brickwall * Locations : heading from Charlatan Bay towards Nellisa. * Departure port : Charlatan Bay, Inferno Pordejon * Arriving port : Nova Terrelli, Nellisa * Goal : Chase and intercept, with the Brickwall frigate, the pirate vessel called the Red Nose Deer lead by captain Old Beard Caliquot. Board it and rob the map to the Pirates. If, possible, the side quest would be to save Tezclatipoca from the pirates to hire him. * Characters : Felipe de la Manzana, Leading the Brickwall and the mission. Basil de Eslandola, First Officier on the Brickwall. Captain Old Beard Caliquot, Pirate captain, captain of the Red Nose Deer, a pirate predatoring vessel. Tezclatipoca, the glouttonous cannibal, sailor on board of the Red Nose Deer, betrayed Old Beard Caliquot.
  5. Ahoy maties! Continuing the Collectible Minifigure mania, I present the BoBS CMF Corrington Double Edition + Bonus Figure. This collection of 33 minifigs is entirely specific to the faction of Corrington. Enjoy! Group pic: First row, far left, front-back: Cannon Founder, Croquet Champion, Courier, Chimney Sweeper 2nd row, f-b: Coin Smith, Chef, Conquistador, Cutter (Woodcutter) 3rd row: Carpenter, Confectioner/Chocolatier, Chief Naval Minister, Charcoal Maker 4th row: Cash-Crop Capitalist, Corset Dress Maker, College Professor, Crocodile Wrangler Center: Bonus Figure 5th row: Coachman, Copper Smith, Composer, Crabber 6th row: Cartographer, Cake Maker, Chandelier Maker, Collier/Coal Miner 7th row: Customs Officer, Croissant Baker, Cutler, Candle Maker Last row: Chemist, Cheese Monger, Cooper, Crazed Hatter First Series: Cannon Founder "'Canon in D major' is lacking percussion; therefore I present to you 'Cannon by Major Dee.'" Croquet Champion "To 'Swing like a girl' is suddenly popular among the men." Courier "If your horse's hooves don't spark the world aflame, then it's obvious your riding is too tame." Chimney Sweeper "I make soot a moot point." Coin Smith "Life's pressing engagements yield many golden moments." Chef "A proper chef asks 'How do you like your flaming bananas?' while a mere cook says 'What's flaming bananas?' Bon Appetit!!" Conquistador "Corrington's lands will conquer your heart." Cutter (Woodcutter) "Tha only thang sharper than my ax is my tongue, and vice versa." He went by several titles: Lumberjack, Woodcutter, or simply Cutter. And he took his work very seriously - perhaps too seriously. The demand for wood and charcoal was growing faster and faster thanks to the establishment of the colonial settlements and the need for more ships, buildings, carriages of all types, and simple firewood, and it was up to strong men like him to fulfill that demand. He was a rough-and-tumble, rude, crude, foul-mouthed, heavy-drinking, fast-swinging, hard-hitting, "meff wiff me and I'll knock yore lights out" type person - and that's when he's in a good mood. Get him angry on the job and he's likely to cut down a few thousand studs of forest area before lunch, along with anyone or anything in his path. He carries all the breakfast leftovers with him in his big brown sack, to tide him over until lunch, or possibly to whack a slacker over the head if need be. He may not be as culturally refined as some Corries, but he's loyal to the bone, and usually doesn't cause too much trouble. Usually. Carpenter "Always remember to 'Measure twice, cut once' or else you might saw the board five times and it will still be too short." Confectioner/Chocolatier "Whoever said 'Laughter is the best medicine' never tasted my Sugar-Frosted Chocolate Bombs." Chief Naval Minister "Speak softly and sail a big fleet." Charcoal Maker "I'm the Charcoal Chef, specializing in making things black and crispy." Cash-Crop Capitalist "Eggplant is for Eslandolans. I currently cultivate cacao, coffee, cotton, corn, carrots, celery, cucumbers, cabbage, cauliflower, chickpeas, cayenne peppers, chili peppers, cantaloupe, cherries, cranberries, currants, citrus, coconut, cumquat, cashews, chestnuts, cinnamon, chives, cloves, and coriander." Corset Dress Maker "Fashion isn't comfortable, honey. Now inhale while I PULL!!" College Professor "Knowledge is understanding that broccoli is edible, and wisdom is not eating it." Crocodile Wrangler "Big cats are for sissies." Second Series: Coachman "They see me rollin, they're waitin, patrollin, they want a ride in my fast carriage. My coach is so fast, we're swayin, they're hoping that I trained these charging horses..." Copper Smith "Unlike gold, copper can be made into many useful objects. Oh, did I mention I only take payment in pure gold?" Composer "While the music onward flows, the dead composers decompose." Crabber "These delicious crabs will grab your taste buds and won't let go. They'll also grab your nose if they get a chance." Cartographer "Lose yourself in my collection of fine maps." Cake Maker "You can halve your cake and eat it two!" Chandelier Maker "Let there be refracted light!" Collier/Coal Miner "Charcoal is so Stone Age. Coal is just waiting for someone to dig it up and introduce it to the world." Customs Officer "Enriching Corrington, one import duty at a time." Croissant Baker "I will serve them hot or cold, but never more than hours old." Cutler "Allow me to sharpen the dull moments in your life." Candle Maker "Wax. It's the hottest fashion." Chemist "A good chemist more or less has 10 fingers, more or less." Cheese Monger "Please stop drooling on your sleeves, and have a taste of cheddar cheese." Cooper "Making barrels is more fun than a barrel of monkeys." "Monkey:" Corrington slang term for foreigners, specifically Oleanders and Eslandolans. Crazed Hatter "HATS!! They're all the rage. Unless, of course, you're headless, in which case I can't help you. Cheerio!" And finally the Bonus Figure: Courtesan [whispered] "A fool... and his money... are soon parted. Come hither... if you dare..." Her name was Delilah de Ville. She was known throughout the Brick Seas as the "Black Widow" for her ominous black attire - first paired with red, later with an expensive purple - and for the fact that one high-ranking elderly foreign client had collapsed dead upon leaving her lavish apartment, victim of his own desires. She was fiercely loyal to the crown and considered it her duty to coax every possible doubloon from the white clutches of foreign hands, and she was exceptionally successful in this pursuit. Her greatest delight was feeding the inflated egos of arrogant men, all the while toying with them, and ultimately sending them stumbling out the door, drunken and penniless. She chose her clients carefully. Young men of all nationalities were too predictable in their absurd overconfidence, and she saw them only to demonstrate her own powers. Her fellow Corries bored her, and she rarely saw them. Eslandolans were easy targets - often flaunting their wealth or position in life. They paid, dearly, and thought it a bargain. Oleanders were her preferred subjects, due mostly to the historically strained relations between the nations, and for them she reserved her most deceptive, most persuasive behaviors, and from them she demanded the highest price. How she laughed to hear of men who sauntered forth, proclaiming to have "slain the Dragon, tamed the Black Widow"! Blinded by her controlling seduction, they could never comprehend that she was simply using them, bleeding them of the wealth they'd so ardently earned, and becoming incredibly wealthy herself in the process. But woe unto them who tried to turn the tables of control! Men had vanished into the night, never to be seen again, and it was the disappearance of a distinguished Oleander last seen visiting her apartment that had driven her from the mainland and into the growing colonial world. Her web had been torn down, but she was spinning another, and she would not be denied. ***** Building all these minifigs was fun! I enjoyed it more than any of my prior projects. I had planned to build several of them for other purposes, and after seeing the first 2 CMF series I went to work on this. After getting hung up on the letter "C" (for Corrington) I had to make a few changes (for example, "Mad Hatter" became "Crazed Hatter") but I had fun just seeing what I could come up with. I wanted to focus on occupations and avoid the usual soldiers-sailors-merchants-etc if at all possible. My list included several more that I didn't build: Constable, Cabinet Maker, Cordwainer, Cobbler, Cartwright, Chauffeur, Courthouse Clerk, Conductor, etc etc. A few of these (like the Chief Naval Minister) look remarkably similar to existing characters. Besides my sigfig, this is purely coincidental. In terms of execution, my favorite is probably the Crazed Hatter , but I'm very happy with the entire collection. I'm working on paragraph descriptions for each of these minifigs. Posting this from a phone is a nightmare, otherwise I'd post it all at once. Thanks for viewing and your input is welcome.
  6. [OL - FB] The Request

    Ahoy, mateys! Just a small scene today, to get some travels started - hopefully pushing me to finish the following builds in a timely fashion The Request Just as recently knighted Corentin Roseabeau is about to leave his offices, he is approached by his aide Frederick who is carrying a letter with an important looking seal on it... Monsieur Roseabeau! Monsieur Roseabeau! What is it, Frederick? Monsieur Roseabeau, this letter from the Compagnie arrived. It carries the seal of the Duc himself! Hmm... Hmm... What is it, Monsieur? Isn't the Directeur content with the plans provided for Fort Henri? Hmm... Hmm... Yes, it would seem that he is. He sends his sincere regards and gratitude. Then, what is it that makes you seem so worried, Monsieur? Hmm... Hmm... He wants more. And he expects me to head the planning and constructions myself - in Lavalette. Hmm... This is indeed a surprise. And quite an honorable request, Monsieur. But don't they all see that I'm busy running this arsenal here? There is just so much left to do here. We've only just started work on slipway no. 5, the timber supply from Eltina still isn't running on schedule - those yahoos just never get anything done - and it's not like there aren't any ships to be built... And I wanted to supervise Gloire's sea trials personally... So much to do, so much to do... Monsieur, of course, I understand. But you should also see the opportunities! Like catching the latest tropical disease? Never mind... I guess you are right. Been sitting behind that desk for too long - time to get my boots dirty again. I just need some more time to finish the more pressing issues. But we will leave within a fortnight! We, Monsieur? Yes, of course. I'm not going on this perilous journey without my most capable adviser. Oui, Monsieur. And Frederick... for the 937th time, no need to call me 'Monsieur'. Oui, I know, Monsieur. *Sigh*... Now - seems we need to find ourselves a ship. About Well, not much to it... office building... hallway... maybe one day I'll turn this into something larger. For now it'll be licensed as a small commercial - there's business being done in offices after all. Thanks for watching, C&C welcome! Vive le Roi!
  7. A new BoBS feature for the start of Era II! Ever wanted to go on your own personal quest in a world full of mysteries, that are just waiting to be revealed? Ever wanted to discover and explore uncharted lands, or shape the fate of empires? Now is your chance! Head over to the Brick Seas, read all about the first round of our fearless adventurers' travels in the latest edition of the Eltina Courrier, get inspired - and join the Brethren today!
  8. It is the annual Octoberfest over in Weelond. Sea Rats bring over a new game that involves drinking and cannon balls. Beach Ball by dr_spock_888, on Flickr
  9. New Ship Classes - The Transition Welcome to the new ship classes, everyone! Read about them in detail here! In this thread we will guide you through all licensing issues revolving around the new ship classes. In short, the transition will work as follows: The current licenses of all surviving ships will be fully refunded. Captured (or otherwise acquired) licenses that you have in stock will be conveniently converted to the new classes - eg. a 5F and a 5A2 both become a class 5 under the new regime. In the spirit of an open community we ask everyone to list their currently licensed vessels here (one post per member, edit it if necessary), along with links to the thread they were originally posted in, plus if possible a complete list of your additional licenses. Please also state the intended new ship classes of your vessels. This will allow a peer review of your fellow brethren, and hopefully help everybody to get a feeling for the new classes and their requirements. The whole process will be monitored by the members of the Naval Licensing and Prize Court and the Brethren Court. Please take their advise when they offer it, as they have been dealing with these classes for a longer time already Our final goal is to develop an open ship register, similar in transparency to the account sheet we already have, so it will be clear what ships are cruising the Brick Seas at all time. Please be patient regarding the re-licensing of your ships - the forms are still in the making, but will arrive in time for the next MCRA. We'll keep you posted. A final note: We know it will take a certain time and learning effort to become accustomed to the new classes, and to get a feeling for the required sizes for each new class. But we've managed to get there before, so we'll be able to do it again If you got any questions and/or need advise, by all means feel free to ask - that's what this thread is all about! Reference MOCs for all ship classes: Class 0 - Pearl Diving Canoe Just a small canoe, not ocean going, but doing well in coastal waters - with enough cargo space for plenty of precious pearls. Class Cost Stat Points Range Maneuver Firepower Crew Cargo Hull Sum (1-6) (1-6) (0-12) (0-12) (0-15) (0-12) 0 24 6 1 3 0 0 2 0 6 Class 1 - The Saucy Gibbon Fast little sloop outfitted for inter island trade runs and coastal exploration. Class Cost Stat Points Range Maneuver Firepower Crew Cargo Hull Sum (1-6) (1-6) (0-12) (0-12) (0-15) (0-12) 1 60 9 2 3 0 1 2 1 9 Class 2 - Pride of Poseidon Light, maneuverable patrol vessel with enough firepower to hunt down smugglers. Class Cost Stat Points Range Maneuver Firepower Crew Cargo Hull Sum (1-6) (1-6) (0-12) (0-12) (0-15) (0-12) 2 120 12 3 4 2 1 0 2 12 Class 3 - HMS Otter With her highly maneuverable cutter rig, medium range capability, and armed with a set of 4 pounders, the Otter is perfect for the job as a patrol craft. Class Cost Stat Points Range Maneuver Firepower Crew Cargo Hull Sum (1-6) (1-6) (0-12) (0-12) (0-15) (0-12) 3 200 15 3 6 2 2 0 2 15 Class 4 - Asesino Sturdy brig-of-war armed with 16 long guns, she can hold her own against any opponent in her class. Class Cost Stat Points Range Maneuver Firepower Crew Cargo Hull Sum (1-6) (1-6) (0-12) (0-12) (0-15) (0-12) 4 300 18 4 4 4 4 0 2 18 Class 5 - Ironsides Armed with several carronades and manned by a man'o'war crew, the Ironsides is a powerful warship for her size, and her heavy scantlings make her hull a tough nut to crack. Outfitted for the high seas, her range is long, but her old-fashioned rig limits her maneuverability. Class Cost Stat Points Range Maneuver Firepower Crew Cargo Hull Sum (1-6) (1-6) (0-12) (0-12) (0-15) (0-12) 5 420 21 5 3 4 4 0 5 21 Class 6 - Alejandro de Vargas Old fashioned galleon. Doesn't possess the greatest sailing qualities, but with a sturdy hull and decent firepower this terraman is not to be messed with easily. Class Cost Stat Points Range Maneuver Firepower Crew Cargo Hull Sum (1-6) (1-6) (0-12) (0-12) (0-15) (0-12) 6 560 24 4 3 4 4 4 5 24 Class 7 - Margot Built to dominate the seas, Margot doesn't disappoint. While still reasonably cheap to operate, this already legendary ship-of-the-line shows no true weaknesses, but instead offers excellent bang for the buck. Class Cost Stat Points Range Maneuver Firepower Crew Cargo Hull Sum (1-6) (1-6) (0-12) (0-12) (0-15) (0-12) 7 700 27 4 2 8 6 0 7 27 Class 8 - Triton Triton - veteran of many battles and a floating fortress. Class Cost Stat Points Range Maneuver Firepower Crew Cargo Hull Sum (1-6) (1-6) (0-12) (0-12) (0-15) (0-12) 8 900 30 4 2 9 7 0 8 30
  10. BoBS CMF - Series 6

    Choo choo! The train has also passed from Breshaun, the colonial seat of power of Oleon. Picking up the glove and accepting the challenge (frankly I could build minifigs forever so thanκ you @Elostirion), we present you, BoBS CMF - Series 6 From left to right and front to back, we have: 1. Priest of Hades (OL) -> Many say Priests of Hades are the incarnation of all evil on earth. Probably they haven't met an Eslandian merchant yet. Nevertheless these priests' hands fall strong on the heathens. 2. Corlander noble child (COR) -> That spoilt little brat thinks he can take the whole world with his dad's money. Isn't he cute? (talking about the dog here, not the kid) 3. Bastion citizen (SR) -> The epitome of being cool and prepared while living on the "Den of thieves". He had his fair share of brawls so he is a survivor 4. Merchant (duuh ESL) -> The root of all evil in the BoBS universe. Despised by the Order, adored by his fellow countrymen. Call him whatever you like but one thing is for sure. He IS going to be rich regardless 5. Sailor (OL) -> A typical sailor of the Grand Fleet of Oleon. Disciplined, tidy, fearless. A true cog in a well oiled machine 6. Sailor (COR) -> Curious by nature but well disciplined, he is a true asset of Corrington's colonial fleet. Blunderbuss is his weapon of choice should things go wrong 7. Sailor (SR) -> The unruly type of sailor, the bane of each commodore and the blight of merchant ships in BoBS universe 8. Sailor (ESL) -> The greedy (and often drunk) type of sailor. If the enemies use gold coins to attack him, he is guaranteed to go after the money and not the enemy 9. King's dragoon (OL) -> The "knight" side of Oleon army, a formidable unit at the battlefield. Each dragoon is well versed in many warfare tactics and each one is capable of performing excellently as a captain of any other military unit in Oleon's army 10. Queen's dragoon (COR) -> Corrish dragoons have entirely different duties than those of Oleon's. Their the heavy hand of the Corrish queen, directly under her command and sometimes their leadership is borrowed to only the best generals of her army 11. Tavern owner (SR) -> She is literally a mother to Sea Rats, always scolding them when they drink too much and trying to prevent brawls before her tavern needs renovation...one more time... 12 Gendarmere (ESL) -> Commonly known as the "golden thief" in many native languages, he is here to "befriend" natives and to plunder. Duties which he performs admirably...if paid 13. Order of Faith soldier (OL) -> The hands of the Order and the most pious people in Oleon (after the priests themselves). They are the true agents of the Order, be it for good deeds or not-so-good deeds. Regardless, they are true patriots and sometimes ears of the King... 14. Fisherman (COR) -> Ye olde fisherman one can find in each and every colony of the Brick Seas. Some say Corrish perform better at fishing than other nations but some dismiss these statements as rumors 15. Drunk Captain (SR) -> A typical captain of the Sea Rats lot. Drunk as a raisin but always capable of plundering and terrorizing a merchant fleet without a proper warship escort 16. Native (ESL) -> Don't be fooled. He is not an average native. He wears the famous Kahuna mask, a relic among the native tribes of the Brick Seas. Could he be the next "Tribe father" that will unite them all against the western nations? BoBS CMF - Series 6 front BoBS CMF - Series 6 side C&C always welcome (and wanted). Thanks for watching.
  11. Adventure time, y'all! Not yet really sure how exactly to do this, but let's give the A-MCRA a try! Mission to Mardier Following his appointment as the Oleander ambassador to Mardier, Guiscard Emery de Beauregard - Duc de Corban, Secrétaire d’État de la Marine, Commandeur de l’Ordre Royal et Militaire de l’Étoile d’Ardros, Commandeur de l’Ordre Royal de Saint-Arltrees, Grand-Amiral d’Oleon - had no choice but to accept His Majesty's command to conduct a diplomatic mission to the High Court in Londa, Mardier. A new monarch on the throne - the ongoing civil war - the rather surprising defeat against the alliance of Eslandola and Garvey - there surely was enough to talk about. Welcome aboard the Royal Philip, Your Grace - or should I rather say Your Excellency - it's an honor to finally be given the opportunity of meeting you. I assume you've already had the chance to see Capitaine Brighi? Yes, Amiral d'Ancios, the captain was so kind to receive me and have me shown to your quarters. And thank you, it's an honor meeting you, too, monsieur. But referring to my appointment as ambassador will hardly be necessary. This hopefully is a one-time mission, I have better things to do with my time than waste it on banquets and negotiations. Apologies, monsieur. I understand. Also, I would have received you myself, but as this mission was scheduled on such short notice, we haven't had the chance to go through all the necessary preparation procedures quite yet. Especially with such a prominent member of His Majesty's cabinet aboard, matters of security demand more attention. I understand, monsieur l'amiral, I was told that's why the King's Guards are on board... But... what's the Red Cloak doing here? Personal request by His Most Eminence Highness, Chancelier Calida himself. He wouldn't let you leave Granoleon without a formation of his own Guards. For... if things went south, he expressed himself. Hmm... now isn't that too kind of His Highness. And my guess is the chancellor insisted, didn't he?! Yes, monsieur - he did. Hmm... you have any idea how many Red Cloaks there are on board this ship? I'm afraid not, monsieur, I... lost count - they all seem to look alike. Never mind, don't bother yourself, admiral, finish your preparations! Meanwhile I'll have someone show me to my quarters. As soon as you can, have the men set sail, I want to get this mission over with as quickly as possible. Let's go to Londa! My only concern is... the chancellor is rarely wrong. Btw, this scene actually shows parts of the Royal Philip's interior - just had to delete the grand cabin's roof and the starboard side for better lighting.
  12. Dramatis Personae: Previously, https://www.eurobricks.com/forum/index.php?/forums/topic/147698-sr-ch5a-catch-me-im-falling/.... Somewhere on the high seas... Wait. What happened to the Absolutely Fabulous? What better way to start BoBS Era II than to sail around Terraversa on a new ship? Besides, the Absolutely Fabulous was a lame microbuild, anyway. It was built specifically for stupid gags in the story line. Hmm...there is nothing you just said that I want to argue against. Something is wrong. Behold, the Nerdy Mermaid! She's a Class 3, with a range of 4, manueverability of 4, 0 firepower, crew of 2, cargo of 3, and a hull of 2. It's still just a microbuild, you stupid professor! Just a microbuild?! Do you know how many dark tan jumper plates went into the Nerdy Mermaid's construction?! PICK-A-BRICK WALL!!! Shhh! Stop giving away our secrets. Besides, Willy spent a lot of time putting this ship together. While I am proud of it, it really didn't take that long. I estimate around 10 hours for just the ship. Wait. Willy put this thing together? Is it safe? Last time she built bunkers out of sand! It's safe. I browsed the internet forums and built her out of clay like other posters suggested. WHAT?!?! Just kidding. I have been wondering about something, though. There are no soldiers on board, but we have a crew rating of 2. How come? Unlike the casual Olean soldier, Alois was a hardcore raider. He's level capped and fully equipped with legendary items, which makes him count as 2 crew by himself. MAXIMUM DPS!!! You're both in the wrong forum! This isn't Heroica! Calm down. You're always so angry, Lucy. I hate you all. Comments and criticisms are all welcome!
  13. Ahoy, ahoy, ahoy, finally and proudly presenting the first first-rate ship-of-the-line about to roam the Brick Seas: The 'Royal Philip' As one of the heaviest and most formidable ships-of-the-line in His Majesty's Royal Navy, the Royal Philip is naturally suited to fill out the role of an admiral's flagship. And flagship she is! At the moment, she serves under admiral d'Ancios as lead-ship of the Perennes Squadron, the one unit of La Royale stationed closest to Oleon's border with Corrington. During her active service of now almost four years, in countless maneuvers and fleet exercises, the Royal Philip has proven herself a powerful and – even more importantly – very reliable warship, with excellent sailing capabilities. A true asset. Rumors circulating in the Royal Court have it that soon she might be transferred to the colonies in an effort to strengthen Oleon's influence in the waters of New Terra. Such a step, however, would have to be very carefully pondered, as it would mean to noticeably weaken the nation's defenses against her northern neighbor. But regardless of where she will see service in the future, with her dedicated, veteran crew and her seasoned captain, the Royal Philip will surely fulfill the role entrusted to her – to guard the realm, protect the nations interests, and to proudly fly Oleon's colors on the waves! And some 10210-shaming: About: First of all, some numbers: 14200 parts length at waterline is 120 studs, LOA 171 studs, beam 29 each broadside fires 57 guns. Now, more importantly, no worries, y'all! Launching yet another ship-of-the-line is no act of aggression towards any of you. It's rather the result of some major confusion from my side. The upcoming Adventure-MCRA gave me the idea to send the Secretary of the Navy as ambassador to Mardier. But I got this idea only after le Monarque was posted and planned in for convoy duty, so I was in desperate need of an additional ship, and no lesser would be suited for such a mission. The Royal Philip is an enhanced version of a ship I posted several years ago, and her base is still older than that of Monarque, which is why Monarque's hull is smoother. Still it's here that I first made the switch to using hinge bricks instead of curved slopes for the part of the hull between waterline and lower gun-deck. Didn't go all the way, though, back in the day. But then, the better ship is always the next one. I hope you enjoyed watching, C&C welcome! Vive le Roi!
  14. Settlement Name: Trador Ownership: MAESTRO in name of Eslandola Location: La Sombra, Nova Eslandola Archipello Mayor: Sir Yohannes Ethiximus ( @Maxim I ) Governor: Lord Maximilian Damaximus ( @Maxim I ) Settlement status: City Settlement points: 67 Trade Value: 207 db Who can own property in Trador: anyone when asked permission (note, as I will build more than I can licence, feel free to buy property from me). Who can freebuild in Trador: anyone, but discuss it first with me (for location etc) Extra: When planning building something in Trador, please advice with @Maxim I as he is going to make a moduled city. Please post any free-builds that take place in Trador in this thread. If you want to license a piece of property in Trador, you must be someone (in some faction)! Post in this thread and fill out the web form. Etymology: Trador comes from "Trade" and the Dutch word "Dorp" (village) - Island information Island #: 13 Claimed by EslandolaNickname: The ShadowGeographical Features: This Island has a natural bay ideal for a trading post. The island is well guarded by steep rocky coasts on most sides, and the water is deep.Rumors: More than one sailor has independently reported seeing a massive black shadow in the sea circling around the island. The more suspicious of sailors suspect this is a sea monster, or sea monsters, lurking beneath the foam to swallow their ships whole, while the more academic postulate this could be a school of fish, indicating good fishing waters, or even a pod of whales, drawn to this island for unknown reasons. Nevertheless, sailors, and the natives, have avoided this island. - Location of Trador: - Soldiers stationed in Trador 1st MAESTRO Regiment | MAESTRO | General Samu the Dragon Trador 1st Company | Trador | Lieutenant Wilhelmus La Sombra Forts protecting Trador Fort Coconut | MAESTRO | small | 1 sp | 5 value Merchant Gate | MAESTRO | medium | 2 sp | 10 value External Forts protecting Trador Fort Brickwall | Eslandola | Royal Fortress of Puerto Desafio - List of licensed properties in Trador: Art & Culture (8/8) Wellness The fountain of youth Spa | MAESTRO | Medium | 2 sp | 10 vp Culture & Festivals Preparing for the Winter Solstice Festival | Gedren_y | Large | 3 sp | 15 vp Parks Poseidon's Park (Fun at the Park) | Blackdeathgr | small | 1 sp | 5 vp Training Day | Bodi | small | 1 sp | 5 vp Trador Park | Captain Braunsfeld | 1 sp | 5 vp Artisan (10/10) Pubs The Three Flower Inn | MAESTRO | Medium | 2 sp | 10 vp Trador Soccer Field | Maxim I | Medium | 2 sp | 10 vp Golden Fish Inn | Maxim I | Small | 1 sp | 5 vp Green Door Pub | Capt Wolf | Small | 1 sp | 5 vp Beer Garden | Ayrlego | small | 1 sp | 5 vp Trador Bar | Mesabi | smal | 1 sp | 5 vp Shops Mme Bijoux Accessoires | Maxim I | Small | 1 sp | 5 vp Clothes Shop | MKJoshA | small | 1sp | 5 vp Commerce (14/14) Quays Merchant Quay | Maxim I | Royal | 5 sp | 30 vp Trador Beach Quay (Tenotclaxcan Training) | Faladrin & MAESTRO | Large | 3 sp | 15 vp Services Mme Camille Real Estate Agency | Maxim I | Small | 1 sp | 5 vp Warehouses Empty Warehouse (New Trador Soccer Competitors) | Dr_Spock | small | 1 sp | 5 vp Unclaimed Warehouse (Leaving Trador) | Mesabi | medium 2 sp | 10 vp The Apple Cider smugglers | Maxim I | Medium | 2 sp | 10 vp Education (5) Trador Agency of Exploring & Culture | MAESTRO | Small | 1 sp | 5 VP Trador Libary | Maxim I | small | 1 sp | 5 VP Trador University - Department of Chemical Engineering | MAESTRO COR | Medium | 2 sp | 10 VP | Trador School | Silentwolf | Small | 1 sp | 5 vp Factory (8) Textile Trador Textile Factory | Capt. Wolf & Maxim I | medium | 2 sp | 10 VP Food & Drinks Trador Apple Cider Brewery | Maxim I | large | 3 sp | 15 VP Trador Winery | Maxim I | large | 3 sp | 15 VP Plantation (4) Apple Apple Orchard | Maxim I | small | 1 sp | 5 vp Wine Casa De Flores Wineyard | Maxim I | 3 sp | 15 vp Residence (8/11) Small Palace | Maxim I | medium | 2 sp | 10 vp Royal Palace | Maxim I | Royal | 5 sp | 30 vp | Onondaga Residence | Silentwolf | small | 1 sp | 5 vp - List of unlicensed properties in Trador: Art & Culture Commerce Education Mines Fontonajo Mine | Elostirion | set-up | 0 sp | 2 vp Freebuilds Stargazing | Gedren_y | freebuild | 0 sp | 2 vp (?) - Properties for sale: Ready to be licenced None yet The Trador Estate Contract: - Started projects -
  15. Landing on Celestia Name: Jameston Ownership: The Crown of Corrington Location: Celestia, East Prio Sea Map: Mayor: TBA (Ayrlego) Trade Value: see accounts spreedsheet Town Bank: see accounts spreedsheet Who can own property in Jameston: Anyone Who can freebuild in Jameston: Anyone Description: Jameston is the first Corlander settlement in the Prio Sea region and is located in a sheltered bay on the western coast of the island of Celestia. Celestia is a larger island than those claimed by Corrington in the Sea of Thieves area, and is covered with verdant and thick jungle. Although not yet fully explored, large mountain ranges are visible in the interior. A large bay is located on the western coastline, and has been named Vanilla Bay after the abundance of the valuable epiphyte growing amongst the trees of the jungle on the leeward side of the bay. On the Southern side of the bay, opposite the promontory formed by the southernmost point of a large spit, the jungle thins on a flat plain. It is here, at the mouth of a small river, that Jameston has been founded. The settlement is named for Queen Annetta's Grandfather, King James IV of Corrington. Original Information: Builds in Jameston Please help us out by posting your a link to your Jameston builds in this thread. Licensee is Listed after the type of licence. Properties: 17/31 Size for EGS purposes - Level 2 'Town' Required for Level 4 'Large Town': 14 more settlement points including x4 factories, x4 artisans, x3 commerce, x2 educational and x1 art and culture. Residences: 7 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) Factories: Artisans: Commerce: Office of the Allcock Trading Company, small commerce, Ayrlego (+1 settlement size) Art and Culture: Educational: Plantations: 8 Vanilla plantation, medium plantation, ETTC, (+2 settlement size) Sugar plantation, royal plantation, Corrington, (+5 settlement size) Sugar plantation, small plantation, Ayrlego, (+1 settlement size) Mines: Forts: 1 Queen's Head Battery, small fort, Ayrlego (+1 settlement size) Troops: 1st Company, 1st ETTC Regiment of Sepoys (ETTC) Other Buildings: Vessels stationed here: Other related builds: Surveying Celestia, Freebuild, Ayrlego
  16. Hello guys ! After having seen those previous brilliant BoBSCMF Series, I thought it would be fun to build one myself. So here is my humble attempt to follow the BoBS CMF train. The BoBS CMF Serie 7 : Let me introduce the characters : The Juniper war veteran : "Show them no fear... Show them no pain..." One of the pride of Oleon is to parade with many flags, fanals, and "cotes d'armes" like they say in their language. This old veteran warrior have seen many of his comrades fall during the Juniper War and now is honouring them every year on the day of the "Mémoire" by hoisting his batallion flag. The Oleon Ship boy : "Seventh son of a seventh son" A poor child from a numerous family. He had no choice but entering at the service of a ship captain to earn his food. It was this life of servitude or a life of danger as a pirate. The Colonist : "A Brave new world... In a brave new world..." Oleon is not only a Navy power, but is also claiming land in the new world. It is by sending many groups of such colonists the Blue Realm is hoping to conquer land. The Corrington trader : "No more lies..." It is something to encounter an Eslandola merchant but a Corrington Trader can be more efficient and could earn good benefits from nearly anything thanks to their new techniques in economic science. The naturalist : "Caught on spiders web..." She is from a good family and tryed to go for adventure. But Adventure comes with little beasts and annoyances on the same way she wasn't expecting. The Royal guard : "We're blood brothers..." One of the most selected guards in all Corrington, this guy is the Elite of the Elite. The Eslandolan navigator : "I've seen the Ghosts of navigators..." This Navigator from the MAESTRO fleet is one of the finest you can encounter. His skills allowed his ship to sail safely and quickly between many dangerous waters. The Scholar : "Age of innocence" This young scholar is freshly entering in the ETWC to study the magic of Nature. He is secretly wishing to encounter hihs idol, George da Pontelli, the intelligent monkey ! The Mercenary : "Pay to kill, die to loose..." This skilled soldier is hired by the MCTC to protect their cargoes well packed in their warehouses. But, is this necessary ? Just to protect some cotton balls ? The Lady pirate : "Just another way the wild wind blows" She has sailed to many lands ands cut many throats. You should avoid her ! The Pirate Captain : "The wicker man" Despite his classical aspect with even a parrot, this skilled captain is able to empty your pockets in no time... The pirate cook : "Die with your boots on" What would be life on board without a cook ! Well, with this one, you should be warned that eating his meal could lead you to your instant death... The Shipmaker : "We are pleased to be yelled..." A wood plank and a hammer and this artisan can make all your repairs ! And for a good price ! The banana farmer : "Hey la banana... hey la banana..." The Ténotclaxcans are well known for their excellent bananas ! This made their pride, and even in the court of Corrington, their fruits are praised. The Alexport negociant : "The man who would be king" In Isla de Romantica, there are trading companies in development which are ready to sell and buy many products. This spirits negociant is one of the bests, and it is rumoured he could be richer than the Archduke of Alexport ! The Mardieran soldier : "Pashendale" This soldier miraculously escaped from Isla de Medio alive ! During the last battles he saw his company decimed and had to run through a ship from Nova Malto. Now he is safe and is waiting for his revenge... Here it is ! Hope you'll like it ! C&Cs are welcome !
  17. Just a small build to get extra ship limits. Paperwork by Capt. Genaro, on Flickr In order to modernize Oleon's shipping records, the Royal Office of the Navy developed brand new systems, requiring brand new paperwork. That's why, mere hours before the fleet is preparing to sail, some poor lieutenant is stuck in his room trying desperately to finish a pile of paperwork with instrucitions that even a lawyer would struggle with. "If the vessel is, for purposes of Section 243 D(2), a qualified non-coastal trader, then a qualifying dependent under Section 152 (A)1 shall not be limited by the aforementioned... quid pro quo, blah, blah, blah," the young officer muttered. Oh, if only he had listened to his father and become a lawyer. Then he wouldn't have these problems. Paperwork by Capt. Genaro, on Flickr At least it was still easier than figuring our Oleon's archaic tax code.
  18. Gentlefolks of the Brick Seas, here's another build - or actually two - ship-levels don't upgrade themselves, after all! Deadlines!!! No.1 - Next! Just a typical scene these days at the Department of Sailing Vehicles. People are paying literally any price to receive a shipping license - much to the liking of some rather greedy officials. No.2 - Ingredients Hull, Cargo, Guns, Crew... plus an able captain... I think I got my money's worth of ship ingredients - now back to the shipyards!! Does he realize those are actually field guns? I didn't realize we could talk! Oh, we can't. This is just a one-time thing for comic relief and story effect. This whole scene would be less funny if we didn't hint at at least one ridiculous flaw the Maker deliberately put into the setup of this MOC. ... This had to be done More ship-levels! Thanks for watching, C&C welcome! Vive le Roi!
  19. Hi mateys, just a small build to increase Oleon's ship-level limit. The Duke's Delightful Dream It's not clear if it was the huge impression the Royal Philip had made on him, or whether it was due to the gently rocking waves of the Merlonic Sea, but on his journey to Londa the Duc de Corban was sound asleep in his bunk. And he had the best dream in a long while - more ships for La Royale! More ships of all sizes and colors!! Just... more... ships!!! He was in heaven. Not much to say about it... the idea came to me, and just had to be translated into a MOC The hammock was the most annoying thing to build, the shopping cart was the most fun. Thanks for watching, C&C welcome! Vive le Roi!
  20. The Lady Hawk To explore further to the Brick Seas, Felipe de la Manzana purchased a rapid Brig of War on the Elisabethtown Shipyards. In this new Era of Sailing and exploration a brand new -and well armed- vessel is welcome to protect Felipe's and MAESTRO's interests, in particular with its line of heavy carronades. The vessel is mainly designed to rapid recon missions and to escorts smaller merchant vessels. With this new ship, Felipe is hoping the old Raennette II will be well protected. Hi guys ! I am back with MRCAs in this new Era II to try out the new rules ! Adventures seem so attractive ! I cannot resist... Well, the Lady Hawk will not run on adventures, I will send The Brickwall Frigate instead. And I am keeping my old free Raenette ship in this new Era. I am keeping the Crowned Pigglet in dock this time, and will probably not license it for the moment. I hope it doesn't bother anyone and that my ships will have better luck than in Era I So the ship will be licensed as a class 3 Brig of War : Name Class Cost Stats Range Maneuver Firepower Crew Cargo Hull Total The Lady Hawk 3 200 15 3 3 4 2 0 3 15 If you look closely to the Lady Hawk, you'll notice it is a strongly Eslandolanised Armada Flagship. I made the rigging simplier than my previous ships, to stay on the old feeling vibe. I added some length and equiped it with a motor ! Yes ! A MOTOR ! I decided to mount this ship on old blue train tracks and to make it run around an island at BMA this year in Belgium ! The ship is here, ready to run, and functilonal ! On the other hand, the island is not totally ready. You'll see it when ready ! Hope you'll like it ! C&Cs are welcome !
  21. Era II Trade MRCA

    Trade MRCA form The old Monthly Raiding and Commerce Action (MRCA) from Era I is now called the Trade MRCA in Era II. It enables you to sail the seas -- alone or in groups -- to trade at various ports of call, escort friendly traders, patrol the seas for your enemies, or go prey on the innocent! THE BASICS Movement The Era II Trade MRCA uses essentially the same map as from the last MRCA in, but zones 1, 2, 11, and 12 have been subdivided into more zones (see new zones 36-40). A larger version of the map can be found here. See below for a table of settlement locations and trade values. In Era I a vessel had unlimited range. Now in Era II, with the new ship stats, a vessel may only travel through a number of zones up to its range rating + 1 (including starting and ending zones). So, for example, a ship with a range of 3 could travel from Nova Terelli (in zone 2) to Breshaun (in zone 10), but it could not reach ports in Corrington (in zone 9). A vessel with a range of 6 could sail from ports in Oleon (zone 14) all the way to Astrapi (zone 23), but could not reach Lavalette (zone 28). A ship with a range of 1 in Kings Port (zone 3) could only sail to Prinport (zone 4) or one of the settlements on the island of Nelissa, such as Nova Terreli or Pontelli (in zone 2). A ship with a range of 0 could only travel to ports in its own sea zone. NEW: Patrol/predator routes: When a trade ship enters its route in the web form, it is pretty straightforward. For example, a ship travelling from Arlinsport to Nova Terelli (with a range rating of at least 3) would enter "8,7,3,2" for the four zones it will travel through. A ship on a patrol or predator mission may want to end its trip at the same port it started. So, for example, a ship based in Bastion with a range rating of 4 that wants to hunt for prey near Astrapi and return home would enter "38,1,23,1,38". Note that it lists zones 1 and 38 twice because it passes through them twice. Furthermore, if that same ship wanted to hunt near Puerto Alijo, it could enter "38,1,1,1,38". The shorter distance to its target zone allows it to spend more time in the target zone rather than moving through other zones, and thus gives it a better chance of intercepting prey there. Starting and Stopping In the Era II Trade MRCA, a ship must start the next MRCA from the port it ended the previous MRCA. So, if a vessel sails from Breshaun to Astrapi in October, it must begin the November MRCA from Astrapi. For the first Trade MRCA we run with the new rules, ships can start anywhere. But after that first MRCA, the new starting location rules will apply. Ports of Call In Era I, the number of ports a ship could visit in a single MRCA were determined by its speed, and visiting 3 or even 4 ports was possible. Now a ship can only travel to one port each MRCA. Ships with a greater range stat will be able to reach ports farther away from their starting point than ships with a shorter range, but each ship will only be able to stop at one port. Dangers There are dangers to traveling across several sea zones. For each zone a ship enters, there is a small chance it will “sink.” If this occurs in a zone with settlements, the ship will try to head to the settlement. If there are multiple settlements, the ship will first attempt to arrive at a friendly, then neutral, and finally hostile settlement. If there are multiple settlements fitting the criteria, it will then arrive at the settlement with the largest trade value. If a ship sinks in a zone with no settlements, it will be lost. Convoys Trade ships and escorts may sail together in groups as before, as can pirate-hunting groups and faction navies, but now there are considerations for managing such large fleets. Ships may travel together in packs of up to 5 ships without restrictions. For larger fleets, specialized leaders are required. These leaders cost DBs and PIPs to employ for each MCRA they are active. -A commodore may command a group of 6-9 ships at a cost of 100 DBs and 100 PIPs per MRCA. -An admiral may command a group of 10-15 ships at a cost of 200 DBs and 200 PIPs per MRCA. -A national hero may command a fleet of 16-25 ships at a cost of 500 DBs and 500 PIPs per MRCA. NEW: Please post the name of the commander in this thread, along with a picture. Additionally, if you want to add a link to a vignette that tells us more about the commander or how he gained this assignment, even better! TRADE VALUES Trade values for settlements in the Brick Seas as of September 28, 617: Settlement Faction Zone Trade value Acropolis OL 22 18 Aden CAR 5 54 Alexport PRI 29 32 Arlinsport COR 8 209 Astrapi OL 23 115 Bardo ESL 13 151 Baskers Island MAR 8 31 Bastion SR 38 163 Belson COR 9 272 Breshaun OL 10 487 Cecropia OL 24 41 Charlatan Bay SR 22 174 Dragonstone OL 1 18 Elizabethville COR 24 114 Eltina OL 10 166 Elysabethtown ESL 1 115 Fatu Hiva OL 35 80 Fortaleza Victoria ESL 32 5 Fuerte Unido ESL 32 148 Granoleon OL 14 272 Haven SR 21 23 Hojaroja ESL 32 33 Hussar’s Isle COR 22 9 Jameston COR 35 66 Kieg GAR 6 181 King’s Harbour COR 22 199 Kings Port TER 3 171 La Puebloto ESL 32 5 Lavalette OL 28 108 Londa MAR 5 181 Mehit ESL 32 5 Mesabi Landing COR 35 32 Montario ESL 2 92 Mooreton Bay COR 22 177 Moray’s Den SR 21 18 Myzectlan COR 35 52 New Haven COR 22 48 Nova Malto ESL 32 86 Nova Terreli ESL 2 448 Pontelli ESL 2 169 Port Raleigh COR 1 66 Port Woodhouse COR 35 44 Prinport GAR 4 204 Puerto Alijo ESL 1 5 Puerto Desafio ESL 32 96 Quinnsville COR 22 113 Rassilon SR 38 116 Salida Este ESL 23 99 Stedor ESL 6 91 Stormhaven COR 24 44 Takashii SR 38 18 Terreli ESL 6 272 Tortuga SR 32 63 Trador ESL 32 214 Weelond ESL 13 275 Westface TER 3 114 Windfall Island OL 28 9 TRADE SPECIFICS Various factors can now influence the payoff for a trade run. Oversupply A port can support cargo equal to 10% of its trade value. A port with a trade value of 300 can support a total of 30 incoming cargo points. For each cargo point over the port's limit, the trade value falls by a small amount. If enough cargo is delivered to a port in a given MRCA, the port’s effective trade value can be drastically reduced. Undersupply If the total cargo entering a port is less than 5% of its trade value, the port’s effective trade value is doubled. This mechanism is designed to reward smaller ships visiting smaller ports. Origin Rarity If the total cargo leaving a port is less than 10% of the port's trade value, the port of origin's effective trade value is increased for departing ships. For arriving ships, the trade value is unaffected. This is independent of over- or undersupply. Trade Earnings For calculating how many DBs a ship earns on a trade run, both its port of origin and its destination port are considered. Distance Modifier For each zone traveled, the ship’s MCRA trade income increases by a small amount. A ship that travels through four zones gets a bonus of twice that of a ship that travels through two zones. Arrival Modifier The first ship to arrive at a port each month gets a bonus to its trade run earnings. For each subsequent arrival the bonus is reduced. The modifier can go negative for ships arriving later than several other ships, but the effective trade value of the port will not dip below 75% of the port’s listed trade value. COMBAT Combat essentially happens as before. For those of you interested in some of the mechanics, and what effect your ship stats will have, see below. Interception As in Era I, players are required to specify which factions their ship will attack as well as how much stronger of an opponent they are willing to engage. The gamemaster will review which zones vessels travel through and will establish which fleets will attempt to engage one another. Weather Gauge Once an interception occurs, a D6 is rolled and added to the maneuver rating of the least maneuverable ship in a squadron. It is then compared to the results for the opposing squadron. The victor determines the battle method and, if their victory is sufficient, gets a slight bonus to their combat rolls. In case of a tie, the weather gauge goes to the defender. Battle Method There are three battle methods, line of battle (based on hull rating), guns (based on gun rating), and boarding (based on crew rating). The winner of the weather gauge uses the battle method most advantageous to them. Combat is comprised of three ranged engagements and up to two boarding actions. Boarding actions are based strictly on crew rating regardless of the original battle method. The first side to win three engagements is the victor. For each engagement, the applicable battle method rating (hull, gun, or crew) is summed for each ship in the squadron. A D10 is then added to the sum and compared against the result for the opposing squadron. The victor is the side with the higher value, and ties go to the defender. Results After the combat’s victor is determined, the fate of each individual ship is established. In most cases the victor’s ships are unharmed, although there is a small chance of damage requiring DBs to repair, or of a ship sinking even in victory. For the loser of the engagement, results include sinking, escape, damage, or capture.
  22. After a couple of months fascinating and peaceful interlude in the ancient city of Myzectlan, the time has come for Colonel Sir Dirk Allcock to leave, and resume his duties as Colonial Governor from a more accessible location. Sir Dirk and Dr Brickingstone approach High Priestess Zia to announce Dirk's imminent departure. Dr Brickingstone wishes to remain with the Myzec for the time being, so Dirk has made him the Corlander representative. He has been instructed to continue working on a draft treaty which will make the valley of the Myzec a semi autonomous zone within the Corlander colony of Cascadia. "Colonel Allcock, I believe you will be leaving us shortly" said Zia through Dr Brickingstone as the interpreter. Although usually able to pick up languages quite fast, Dirk had yet to master Myzec. "That is correct your Highness, I must leave your beautiful city for a while, as pressing matters require my attention elsewhere. In my place, and with your permission, I will leave a small party with Dr Brickingstone." "That is acceptable Colonel. As you are aware, most Myzec have no desire to leave our hidden valley. Sometimes, rarely, individuals amongst us venture outside, most to never be heard of again. Indeed one of my most promising young apprentices has expressed a desire to explore the world beyond our domain. This is Cuxi" Zia said, indicating to a young women at the base of the throne. "I would ask you to take Cuxi and a small party of attendants with you as my representative, so she may learn of your world" "Of course your highness, it would be an honour." Soon the arrangements were made and Dirk was ready to depart. He would miss Myzectlan, however his responsibilities weighed heavily on him, and he needed to return to Port Woodhouse and Jameston. Also he was beginning to worry about the disappearance of his good friend Don Isaac Montoya, last seen heading to the Sea Rat haven of Tortuga to treat with the infamous Captain Benjamin Morgan. He would depart in the morning for Camp Isaac, and seek information from the Royal Pioneers there before deciding on his next destination. One thing was sure, he could not help his friend from Myzectlan. An additional scene of the throne: A special thanks to all those who made suggestions/comments in the WIP thread for this build!
  23. The Sea Rats Nickname: Pirates Colors: Black, Yellow, Medium Blue Flag: Quick Glance: The Sea Rats are a rag tag group of scoundrels and rogues, who have found true freedom on the open sea. United under the common cause of self-determination, and defiance of Imperial rule, these folk heed no laws but those of the Pirate Code. (Which is really more what you'd call "guidelines" than actual rules, rather loose-like, you know.) These men and women are pirates, smugglers, con-men, and any kind of lawless scallywag which you can conceive of, but there are also rebel leaders, defectors from decadence, dispossessed traders and explorers, members of conquered nations, and any who find themselves disenfranchised from their societies. There are those who take advantage of the lawlessness to conduct crimes with impunity. well, actually that later category would likely count for most people. Membership: Sea Rats is open for members. Any man, woman, child, or what-have-you can be a sea rat! You needn't make your den in the Nest of Thieves, nor need you affiliate with other sea rats at all! We're the scourge of these seas, and swear fealty to no nation! If you'd like to captain a pirate ship and pillage and plunder, and riffle and loot the trade routes of the Empires, then join the Sea Rats! If you wish to take your crew on a roaring rampage of revenge against those nations that betrayed you, or perhaps your Quartermaster who led a mutiny against you, then join the Sea Rats! If you wish to swindle and connive, and con your way up in the world, then join the Sea Rats! If you've tired of oppressive reign of Kings and Queens and wish to make your own way in the world, then join the Sea Rats! Have adventure in your heart, a sword in your hands, and the salt wind in your hair? Then you're a Sea Rat, me hearty! To join, just sign up in this thread with an introduction post that shows your sigfig. A little background goes a long way, so we appreciate any backstory you would like to present with the fig! Reasons to Join: Sea Rats have a few privileges that other factions don't: 1) Sea Rats only pay 70% of a ship license. 2) Sea Rats earn an extra 30% yield on Artisan businesses. 3) No taxes! For those still uncertain of what faction to chose or how to sign up in a minute, we have some simple instructions here, which pretty much sum up everything Index A Detailed Look at the Sea Rats (this post) Settlements (second post) Membership (second post) A DETAILED LOOK at the SEA RATS 1. Leadership Rachel Bones (@Darkdragon, Co-Leader) Nobody knows exactly where Rachel Bones came from, but she showed up alone in port a few years ago and found a job in the nearly deserted Shadeaux's Tavern and Brothel. Almost immediately, she started sprucing up the long-neglected establishment. She made note of who was hanging around the place, got rid of the troublemakers, and encouraged the staff to have some pride in their work by showing them the true meaning of entertaining guests. Soon, Shadeaux's started to see a renewed surge in patrons. She was keen on business and well respected by the staff, even in this rotten port. Everyone knew that a directive from Mistress Rachel was something you didn't question, you only obeyed. Susieh Cheng (@dr_spock, Co-Leader) Susieh Cheng loves sharp pointy objects. She doesn't like talking about her past like that incident with her eye. Rumours have it that she was kidnapped as a child by pirates. Having been raised by pirates, she developed a taste for gold and booty. Whatever you do, do not cross her. Those who do end up as shark bait after seasoned with 14 spices and stuffed with stale bread. Sinbad (@MKJoshA, Co-Leader) Born the 3rd son of well-to-do land owner in Olean, Sinbad was expected to join the clergy as all good 3rd born sons were known to do. His oldest brother was to inherit the land from their father, and the 2nd son was already a person of note in the Olean Navy. And if Sinbad were to follow tradition, he would become a well spoken clergyman. But Sinbad did not believe in the religion of his people, and he did not want to be stuck on land his whole life. His heart yearned for the sea so to the sea he went. The Pirate Council The Pirate Council is a group of influential captains and business folk, and here they hold their kangaroo courts. There is a certain honor among the thieves, and the most prominent business owners and pirates meet to discuss how best to conduct business and keep the people happy. Whenever there are enough issues the Council reconvenes to discuss them, but apart from that everyone does their own thing, and the most notorious pirate amongst them (currently Captain Reynard le Roublard) collects tithes for the greater good of them all... incase Corrington or Oleon comes knocking at their ports and they need a show of force to defend their freedom. These are the free folk, bound to no master but those they chose, and they do as they please, when they please to whomever or with whomever they please. Kind of anarchic-like. 2. Landscape The Port of Bastion MOC by Commander Red Hat Bastion is a town on the rocky shores of the Nest of Thieves populated by vagabonds and rogues, as well as the staunchly independent and dispossessed, the chaotic town is where the pirates have free port and may sell their ill begotten loot. There is not much of an organized structure to things on The Nest of Thieves, so Bastion grew without ordinance, leading to shoddy construction in some parts, and a lot of crime in the streets - but the people are tough, so they don’t really mind all that much. MOC by Darkdragon 3. Military Army: Sea Rats have no uniforms, so they wear whatever they see fit in the morning or nothing. It is recommended that you sail under a black flag, but if that is somehow not possible any other color will do the job! Navy: The Sea Rats have many ships in their fleet, which they rent out to their members for dastardly activities on the high seas. Apply for permission to use them in the Sea Rat group PM. Active Ships Are: Poseidon's Revenge - Class 5 Corporal Milton - Class 5 Hades' Trumpet (formerly Strumpet) - Class 5 Catfish - Class 5 The Walrus Returns - Class 4 Vagabond King - Class 4 Lillydale - Class 4 Crow's Feet - Class 3 Non-Active Ships Are: Puny Sparrow - Class 3 Bon Voyage - Class 2 Godfreed Faulk - Class 2 unnamed - Class 1 Sunk Ships Are: Fortune's Miskeeper - Class 5 MOC by Captain Braunsfeld 4. History and Culture Brief: The Sea Rats are a mixed bunch, but for the most part they consist of pirates, rogues, and thieves. Discovering the island soon afterwards to be known as The Nest of Thieves, the Sea Rats settled down and made its rocky shores their home, building the stronghold of Bastion on its nearly impregnable rocky eminences. Since then the Sea Rats have thrived in their new home, and piratical and other business is at its finest! Detailed: Unlike the Kings and Queens of the old world, Pirate leadership is dynamic, and mercurial – it is anarchistic, not dynastic. The top pirate or individual with the most personal influence gets to boss the others around until they themselves are deposed. The Sea Rats are comprised of a true hodge-podge of peoples from a variety of Nations, all of whom have forsworn their prior allegiances in favor of a free life of self-determination and self-reliance. Many of the original Sea Rats were those dispossessed by their nations during the first great rush for the new world. These betrayed sailors, clinging to the promise of wealth and glory, turned south from the closed gates of Nelissa, and, along with many old rogues who had earned their salt in the old world by piratical activities and such-like, settled the rocky shores of the island that would become "The Nest of Thieves." The city of Bastion was founded here on the skeleton of a former Eslandolan fishing village. With the great diversity of newcomers, no one nation could hold dominance here, and instead, a council was formed of the most prominent captains amongst them, many former Privateers and pirates of the Old World. This was the first Pirate High Council, where they determined that Bastion would remain forever free of the influence of the tyrannical empires, and that no one person could be their master! This pact laid the groundwork for Bastion to become the wretched hive of scum and villainy it has become, and united the Sea Rats as a people. In the absence of law and order, the streets of Bastion are in a constant state of chaos, with infamous pirate lords freely roaming the street, and pickpockets on every corner... but the people are a tough, resolute bunch, and despite the anarchy, business booms from the riches brought in by the pirates, and a healthy – if you like that kind of healthiness – economy of pirate raids, and smugglers has formed. Diplomacy: The Sea Rats are pretty indifferent when it comes to other factions. Of course, this type of indifference means something more like, "They see a ship and attack, without bothering to check whose flag waves from the mast head," rather than an indifferent kind of indifference. Neither do the Sea Rats particularly relish the idea of hanging by their necks until they be dead, so they naturally study to avoid any such unappetizing contingencies resulting from getting caught by a different faction which they had been preying on. (Note: Relationships are judged on a 1 to 5 scale; Very Friendly, Friendly, Indifferent, Unfriendly, Hostile) Sea Rat's relationship with: Corrington: Indifferent Eslandola: Indifferent Oleon: Indifferent Other nations relationship with Sea Rats: Corrington: Indifferent Eslandola: Indifferent Oleon: Indifferent 5. Membership To sign up, post a post a picture of your signature figure. You are welcome to include a bit of a description or backstory. Your signature figure, or sigfig, will represent your character throughout your MOCs within Brethren of the Brick Seas. (That does not mean that your sigfig has to be in every MOC you make). Within BoBS there are many possibilities. Build your own story, and since you're a Sea Rat, feel free to plunder and search the seas for treasure!
  24. Hi there, fellow BoBS'ers, something a bit larger today that took its sweet time - well, it actually took mine - to finish. But anyway, here goes, presenting the first capital facility of the Arsenal Royal de la Marine in Breshaun: Slipway No. 3 Mes Dieux - this is one impressive ship model, Seigneur Roseabeau! Erhm... thank you, Commodore d'Alban... but... you... did notice we are actually working on a real ship... right in front of your eyes... in that huge structure right in front of you... there... if you'd just raise your eyes a little bit. Yes, yes, I know, I know. I'm not blind, I'm not blind! He is just a 'little' hung over from the visit to the what-was-it-called, 'The Spin of Fate'. My Gods, do they have a proper port wine there! Don't you mention this, or I arrgh... have you demoted instantly, Lieutenant Berneus! Did I mention that this happens in literally every port we... Lieutenant! Aaargh... never mind, let's just get this over with... Well, as you please. She will be the largest ship ever constructed here in the colonies, in fact, the first three-decker ever to be launched in an Oleander shipyard that isn't on the mainland... Yes, yes, that's quite impressive, Seigneur Roseabeau, and I will report your most excellent progress to the Duc de Corban himself. But for now, let's just call it a day, and let me get back to my quarters - I... have work to do. Lieutenant, you remain on site and have Seigneur Roseabeau show you more of this most excellent progress here. I expect your report... tomorrow. If you will excuse me now, Vive le Roi, etc.! Wow, now I found that impressive! Haha, you have seen nothing, Seigneur Roseabeau. But let's get back to what we are actually here for. As I can see it here... she won't have a forecastle, is that correct? I assume that would be to improve her rolling resistance by lowering the balancing point. Formidable, you are quite the expert, Lieutenant! Yes, you are correct. The waves out here and further East tend to be causing a lot of stability issues with most ships built for more domestic waters. It is this experience we are trying to incorporate in the ships we build here. If you don't mind, I'd like to show you around a bit more... Mais, avec plaisir! I must say, I find this project here is quite... how does one say... ambitieux. About: Where to start...I got inspiration for this build by a scale model of the Royal Naval Arsenal in Rochefort, France, when I visited l'Hermione a few years ago. The whole thing here is 100x200 studs, all buildable (except the flags), and contains more than 31000 parts - mostly small ones, but still enough polygons for LDD to repetitively crash without saving But eventually I got it done, and I'm really happy with the way it turned out. The large wooden structure wasn't so hard to build - but the detailing really gets you... placing those minifigs is a ton of work, not to mention placing all the small round plates and tiles... my favorite thing are the two large cranes, though, which should really work if built. But then, I'll never know Oh, and this will be a royal artisan property. Thanks for watching, C&C welcome! Vive le Roi!
  25. Part 3 and final part of my entry, hope it's not too late. The day when sergent Eric and his men were arrived at Mesabi's Landing, they were invited to dinner by the Count Mesabi. At the table, Eric was petrified to find the saboteur! - "How...how can it be...why he's here?" Asked sergent Eric. - "Relax, sergent, let me introduce you the King Carrot Karuta, his men have found in jungle this fellow, who was hidden under some leaves, they thought he was one of my marines, lost in the jungle, since I and Karuta are good friends, he made his men to bring this energumen to me." Said Count Mesabi. - And he said he is the saboteur? - Of course not, but I know the saboteur was hidding in the jungle, when Karuta and his men brought him to me, I immediately realized that he is the one we are looking for, and your reaction confirmed my suspicion. - Very well, looks you were luckier than us, thumbs up. - Now, mr.Saboteur, I'm offering you two choices, one, we continue to act like civilised men and you tell me who is behind the explosion, or the second choice, I'll let our sergent here to "interrogate" you, again.