Search the Community

Showing results for tags 'corrington'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Frontpage, Forum Information and General LEGO Discussion
    • Guest Section - PLEASE READ BEFORE YOU REGISTER!
    • New Member Section - PLEASE READ BEFORE STARTING!
    • Frontpage News
    • Forum Information and Help
    • General LEGO Discussion
  • Themes
    • LEGO Licensed
    • LEGO Star Wars
    • LEGO Historic Themes
    • LEGO Action and Adventure Themes
    • LEGO Pirates
    • LEGO Sci-Fi
    • LEGO Town
    • LEGO Train Tech
    • LEGO Technic, Model Team and Scale Modeling
    • LEGO Mindstorms and Robotics
    • LEGO Action Figures
    • Special LEGO Themes
  • Special Interests
    • The Military Section
    • Minifig Customisation Workshop
    • LEGO Digital Designer and other digital tools
    • Brick Flicks & Comics
    • LEGO Mafia and Role-Play Games
    • LEGO Media and Gaming
  • Eurobricks Community
    • Hello! My name is...
    • LEGO Events and User Groups
    • Buy, Sell, Trade and Finds
    • Community
    • Culture & Multimedia

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


What is favorite LEGO theme? (we need this info to prevent spam)


Which LEGO set did you recently purchase or build?


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests


Country


Special Tags 1


Special Tags 2


Special Tags 3


Special Tags 4


Special Tags 5


Special Tags 6


Country flag

Found 417 results

  1. It's been a long time coming, but i finally present my first ship moc, the Andromache. Equipped with a set of 7 sails and a broadside of nine 18 pounder cannons, the Andromache’s speed and maneuverability coupled with her firepower, makes her a dangerous opponent even for bigger ships. However in order to obtain such a high firepower while maintaining it's speed, compromises were made : The ship has very little cargo space which affects both her range and crew size. But that is of no concern to Scarver, as her main purpose will be to serve as escort or to hunt down enemy ships around Corrington Settlements. While sailing to Spudkirk the Andromache fell upon some rather unlucky Lotii raiders ---------- I'm very pleased with how the ship came out, it's based on the french Cutter "Le Cerf" from 1779. A special thanks @kurigan for pushing me in the right direction while building the ship She will be licenced as a Class 4.
  2. Gunboats for the Colonies Citizens of Corrington, shipwrights of the Brick Seas, and boatyards of Terra Nova. The Royal Navy hereby initiates a building program for gunboats to protect the harbours of Corrington. This building program includes two classes of vessels, both using oars as main propulsion for maximal maneuverability, often utilising sails as secondary propulsion: Gunboats (Class 1) Small vessels with a large cannon mounted in the bow or stern. Typically 4 to 8 oars and makeshift rigging. Gun sloops or light galleys (Class 2) Larger vessels with heavier armament carried in the bow or stern. Typically more permanent rig and better open sea performance. May carry mortars or howitzers for secondary armament. Once a design has been submitted, the Navy Board will review it, and send any requests for change back to the constructor. (OOC: You may be asked to improve on your design to have it accepted.) Accepted designs will be bought into the Royal Terra Novan Navy at 25 dbs for class 1 vessels and 40 dbs for class 2 vessels. They will be named by type (eg. "Gunboat") and number (eg. "No. 2") and constructors are invited to propose a gifted boatswain for command. The crown will then review the qualifications and make appointments accordingly. For the first 9 vessels, the best design of every three vessels commissioned will be awarded with a prize from the stock of dry-docked captures. (Class 1 or 2 vessel) The Crown will assign these vessels to harbours as they are finalised, based on tactical needs. Signed Rear-Admiral Fletcher Commander, Royal Terra Novan Fleet PS. The Crown thanks the Montoya estate for its offer to finance this building programme.
  3. For the Glory of Corrington! (GoC) - A Faction Enduring Challenge Sometimes it can be difficult to find inspiration for a build or choose a direction for a storyline. Well, fear not fellow Corlanders, here is some direction for those times when you need it! The following are a set of faction endorsed cooperative building tasks to inspire and guide you on your journeys through Corrish territories in Nova Terra. GoC General Rules Builds for GoC tasks should be posted in their own thread with the tag [GoC]. You must also provide a link to your build in this thread. A progress list will be maintained in the second post of this thread. Quality - This should also be an opportunity for you to improve your building skills, so take your time and focus on quality. When presenting your build, designated members of Corrington will award you a if they feel it passes quality standards. Don't worry, we will of course take into account collection size and experience. If some minor adjustments are required, these will be suggested. Two from the reviewers are required for the build to officially count towards the challenge. It is recommended you do not de-construct your build until you receive the required from reviewers in case it requires some adjustments to pass these requirements. - By submitting an entry you agree to receive feedback from the reviewers and will accept their judgement on the matter. - All tasks have a minimum size requirement of a 20x20 (400) stud footprint (or equivalent - irregular bases are permitted as long as they meet the minimum 400 stud footprint). - Other individual requirements will be listed in each task description. Builds that do not meet the task requirements will be rejected. - Only builds posted after 1 January 2019 may count towards the GoC challenge. - Current reviewers @Ayrlego @Captain Dee @Bregir @SilentWolf @LM71Blackbird @evancelt Rewards - Complete any of the below tasks to earn the corresponding IC title for that task for one of your characters. All tasks consist of a minimum of three separate builds (entries). Some tasks will stipulate the subject of each of the three builds and may require them to be posted in a specific order. Others only require three separate builds that meet the requirements. Please read the requirements for each task carefully and ask any questions in this thread. - Each subsequent entry in a task must be significantly different from the last and should attempt to show some kind of improvement from the last, for instance using different techniques or changing the subject matter. NB: In some tasks, there might be specific requirements for the three builds defined. The idea is to glorify our faction, so you should strive to do the best within your own limitations and be proud of every GoC build. Clone builds rushed to complete tasks will not be accepted. - Complete three tasks (total of nine builds) for your main character to become a Knight in the Order of Corrington (OC) and the right to style themselves 'Sir' and use the post nominals OC. eg Sir Fredrick Mercury OC. - Complete six tasks (total of 18 builds) for your main character to receive a honorary Baronetcy within the Corlander nobility. Your new title will be announced by Royal decree when you complete the requirements. An example may be something like: Sir Fredrick Mercury OC, Baron of Feltham - Complete nine tasks (total of 27 builds) for your main character to receive a honorary Earldom within the Corlander nobility. Your new title will be announced by Royal decree when you complete the requirements. An example may be something like: Sir Fredrick Mercury OC, Earl of Finnsbrough - Complete twelve tasks (total of 36 builds) for your main character to receive a honorary Dukedom within the Corlander nobility. Your new title will be announced by Royal decree when you complete the requirements. An example may be something like: Sir Fredrick Mercury OC, Duke of Rhyeshire - Nobility titles will only be awarded to Corlanders. Foreigners are welcome to participate in any of GoC tasks and will be awarded the corresponding title if they complete an individual task; however, they will not be eligible for ennoblement. - A list of tasks is provided below. They do not have to be completed in any order and new tasks may be added from time to time as faction priorities change. GoC Task List 1. Redcoats Rule! Background: The mighty Empire of Corrington is built on several foundations, but perhaps one of the most iconic is the bright scarlet coats worn by her soldiers. With dogged stoicism, Corlander redcoats face the harshest of conditions, are unmoveable in defence and relentless in advance. The sight of the redcoats of Corrington will always strike terror in her enemies! Goals: Show us your redcoats! Requirements: Build three scenes showing soldiers of the crown going about their business in the colonies. Your build must showcase faction troops, preferably redcoats. They could be training, parading, maintaining weapons, guarding supplies, fighting dastardly pirates or treacherous natives (and winning of course!). Alternatively you may choose to build a military building (fort, barracks, armoury etc. Just remember to include plenty of redcoats!). There is no EGS requirement for this task. Your combined builds should display at least two different branches of the army; for example, infantry, cavalry, artillery, engineers etc. Title Awarded: Patron of the Army 2. The Oaken Shield Background: The backbone of Corlander power in Terra Nova is the Royal Navy. Royal Navy warships hunt pirates, raid enemy hideouts and settlements and keep trade routes open. Goal: Ensure Corlander Naval supremacy in Terra Nova. Requirements: Build three warships for commissioning in the Royal Navy, one for each of the three naval armament schemes, Gunboats for the Colonies, Sloops for the Royal Navy, and Cruisers of Terra Nova. A requirement of this task is that the completed build is handed over to the faction for licensing and deployment. Title Awarded: Master Naval Shipwright 3. The Merchant Marine Background: While the Royal Navy has been prominent in keeping the sea lanes of Terra Nova safe, the Corlander Merchant Marine has seen a slow but persistent demise. We cannot allow this decline to continue. Goal: Build up a significant fleet of merchant vessels to bring home the riches of Terra Nova. Requirements: Build three merchant vessels, one if which is offered to the Crown. These vessels should be licensable in the EGS, and must meet the following requirements. In total, your builds must make up a minimum of 12 shiplevels. One ship must be small (class 1-2), another medium (class 3-5) and one large (6+). Additionally, one build should be a historical or exotic rigging type (eg. xebec, longboat, felucca, junk, cog, carrrack, proa, polacre, etc.), one should be a fore-and-aft rig (eg. schooner, sloop, cutter, lugger, etc.), and one should be a square rigged vessel (eg. brig, snow, ship-rigged, galleon, etc.). (The predominant rigging type on a vessel determines the category) Rigging types and sizes can be combined freely. Title Awarded: Shipping Nabob 4. Purser's Network Background: The 'Oaken Shield', or ships of the Royal Navy need shore based support to be able to function and carry out their roles or defending and expanding the Empire. The fleet operates several major Naval bases in Terra Nova and these require constant expansion. Major fleet bases include Arlinsport, King's Harbour, and Port Woodhouse. Goal: Build an extensive naval support and logistics network for the Royal Navy in Terra Nova Requirements: Build a series of three scenes showing how the fleet is supported from ashore. Your scene must be in one of the settlements listed above and must be licensable in the EGS. Ownership must be transferred to the faction. Each of your scenes must be a different EGS licence type. eg. Artisan, Commerce, Factory, Education etc. Some examples could include: Naval hospital, quays and cranes, armoury, ropeyard, sail maker, powder mill, cannon foundry, tavern, cartographers, various industries for provisioning, powder depot, recruitment office, training facilities, storehouses, etc. Title Awarded: Master Purser 5. Higher Education Background: Corrington is known as a bastion of knowledge and learning. Science, mathematics and literature all flourish under Corlander patronage and Corlander schools and universities are world renowned. Thus it is only natural that this passion for education is transferred with Corlander settlers in Terra Nova. Goal: Display Corlander supremacy in the field of education and knowledge in Terra Nova. Requirements: Build a series of three scenes showcasing Corrington's commitment to knowledge and science in Terra Nova. You can complete the following three subtasks in any order. There are no set locations for these tasks. 1. Build a scene showing some aspect of education for children of the colonies. The build must be licensable as an educational property under the EGS rules. 2. Build a scene showing some kind of vocational training in a specific industry or field. For example, a college for engineers or cartographers, an academy for military officers etc. The build must be licensable as an educational property under the EGS rules. 3. Build a scene showing a place for research or higher learning. Examples could include an agricultural research institute, a university college for theoretical mathematics, a chemistry or botany laboratory etc. The build must be licensable as an educational property under the EGS rules. Title Awarded: Patron of Knowledge 6. Sweet, Sweet Corrington! Background: One of the major premises for Corrington settling the new world was access to areas suitable for the growth and harvesting of sugar cane. The settlements of Stormhaven, Port Raleigh and Jameston all have burgeoning sugar cane industries, but the demand in the old world for sugar is insatiable. Alternative sources to cane sugar have even been investigated in Mesabi Landing. Our sugar industry must be expanded! Goal: Expand Corrington’s grip on the sugar industry in the new world. Requirements: Build a series of three scenes in any of the three main ‘sugar’ settlements (Stormhaven, Port Raleigh or Jameston) showing some aspect of the industry. Your three scenes may be in the same settlement, or can be spread across all or some of them. Alternatively one of your scenes may be exploring other sources for sugar (Agave or Stevia) in Mesabi Landing. Your scene could be anything from a plantation, to the storage and processing of the raw product, or any of the products derived from sugar (eg. Rum!). Your scene must be able to be licensed in the EGS. Should you not wish to license it yourself, you may sell it or the faction will purchase it. Title Awarded: Sugar Kingpin 7. Chocolate and Coffee on Cocovia Background: One of the first islands settled by Corlanders in Terra Nova, Cocovia was so named for the abundance of Cacao plants that grow naturally on the island. Indeed the chocolate industry on the island now has a solid foundation and the demand for chocolate in the old world requires extensive expansion. The island is also thought ideal for the cultivation of coffee, although coffee plantations and industry have yet to be established. Goal: To establish monopolies on both chocolate and coffee for Corrington. Requirements: Build a series of three scenes showing the either the chocolate or coffee industries in Quinnsville or King's Harbour. Your scenes must be able to be licensed in the EGS. Should you not wish to license it yourself, you may sell it or the faction will purchase it. Your scenes must be built in the following order and the properties must be constructed in either the settlement of Quinnsville of King's Harbour. 1. Your first scene should show the growing of the raw product (coffee beans or cocoa beans) and must be licensable as a plantation under the EGS rules. 2. Your second scene should show some aspect of processing the raw product. It must be EGS licensable as a factory. 3. Your final scene should show the production or sale of the final product eg. A coffee shop or chocolatier. It must be EGS licensable as either a commercial property or artisan. Title Awarded: Colonial Cafe King 8. The Lotii Connection Background: Port Raleigh hosts a sizable Lotii community – the largest of any of Corrington’s settlements in the Brick Seas so far. These industrious arrivals have quickly adapted to live in the colonies; however, they have also transported much of their home culture with them. Many of their buildings are built in the style of their ancestral home and they have bought with them their traditional artwork, crafts and festivals. NB. The Lotii are based on a generic East Asian culture and previous depictions have displayed both Japanese and Chinese characteristics. Goal: Display Lotii culture in Port Raleigh Requirements: Build three scenes showing inhabitants of Port Raleigh with Lotii background. Your build should display some aspect of traditional Lotii culture which has been transplanted into the settlement. Examples could include teahouses, Japanese style gardens, porcelain production, Oriental style buildings or restaurants, fireworks production/sellers, street festivals etc. There is no EGS requirement for this task (although licensable builds are encouraged). Title Awarded: Honorary Lotii 9. Equines for Elizabethville Background: The rolling plains of the island of Lacryma are ideal for the breeding of horses, indeed some of the finest horses in the new world are from Elizabethville! Goal: Expand the equine industry in Elizabethville Requirements: Build three scenes showing some aspect of the breading, keeping or export of horses in Elizabethville. Examples could include a ranch, stables, racetrack, blacksmith specialising in shoeing horses, saddler, wainwright etc. Your scenes must be able to be licensed in the EGS. Should you not wish to license it yourself, you may sell it or the faction will purchase it. Title Awarded: Purveyor of Thoroughbreds 10. Daily life of the Myzec Background: The Myzec are loosely based on the Aztec civilisation and inhabit the city of Myzectlan, located in a hidden valley on Cascadia. They primarily farm maize, sweet potato and beans in 'floating island' plots or chinampas on Lake Myzec. The meat in their diet includes fish and water fowl/turkeys and dugout canoes are used to transverse the lake. Very few mammals are farmed in the Myzec valley although there are some pigs and goats. They weave cloth from goat wool and produce leather from animal hides hunted outside the valley. A basket ball type game is a very popular recreational activity. They ferment an alcoholic ale from maize. Goal: To expand the lore of the native people in the lost city of Myzectlan on Cascadia. Requirements: Build a three small scenes showing the Myzec people conducting activities from their day to day life. Some examples may include: Farming a chinampa lot, milling maize grain, making tortillas, fermenting ale, fishing, trapping ducks, repairing fishing nets, making canoes, warriors training, producing mud bricks for construction, weaving cloth, tanning hides, hunting in the jungle, making jewellery/pottery, ball games, etc There is no EGS requirement for this task (although licensable builds are encouraged). Title Awarded: Friend of the Myzec 11. Strategic Outposts Background: Some of Corrington's settlements in Terra Nova occupy vital strategic positions for the defence and expansion of the Empire but have little commercial value - they exist primarily to protect Corrington's interests. Hence these settlements tend to be smaller and more military focused. To maximise their strategic importance, they require extensive naval bases, army barracks, fortifications and logistics hubs. Currently, these include Hussar's Isle and Port Woodhouse. Until such time as more purely military outposts are created, the commercial hubs of Spudkirk and Port Raleigh, together with the developing settlements of Wullham and Brickford Landing; which all also occupy strategic locations, will be included in this task. Goal: To build up the network of Corlander strategic defences in Terra Nova. Requirements: Build a scene showing a building of strategic value in each of these important locations. Your building should be military in nature and examples could include: fortifications, quays and cranes, naval storehouses, army barracks, munitions stores and factories, etc. Your build must be licensable under the EGS rules and the ownership must be transferred to the faction. To complete this task you must build one scene in both Hussar's Isle and Port Woodhouse and a third scene in either Spudkirk or Port Raleigh. Title Awarded: Strategic Mastermind 12. Mangrove Madness Background: The settlement of Stormhaven was founded on the Isle of Serentia in the only safe port for over 400 miles. Unfortunately, despite the excellent shelter provided for ships, the location is not ideal for a settlement. Stormhaven cove is covered in mangroves which are almost impenetrable in many places. Properties within the settlement limits are build on stilts above the mangroves and raised wooden walkways provide access between properties. Further inland building is possible on land and some plantations and other properties have been established. Goal: To expand the settlement of Stormhaven Requirements: Build a series of scenes showing the unique aspects of life in Stormhaven. 1. Build two scenes showing buildings within the settlement limits. Your buildings must be in the style of the settlement ie. they must be constructed on wooden stilts above mangroves. Examples (one, two, three). Your scenes must be able to be licensed in the EGS. Should you not wish to license them yourself, you may sell them or the faction will purchase them. 2. Build a scene showing a rural property outside the settlement limits. Your scene should in some way support the settlement, for example it may be a plantation or farm, a lumber yard etc. Your scene must be able to be licensed in the EGS. Should you not wish to license it yourself, you may sell it or the faction will purchase it. Title Awarded: Swamp Magnate 13. A New Haven Success Story Background: The Eslandolan and Garvian invasion of the Isle de Medio left thousands of Mardierian settlers homeless and facing starvation. Corlander efforts to assist were met with fierce resistance from Eslandola and the resulting Nova Malto crisis was resolved by shipping large numbers of Mardierian refugees to the Corlander island of Alicentia for resettlement. Thus the settlement of New Haven was established, populated primarily with Mardierian refugees from the Mardierian-Eslandolan/Garvey conflict. Goal: Assist Mardierian resettlement in New Haven Requirements: Build a series of three scenes showing Marderian refugees settling down to life as Corlander citizens in New Haven. Your scenes must be build in the following order and the properties must be constructed in the settlement of New Haven. 1. Your first scene should show a Marderian family arriving in New Haven, show their initial lodgings and introduce their backstory (where did they come from, what did they do? Did any of their possessions survive? etc. Your build must be licensable as a residence or artisan under EGS rules. 2. Your second scene should show your Marderian Family starting work or establishing a business in New Haven. Maybe they establish a plantation (the Isle de Medio was famous for citrus plantations), or are they a master artisan who opens a workshop? Your scene must be able to be licensed in the EGS. Should you not wish to license it yourself, you may sell it or the faction will purchase it. 3. Your third scene should show your Marderian family celebrating or expressing their culture in their new settlement. Marderian culture is loosely based on Mediterranean cultures such as Italy, Greece or Spain. Perhaps they are celebrating a Marderian holiday, or preparing a traditional Marderian meal. The choice is yours! There is no requirement for this scene to be licensable under the EGS rules. Title Awarded: Humanitarian Hero
  4. Lieutenant Keeling, recently arrived from the Naval Intelligence Office in Port Woodhouse, was overheating. Brickford Landing was hot and the breeze that he'd enjoyed earlier in the day had died down. He removed his tricorn hat as Captain Keats brought him a letter to encrypt with the current ciphers. While sworn to secrecy, he was still personally interested to see what new intelligence had been gleaned from the captured Lotii scout. --------------------- OOC: Just an excuse to try out some pretty flower combos and SNOT-ed shutters. I figured this naval intel office would be a fun chance to explore a small outpost for the intelligence branch. Licensed as a medium educational property in Brickford Landing Another picture:
  5. The Royal Society of Natural Philosophy The New World Branch of the Royal Society of Natural Philosophy is now open for members. With it’s headquarters in Arlinsport, Tiberia, the society promotes advancement of the human understanding of the world in which we live. Its focus is the study of nature, mainly in all things living, and its fellows are some of the finest zoologists, botanists, biologists, ornithologists, medicoes, paleonthologists, and entomologists, as well as a multitude of other natural philosophers. The New World branch naturally has an emphasis on the new and unique discoveries of newly discovered lands. Leadership The New World Branch of the Society will be headed by an Executive Committee. These can only be filled by members of the society, and must also be citizens of Corrington. This will ensure that the Society is not used against the interests of Corrington, although as a general rule, the society shall not involve itself in politics. The Executive Committee has a right of veto in all matters of the Society, including, but not limited to, membership decisions and the use of the Society's funds. As a general rule, however, decisions will be taken by democratic vote amongst all fellows of the Society. Current Executive committee Chairman: Don Isaac Montoya (Bregir) Secretary: Dirk Allcock (Ayrlego) Treasurer: Sir James W. Chase (BrickOn) Signing the Charter by Ayrlego, on Flickr The executive committee may award other titles to members of the society at their discretion. A list of members and titles can be found in the second post. Eligible Gentleman/women. In this new era of reason, logic and discovery, scientific thought should transcend all borders and regimes. Although holding a Royal charter from the Crown of Corrington, the Royal Society of Natural Philosophers is open to members from all factions, including free thinking Sea Rats and open minded Oleans (although any Olean members may risk excommunication or accusations of heresy from their countrymen!). Membership Invitation Membership to the society can only be gained through invitation by an existing member. Any member of the society may propose a candidate to the executive committee. A proposal should be in the form of an in character letter to the Society detailing why the candidate should be considered for membership. Candidates should have an expressed interest in some area of natural philosophy in their characters story. For example, they may have presented some builds showing their character engaging in scientific studies. The Society will approve membership based on whether or not they feel the candidate’s character is established as a Natural Philosopher. If a candidate does not initially meet approval from the committee they may be asked to show a greater interest in scientific discovery (produce some more scientific themed builds/story arcs). The Society will then review their candidacy. This process is not meant to promote elitism, rather it is an attempt to approximate an in-game type of peer review. It will always be in the Society's best interest to recruit more members, although members must have a genuine interest in promoting scientific discovery. If approved by the Society, the recommending member will then be required to send an invitation of membership to the candidate. The invitation can be accompanied by a MOC, but again should take the form of an in character letter inviting the member to make a presentation of their scientific work to the society. Initial Presentation When a candidate receives their letter of invitation, their final step before becoming a full member of the society will be to make a small vignette (8x8 or up) showing their character presenting his/her work to their fellow members/peers. There is no location requirement for this build, for example a presentation may take place in the Society's Headquarter in Arlinsport, or in another settlement where a meeting is taking place, or even in the field. On the Great Tiberian Sea Otter by Bregir, on Flickr Membership Fee A small one-off membership fee will be levied on new members. The proceeds of their presentation free-build should be transferred to the Society. If this free-build is one of the member's first two for the month, the fee would be the 10DB they earn for the build. If it is a third or above freebuild, it would be the total DBs made as per the new rules. EGS Benefits Their may be some EGS benefits for Society members. These are being discussed with BoBS leadership and will be introduced in due course Ranking System Coming Soon! We are looking at introducing an academic type ranking system. Details will be announced later!
  6. Name: Brickford Landing Ownership: The Crown of Corrington Location: Annettaskrona (Island 12), Southwest New Haven Sea Map: Mayor: No active mayor at this time as all known inhabitants are military personnel. Major Sir Nathaniel Brickford @LM71Blackbird is the current commanding officer, supported by Lieutenant Karlton @Sir Kingston and Major Edward Brown @Legonaut. Trade Value: Coming soon! Town Bank: Coming soon! Who can own property in Brickford Landing: Loyal subjects of the crown of Corrington Who can freebuild in Brickford Landing: Loyal subjects of the crown of Corrington Description: Coming soon! Original Information: Notable Events: Loti scout captured Increased patrols Builds in Brickford Landing: Please help us out by posting a link to your Brickford Landing builds in this thread. Licensee is Listed after the type of license. Properties: 15/31 Trade Value: Coming Soon! Size for EGS purposes - Level 2 'Town' Required for Level 4 'Large Town': 18 properties of any type including at least x1 Residence, x0 Factory, x3 Artisan, x2 Commerce, x0 Education, x2 Arts & Culture, and 0x Royal. Notable Events: Stationed Troops: 0 Stationed Vessels: 0 Residence: 3 Brickford Landing Field Camp, Brickford Landing, License status: Small Residence, Brickwolf (+1 settlement size) Officer's Camp, Brickford Landing, License status: Medium Residence, LM71Blackbird (+2 settlement size) Factory: 4 The Boats Brisket, Brickford Landing, License status: Small Factory, Sir Kingston (+1 settlement size) Sawmill, Brickford Landing, License status: Large Factory, Corrington (via Ayrlego) (+3 settlement size) Plantation: 0 Mine: 0 Artisan: 1 Cartographer Shop, Brickford Landing, License status: Small Artisan, Sir Kingston (+1 settlement size) Commerce: 2 Military Supply Depot, Brickford Landing, License status: Medium Commerce, Corrington (via Ayrlego) (+2 settlement size) Education: 2 Naval Intelligence Office, Brickford Landing, License status: Medium educational, Evancelt (+2 settlement size) Art & Culture: 0 Forts: 3 Island Battery Brickford Landing, License status: Small Fort, LM71Blackbird (+1 settlement size/Licensed by Faction) Fort Princeton, Brickford Landing, License Status: Medium Fort, Evancelt (+2 settlement size/Licensed by Faction) Unlicensed Builds: 0
  7. Shepard Willoughsby watches as a company of 26th foot march through his flock. With the Lotii on the rampage in the New Haven Sea, Willoughsby takes comfort in the fact that patrols from Fort Stockton seem to have increased in frequency. ------------ OOC: Wanted to try out using ziplines on a tree. To be licensed as a medium plantation in Wullham
  8. Name: Mesabi Landing Ownership: Wayfarer Trading Company , via the Crown of Corrington Location: Argentia, East Prio Sea Map: Mayor: Count Mesabi . Trade Value: see accounts spreedsheet Town Bank: see accounts spreedsheet Who can own property in Mesabi Landing: Anyone Who can freebuild in Mesabi Landing: Anyone Description: Pax Corlandia was a dangerous incident for all sides involved. With the Corrish occupation of Nova Malto, battle lines were drawn, and names were made. One of these names was Captain Mesabi, who was annointed Count for his bravery (or lunacy?) during the incident. After the whole Nova Malto incident, the Corrington Colonial Council decided to do something to about the troublesome - now Count - Mesabi. The solution was simple: send him to a faraway island. Isle 14, AKA Keep-Yer-Boots-On, AKA Argentia, was decidedly the right place. Littered with waste from passing ships, cacti, crabs with hats, and mysterious plants, Argentia is perhaps the most depressing of the Islands of the Prio Sea - and a perfect place to keep Mesabi from causing more trouble. Undeterred, Count Mesabi established a settlement on the barren island, naming it after himself. Newly ennobled, he seeks to make the settlement the greatest in the Prio seas, at all costs. The settlement has grown quickly, becoming a haven for exiles, outlaws, and traders from all known (and sometimes unknown) nations. The WTC unofficially controls the town, despite the protests of the Crown. However, the settlement remains a rough place, and at the same time an eldorado for those looking for adventures, glory - and profits. Original Information: Builds in Mesabi Landing Please help us out by posting a link to your Mesabi Landing builds in this thread. Each builder is listed after the type of licence. Properties: 254/300 Size for EGS purposes - Level 32 'Grand City' Required for Level 64 'Capital City': x32 artisan, x26 commerce, x27 factory and x5 education. Four royal properties are needed as well. NPC Residences: 89 Residences: 10 Mesabi Residence, medium residence, Mesabi (+2 settlement size) Home of Miss Agnes Winterbottom, small residence, Brickwolf (+1 settlement size) A Merrynight Story, small residence, Mesabi (+1 settlement size) Ralph Clutchingtons residence, medium residence, LM71Blackbird (+2 settlement size) Timber frame house, medium residence, LM71Blackbird (+2 settlement size) Somewhere to live, medium residence, Lord Buckethead (+2 settlement size) Factories: 37 Mesabi Landing Foundry, medium factory, Mesabi (+2 settlement size) Foundry No. 2, medium factory, Mesabi (+2 settlement size) Metal Foundry, medium factory, LM71Blackbird (+2 settlement size) Bricks for Mesabi Landing!, medium factory, Darnok (+2 settlement size) Inky Brewsters, large factory, Mesabi (+3 settlement size) Barrels!, medium factory, Mesabi (+2 settlement size) WTC Shipyards, large factory, Darnok (+3 settlement size) Hydrological Harvesting, large factory, Mesabi (+3 settlement size) Royal Shipyard of Mesabi Landing & Executive Offices, royal factory, Mesabi (+10 settlement size) Miscellaneous Goods, medium factory, Darnok (+2 settlement size) Books for the people, large factory, Mesabi (+3 settlement size) Railside Moonshine, small factory, Mesabi (+1 settlement size) Shot Tower, medium factory, Darnok (+2 settlement size) Artisans: 32 "Fallingwater" pub, small artisan, Maxim I (+1 settlement size) "Twin Palms" inn, medium artisan, Ayrlego (+2 settlement size) Office of the "WTC Monthly", small artisan, Darnok (+1 settlement size) "Blue Dragon" tavern, medium artisan, Darnok (+2 settlement size) Peterson's Discount Boat and Scavenge, medium artisan, Mesabi (+2 settlement size) Coal transportation in Mesabi Landing, medium artisan, Lord Buckethead (+2 settlement size) Chef Curtis' bakery, medium artisan, Mesabi (+2 settlement size) Rotating Meat, small artisan, Legostone (+1 settlement size) Something Fishy, medium artisan, Mesabi (+2 settlement size) Tuber Tavern, medium artisan, Darnok (+2 settlement size) Aqueduct and laundry store, large artisan, Mesabi (+3 settlement size) The Yellerbelly Inn, large artisan, Mesabi (+3 settlement size) Tuber's Shop'n'Farm, large artisan, Darnok (+3 settlement size) Pub "Chapter 6", large artisan, Mesabi & Darnok (+3 settlement size) Green Line, Market Street Station, large artisan, Darnok (+3 settlement size) Commerce: 38 Mesabi Landing Stockpile, medium commerce, Mesabi (+2 settlement size) Yet another warhouse, small commerce, Mesabi (+1 settlement size) Mesabi Landing - The Harbour, large commerce, Darnok (+3 settlement size) Office of Agnes Mesabi, small commerce, Mesabi (+1 settlement size) WTC Sales Division, medium commerce, Mesabi (+2 settlement size) Arriving in Mesabi Landing, small commerce, Lord Buckethead (+1 settlement size) Market place in Mesabi Landing, medium commerce, Darnok (+2 settlement size) Small WTC warehouse, small commerce, Darnok (+1 settlement size) Waymart Flagship Store, large commerce, Darnok (+3 settlement size) Royal Dock, medium commerce, Mesabi (+2 settlement size) Small pier, small commerce, Darnok (+1 settlement size) Outdoor Sausage Smoker, small commerce, LM71Blackbird (+1 settlement size) "One boat, two boats, three boats...", large commerce, Darnok (+3 settlement size) Harbour Administration, medium commerce, Darnok (+2 settlement size) Small dock, small commerce, Mesabi (+1 settlement size) Mesabi Landing Oktoberfest, medium commerce, Darnok (+2 settlement size) Mesabi Landing Loading and Freight, large commerce, Mesabi (+3 settlement size) WTC Offices, large commerce, Mesabi (+3 settlement size) Merrymas Market 618, large commerce, Darnok (+3 settlement size) "The WTC needs YOU!", small commerce, Darnok (+1 settlement size) Art and Culture: 13 Mesabi Monument, small art and culture, Darnok (+1 settlement size) Crashing a wedding, medium art and culture, Mesabi (+2 settlement size) Egg-tion in Mesabi Landing!, small art and culture, Darnok (+1 settlement size) Celebrating Easter, medium art and cuture, Darnok (+2 settlement size) Flying Fish Fountain, small art and culture, LM71Blackbird (+1 settlement size) Mesabi Landing's Got Talent, small art and culture, Darnok (+1 settlement size) Agnes Mesabis private chapel, small art and culture, Mesabi (+1 settlement size) The Paradise Isles Cup, large art and culture, Darnok (+3 settlement size) "Praise be for food and beer!", small art and culture, Darnok (+1 settlement size) Education: 10 Library of Learning, large education, Mesabi (+3 settlement size) Karst Geographers, medium education, Mesabi (+2 settlement size) Laboratory of Doctor Edmund Vesper, medium education, Mesabi (+2 settlement size) Mesabi Landing Gamma School, large education, Darnok & Lord Buckethead (+3 settlement size) Plantations: 12 Poppy plantation, small plantation, Mesabi (+1 settlement size) Agave plantation, small plantation, Darnok (+1 settlement size) Stevia plantation, small plantation, Darnok (+1 settlement size) Potatoes for the people, medium plantation, Darnok (+2 settlement size) Brickford Plantation, small plantation, LM71Blackbird (+1 settlement size) Millet plantation, large plantation, Darnok (+3 settlement size) Agave plantation, medium plantation, Darnok (+2 settlement size) Jubaea plantation, small plantation, Darnok (+1 settlement size) Mines: 4 Staking a claim on Argentia, prospecting build (coal), Darnok Mesabi Landing Daycare and Coal Mine, mine, Mesabi (+2 settlement size) More prospecting on Argentia, prospecting build (quarry rock), Darnok Mesabi Landing Rock Quarry, mine, Darnok (+2 settlement size) Lord Buckethead Mining Co., prospecting build (coal), Lord Buckethead Tactical prospecting, prospecting build (salt), Mesabi Gold at last?, prospecting build (iron), Darnok Forts: 7 Fort Agravia, medium fortress, Mesabi (+2 settlement size) Fort Mesabi, medium fortress, Darnok (+2 settlement size) West Shield, large fortress, Darnok (+3 settlement size) North Quarter: 3 Green Street: #1 | #2 | #3 | . each an unlicensed small residence, Darnok (+3 settlement size) Troops: - Vessels stationed here: - Other related builds: Pax Crablandia, Kai NRG Landing on Argentia, Mesabi A letter to Colonel Allcock, Darnok Restoring Order (Part I), Ayrlego Restoring Order (Part II), Ayrlego Planning North Quarter, Darnok WTC Advent Calendar 2018, Darnok Era III?, Darnok "Disaster at Mesabi Landing" storyline: Setup The Devastation of Oldtown, Darnok For Whom The Bell Tolls, Roadmonkeytj The Flooded District, Mesabi Walking the ruins, Mesabi Cobbling together a street, Mesabi The WTC needs YOU!, Darnok Conclusion Find a discussion of the rebuilding organisation here.
  9. Location: Arlinsport Type: Royal University Corrington is well known for its appreciation of the sciences. So when Terra Nova was first colonized by the Crown, scholars and academics alike followed. It came as no surprise that the University of Tiberia was soon established in Arlinsport. While not as prestigious as some of the universities in the mainland, it has become a beacon of academic excellence nonetheless. The university is centered around four main colleges: Smythe College of Natural Sciences Prometheus College of Alchemy and Applied Sciences Zumbro College of Political Thought and Philosophy LaCoursiere College of Fine Arts and Music Together with some smaller colleges, these form the academic body of the University of Tiberia. Many of the finest thinkers, architects, explorers and artists in the New World have seen their stories begin here. The University has a massive garden complex, a large football stadium, and 15 different halls of varying size. Several laboratories are on the campus, developing technologies ranging from fertilizers to explosives. There are 4 large residence halls, but there are several fraternity and sorority houses that are considered part of the university. Additionally, other University owned buildings are located throughout Arlinsport, instead of on main Campus. The University has a soccer team, a rowing team, a math bowl team, and several other sports teams, and features a dozen clubs. The universities colours are red and white, with a lion centered on the banner. While it has no official name, most students refer to it as Tibby the Tabby - the mascot of the university! Banner Description: Help us to build a royal university in the city of Arlinsport! The college is being built retroactively IC, so your builds can focus on an earlier part of your character's story. Were they a class clown? A teacher's pet? Take this opportunity to fill in some backstory for a character or characters, or show college students today, in 618! Build Description: Builds should show any part of the college campus. This can include dormitories, fraternity/sorority houses, classrooms, gardens, offices, laboratories, or libraries. Your build must be of excellent quality, and low quality builds will not be accepted to the project. This will be decided upon by Corrish leadership. LDD is allowed, as well. Style Guideline: The University of Arlinsport is constructed of red bricks, with white accents, similar to Harvard. However, interior scenes should not be considered held to these standards. Remember, a creative entry is more important than fitting the style of the project. However, several outbuildings exist throughout Arlinsport, and these do not have to fit the style guidelines. Map guidelines: If you have a great idea for one building in particular, please post in this thread to reserve the building. Classrooms, Libraries, and other interior scenes, as well as garden scenes do not need to be reserved. Please name the hall you have selected, as well as the building number. If you change your mind about building, please announce so in the thread. University of Tiberia by North White, on Flickr Administrative and Faculty Hall Ceremonial Hall and Auditorium Maximum Main Library Hall of Engineering (Prometheus) Hall of Alchemy (Prometheus) Hall of Applied Science (Prometheus) Hall of Fine Arts (LaCoursiere) Hall of Music (LaCoursiere) Hall of Biology(Smythe) Hall of Mathematics (Smythe) Hall of Anthropology(Smythe) Clock Tower Hall of History (Zumbro) Hall of Politik (Zumbro) Hall of Philosophy The Great Gardens of Tiberia Carriage House Dormitories Dining Hall Lesser gardens Fraternities and Sororities Groundskeeping Fieldhouse Queen’s Stadium Payment: For Every 100 Studs contributed, 10 Dbs are to be awarded (rounded). Payment will be distributed when the project is finished. Rewards: Building anything that is accepted gives you the right to say any and all of your characters have attended the University of Tiberia. Building at least 250 approved studs gives you the right to say that any and all of your characters graduated from the University of Tiberia with Bachelor in any field. Building at least 1000 approved studs grants you the right to say any and all of your characters have graduated from the University of Tiberia with Masters in any field. Building at least 2000 approved studs grants the right to say any and all of your characters have graduated from the University of Tiberia with Doctorate in any field. The altogether best entry gets the title "Dean of the University of Tiberia" And rewards an additional 100 Dbs The best entry by a foreigner gets the title: "Multicultural Diplomat" and rewards an additional 100 Dbs. Only to be awarded if 3 or more foreigners enter. The most humorous entry in the challenge (as decided by leadership) earns the title "class clown" and awards 50 Dbs. The Best Microbuild of the map gets an extra 100 Dbs Entries are to be judged by Corrish Leadership upon the completion of the project. Goals: 10,000 Studs: The University is considered finished. 20,000 Studs: A holiday in Arlinsport to celebrate the anniversary of the University, and a raffle among the participants for a 200Db prize. 30,000 Studs: To Be Announced The Goal of the Project is to have 10,000 Studs by September, and to Be Finished by next march. However, these are nothing more than friendly suggestions. Ask questions below! Current Builds: Namerens in the Library 48x48 Alchemy Classroom 24x24 All-faiths Chapel 18x12 Administrative Building 32x39 Total Studs: 4344
  10. Name: Wullham (pronounced Wool-um) Ownership: The Crown of Corrington Location: Panarium, New Haven Sea Map: Mayor: Captain Jonathan Brickleton (@evancelt) Trade Value: See account summary Town Bank: See account summary Town Income per turn/Town Expenses per turn: TBD Who can own property in Wullham: Anyone Who can freebuild in Wullham: Anyone Description: Wullham is a settlement located on the small but strategically important island of Panarium. Panarium is the most northerly of the New Haven Sea islands at this longitude. The island is exposed to harsh northerly winds that have left most of the island devoid of trees. Instead, the hilly landscape is dominated by lush grassland and low shrubs. The winds bring plenty of rain but also lower the temperature significantly compared to the more tropical climate of neighboring islands. Rocky outcrops dot the grassy hillsides and add pops of color with bright lichen growth. A unique lavender-colored mineral appears in the lighter grey rocks found nearby. The small sheltered valleys that surround the coastal location chosen for the settlement are quite fertile and are ideal for grain crops. Sheep thrive in the hilly grasslands. Original Information: Builds in Wullham Please help us out by posting your a link to your Wullham builds in this thread. Licensee is Listed after the type of license. Properties: 34/30 Size for EGS purposes - Town Required for Level 3: 1 Artisans: 5 Cartwright Shop Microbuild, small artisan, Bregir Inn, medium artisan, evancelt Shipyard and Drydock, medium artisan, Corrington via Wellesley Commerce: 1 Pier and Warehouse Microbuild, small commerce, Brickwolf Factories: 1 Wool Factory Microbuild, small factory, Mesabi Residences: 6 Hamlet Cottage Microbuild, small residence, evancelt Mayor's House, medium residence, evancelt Kate Wilson's Residence, small residence, Brickwolf Macarthur Residence, medium residence, Ayrlego Art and Culture: 1 Rock of Cashel, small cultural attraction, evancelt Educational: 6 Museum of Antiquities, small educational, evancelt Sea Bird Viewing Point, medium educational, evancelt Sheep Shearing School, large educational, evancelt Plantations: 9 Produce Farm in Wullham, medium vegetable plantation, Wullham (via evancelt) Traffic Jam in Wullham, small wheat plantation, evancelt Mushroom Grown House, Wullham, medium mushroom plantation, evancelt Sheep Farm, Wullham, medium sheep plantation, evancelt Sheep Flock, medium sheep plantation, evancelt Mines: 2 Wullham Quarry, rock quarry, Corrington (via Ayrlego) Forts: 3 Fort Stockton, large fort, Corrington (via evancelt) Troops: Company of 26th Foot and 18th Hussars Other Buildings: Vessels stationed here: Gunboats, Wullham Bay, evancelt Other related builds: Establishment of Wullham Settlement by Captain Brickleton, evancelt A Survey of Panarium is Conducted by Land & Sea, evancelt Prospecting in Wullham, evancelt Cavalry Drills in Wullham, evancelt New Recruits at Fort Stockton, evancelt Mushrooms for Dinner, Wullham, evancelt A Hard First Day, evancelt
  11. First of all: do NOT use this topic to bump old threads and do NOT ask any question here. All comments should be asked in the BoBS discussion thread. To all the mayors and responsibles of a settlement: please make one and only one post for each settlement, using the following format: I will then link all settlements in this first post. Index: Settlements of BoBS The world of BoBS is large, and contains many large and small settlements, ranging from hamlets to capitals. This thread is the place where they are all indexed! Corrington Arlinsport, Tiberia Black Beach, Gunpowder Island Brickford Landing, Annettaskrona Elizabethville, Lacryma Camp Isaac, Cascadia Hussar's Isle, Cocovia Jameston, Celestia King's Harbour, Cocovia Mesabi Landing, Argentia Mooreton Bay, Alicentia Myzectlan, Cascadia New Haven, Alicentia Port Raleigh, Annetta (aka Berelli or Blueton) Port Woodhouse, Garma's Key Quinnsville, Cocovia Spudkirk, Avestia Stormhaven, Serentia Wullham, Panarium Eslandola Bardo, An Toli Ceniza Bajo, Eileanne neh Luithhr (aka Luther Islands) (New Haven Sea island #9) Chiquita, Chiquara (New Haven Sea island #1) Elysabethtown, Berelli (aka Annetta or Blueton) Fortaleza Victoria, Isla de Victoria Fuerte Unido, Isla de Victoria Hojaroja, Otoño Interlagos, Maldria Lakor, Isla de Victoria La Puebloto, Isla de Victoria Mehit, Isla de Victoria Montario, Nelissa Nova Malto, Isla de Victoria Nova Terreli, Nellisa Pontelli, Nellisa Port Wilks, Isla Phillipe Puerto Alijo, Torrach Bonn Puerto Desafio, Isla de Victoria Punto Sur, Maldria Salida Este, Ferro Azure Trador, La Sombra Weelond, An Holli Oleon Acropolis, Pharos Astrapi, Île de Zeus Breshaun, Le Bellan Cecropia, Île de Tyche Dragonstone (now Aurelia), Blueton (aka Annetta or Berelli) Eltina, Le Bellan Fatu Hiva, Île d'Or Fort Arltrees, El Oleonda Jiangkai, El Oleonda Lavalette, Stéphanique Nola Mar, Terraversa Nouveau Oleandia, île Dionysus Windfall Island, Stéphanique Sea Rats Bastion, The Nest of Thieves Charlatan Bay, Infero Pordejon Haven, Isla del Diablo Merged into Moray's Den * Hellion, Raider's Haven Moray's Den, Isla del Diablo Poppy Port, Sabre Island Rassilon, The Nest of Thieves Destroyed Takashii, The Nest of Thieves Merged into Bastion ** Tortuga, Sea Turtle Island The Sereen Cay, The Rock New Nassau, Blond Beach/Mud Beach Island (island 21) * Properties in Haven are now considered to be in the hinterlands of Moray’s Den. ** Properties in Takashii are now considered to be in the hinterlands of Bastion. NPC Settlements Alexport, Ilse de Romantica, The Grand Duchy of Prio
  12. Location: New Haven Type: Small Residence (Per the Court's allowance!) GOC Task 13a It was a fine day in New Haven.... But first, some history... The Eslando - Mardierian War of 616 was devastating to the Mardian population of Isla de Medio. As the war came to a bitter close, Corrington landed troops as a refugee effort on the island.... Then Came Count Mesabi, who managed to make the situation worse, and looted the remains of Malto for all it was worth.... The Grey Family endured these hardships, and rejected the Corrish resettlement effort in New Haven. Instead, they moved to Fatu Hiva.... ....The primary target of Count Mesabi in the Second Terraversan War. In the pillaging of the settlement, the Grey's family livelihood once again was lost.... AND THUS, with few other options, they accepted the Corrish resettlement stipend, and moved to New Haven PRESENT DAY: Market Street bustled with activity in New Haven, as local merchants hawked their wares. The Local Waywart stood on this street, of course, selling 2nd tier WTC products for low prices. The Grey family was presently sitting down to dinner. Owen Grey muttered angrily as he finished sealing his envelope of various Corrish application forms. Soon, the Grey family would make their comeback.... FIN Thanks for viewing my build! I had fun with this one, though I admit I am totally reusing basic techniques from my other builds here. I think it still looks good though. Also, I would be metagaming the system a bit here, if I can license this as a residence. I need a residence or artisan for the GoC task, and this is clearly a commercial, so if I can get a thumbs up on making this a residence (People live here, technically!) I would appreciate it. For the GOC approval: @Ayrlego, @Captain Dee, @Bregir, @SilentWolf, @LM71Blackbird, @evancelt C&C appreciated, as always.
  13. Location: Quinnsville Type: Medium Educational Quinnsville had grown quickly over the last few years, and with the establishment of the University of Quinnsville in 619, the students were already crowded on the campus. Fortunately, a grant by a mysterious benefactor had allowed them to build a new library to help ease some of the campus's crowding issues. Today however, someone had illegally parked a small horse drawn cart in front of the main entrance. As Campus security ticketed the cart, an official Corrish Messenger walked towards the library... "So after a party last year, I tell Mayor Brickwood that the library in the main building was too small. Like, you could barely haul kegs through some of the doors. Sure you could get them through the main doors, but like, into the library? It was just too tight a corridor." Said the Count to his loyal accountant Darby. "And I tell him that the WTC could fix the problem with a WTC-Brand hammer, and about 15 minutes. But apparently, the "construction" zoning "laws" in this 'town' prohibit it." Continued the Count, gesturing wildly. "Just please tell me why we're in Quinnsville." Said Darby, understandably exasperated. "Look over there." Said the Count, pointing to a carved sandstone head. "So I tell him that if we can't make the library doors bigger, than we just need a separate library to hold keg parties in." Said the Count. "And he gets annoyed, and starts going off about how that's not at all what university libraries are for." Continued the Count. "Anyways, I say, 'Sir,. You need a party library, I'll buy, do you want a red one or a grey one? He kinda scowls at me, but I took that as permission to fund the construction of a new, better, library with appropriate doors for moving large bottles through. Oh, and I picked grey." Darby looked at a small bust of an unidentifiable head. "They did get my hair wrong." Said the Count, no less enthused. "But true art resists interpretation." "Someone chipped the 'o' off on your title, Count" said Darby, dryly. The two were interrupted by a formal messenger. "Count Mesabi of Debonshire, you have a formal correspondence from the Crown of Corrington." "Thank you gentlemen. The Queen thanks you for your service." Said the Count in a suspiciously formal tone. "Darby, we must get going, we are needed in a formal capacity." Without a moments hesitation, the Count power-walked outside, leaving Darby and the messengers behind. "Count, what's going on?" yelled Darby, hurrying after him. "We have work to do!" the Count said, mounted the horse, and untied it from the post. Darby hurried after him. "The last time we had 'work' to do, I was on a boat in the south for over a year!" he muttered. FIN Thanks for viewing my build! I've been meaning to do an educational build in Quinnsville since @lm71blackbird put out that amazing university build about a year ago, but I never got around to it until now. The build went through a few iterations. Originally the second floor was far more plain, and was essentially white paneling. Fortunately, @Ayrlego gave me some great ideas, including setting the paneling in half a tile, which really made it pop in my opinion. This build is a GOC build, task 5. @Bregir, @Ayrlego , @Captain Dee , @SilentWolf As for the story, no harm intended towards Quinnsville, I always like seeing your settlement grow LM71, and I enjoy being a part of it. Please understand any misnaming, is just me having the Count be rude IC. What is in the Count's mysterious note from the crown? We'll see! (hint, I love Corrington!) Shots without figures
  14. Name: Jameston Ownership: The Crown of Corrington Location: Celestia, East Prio Sea Map: Mayor: Trade Value: see accounts spreedsheet Town Bank: see accounts spreedsheet Town Income per turn/Town Expenses per turn: 130DB/150DB Who can own property in Jameston: Anyone Who can freebuild in Jameston: Anyone Description: Corrington's jewel of the Prio Seas, Jameston is a melting pot of cultures and powerhouse of commerce. Established on the 15th January 617, the first Corlanders landed in a large sheltered bay located on the western shores of Celestia. Rich with natural resources, Jameston was the first Corlander settlement in the Prio Sea, named after Queen Annetta's Grandfather, King James IV of Corrington. Located on the southern shore of Vanilla Bay, Jameston swiftly became one of the quickest growing settlements in the Empire and developed it's own unique style. Early buildings tended to have sturdy lower floors built out of locally produced stone, while colourful timber framed upper stories add a rainbow of colours not normally associated with Corrish settlements. As the settlement developed, the trend has been for more brick buildings rendered in citrus colours of greens, yellows and oranges. The small Alfred River empties into Vanilla bay at the site of the settlement, and upstream large tracts of fertile land have been cleared for sugar cane plantations. Jameston is one of the leading producers of sugar in the new world, and is the site of a Royal Sugar plantation. To the east of the settlement, think verdant jungle covers the land and here vanilla plants can be found growing naturally throughout the jungles. Corrish settlers were quick to exploit this valuable spice, the second most expensive spice known to man second only to saffron. Businesses taking advantage of the islands abundant vanilla plants are known to give investors a bonus in profits. Celestia holds perhaps the largest diversity of orchids yet seen in the world and the jungles are splashed with their bright and vibrant colours. Towards the end of 617, a rush of settlers flocked to Jameston in search of the rumoured 'Superb Orchid'. Hundreds of new species of flora and fauna were discovered and several species in particular have been labelled as the 'Superb Orchid'. It was during these expeditions that several sites were found with ruins of a long forgotten civilisation, thought to be related to the Myzec on the neighbouring island of Cascadia. A hub for the East Terran Trading Company (ETTC), Jameston hosts the majority of company military forces. ETTC troops mainly consist of mercenaries hired from the southern Nizami satrapies of the Molokoi Empire. These men are mostly drawn from the Nizam ethnic group and sign into the ETTC military for 15 years with the promise of immediate Corlander citizenship and a parcel of land in the colonies on retirement. In addition they are allowed to bring up to 5 family members with them to the new world. As such, Jameston hosts a large ethnic Nizami group who tend to live together in the south eastern section of the settlement which has become known as the Nizami Quarter. ETTC forces are mainly comprised of infantry; known as sepoys, but a small unit of lancers also compliments the force. Original Information: Builds in Jameston Please help us out by posting your a link to your Jameston builds in this thread. Licensee is Listed after the type of licence. Properties: 226/176 Size for EGS purposes - Level 16 'Large City' Required for Level 32 'Grand City': x8 factories, x1 Royal. Artisans: 33 Tailor's Shop, small artisan, Ayrlego (+1 settlement size) Barbershop, small artisan, Ayrlego (+1 settlement size) The Lavender Inn, medium artisan, Ayrlego (+2 settlement size) The Garnet Inn, medium artisan, Drunknok (+2 settlement size) Basement House, small artisan, Elostirion (+1 settlement size) Captain's Daughter Inn, medium artisan, Jameston (via Blackdeathgr) (+2 settlement size) The Gilded Cup, large artisan, Gideon (+3 settlement size) The Captain's Daughter Inn, medium artisan, Mike S (+2 settlement size) The Colonist Inn, medium artisan, Faladrin (+2 settlement size) Jameston Haberdasher, small artisan, Spud the Viking (+1 settlement size) WTC Stand, small artisan, Drunknok (+1 settlement size) Wainwright, large artisan, Ayrlego (+3 settlement size) Alehouse, medium artisan, Jameston (+2 settlement size) Merrynight Tavern, large artisan, Ayrlego (+3 settlement size) Small Tavern, small artisan, Jameston (via Ayrlego) (+1 settlement size) The Sergeant's Arms, small artisan, Jameston (via Ayrlego) (+1 settlement size) Sepoy Armoury, medium artisan, Jameston (via Ayrlego) (+2 settlement size) Spice Merchant's Workshop, medium artisan, Jameston (via Ayrlego) (+2 settlement size) Commerce: 34 Office of the Allcock Trading Company, small commerce, Ayrlego (+1 settlement size) Lighthouse and Pilot's Station, medium commerce, Jameston (+2 settlement size) WTC Warehouse, medium commerce, Mesabi (+2 settlement size) 'Soldiers' Wharf, small commerce, Ayrlego (+1 settlement size) Chocolate Shop, medium commerce, Ayrlego (+2 settlement size) MAESTRO Office, small commerce, MAESTRO (via Maxim I), (+1 settlement size) Autumn Trading House, large commerce, Jameston (+3 settlement size) Post Office, small commerce, Jameston (+1 settlement size) Royal Society of Navigation and Discovery Headquarters, large commerce, RSND (via Ayrlego) (+3 settlement size) Warehouse of the RSND, medium commerce, RSND (via Drunknok) (+2 settlement size) Local Harbour Administration, medium commerce, LM71 Blackbird (+2 settlement size) Stores Detail, small commerce, RSND (via Ayrlego) (+1 settlement size) Dockyard, large commerce, Ayrlego (+3 settlement size) Spud's wharf, small commerce, Spud the Viking (+1 settlement size) Dock scene, small commerce, undisclosed owner (+1 settlement size) Spice Market, small commerce, Jameston (via Ayrlego) (+1 settlement size) Customs Post, medium commerce, Jameston (via Ayrlego) (+2 settlement size) Bakery, small commerce, Jameston (via Ayrlego) (+1 settlement size) Altonian Colonial Company, Jameston (via Ayrlego) (+1 settlement size) Dockside Customs Office, Jameston (via Ayrlego) (+1 settlement size) Factories: 24 Sugar Factory, medium factory, Drunknok (+2 settlement size) Bottle Factory, medium factory, Mesabi (+2 settlement size) Jameston Distillery, large factory, Professor Thaum (+3 settlement size) WTC Musket Factory, medium factory, Mesabi (+2 settlement size) WTC Gunpowder Factory, medium factory, Mesabi (+2 settlement size) Fish Drying Factory, large factory, Ayrlego (+3 settlement size) Sugar Press, medium factory, Ayrlego (+2 settlement size) Vanilla Sorting Plant, large factory, ETTC (via Ayrlego) (+3 settlement size) Domesticated Elephants, medium factory, ETTC (via Ayrlego) (+2 settlement size) ETTC Sugar Mill, large factory, ETTC (via Ayrlego) (+3 settlement size) Residences: 88 Governor's temporary office, small residence, Ayrlego (+1 settlement size) CSC Plantation House, royal residence, Corrington (+10 settlement size) ETTC Sepoy Barracks, small residence, Jameston (+1 settlement size) Pied-à-terre, small residence, Professor Thaum (+1 settlement size) Temporary Diplomatic Office, small residence, Flavius Gratian (+1 settlement size) Converted Warehouse, small residence, Spud the Viking (+1 settlement size) Residential Wing, Montoya House, medium residence, Royal Society of Natural Philosophy (via Bregir) (+2 settlement size) Uncle's Tree House, small residence, Kai NRG (+1 settlement size) Stone residence, small residence, Flavius Gratian (+1 settlement size) Wooden residence, small residence, Flavius Gratian (+1 settlement size) Lapis Lazuli House, medium residence, Evancelt (+2 settlement size) Art and Culture: 8 Temple of Poseidon, small art and culture, Jameston (+1 settlement size) Oleon Consulate, medium art and culture, KotZ (+2 settlement size) White Glove Order (WGO) Lodge, small art and culture, Sir Stig (+1 settlement size) Grand Entrance Arch, Montoya House, small art and culture, Royal Society of Natural Philosophy (via Bregir) (+1 settlement size) Cascadian Temple Ruins, large art and culture, Corrington (via Ayrlego) (+3 settlement size) Educational: 17 The Academy for the Science of Sugar, large education, Drunknok (+3 settlement size) Schoolhouse, medium education, Brickwolf (+2 settlement size) Montoya House, large education Royal Society of Natural Philosophy (via Bregir) (+3 settlement size) Museum of Natural Sciences, large education, Drunknok (+3 settlement size) Botanical Gardens, large education, Elostirion, (+3 settlement size) Spud's Home of Indigenous Antiquities, small education, Spud the Viking (+1 settlement size) Plantations: 18 Vanilla plantation, medium plantation, ETTC, (+2 settlement size) Sugar plantation, royal plantation, Corrington, (+10 settlement size) Sugar plantation, small plantation, Ayrlego, (+1 settlement size) Bees and Honey, medium plantation, Elostirion, (+2 settlement size) Cotton Plantation, large plantation, Elostirion, (+3 settlement size) Mines: Forts: 3 Queen's Head Battery, small fort, Jameston (via Ayrlego) (+1 settlement size) Fort Totie, medium fort, Jameston (via Spud the Viking) (+2 settlement size) Troops: see account sheet Other Buildings: Vessels stationed here: Other related builds: Surveying Celestia, Freebuild, Ayrlego
  15. Name: New Haven Ownership: The Crown of Corrington Location: Western shore, Northeast Cape, Alicentia, Sea of Storms Map: DRAFT ONLY - Final map to follow. Mayor: Giovanni Lorenzini (NPC) Trade Value: See account spreadsheet Town Bank: See account spreadsheet Who can own property in New Haven: Anyone Who can freebuild in New Haven: Anyone Description: After Eslandola and Garvey's decisive victory over Mardier on the Isla de Victoria, all Mardierian forces withdrew from the island and with them fled most of the settlers of wealth and status. Before leaving, Mardierian troops conducted a scorched earth policy, determined to leave nothing of value behind for the victorious Eslandolans. Left behind however, were the poorer Mardierian settlers and those without the means to flee, or with nowhere to go. Fearing reprisals from their new Eslandolan overlords, but more so from the natives who the Mardierian forces are said to have savagely repressed, these refugees, their homes and crops burned, gathered in the ruins of the former settlement of Malto on the north of the Island. Former Mardierian army Captain Giovanni Lorenzini turned to the Empire of Corrington for help. Corlander colonial authorities, fearing a humanitarian disaster on the war torn island, authorised armed support for Lorenzini's proposal of a "free and neutral" settlement and temporarily recognised Nova Malto as a separate entity from the Eslandolan colony of the Isla de Victoria. This sparked a diplomatic crisis, with Eslandolans refusing to recognise the peaceful humanitarian intent of the free settlement and an armed stand-off followed. After intense diplomatic negotiations, Corlander forces agreed to withdraw from the island, and Eslandola agreed that any former Mardierian settlers who wished to leave could do so with the Corlanders. Eslandola also agreed to assist in the funding of a new settlement for the refugees. New Haven is the result of this agreement. Located on the western shore of the Northeast cape of Alicentia, the settlement is primarily populated with former Mardierian refugees and Corlander colonial authorities have confirmed Giovanni Lorenzini as mayor. Original Information: Builds in New Haven Please help us out by posting your a link to your New Haven builds in this thread. Properties: 14/31 Size for EGS purposes - Level 2 'Town' Required for Level 4 'Large Town' TBA. Key Name, size and type of property, builder (licensee)(settlement points) Residences: 3 New Haven Housing Projects, medium residence, Bregir (New Haven) (+2 settlement size) New Haven Housing, small residence, Legostone (New Haven) (+1 settlement size) Factories: 3 New Haven Mill, small factory, Capt Wolf (New Haven) (+1 settlement size) Gin Distillery, medium factory, Sir Stig (New Haven) (+2 settlement size) Artisans: 6 The Blues Inn, small artisan, Maxim I (New Haven) (+1 settlement size) Greenway Resturant, medium artisan, Bregir (via Mesabi) (+2 settlement size) - not licensed yet Lenia's Laundry, large artisan, New Haven (via Ayrlego) (+3 settlement size) Commerce: 4 Warehouse and Pier, small commerce, Brickwolf (+1 settlement size) Whiffo Dock, small commerce, Garmadon (Corrington) (+1 settlement size) ETTC Offices, medium commerce, ETTC (via Ayrlego) (+1 settlement size) Art and Culture: Educational: 1 New Haven School, small education, Maxim I (Corrington) (+1 settlement size) Plantations: Mines: Forts: 1 Medium Fort Montoya, medium fort, Lord Buckethead (New Haven) (+2 settlement size) Troops:
  16. Name: Port Woodhouse Ownership: The Crown of Corrington Location: Garma's Key, in the Garma Strait, East Prio Sea Map: Mayor: Trade Value: See account summary Town Bank: See account summary Town Income per turn/Town Expenses per turn: 99DB/100DB Who can own property in Port Woodhouse: Anyone Who can freebuild in Port Woodhouse: Anyone Description: Port Woodhouse is a settlement located on the small but strategically important island of Garma's Key. Garma's Key is a small low laying island located astride the Garma Strait that separates the Islands of Celestia and Cascadia. The sea directly around the key is shallow and hosts coral reefs, but the south eastern coast is deep enough to harbour larger ships. It is on the south western coast where the settlement has been established. This strategic position guards the entrance to Safety Bay, a large deep water bay in which an entire fleet could easily shelter. The settlement itself sits on the most southern point of Garma's Key and the adjacent small tear-dropped shaped island just to the south has been earmarked for the sight of giant fortifications to guard the entry to Safety Bay. A naval base is also being established to protect Corlander commerce in the region. The settlement's purpose as a naval and military outpost, together with its unsuitability for cash-crop agriculture, have resulted in it being dwarfed in size by neighbouring commercial settlements such as Jameston and Mesabi Landing. Despite this, Port Woodhouse looks to be growing into the administrative capital and the seat of Corlander Colonial government in the Paradise Islands. The crabs that are abundant on the island are prized for the taste of their meat, and the island has quickly become known for the quantity of it's seafood. Properties licensed to exploit this have been observed to make a slightly larger profit than other similar properties. Original Information: Builds in Port Woodhouse Please help us out by posting your a link to your Port Woodhouse builds in this thread. Licensee is Listed after the type of licence. Properties: 47/61 Size for EGS purposes - Level 4 'Large Town' Required for Level 8 'City': 19 properties of any type including: x4 factories and x1 art and culture. Artisans: 10 Pottery Workshop,small artisan, Ayrlego (+1 settlement size) Armoury, medium artisan, Port Woodhouse (via Ayrlego) (+2 settlement size) Heffrington's Inn, medium artisan, RSND (+2 settlement size) Swordsmith, medium artisan, Port Woodhouse (via Ayrlego) (+2 settlement size) Cavalry Stables, large artisan, Port Woodhouse (via Ayrlego) (+3 settlement size) Commerce: 8 Crabber's Rock, medium commerce, Ayrlego (+2 settlement size) Seafood Stall, small commerce, Ayrlego (+1 settlement size) ETTC Office, medium commerce, ETTC (+2 settlement size) Adminstrative Offices, large commerce, Port Woodhouse (via Ayrlego) (+3 settlement size) Factories: 4 Brickworks, large factory, Port Woodhouse (via Ayrlego) (+3 settlement size) Pump Station, small factory, Port Woodhouse (via Ayrlego) (+1 settlement size) Residences: 9 Infantry Barracks, medium residence, Port Woodhouse (via Ayrlego) (+2 settlement size) Blackwood's Lodgings, medium residence, Ayrlego (+2 settlement size) Officer's Barracks, small residence, Legonaut (+1 settlement size) Private Residence, small residence, Port Woodhouse (via Ayrlego) (+1 settlement size) Fortified Barracks, large residence, Port Woodhouse (via Ayrlego) (+3 settlement size) Art and Culture: 2 Gallows, small culture, Port Woodhouse (via Ayrlego) (+1 settlement size) Customs Office, small culture, Corrington (via Puvel) (+1 settlement size) Educational: 7 Naval Medicine Research Centre, medium education, Port Woodhouse (via Ayrlego) (+2 settlement size) Office of the Royal Corps of Engineers, small education, Lord Buckethead (+1 settlement size) Bayonet Drill, small education, Ayrlego (+1 settlement size) Naval Intelligence Office, large education, Corrington (via evancelt) (+3 settlement size) Plantations: 1 Farm House, small plantation, Port Woodhouse (via Ayrlego) (+1 settlement size) Mines: Forts: 5 Tower Battery, medium fort, Port Woodhouse (via Ayrlego) (+2 settlement size) Fort Edwards, large fort, Corrington (via Legonaut) (+3 settlement size) Troops: 1st Battalion, Queen's Mardierian Legion Other Buildings: The Arrival of Edward Brown, Legonaut (+1 settlement size) Vessels stationed here: Other related builds:
  17. The Empire of Corrington Nickname: The Scientific Kingdom Colors: Red and Black Flag: Quick Glance Compared to the other nations, Corrington is a highly scientific empire characteristic for order, consensus and firm principles. The Corlander Navy is relatively large and the empire boasts extensive, but sparsely populated, colonial possessions. Historically, most wealth have been generated through shipping, although property investment has been helped along by the large wealth brought in by its traders. During the first era, the legendary Corlander convoys were incredibly successful, and its escorts scoured the waters for any privateer daring to cross their paths. Corlanders typically make their carreer as scientists or inventors, naval or army officers, or civil servants, although several significant Corlanders have made their fortune in trade. All vocations are welcome, although staying on the right side of the law (and our beloved Queen's orders) makes for the most harmony amongst our ranks. As a Corlander, there are many ways to advance in Society! (See "The Government of Corrington" below") Signing up All Corlander citizens are welcomed to join Corrington's colonial efforts. To join, sign up in this thread with an introduction post that shows your sigfig. We encourage you to present your sig fig with a back story, but a few sentences are sufficient. (Check out this quick start guide) The Government of Corrington Three generations ago the monarchy instituted a new reform – representative government. Although the Queen is popular, she does not rule over the kingdom with absolute power. She shares it with the House of Representatives, the Noble Parliament, and the Parliament of Science. To ensure the safety of the Monarchy, the fourth branch of government, the Queen's Executive House commands the Royal Guard. Corlanders can pursue careers in all four branches of government, although it requires unquestionable loyalty and ability to reach the highest position of power. During the first era of colonial ventures, most positions have been filled by the old world elite (NPC's), but with the growing importance of the colonial possessions, this is like to change. Noble Parliament The Noble Parliament consists of the nobility of Corrington and is led by the Prime Minister. It directly commands the Royal Navy and the Royal Armed Forces, and controls all diplomatic relations, as well as upholds the law. House of Representatives The House of Representatives ensures broad representation in government, as all tax paying citizens are eligible for election. It controls the finances, taxes, industry, and commerce of the nation, as well as the colonial posessions. Parliament of Science The Parliament of Science consists of the most prominent scientists of Corrington and acts as an advisory institution for the Queen and the other branches of government. Queen's Executive House The Queen's Executive House ensures the safety of the Monarchy, and thus commands the Royal Guards. Further, the constabulary, Belson's famous patrolling policeforce, is under direct control of the Queen. (For more on the four branches of Government and how to advance, follow the links. All Corlanders are invited to pursue a career in government, either for their sig fig or another character. It will take both efforts and loyalty to advance, and progressively more so the higher the position, and positions may hold actual in game responsibility, but most active players will be able to advance to lower positions quite easily. If you are interested but in doubt how to advance, ask in this thread.) Leadership Queen Annetta (NPC) Queen Annetta Queen Annetta - Every Corlander would die for Queen Annetta, the heart of the empire. Because she has yet to find an equal mate, the Queen is the most popular person in the realm by far – suitors come from around the world to attempt to woo her. At 25, she is rich from the taxation on trade throughout the empire, and she is loved enough to have her own personal army – The Queen’s Guard. This unit is considered to be the crack troops of the empire, and all important campaigns include at least a company of these soldiers. Rumours in era I had her pregnant with someone's love child, but no baby was ever seen, and every loyal Corlander will tell you that it is nothing but vile slander by the enemies of the Crown. Admiral Woodbrose (SkaForHire, Co-Leader) As minister of the Colonies, he oversees the administrative aspects of expansion. A hard-nosed old sea buzzard who looks to please his niece (the Queen) by expanding trading policies in the New World. Although he sometimes wishes he was still a naval commander, he often turns to diplomacy to avoid major conflict. This is not to say that he doesn’t crush a rebellion or two, every once in a while. Technically, the Minister of the Colonies is the overseer of the Conquered Isles as well. However, the administrative duties as minister of the colonies have kept the good admiral from partaking as actively in the colonial ventures as he had hoped. Rear-Admiral Fletcher (Bregir, Co-Leader), Commander of the Terra Novan Fleet Commanding the Terra Novan Fleet, Rear-admiral Fletcher has had the responsibility for keeping the colonial possessions safe in close cooperation with the army ressources stationed there. He has functioned as chief military commander for all Corlander assets in Terra Nova during most of the first era, but now has a counterpart in Colonel Howe to take over command of all army assets. Under his, and his predecessors, rule, the Terra Novan fleet has been massively successful in keeping Corlander merchant shipping safe, taking prize after prize filling up the dockyards of Terra Nova. Middle-aged and unremarkable, Fletcher is an effective but discreet commander. Brigadier Howe (Ayrlego, Co-Leader), Commander of the Colonial Army Headquarters Brigadier Sir Andrew Howe and Captain Bertram Rickard Wolf inspect troops in Arlinsport. Commanding the Corlander Colonial Army, Brigadier Sir Andrew Howe is responsible for the land component of Corlander defences in Terra Nova and works in close cooperation with his Naval superior, Rear Admiral Fletcher. Brigadier Howe has over 30 years service in the Corlander Army, most with the elite Queen's Own Foot Guard Regiment, whose uniform he still wears. As a Colonel he gained a reputation as the Queen's hatchet man in the Terra Nova, executing important missions directly on behalf of Her Majesties Government. Notably he commanded the first Corlander expedition to Isla de Victoria at the time of the Eslandolan Operation KMA. A master strategist and excellent tactician, Howe is known as a somewhat distant and stern commander who nevertheless inspires great confidence in the men under his command. Assisting Brigadier Sir Andrew Howe is Aide de Camp Captain Bertram Rickard Wolf. Captain Wolf is a descendant of the Wolf Clan, one of the Clans of northern Corrington. Previously he served in the Queen´s Rifles Regiment, a unit known for its unorthodox tactics. With his Rifles platoon he became the hero of the Battle of Golden Bay on Serentia, which secured Serentia for the Crown. His accomplishnents were noted by the High Command and he was chosen to serve as Brigadier Howe´s aide. Landscape Corrington has two administrative sections. The Mainland The mainland is mostly rolling hills with a small mountain chain running down the middle of the country. It is the northernmost country in Eastern Halos, and the winters in the North are often unbearable to many outsiders. Most of the freeholders grow potatoes, wheat, or cabbage, and raise livestock. Cows and pigs are plentiful, and the countryside is dotted with many small hamlets. However, the cities are bustling places that never sleep. The cities are well planned, kept clean, and order is maintained at all times. The largest city, and capital of the empire is Belson. Belson is home to one of the world’s foremost universities: Archeon College, the premier navigation school of the known world. Many other science fraternities and explorers clubs call the capital home. The public buildings within Bellson are immense in size, and command respect from even the greatest architect. Careful study of city planning, public function, and defense is second nature to a Corlander bureaucrat, noble, or adventurer. The Colonies The Colonies Administrative division oversees both The Conquered Isles, Tiberia, and any future colonies. The Conquered Isles The Conquered Isles were once four different countries, three of which were island nations; Belondia, Peppin, Myrph, and the Isle of Tam. However, all of these countries sided with Oleon in a series of conflicts over the last 200 years. The final territory was gained in the 49 Years War, the last major uprising and war with Oleon. Upon defeating Oleon, the last of the isles were taken to safeguard navigation routes into the Great Northern Ocean. Although now integrated into the culture of Corriginton, the Isles were once a rebellious people, and the source of many civil wars. Still separatists attempt to raise trouble so far away from the capital. Nova Terra A typical townhouse of Arlinsport - by @Mike S Corrington’s first colony in the Sea of Storms is Tiberia. Its provincial capital is Arlinsport, named after Queen Annetta’s father, King Arlin II. Arlinsport is known for its robust defenses and deep harbor, but it is the only such port on all of Tiberia. The city is the most developed colony of the nation, characterised by pretty townhouses placed in perfect order. The majority of the island is still not tamed by Corlanders, but the island is already home to a makeshift rum industry, thanks to sugar smuggling from LeBellan to the south. The national drink of Corrington has become rum quite quickly. Some traces of gold have been found on Tiberia, but not enough to be a fully functional mining economy. Because it is one of the only Sea of Storms islands that lie outside of the warm temperate zone, it cannot grow cash crops. This means that Arlinsport is mostly a trading post between the old world of Halos and the richer, foreign and colonial ports to the south and east. Arlinsport resembles a typical, orderly Corlander city. Corlanders tend to build in British or Scandinavian styles. They are diversified in their interests, but science and order governs all work. As such, Corlander cities are orderly and relatively clean. Many science fraternities are interested in what the New World has to offer, so new expeditions with a scientific premise are leaving for Terraversa, and Terra Nova, often. Corlanders have generally taken an anthropological interest towards natives, which has resulted in amiable relations to the new people encountered. History and Culture: Brief: Life is dominated by the concept of order. Science is valued, and has led to the best sea charts (also secret) in the world. The Queen is the most important person - she has a private army. There are four branches of government, and Corrington has claimed the largest landmasses during era I. Detailed: The Corlanders are a people who pride themselves on civilization and class above anything else. They look to further their lot in life through trade, and believe that order is more important than might, although they are not shy about utilizing might to establish order. The Royal Army wears red, but auxiliary units and private armies of this nation have been known to wear all sorts of different uniforms. Their building style tends to be mostly British and Scandinavian, and the capital is considered one of the most orderly and planned cities in the world (in fact they tore down the original capital 300 years ago to install a new grid system that the city followed.) Department of Time in King's Harbour by @Captain Dee Corlanders like to stick to a schedule, and this translates to their lives both on sea and land. As excellent navigators, they have charted and timed most of the sea routes, calculating averages for every point of the year. Corrington’s merchant marine is one of the best organized in the world, and it is said that their secret charts keep them always “on time” when trading. Beyond charts, Corlanders believe that science will help them establish further order, so there are many universities and “science fraternities” throughout Corrington. Corrington holds the largest colonial territories, but they are sparsely populated. Many islands are home to nothing but a small trading post, and some are as of yet unsettled. All colonial territories were claimed during the first era of colonial expansion, so they are still in their infancy. The most developed region is the Southern Isles, home to a thriving industry and culture. The Northern Reaches is mainly known for its horses, although the island of Serentia may hold many unsolved mysteries. In the far east, the Paradise Isles are of great scientific interest harbouring some of the most fascinating flora and fauna of the Brick Seas, as well as the remnants of an ancient civilisation. Corrington and Oleon have constantly fought wars since their founding in 106AE. Some were as long as a century, others were a few months. The constant warfare has militarized both societies. The last major war was the 49 Years War. Ending in 590AE, that war was won by Corrington. (Although it lost to Oleon in the 8 month Juniper War just seven years ago). The 49 Years War secured the Isle of Tam, the last of the rebellious Conquered Isles, but cost the kingdom much of its treasure. For this reason, the people of Corrington have been taxed heavily over the last 25 years. Finally, as a present to her people on her 25th birthday, Queen Annetta has lowered the tax rate back to the traditional level. For some time now, however, Oleon and Corrington has been neutral. Corrington in the first era In Era I, Corrington quickly mastered the seas and perfected her methods of managing trade routes. The legendary convoys brought in exceptional profits to all who cooperated, and swiftly dealt with all who threatened its success, sweeping national and independent privateers and pirates from before them. With minimal losses, her convoys and escorts captured pirate ships at such an extraordinary rate that the shipyards are still working to repair all the ships. As a result, there are so many ships in drydock that the queen offers those who helps the Crown build ships full rights to the first prize captured. The explorers of the empire fanned out across the newly discovered areas in search of land and scientific discoveries. They traveled more extensively than all the other empires, and added massive numbers of new islands to the empire. Corrington claimed more islands than any other nation in both the Sea of Thieves and the Prio Seas. The government of Corrington was stable throughout the first era which is more than can be said of all the other nations in the region. There were periods of slowness in government decisions being made, but that is rumoured to be due to the fact that the empire was expanding faster than the information could be kept current. The expansion also prevented the scientists and cartographers from keeping up with the new discoveries which left some confusion for new settlers attempting to join the new colonies to the east. This slowed down the growth of the towns, which proved detrimental as shipping slowed down in the second half of Era I. However, due to the great profits of the first half of the Era, Corrington's citizens invested deeply in properties and business ventures in other nations and the slowed income from the lacklustre shipping acitivity was not detrimental to the citizens who stayed active in colonial ventures. In short, Corrington outpaced all her neighbors on the seas and in discoveries. Her shipyards are still humming away furthering her power on the seas, and it will take another era before any nation can rival the landmasses acquired by Corrington in the first era. Operation Pax Corlandia At the end of the first era, Eslandola declared war on Mardier and ousted them from Isla de Medio. This left uncertainty amongst inhabitants of the formerly Mardierien settlements, particularly in Matlo in the north, where fear of Eslandian prosecution and criminal plunder was widespread. To protect the rights of these citizens, Corrington magnanimously launched Operation Pax Corlandia. This lead to a diplomatic incident with Eslandola, who proved to be dead-set on securing the whole island in an aggressive expansion of their empire. The tension rose to new limits, and at one point, was was threatening. After tough negotiations, Corrington agreed to evacuate the city and its inhabitants to safeguard their rights on Corlander territory. This evacuation is currently in progress, marking a change in relations with Eslandola... For more on Corrington’s history, and that of its rivals, please see the History and Background thread. By Garmadon
  18. Deimos Anaximander the well-known Oleon astronomer and cartographer who serves no faction, has recently been put under Corrington protection. After gossip involving his religious beliefs spread the streets of Oleon. Despite having helped all factions by creating accurate maps of the new world, his religious views have led to him receiving many death threats. And after a failed assassination attempt, he saw no other option then to seek refuge in another colony. He managed to reach out to some of his fellow scientist friends in Port Woodhouse, who hired the Privateer Edward Scarver to assure his escape. He was welcomed to Woodhouse with open arms after spending some time with his friends, he was moved to an old tower on the west coast of Celestia which one of the scientists had bought some years ago as an escape from society. The tower was supplied with everything he might need to proceed with his research and just to be on the safe side, he was accompanied by a small company of guards. Thus, after the most stressful time of his life, Deimos can finally continue his passion and seek answers in the stars above. And creds to @Justsomebrix for helping me with the story and writing on my post
  19. (Crest courtesy of @Kolonialbeamter) This thread encompasses all builds within King's Harbour and on the island of Cocovia (unless in another settlement) Military Governor's Office Outstanding contracts: - Class 1F w/ station: 40 db - Lumbermill: 25db - Coming soon: Quarry, Lumbermill, brick- and tileyard Outstanding offers: - The King's Harbour Foundation Name: King's Harbour Ownership: The Crown of Corrington Location: Cocovia Mayor: Military Governor, J. Cooke Trade Value: see accounts summary Town bank: see accounts summary Who can own property in King's Harbour: Any honourable Corlander. Further, foreigners are allowed property rights after agreement with the Governor/mayor. Who can freebuild in King's Harbour: Anyone. Maps: Location: City Map: Will be published soon. Description: King's Harbour is first and foremost a naval base, and most activity is geared towards the repair, provisioning, maintenance, and outfitting of naval and merchant vessels. Obviously, the many sailors passing through, as well as the craftsmen and workers living there, is likely to give rise to a number of secondary and tertiary services over time, as the naval base expands. Located in an excellent, defensible natural harbour, it is the perfect place for ships to refit, provision, and repair, or to take refuge from storms or enemies. The surrounding forests offers a reasonable source of cordage and timber for these purposes, as well as plenty of fruits, vegetables, and animals for provisions. Fresh water can be procured from multiple springs, or from the river flowing into the bay. The settlement is founded near a native settlement, and co-exists in close cooperation with the natives, the cultures of Corrington and the natives spilling over between them. The harbour is protected by two peninsulae, the northern arm being tall, overgrown, and rocky, and the southern more flat and accessible. Builds in King's Harbour: (Please help me out by posting a link to your King's Harbour builds in this thread.) Properties: Needed to grow to large city: 6 artisans, 1 commerce, 3 factories, (146/101) Fortress: 4 Fortress and Lighthouse, Chase Point, BrickOn, License status: Small fortress Colonial Half-battery, Mark I, Southern Arm, King's Harbour (Bregir), License status: Small fortress Modified half-battery, Northern Arm, King's Harbour (Ayrlego), License status: Medium fortress Residence: 68 Native riverside hut, King's Harbour, Bregir, License status: Small residence Cpt. Wolfson's Residence, King's Harbour, Brickwolf, License status: Small residence Lighthouse, Northern Arm, Puvel, License status: Medium residence Her Majesty's Winged Cuirassiers, King's Harbour, King's Harbour (Bregir), License status: Small residence Lawliet's house, King's Harbour, Flavius Gratian, License status: Small residence House by the River, King's Harbour, Elostirion, License status: not yet licensed Residential Neighbourhood, King's Harbour, Elostirion, License status: not yet licensed A resolution to the Prio / Sea Rats conflict?, King's Harbour, Capt Wolf, License status: Small residence Cooke's Country Residence, King's Harbour, Bregir, License status: Medium residence The Trial of Sinbad Part 4, King's Harbour, MKJoshA, License status: Small residence Plantation: 4 Cocoa Plantation, Hinterland, Ayrlego, License status: Small plantation Pig Farm, Hinterland, Puvel, License status: Small plantation Vineyard, Hinterland, Spud the Viking, License status: Small plantation Commerce: 17 Military Governor's Office, King's Harbour, Bregir, License status: Small Commerce Station for communication and Logistics vessel(s), King's Harbour, Bregir (via Kolonialbeamtr), License status: Medium commerce ETTC Warehouse, King's Harbour, ETTC (Bregir), License status: Medium commerce King's Harbour Dockside, King's Harbour, Bregir, License status: Large commerce Hiring Crews, King's Harbour, King's Harbour (via Bregir), License status: Small commerce King's Harbour Port, King's Harbour, LM71 Blackbird, License status: Large commerce Smoking Room, King's Harbour, FTA (Via Professor Thaum), License status: Small commerce Government Office, King's Harbour, Ayrlego, License status: unlicensed Dockside, King's Harbour, Gedren_Y, License status: Small commerce Notary, King's Harbour, MKJoshA, License status: Small commerce Rodsh Derr gets a letter, King's Harbour, Bart, License status: Medium commerce Education: 8 The Proceedings, King's Harbour, Royal Society of Nat. Phil. (Bregir), License status: Small education The Cutty Shark, King's Harbour, Royal Society of Nat. Phil. (Professor Thaum), License status: Small education The Royal Society School, King's Harbour, Royal Society of Nat. Phil. (Bregir), License status: Large education Agricultural Research Station, King's Harbour, ETTC (Ayrlego), License status: Large education Artisan: 14 Butcher's Shop, King's Harbour, Puvel, License status: Small artisan Department of Time, King's Harbour, Captain Dee, License status: Large artisan Physician's Office, King's Harbour, Puvel, License status:Small artisan King's Harbour Boat Sheds, King's Harbour, King's Harbour (via Bregir), License status: Medium artisan Cannon Foundry, King's Harbour, King's Harbour (via Captain Dee), License status: Medium artisan Clockmaker, King's Harbour, Bregir, License status: Small artisan Chocolatier, King's Harbour, Corrington (via Ayrlego), License status: Small artisan Workshop, King's Harbour, Captain Genaro, License status: Medium artisan Masting Sheer, King's Harbour, Bregir, License status: ?part of a Royal? not yet licensed Factory: 13 Slipway, King's Harbour, Bregir, License status: Medium factory ETTC Royal Cocoa Factory, King's Harbour, ETTC (via Collaboration), License status: Royal factory ETTC Cocoa Drying Plant, King's Harbour, ETTC (via Puvel), License status: Large factory Dee Wheelworks of King's Harbour, King's Harbour, King's Harbour (Captain Dee), License status: Large factory Art and Culture: 17 The Majestic Gardens of King's Harbour, King's Harbour, BoC (via Captain Dee), License status: Royal art and culture Government House, King's Harbour, Bregir, License status: Medium art and culture Temple of Poseidon, King's Harbour, Bregir, License status: Medium art and culture Courthouse, King's Harbour, MKJoshA, License status: Medium art and culture Government Office, King's Harbour, Mesabi, License status: Small art and culture A Shrine in the Sunshine, King's Harbour, Gedren_Y, License status: small art and culture Government Bureau, King's Harbour, Drunknok, License status: small art and culture Another Government Bureau, King's Harbour, Drunknok, License status: small art and culture Government Courtyard, King's Harbour, Ayrlego, License status: unlicensed Courthouse, King's Harbour, Flavius Gratian, License status: Medium art and culture Mine: Fontonajo's Rock Quarry, Hinterland, Elostirion, License status: Rock Quarry Vessels stationed here: Colonial Gunboat, Mark I, Class 1 A, Bregir, License status: Unlicensed Ferret, Class 1F, Bregir (KB), License status: Unlicensed Rowboat, Class 0, Bregir (KB), License status: Unlicensed Other related builds: Letters from home, Freebuild, Bregir A morning swim, Freebuild, Bregir Elena Arrives and An Invitation, Freebuild, BrickOn Prospecting on Cocovia, Freebuild, Bregir
  20. Reginald Brewerfrump had always been interested in old things. As a child in Belson, he had sought out all of the oldest places in Corrington and when he visited them he had taken notes in a pocket-sized notebook. Now as an adult, he was about to get to catalog new discoveries made in the Brick Seas! Brewerfrump was the new curator of the Royal Society of Natural Philosophy Museum of Antiquities in Wullham. Among the first exhibits on display was a collection of large mysterious bones found by the 26th Foot while stationed in Elizabethville. ----------------- OOC: Submitted as a Corlander entry in the Faction Flavours Mini Challenge. I wanted to make this build to continue the story of the mysterious bones! I found a way to fit in 6 colors of telescopes, but didn't find a natural way to fit in my black or yellow ones. Also thought it would be fun to feature all custom redcoats and only show their backs Licensed as a small educational building in Wullham
  21. Still in Terraversa following the hostilities with Oleon, Captain Brickleton and Major Brickford ( @LM71Blackbird ) go for a walk to discuss their plans to expand ETTC presence to every settlement in the Brick Seas. They stop near a barn and decide how they can bring the trade company to the settlements they govern. OOC:
  22. The East Terran Trading Company has established a warehouse in the Corlander settlement of Black Beach on Gunpowder Island. The island is distinctive because it has a volcano in the interior, resulting in black sand beaches. Gunpowder Island is rumored to have rich veins of copper and abundant saltpeter, which provide ample reason for the ETTC to express interest. While the settlement is still fledgling, ETTC clearly sees the importance of the future resources to be extracted. The island is also rumored to be inhabited by hostile natives, so a complement of ETTC sepoys secure the facility. A soldier from the nearby Martello Tower brings a bag of outgoing mail to the warehouse, where it will ship out for Port Woodhouse. A friendly monkey helps stand guard.
  23. Overseeing transaction of goods --- As a privateer, in times of peace, Captain Scarver spends most of his time hunting sea rats. After his latest hunt around the southern coast of Celestia, Captain Scarver returned to Port Woodhouse with the captured pirate ships and their stolen goods. After most voyages Scarver donates the stolen cargo and ships to the local militias of Corrington settlements, except for certain goods that may prove useful to his endeavours. However on this voyage they fell upon a state of the art Oleon Cutter, flying the black. It is rare to see pirates sailing Royal Navy ships, so Edward and his crew were careful not to sink her. The battle was long and hard as both opponents fought like hell, but eventually Scarver and his crew managed to capture her. Upon returning to Port Woodhouse, Scarver and his crew voted to keep the ship and add her to the fleet. Thus, he handed her to his Quartermaster who is to see her be repaired and riffited with 4 additional guns. In the meanwhile, as per usual, Scarver went to oversee their donation to the garrison in Port Woodhouse. --- I made this little scene while waiting for parts to arrive for my Cutter ship. I wanted to try out @Ayrlego's architecture for Port Woodhouse, while I also thought it could be a good idea to make a little teaser for the ship. The scene is supposed to take place in the courtyard of a fortified warehouse (kind of like something you would see in the game Assassin's Creed Black Flag).
  24. "Playing Soldier" Children of Port Woodhouse march along the beach, pretending to be proud soldiers of Corrington. ------------------
  25. The Empire of Corrington Nickname: The Scientific Kingdom Colors: Red and Black Flag: Quick Glance: Corlanders are the best navigators, tend to have smaller, faster warships, and have a small colonial presence. They hold knowledge and order important, and guide everyday rule and expansion with the principles of the scientific method. Corrington is eager to accept new members, especially traders, craftsmen, privateers, naval officers, seamen, agriculturalists, scientists, and entrepreneurs. Membership Corrington is open for members. If you are adventurous, but like to belong to a well ordered machine, join Corrington! If you like rum, but are more of the sort that likes to get paid rather than rob people at sea, join Corrington! Corlanders tend to put science before superstition, and look to further their navigational knowledge of the world. If you are a grand navigator, join Corrington! To join, just sign up in this thread with an introduction post that shows your sigfig. A little background goes a long way, we appreciate any backstory you would like to present with the fig! Index: Membership Laws of Corrington Governmental Positions Chartered Colonies of Corrington Other information of Corrington (FAQ) Faction Resources (Our escort fleet and garrisons, along with information on the nation's treasury and budget) THE DETAILED LOOK at the EMPIRE OF CORRINGTON 1. Leadership Queen Annetta (NPC) Queen Annetta -- Every Corlander would die for Queen Annette, the heart of the empire. Because she has yet to find an equal mate, the Queen is the most popular person in the realm by far – suitors come from around the world to attempt to woo her. At 25, she is rich from the taxation on trade throughout the empire, and she is loved enough to have her own personal army – The Queen’s Guard. This unit is considered to be the crack troops of the empire, and all important campaigns include at least a company of these soldiers. Admiral Woodbrose (SkaForHire, Co-Leader) As minister of the Colonies, he oversees the administrative aspects of expansion. A hard-nosed old sea buzzard who looks to please his niece (the Queen) by expanding trading policies in the New World. Although he sometimes wishes he was still a naval commander, he often turns to diplomacy to avoid major conflict. This is not to say that he doesn’t crush a rebellion or two, every once in a while. Technically, the Minister of the Colonies is the overseer of the Conquered Isles as well. Vicount Chauncey Pennington (Scasrt, vice-leader), Exchequer of the Empire. As the Minister of the Excequer, Viscount Pennington must find the money to pay for everything the Empire attempts. The Colonial Minister and the VIceroy are always asking for more armies, more fortifications, more... well, just about everything. It takes a shrewd sense of business to keep the Empire in the black, especially without a major sugar colony to pour gold into the Empire's coffers. The Parliaments: Three generations ago the monarchy instituted a new reform – representative government. Although the Queen is popular, she does not rule over the kingdom with absolute power. She shares it with a House of Representatives, Noble Parliament, and the Parliament of Scientist. The House of Representatives are elected by tax-paying citizens, the Noble Parliament is elected by their peers, and the Scientist Parliament is appointed by the House of Representatives from a limited pool of scientists chosen by the Queen. All four branches of government have an equal share in all parts of the government except for the Queen’s personal army. 2. Landscape. Corrington has two administrative sections. The Mainland / Mother Country The mainland is mostly rolling hills with a small mountain chain running down the middle of the country. It is the northernmost country in Eastern Halos, and the winters in the North are often unbearable to many outsiders. Most of the freeholders grow potatoes, wheat, or cabbage, and raise livestock. Cows and pigs are plentiful, and the countryside is dotted with many small hamlets. However, the cities are bustling places that never sleep. The cities are well planned, kept clean, and order is maintained at all times. The largest city, and capital of the empire is Bellson. Bellson is home to one of the world’s foremost universities: Archeon College, the premier navigation school of the known world. Many other science fraternities and explorers clubs call the capital home. The public buildings within Bellson are immense in size, and command respect from even the greatest architect. Careful study of city planning, public function, and defense is second nature to a Corlander bureaucrat, noble, or adventurer. The Colonies The Colonies Administrative division oversees both The Conquered Isles, Tiberia, and any future colonies. The Conquered Isles were once four different countries, three of which were island nations; Belondia, Peppin, Myrph, and the Isle of Tam. However, all of these countries sided with Oleon in a series of conflicts over the last 200 years. The final territory was gained in the 49 Years War, the last major uprising and war with Oleon. Upon defeating Oleon, the last of the isles were taken to safeguard navigation routes into the Great Northern Ocean. Although now integrated into the culture of Corriginton, the Isles were once a rebellious people, and the source of many civil wars. Still separatists attempt to raise trouble so far away from the capital. A Watch Tower guarding Arlinsport by Capt. Stabbin Corrington’s farthest and only colony in the Sea of Storms is Tiberia. Its provincial capital is Arlinsport, named after Queen Annetta’s father, King Arlin II. Arlinsport is known for its robust defenses and deep harbor, but it is the only such port on all of Tiberia. The majority of the island is still not tamed by Corlanders, but the island is already home to a makeshift rum industry, thanks to sugar smuggling from LeBellan to the south. The national drink of Corrington has become rum quite quickly. Some traces of gold have been found on Tiberia, but not enough to be a fully functional mining economy. Because it is one of the only Sea of Storms islands that lie outside of the warm temperate zone, it cannot grow cash crops. This means that Arlinsport is mostly a stopover for merchants going to the richer, foreign ports to the south. Although Arlinsport resembles a normal, orderly Corlander city, most of the settlements on the island are makeshift in their permanency, and thus come in all different shapes and sizes. Corlanders tend to build in British Caribbean style. Wood houses, wood forts, and plantations. They are diversified in their interests, but mostly agricultural due to lack of finding valuable materials. Their port cities have stone fortifications, but they are likely to extract from the land as much lumber or materials and move on. For this reason, there are few permanent Corrington settlements in New Terra. They are considered economic opportunists. Many of the science fraternities are interested in what the New World has to offer, so new expeditions with a scientific premise are leaving for Terraversa, and New Terra, often. Most Corlanders have little desire to deal with natives. 3. The Military Army Uniforms: Royal Army: Red Queen’s Guard: Black Militia: Tend to wear a ribbon or hat that is red or black, but may not wear colors at all. Different regiments may have different colors. A sample of the Queens Guard(Left), a field officer (Center) , and a Queen's Ranger (Right). A sample of the Royal Army and Marine Captain (Center) Navy: Smaller, but quicker battleships, accurate guns, large naval force. by Phred 4. History and Culture: Brief: Life is dominated by the concept of order. Science is valued, and has led to the best sea charts (also secret) in the world. The Queen is the most important person - she has a private army. There are four branches of government, one of which is elected. Least powerful of the colonial powers, but looking to expand trade opportunities. Detailed: The Corlanders are a people who pride themselves on civilization and class above anything else. They look to further their lot in life through trade, and believe that order is more important than might, although they are not shy about utilizing might to establish order. The Royal Army wears Red, but auxiliary units and private armies of this nation have been known to wear all sorts of different uniforms. Their building style tends to be mostly Western European, and the capital is considered one of the most orderly and planned cities in the world (in fact they tore down the original capital 300 years ago to install a new grid system that the city followed.) Colanders like to stick to a schedule, and this translates to their sea lives as well. As excellent navigators, they have charted and timed most of the sea routes, calculating averages for every point of the year. Corrigton’s merchant marine is one of the best organized in the world, and it is said that their secret charts keep them always “on time” when trading. Beyond charts, Corlanders believe that science will help them establish further order, so there are many universities and “science fraternities” throughout Corrington. Science has also helped them develop better guns, but with these guns comes some sacrifices. For this reason, their ships tend to be less armed, but faster than their main rival: Oleon. Corrington is the weakest of the colonial powers. It has one major island in the “East Seas” and no colonial possessions in the Old World beyond the small conquered isles. They will use privateers when it suits them, and their lucrative trading in the empire and in the old world lends them some business savvy. Corrington and Oleon have constantly fought wars since their founding in 106AE. Some were as long as a century, others were a few months. The constant warfare has militarized both societies. The last major war was the 49 Years War. Ending in 590AE, that war was won by Corrington. (Although it lost to Oleon in the 8 month Juniper War just seven years ago). The 49 Years War secured the Isle of Tam, the last of the rebellious Conquered Isles, but cost the kingdom much of its treasure. For this reason, the people of Corrington have been taxed heavily over the last 25 years. Finally, as a present to her people on her 25th birthday, Queen Annetta has lowered the tax rate back to the traditional level. For more on Corrington’s history, and that of its rivals, please see the History and Background thread. By Garmadon Diplomacy Corrington's relationships with other minor nations is good, but it finds itself rivals with other empires. (Note: Relationships are judged on a 1 to 5 scale; Very Friendly, Friendly, Indifferent, Unfriendly, Hostile) Corrington's relationship with... Pirates: Indifferent Eslandola: Friendly Oleon: Unfriendly Other nations relationship with Corrington... Pirates: Indifferent Eslandola: Friendly Oleon: Unfriendly 5. Trading Companies / Fraternities of Science Corrington has no nationally recognized trading companies at this time. Fraternity of Nautical Science: by Capt. Stabbin We will keep a watch out for your pledge of allegiance! corringtonbanner by skaforhire, on Flickr Index: Membership Laws of Corrington Governmental Positions Chartered Colonies of Corrington Other information of Corrington (FAQ)