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  1. "Playing Soldier" Children of Port Woodhouse march along the beach, pretending to be proud soldiers of Corrington. ------------------
  2. Name: Brickford Landing Ownership: The Crown of Corrington Location: Annettaskrona (Island 12), Southwest New Haven Sea Map: New Haven Sea Political Map by Ayrlego, on Flickr Mayor: No active mayor at this time as all known inhabitants are military personnel. Major 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! 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: 6/11 Trade Value: Coming Soon! Size for EGS purposes - Level 1 'Hamlet' Required for Level 2 'Town': 5 properties of any type including at least x0 Residence, x0 Factory, x0 Artisan, x0 Commerce, x0 Education, x0 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: 1 The Boats Brisket, Brickford Landing, License status: Small Artisan, Sir Kingston (+1 settlement size) Plantation: 0 Mine: 0 Artisan: 1 Cartographer Shop, Brickford Landing, License status: Small Artisan, Sir Kingston (+1 settlement size) Commerce: 0 Education: 0 Art & Culture: 0 Forts: 1 Island Battery Brickford Landing, License status: Small Fort, LM71Blackbird (+1 settlement size/Licensed by Faction) Unlicensed Builds: 0
  3. 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
  4. 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:
  5. 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)
  6. 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 Hellion, Raider's Haven Moray's Den, Isla del Diablo Poppy Port, Sabre Island Rassilon, The Nest of Thieves Takashii, The Nest of Thieves Tortuga, Sea Turtle Island The Sereen Cay, The Rock New Nassau, Blond Beach/Mud Beach Island (island 21) NPC Settlements Alexport, Ilse de Romantica, The Grand Duchy of Prio
  7. 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: 115DB/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: 219/176 Size for EGS purposes - Level 16 'Large City' Required for Level 32 'Grand City': x1 commerce, x11 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: 31 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) Factories: 21 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) 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
  8. No sooner had the group of new recruits at Fort Stockton received their gray trainee uniforms than their drill sergeant received word that a field gun had broken its limber. The gun was being transported along the coast and had fallen into some mud when its carriage broke. The recruits headed out to begin what turned out to be five hours of hard work necessary to free the gun. A troop raising build for Wullham
  9. 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: 24/30 Size for EGS purposes - Town Required for Level 3: 7 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: 0 Plantations: 5 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 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
  10. Dawn was just breaking as Major Brickford arrived at the top of the hill and extended his spyglass. There it was in the distance - the freshly constructed wooden fort at Tarlor. Corlander intelligence suggested the fort was manned, but that there were no additional Oleon expeditionary forces in the town. Brickford figured that by arriving from the east, the sun would likely be in the eyes of any defenders atop the fort walls peering at him. He sent a rider back to notify Colonel Sir Dirk Allcock that they had arrived. Allcock, the expedition commander, was traveling with the main body of their 500 man force marching overland from Westface. The force, composed of various regiments from across the Brick Seas, stretched back a lengthy distance to the southeast. After Oleon's assault on Terraversa left Kings Port, Sillitholina, Tarlor, and Pilnton in their control, Corrington came to the aid of the Terraversans to support their liberty as free citizens of the Brick Seas. The Corlander forces had been amassed in Westface, training and preparing for eventual action on the island of Terraversa. In particular, the cavalry had been running drills and leading reconnaissance missions to scout enemy locations and thoroughly know the terrain. The recon as well as additional effort spent improving roads had made their journey from Westface to Tarlor go off without a hitch, quite a feat considering the large number of 12-pounder field guns and mortars they brought with them. Brickford had strategized earlier with Allcock and the other company commanders as to the best way to take the wooden fort, and they had decided they would set up incendiary mortars behind the crest of the hill to fire westward over the fort walls. Perhaps the new wood of the palisade walls would burn. Continuing to survey the scene before him, Brickford saw some wagons full of hay halfway to the fort. As a large column of 26th Foot came over the hill, Brickford ordered a squad of 18th Hussars toward the wagons to set them ablaze. He would have them douse the fires with water to create a smokescreen. Seeing the first two of the haycarts set ablaze, Brickford tasked Captain Redding of the Royal Artillery with setting up the mortars out of sight of the fort on the far side of the hill. He knew once Allcock made his way to the front of the column the fight would commence. via @Ayrlego OOC: BTS: @KotZ @Bodi @CapOnBOBS @Ayrlego @Bregir @LM71Blackbird
  11. 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
  12. A Terraversan peace agreement had been reached with Oleon, and a large portion of the Corlander expeditionary forces stationed in Westface were beginning to withdraw to points across the Brick Seas. Colonel Allcock had decided to stay in Westface with the remaining soldiers for the time being to assist L'Olius in establishing the new Commonwealth, and to justify the free trade agreement Corrington enjoyed with the new state. Before the commanders of the departing forces set sail, Allcock invited them to the inn where he kept rooms to share in a celebratory toast and meat pies. In attendance were Colonel Allcock, Major Brickford, Lord Spud, Don Isaac Montoya, Captain Brickleton, Captain Cooke, and Captain Redding. Colonel Allcock led a toast: "To the new Commonwealth of Terraversa! To the Queen! To Corrington!" OOC: Wanted to try a build with dark brown accents - hadn't tried that before Licensed as a large artisan in Westface Old Roof Version:
  13. (build above from earlier post Unto The Breach!) -------------------------------- The 12-pounder had blown the gate doors right off their hinges, sending them flying inward toward the town of Aurelia. As the roar of the cannon blast faded and the smoke began to clear, Captain Hunter heard shouts of "Arrêtez ! Attendez !" from the far side of the town wall. Hunter, a Naval Intelligence Officer, traded in intelligence and was well-versed in Oleonese. When he next heard an Olander yell "Paix!" he took pause and ordered the Red Sons and Ténotclaxcan warriors to hold back. Clearing his throat, Hunter shouted out, "I say old chap, did you say peace?". He followed up in Oleonese, conscious of his Corlander accent: "Je dis mon vieux, tu as dit paix?" "Yes, monsieur, word has reached us this morning that there is peace between Oleon and Corrington. A ship has arrived with news from Terraversa. We have a copy of the treaty." Taking stock of the situation, Captain Hunter reasoned he and his men had been traveling across the interior of Annetta and could very well be in the dark when it came to news of current events. "You say you have a copy of the treaty - well bring it here man!". Once the Oleander complied, Hunter reviewed the document and noted the spot on Royal Seal of Corrington next to the signature of one Montoya. "This my fine sirs does look to be the genuine article. It seems we've caused a bit of mess with your gate here. May I propose we lend a hand and help you re-door this here gate?" As the redcoats went about helping the bluecoats re-door the gate, the Ténotclaxcan warriors looked on in disgust. Soon, the natives had melted back into the jungle. ( @Faladrin ) Captain Hunter negotiated with the Oleander captain for the night's lodging before they would begin the trek back to Port Raleigh in the morning. OOC: Corrington hereby calls off the attack on Aurelia and troops are returned to their points of origin
  14. (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
  15. Ever since Cascadia was first settled by Corrington, the ETTC have had plans to exploit the vanilla that grows with such abundance on the island dubbed by some 'The Vanilla Isle'. Until now, the company has collected wild vanilla beans, however after months of careful research, the first vanilla plantation is beginning to produce the valuable crop. Located in the hinterland of the settlement of Jameston, a tract of land has been carefully cleared for the project. With the assistance of botanists from the Royal Society, it was found that the vanilla plant, an epiphyte that normally grows in the branches of trees in the Cascadian rainforest, can be carefully transplanted onto stakes for commercial production. Detail of the vanilla plant grafted onto a stake.
  16. While most Corlander officers found quarter at the inns of Westface, NCOs and troopers kept camp in a number of large tent cities. Strategically, the presence of the encampments in the outskirts of Westface added another layer of defense to the town. As Colonel Sir Dirk Allcock looked on at soldiers from the 26th Foot, Elizabethville Militia, and Royal Artillery standing in line together for delicious-smelling fresh fish porridge, he thought fondly of how the gathering of different units from across the Brick Seas presented an unusual opportunity for diverse groups of Corlanders to mingle and share stories of their colonies. Even if the seemingly inevitable fight with Oleon didn't materialize, for the soldiers rallied at Westface the gathering would be a reference point for years to come.
  17. After returning from their reconnaissance mission to scout out terrain in eastern Terraversa, Colonel Sir Dirk Allcock and Major Brickford gather Corlander officers in camp to review gathered intelligence and to delegate preparatory tasks.
  18. After returning to Port Raleigh from his reconnaissance mission to observe Aurelia's defenses, Captain Hunter exchanged his plainclothes for an officer's uniform. He met with the commanding officers of the 33rd Regiment "Red Sons" and Port Raleigh Militia at Flynn Blockhouse to describe the mission they were about to embark on. The following morning, a large contingent of 210 soldiers sailed upriver to the headwaters of Queen's River. There they were joined by 40 Ténotclaxcan warriors raised in Elisabethtown. The Ténotclaxcans had a good relationship with the Corlanders, having traded with them successfully for many years. The native warriors led the group overland along ancient interior paths toward the northeast corner of the island. The group approached Aurelia from the west. Aurelia had only one small fort which was positioned offshore on a small island. By keeping Batterie Royale directly on the opposite side of the city from their approach, the joint Corlander / Eslandolan force hoped the fort would be unable to fire on them for fear of hitting the settlement. As they slowly inched closer to the edge of the jungle, Captain Hunter had the 33rd deploy a 12-pounder to the side of the path. A prickly canpear fell from the tree canopy overhead, causing the soldiers to momentarily freeze in their tracks. Finally in position, the troops crouched low, ready to spring into action once their presence was known. Taking sight of Aurelia's western gate, the artillerymen let loose the field gun with a mighty roar. The shot collided heavily with the gate, blowing it off its hinges. The combined force rushed toward the now open entryway. Unto the breach! @Bodi, @KotZ, @CapOnBOBS, @Keymonus, @Bregir, @Capt Wolf, @Faladrin More Pictures:
  19. The Corlander Army has amassed a large number of field pieces of various size at their Westface Camp. Major Brickford talks with Captain Redding of the Royal Artillery after the artillery unit successfully ran through a speed drill with their 12 pounders. Captain Redding, a veteran of many previous engagements, is confident they are ready to face Oleon should they meet on the battlefield.
  20. After returning from a reconnaissance mission across eastern Terraversa with Colonel Allcock, Major Brickford oversees a group of 47th Foot as they use machetes, hatchets, axes, and chains to clear and expand the single tracks that crisscross the interior. If the Corlander Army needs to bring field artillery north, they'll be ready!
  21. In response to the war now declared with Oleon, the Corrington Admiralty has opened a primary Naval Intelligence Office in Port Woodhouse. Naval Intelligence officers are responsible for manning Corlander naval communication structures, inventing new means for inter-ship communication, developing written ciphers, and maintaining networks of undercover operatives. Their new presence in Port Woodhouse signals the focus given to technological advancement within the Corlander armed forces. The recent introduction of optical telegraph relay stations across the Brick Seas has greatly aided quick communication between ships and settlements. Lieutenant Keeling (right tower) is experimenting with a new flag-based semaphore method where individual flags represent letters. He signals down to the larger seaside mast-based semaphore tower and later will ride down to see how well the crew took down his message. Intelligence Captain Hunter meets with visiting Post-Captain Seward and explains the newest ciphers his crew will need to communicate written orders securely. ------------------------- @Ayrlego's Port Woodhouse builds are stunning and are what originally drew me to BotBs. I wanted to try one out! Making the tile pattern around the fountain was pretty fun. Submitted for license to Corrington as part of Glory of Corrington Task 11: Strategic Outposts
  22. 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
  23. A company of 26th Foot pass by the pickets to enter camp after patrolling the surrounding area, while a group of 18th Hussars heads out to reconnoiter Oleon positions. Soldiers of the Elizabethville Militia and 47th Foot look on.
  24. Part One is here Part Two is here Captain Brickleton figured the group must have traveled 125 miles in their journey from one end of Terraversa to the other. Based on the maps he'd consulted before their trip, the distance was only 110 miles as a crow flies but they weren’t crows. The track they followed through the interior connected Atwi villages and thus wandered here and there. Lord Spud had to admit some grudging respect for Brickleton's ability to choose the correct path each time. The group's path was also circuitous because Consul Montoya's horse wandered off the single track quite often as he pondered a butterfly or giant centipede he'd caught in the corner of his eye. Brickleton was ever so grateful for Montoya's steady aide Baker, who would direct Montoya back to the group. Lord Spud and Brickleton were also grateful for the questions Baker asked around their nightly campfires. While none of the men were especially outgoing, Baker drew them out by innocently asking about their past adventures and current initiatives. Captain Brickleton showed them all the native constellations he'd learned in Elizabethville from the Onondaga. He also let them know of his hopes regarding the beautiful Elsabeth Stockton. Lord Spud described his grand plans for the nascent Spudkirk settlement, and Brickleton took note as he was also guiding Wullham as that settlement's new commander. Via a description of a particularly beautiful moth, Montoya recounted the adventurous tale of how he and Baker had arrived by raft on a deserted island. Brickleton and Lord Spud admired the resourcefulness of the pair. Brickleton didn’t like to be a stickler for appearances, but he reasoned that as a representative of Her Majesty's Armed Forces his refined appearance to Oldis at Pamu would be a sign of respect. Since he'd already exchanged his officer's uniform for a more travel-ready trooper's set at Westface, shaving was the least he could do. As they approached Pamu, he decided the benefits outweighed the risks and he paused the group to shave his mustache with a sharp dagger while looking at his reflection in a pool of fresh water. They were greeted by Pamu town guards and directed into the town. Brickleton couldn't help but notice the expressions of relief he saw on the faces of townsfolk when they saw his red uniform. Now for the reason they'd come...
  25. Captain Hunter was on special assignment from the Naval Intelligence Office in Port Woodhouse. Tasked with observing bluecoat defenses and detecting weaknesses, he and Lieutenant Ryland had been camped outside the city for a week taking detailed notes. They recorded when each shift of guards took their post and when officers made their rounds. There were far fewer sentries manning the battery defenses than Hunter would have imagined. He asked Ryland to take special note that at 2PM each afternoon when shifts changed there was a period of roughly 15 minutes when only one sentry manned the whole of the western parapet! That little oversight by the garrison could be the key to the city!