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  1. The Empire of Oleon Nickname The Kingdom of Light Colors Medium Blue and Dark Blue Flag Royal Banner Quick Glance Life in Oleon centers around traditional values. Oleanders are generally pious people, loyal to their Monarch, and take pride in their vast cultural heritage. Owning land defines one’s standing in the social hierarchy, and the rural nobility - which you can be a part of - has ever since been regarded Oleon's elite. Following her claim for superiority, Oleon today has the largest warships, fields a powerful army, and has already established a moderate colonial presence, which she is eager to expand. Oleon accepts new members, especially craftsmen, artists, agriculturalists, seamen, and entrepreneurs of all kinds, as long as they are loyal to the Monarch. Membership Oleon is open for members. If you would like to add to Oleon's grandeur, and to spread the influence and glory of the empire - join today! To do so, just sign up in this thread with an introduction post that shows your sigfig. A little background goes a long way, and we appreciate any story you would like to present with your character! If you'd like to join in The Monthly Raiding and Commerce Action, send Oleon Leadership a private message to get added to the latest "Private Message Thread" and coordinate our efforts. Index Honorable Citizens of Oleon Colonial Possessions The Royal New Terra Company Army Units stationed in New Terra Royal Naval Units in New Terra Quick Start Guide The Builders' Bulletin Board Recurring Story Characters Noble Houses of Oleon Medals and Decorations A DETAILED LOOK at the EMPIRE OF OLEON Leadership King Philip I and Queen Beatrice (NPC) After the sudden passing of his elder brother - the late King Stéphan II - Philip was crowned in April 616. Whereas the late Monarch was a great admirer of the occult, driven by all things mythical, which allowed the Order of the Faith to spread its influence into almost every niche of Oleander society, Philip follows in the footsteps of his father Stéphan I. Noble and almost idealistic, with a broad education, and – growing up in the Royal Palaces of Granoleon – naturally provided with a passion for the arts, he now has to prove that he can prevail on the political stage as the absolute Monarch that he will need to be. With his beloved wife Queen Beatrice by his side he rules over the empire in a crucial time. He tasks himself with nothing less than challenging the mighty Order of the Faith, and reducing the influence of its destructive elements, especially that of the Clerics of Hades, to rebuild Oleon's reputation as the predominating cultural beacon it once was adored for. Lord Chancellor Calida (NPC) Lucier Henri Calida was born into the House of Courtia - already one of the most influential Oleander noble families - and he soon saw the potential the Faith offered him for his political ambitions. He rose to power as a clergyman, but his organizational talents were soon discovered by the Royal Court. He was appointed Adviser to the King, and excelled in various tasks, foremost the introduction of a naval focus to Oleon, and the consequent buildup of La Royale prior to the Juniper War. Today he is not only Chancelier d'Oleon – the highest administrative position in Oleon – he is also Supreme High Priest of the Clerics of Zeus, making him de facto leader of the Order of the Faith, which has blossomed under his regime. Under King Stéphan II he controlled the High Council and was First Adviser to the King, answering only to him. And as the King shared his beliefs, his authority was unchallenged. Some even say Stéphan II was a mere puppet, and that Calida was Oleon's true regent. Now, with Philip I as King, his universal authority might be challenged for the first time. Nobody can tell how Calida is likely to react to this, since his agenda remains unclear to everyone. He is feared by many, and often described as a devious schemer who will do anything to tighten the Order's grasp on Oleon. Others see in him a savior and believe him to be the only guarantor for upholding the Empire's domestic order. One thing is for sure, though, he is more likely to prepare for a war with Corrington than to read mass in a temple. Structure of State Oleon is an absolute Monarchy. The King has always been the central authority, ruling over the land with a wise and strong hand since the days of King Arltrees. Oleon is the King – and the King is Oleon. Wise Monarchs govern for the well-being of their loyal subjects, taking paternal care of them. That is the natural order of all things under the sun. So there is no need for 'representation', for 'parliaments' even, or other unsacred institutions in Oleon. But wise Monarchs also listen to advice. That is the reason why the High Council supports the King in his rule, and advises him with expertise in all matters of state. The various branches of Oleon's administration then answer to the High Council and his chairman, the Lord Chancellor of Oleon, who traditionally is the first and most important adviser to His Majesty. Members of the High Council Pierre Lavalette Genaro, Duc de Vele et Pair d’Oleon, Intendant Général des Finances, Grand’Croix de l’Ordre Royal de Saint-Arltrees Pierre Lavalette Genaro is the current Duke of Vele - a booming coastal region East of Granoleon - and General Intendant of Finances at His Majesty’s Royal Court. Using his formidable fiscal talent and economic expertise, the Duke of Vele has consolidated the royal treasury, and reformed Oleon’s taxation system. By many, he is regarded as the Royal Court’s rising star. Some even go as far as saying Genaro’s influence on His Majesty has already surpassed that of Lord Chancellor Calida. Berart Mazan, Duc de Boussac, Secrétaire d’État des Colonies, Grand Officier de l’Ordre Royal de Saint-Arltrees The Lion of Boussac is one of the most important advisors to His Majesty, and as Secretary of State of the Colonies responsible for Oleon’s fate beyond the line. Traditionalists grumble that the task of protecting the nation from her hereditary northern enemy and controlling Oleon’s overseas expansion shouldn’t go hand in hand. But the Lion of Boussac is an able man, and where better to keep Oleon’s foes at bay than in the waters of New Terra. Guiscard Emery de Beauregard, Duc de Corban, Secrétaire d’État de la Marine, Commandeur de l’Ordre Royal et Militaire de l’Étoile d’Ardros, Commandeur de l’Ordre Royal de Saint-Arltrees, Grand-Amiral d’Oleon Growing up in chateau Sans-Nuage-sur-Maine - located in the hills just outside the harbor-city of Quilbignon - the young Lord almost naturally acquired a taste for saltwater, and soon was sent to pursue a career in His Majesty’s Royal Navy. Towards the end of the Forty-Nine Years War he was promoted to Grand Admiral of Oleon, and although unsuccessful in preventing Corrington from taking the Isle of Tam, he - under the direction of the Lord Chancellor - managed the rebuild of La Royale, which ultimately gained the upper hand over her Corrish counterpart in the following Juniper War. Today the Secretary’s attention shifts towards the eastern seas as the race for New Terra is speeding up. Oleon’s fate depends on La Royale - and on the salt in the Secretary’s veins. Guérin Godefry de Tourment - nicknamed Le Doublonoi - Duc d’Eranos, Connétable d’Oleon, Grand’Croix de l’Ordre Royal et Militaire de l’Étoile d’Ardros, Maréchal d’Oleon Ever since official records first appeared, there has been a de Tourment holding the ‘Southern Key’ and shielding Oleon from the perils of Halos. Traditionally, the de Tourments also hold the title and position of Connétable d’Oleon, providing able commanders for Oleon’s armies who have proven their loyalty in every single conflict in Oleander history. But the house is not only a source of military genius for the Crown. Over the last decades they have also grown rich as prime suppliers of the Royal Army - a development that isn’t to the liking of all at the Royal Court. The Order of the Faith The Order of the Faith is a secretive band of highly influential clerics that is heavily involved in Oleander politics. As little is known fact about the Order and its agenda and ways, there are plenty of rumors out on the streets. Some see the Order's influence as a danger to the Monarchy, some even go as far as saying the Order already holds the true power over Oleon, with the Monarch acting only as a puppet. Others counter, pointing out that Oleon is free of dissidents, highlighting the Orders alleged importance for Oleon's inner stability and military might. Wherever the truth lies, fact is that disagreeing with the Order is a good way to get into serious trouble! The Order of the Faith can be read about in greater detail here. The Land Oleon is the largest country on the peninsula, and its land is naturally an important economic factor. Wealth is usually measured in land holdings, and hereditary grants pass on from father to son for generations. In the interior, the rural nobility traditionally resides in prestigious chateaus, and peasants live in little hamlets, and work for their lords as they have for ages. There are few large cities in the interior, but towards the coast things are beginning to change as innovations are developed. Passing from a rural hamlet with the lord's impressive manor towering over it, to a bustling port town is like going from one world to another. A multitude of coastal hubs have begun to spring up. With oceans bordering Oleon on either side, these towns have become quite numerous, and have contributed to a new emphasis on seafaring. The Order of the Faith has encouraged this emphasis, but is still eager to preserve the traditional social ways by keeping its mystical hold on the people. With its support, Oleon's navy has boomed. Her merchant fleet is growing by the day, and the Royal Navy is famous for large battleships and highly efficient gun crews, securing Oleon’s influence on the waves. A fine example of an increasingly important city is Breshaun on Le Bellan. Founded not long ago, it has turned into a sparkling and ambitious regional centre. Society and Culture Traditionally, a typical Oleander's life centers around the values of – traditions. Considering themselves the most culturally advanced people, Oleanders take great pride in their rich heritage of arts and literature. They are generally pious people, living in accordance with the divine rules of the Gods. But temples are visited more for social reasons than out of religious zeal. It is true that the Order of the Faith holds its sway over the people, but that doesn't refrain Oleanders from enjoying life. And especially the aristocracy is known throughout Halos for celebrating the most glittering balls and festivities. Oleon's cities are well organized and planned, their silhouettes often dominated by impressive temples erected in honor of the Gods. The architectural style is mostly a mix of renaissance and baroque western European, dominant among secular buildings – especially among the many aristocratic and royal chateaus and palaces that are in constant competition to outshine each other – and classic Mediterranean influences, which are preferred for religious buildings. L'Aile du Pontis (The Pontis Wing) of the Royal Palace in Granoleon is a great example for the supremacy of Oleander architects and craftsmen. The Military Oleanders are known to be fierce warriors if necessary. Military might is of paramount significance, as land is the defining social factor in society. Honor and bravery are values that every Oleander holds in high esteem, sacrificial soldiering on the fields of battle is every Oleander's duty, to die for the nation is considered the highest honor. War Banner and Naval Ensign The Army Ever since the days of King Arltrees the color blue is prominent in the uniforms and flags of the royal military. The standard military uniform always includes a blue coat, often but not always accompanied by white cross belts. A fleur-de-lys is not uncommon on the uniforms and flags either. As presented above, the standard military flag is a white cross on a blue background with a crown over crossed cannons, but there are numerous deviations from these standards. In every case, however, the color blue must be present! (some conventional flags) As a result of a history of warfare, mostly with Corrington, many cities and ports are fortified with large walls and impressive fortresses to protect the citizens in case of an invasion. The Navy Oleon's Royal Navy – or La Royale as she is affectionately called by the people – is among the finest and largest in all of the known world. Heavily expanded after the Forty-Nine Years War at the instigation of the Order of the Faith, La Royale managed to have the edge over Corrington's navy during the following Juniper War, but has since then been locked in a stalemate with her biggest rival. Oleon's master shipwrights are considered leading in the construction of heavy warships, and the emphasis on constant training and education has lead Oleander gun crews to become the most efficient in the known world. Here you can see a fine example of Oleander ship building, the glorious HRS Pride of Oleon. Ranking System If you create your sigfig you are - of course - free to give it any rank you wish. So if you want - for example - a Captain to sail your ship through the waters of New Terra - create a Captain. If you want a Major fighting off Oleon's enemies on the fields of battle - create a Major. However, we would ask you not to start out too high up in rank right away. There are certain official ranks that can be earned, and they bring in-game benefits and lots of prestige - not to mention the awe of your foes. So fight for your own and Oleon's glory and rise through the ranks - do you have what it takes? Army Ranks: Maréchal (Marshal) Général d'Armée (Army General) Général de Division (Division General) Général de Régiment (Regiment General) Colonel (Colonel) Lieutenant Colonel (Lieutenant Colonel) Naval Ranks: Grand-Amiral d'Oleon (Grand Admiral of Oleon) Amiral (Admiral) Vice-Amiral (Vice Admiral) Contre-Amiral (Rear Admiral) Chef d'Escadre (Commodore) Capitaine de Vaisseau (Ship-of-the-Line Captain) Rank Requirements and Benefits: Promotions can be earned through military contributions, means through repeated and active participation in war campaigns, fleet actions, through acts of bravery, and - as a base requirement - you need to loyally follow orders. For promotions to High Command - Général de Régiment respectively Contre-Amiral and higher - a noble title of at least Marquis is required - to make sure only the best of the best command Oleon's finest. 'But where's the beef?' - you may ask. Well, excelling in military actions is a profound way to boost your social standing in Oleon. It will lead to some shiny medals and ribbons, can contribute to your house's growing reputation, and might eventually get you His Majesty's attention - which can open doors you didn't even believe existed. And - who knows - maybe one day you'll end up commanding the unit you were once fighting alongside with - or determine the fate of a whole royal fleet in the vast waters of New Terra. Diplomacy Oleon has a hostile history with Corrington, and during the last war the two factions proved to be an even match. Officially there is no direct trade with Corrington, but various goods do make there way around via Eslandola and smugglers of all sorts. Pirates are tolerated as long as they don't operate within Oleon claimed waters, piracy is a crime and offenders will be brought to justice when they are caught. (Note: Relationships are judged on a 1 to 5 scale; Very Friendly, Friendly, Indifferent, Unfriendly, Hostile) Oleon's relationship with... Sea-Rats: Indifferent Eslandola: Indifferent Corrington: Indifferent Membership To sign up, post a picture of your signature figure, preferably accompanied by Oleon's formal flag colors. You are welcome to include a bit of a description as well. Your signature figure, or sigfig, will represent your character throughout your MOCs within Brethren of the Brick Seas. (That does not mean that your sigfig has to be in every MOC you make) Although this is the “Bluecoat” faction, that does not mean that everyone should have a bluecoat soldier as sigfig. Within BoBS there are many possibilities. Build your own story – for example, your sigfig could start out as a carpenter that decides to work on a ship. Via battle experiences he ends up getting his own ship, eventually becoming a privateer in His Majesty's service, etc. For those still uncertain of what faction to chose or how to sign up in a minute, we have some simple instructions here, which pretty much sum up everything. Vive le Roi!
  2. Name: Mesabi Landing Ownership: Wayfarer Trading Company , via the Crown of Corrington Location: Argentia, East Prio Sea Map: Mayor: Count Mesabi . Trade Value: see accounts spreedsheet Town Bank: see accounts spreedsheet Who can own property in Mesabi Landing: Anyone Who can freebuild in Mesabi Landing: Anyone Description: Pax Corlandia was a dangerous incident for all sides involved. With the Corrish occupation of Nova Malto, battle lines were drawn, and names were made. One of these names was Captain Mesabi, who was annointed Count for his bravery (or lunacy?) during the incident. After the whole Nova Malto incident, the Corrington Colonial Council decided to do something to about the troublesome - now Count - Mesabi. The solution was simple: send him to a faraway island. Isle 14, AKA Keep-Yer-Boots-On, AKA Argentia, was decidedly the right place. Littered with waste from passing ships, cacti, crabs with hats, and mysterious plants, Argentia is perhaps the most depressing of the Islands of the Prio Sea - and a perfect place to keep Mesabi from causing more trouble. Undeterred, Count Mesabi established a settlement on the barren island, naming it after himself. Newly ennobled, he seeks to make the settlement the greatest in the Prio seas, at all costs. The settlement has grown quickly, becoming a haven for exiles, outlaws, and traders from all known (and sometimes unknown) nations. The WTC unofficially controls the town, despite the protests of the Crown. However, the settlement remains a rough place, and at the same time an eldorado for those looking for adventures, glory - and profits. Original Information: Builds in Mesabi Landing Please help us out by posting a link to your Mesabi Landing builds in this thread. Each builder is listed after the type of licence. Properties: 215/176 Size for EGS purposes - Level 16 'Large City' Required for Level 32 'Grand City': properties of at least x8 factory. NPC Residences: 65 Residences: 10 Mesabi Residence, medium residence, Mesabi (+2 settlement size) Home of Miss Agnes Winterbottom, small residence, Brickwolf (+1 settlement size) A Merrynight Story, small residence, Mesabi (+1 settlement size) Ralph Clutchingtons residence, medium residence, LM71Blackbird (+2 settlement size) Timber frame house, medium residence, LM71Blackbird (+2 settlement size) Somewhere to live, medium residence, Lord Buckethead (+2 settlement size) Factories: 24 Mesabi Landing Foundry, medium factory, Mesabi (+2 settlement size) Foundry No. 2, medium factory, Mesabi (+2 settlement size) Metal Foundry, medium factory, LM71Blackbird (+2 settlement size) Bricks for Mesabi Landing!, medium factory, Drunknok (+2 settlement size) Inky Brewsters, large factory, Mesabi (+3 settlement size) Barrels!, medium factory, Mesabi (+2 settlement size) WTC Shipyards, large factory, Drunknok (+3 settlement size) Hydrological Harvesting, large factory, Mesabi (+3 settlement size) Royal Shipyard of Mesabi Landing & Executive Offices, royal factory, Mesabi (+5 settlement size) Artisans: 32 "Fallingwater" pub, small artisan, Maxim I (+1 settlement size) "Twin Palms" inn, medium artisan, Ayrlego (+2 settlement size) Office of the "WTC Monthly", small artisan, Drunknok (+1 settlement size) "Blue Dragon" tavern, medium artisan, Drunknok (+2 settlement size) Peterson's Discount Boat and Scavenge, medium artisan, Mesabi (+2 settlement size) Coal transportation in Mesabi Landing, medium artisan, Lord Buckethead (+2 settlement size) Chef Curtis' bakery, medium artisan, Mesabi (+2 settlement size) Rotating Meat, small artisan, Legostone (+1 settlement size) Something Fishy, medium artisan, Mesabi (+2 settlement size) Tuber Tavern, medium artisan, Drunknok (+2 settlement size) Aqueduct and laundry store, large artisan, Mesabi (+3 settlement size) The Yellerbelly Inn, large artisan, Mesabi (+3 settlement size) Tuber's Shop'n'Farm, large artisan, Drunknok (+3 settlement size) Pub "Chapter 6", large artisan, Mesabi & Drunknok (+3 settlement size) Green Line, Market Street Station, large artisan, Drunknok (+3 settlement size) Commerce: 34 Mesabi Landing Stockpile, medium commerce, Mesabi (+2 sttlement size) Yet another warhouse, small commerce, Mesabi (+1 settlement size) Mesabi Landing - The Harbour, large commerce, Drunknok (+3 settlement size) Office of Agnes Mesabi, small commerce, Mesabi (+1 settlement size) WTC Sales Division, medium commerce, Mesabi (+2 settlement size) Arriving in Mesabi Landing, small commerce, Lord Buckethead (+1 settlement size) Market place in Mesabi Landing, medium commerce, Drunknok (+2 settlement size) Small WTC warehouse, small commerce, Drunknok (+1 settlement size) Waymart Flagship Store, large commerce, Drunknok (+3 settlement size) Royal Dock, medium commerce, Mesabi (+2 settlement size) Small pier, small commerce, Drunknok (+1 settlement size) Outdoor Sausage Smoker, small commerce, LM71Blackbird (+1 settlement size) "One boat, two boats, three boats...", large commerce, Drunknok (+3 settlement size) Harbour Administration, medium commerce, Drunknok (+2 settlement size) Small dock, small commerce, Mesabi (+1 settlement size) Mesabi Landing Oktoberfest, medium commerce, Drunknok (+2 settlement size) Mesabi Landing Loading and Freight, large commerce, Mesabi (+3 settlement size) WTC Offices, large commerce, Mesabi (+3 settlement size) Art and Culture: 13 Mesabi Monument, small art and culture, Drunknok (+1 settlement size) Crashing a wedding, medium art and culture, Mesabi (+2 settlement size) Egg-tion in Mesabi Landing!, small art and culture, Drunknok (+1 settlement size) Celebrating Easter, medium art and cuture, Drunknok (+2 settlement size) Flying Fish Fountain, small art and culture, LM71Blackbird (+1 settlement size) Mesabi Landing's Got Talent, small art and culture, Drunknok (+1 settlement size) Agnes Mesabis private chapel, small art and culture, Mesabi (+1 settlement size) The Paradise Isles Cup, large art and culture, Drunknok (+3 settlement size) "Praise be for food and beer!", small art and culture, Drunknok (+1 settlement size) Education: 10 Library of Learning, large education, Mesabi (+3 settlement size) Karst Geographers, medium education, Mesabi (+2 settlement size) Laboratory of Doctor Edmund Vesper, medium education, Mesabi (+2 settlement size) Mesabi Landing Gamma School, large education, Drunknok & Lord Buckethead (+3 settlement size) Plantations: 12 Poppy plantation, small plantation, Mesabi (+1 settlement size) Agave plantation, small plantation, Drunknok (+1 settlement size) Stevia plantation, small plantation, Drunknok (+1 settlement size) Potatoes for the people, medium plantation, Drunknok (+2 settlement size) Brickford Plantation, small plantation, LM71Blackbird (+1 settlement size) Millet plantation, large plantation, Drunknok (+3 settlement size) Agave plantation, medium plantation, Drunknok (+2 settlement size) Jubaea plantation, small plantation, Drunknok (+1 settlement size) Mines: 4 Staking a claim on Argentia, prospecting build, Drunknok Mesabi Landing Daycare and Coal Mine, mine, Mesabi (+2 settlement size) More prospecting on Argentia, prospecting build, Drunknok Mesabi Landing Rock Quarry, mine, Drunknok (+2 settlement size) Lord Buckethead Mining Co., prospecting build, Lord Buckethead Tactical prospecting, prospecting build, Mesabi Gold at last?, prospecting build, Drunknok Forts: 7 Fort Agravia, medium fortress, Mesabi (+2 settlement size) Fort Mesabi, medium fortress, Drunknok (+2 settlement size) West Shield, large fortress, Drunknok (+3 settlement size) North Quarter: 3 Green Street: #1 | #2 | #3 | . each an unlicensed small residence, Drunknok (+3 settlement size) Troops: - Vessels stationed here: - Other related builds: Pax Crablandia, Kai NRG A letter to Colonel Allcock, Drunknok Restoring Order (Part I), Ayrlego Restoring Order (Part II), Ayrlego Planning North Quarter, Drunknok
  3. Capt Wolf

    Era II Trade MRCA

    Trade MRCA form The old Monthly Raiding and Commerce Action (MRCA) from Era I is now called the Trade MRCA in Era II. It enables you to sail the seas -- alone or in groups -- to trade at various ports of call, escort friendly traders, patrol the seas for your enemies, or go prey on the innocent! THE BASICS Movement The Era II Trade MRCA map has some slight changes from Era I. This is the map as of November 617. See the current MRCA sign-up thread for an up-to-date map and table of settlement locations and trade values. In Era I a vessel had unlimited range. Now in Era II, with the new ship stats, a vessel may only travel through a number of zones up to its range rating + 1 (including starting and ending zones). So, for example, a ship with a range of 3 could travel from Nova Terelli (in zone 2) to Breshaun (in zone 10), but it could not reach ports in Corrington (in zone 9). A vessel with a range of 6 could sail from ports in Oleon (zone 14) all the way to Astrapi (zone 23), but could not reach Lavalette (zone 28). A ship with a range of 1 in Kings Port (zone 3) could only sail to Prinport (zone 4) or one of the settlements on the island of Nelissa, such as Nova Terreli or Pontelli (in zone 2). A ship with a range of 0 could only travel to ports in its own sea zone. NEW: Patrol/predator routes: When a trade ship enters its route in the web form, it is pretty straightforward. For example, a ship travelling from Arlinsport to Nova Terelli (with a range rating of at least 3) would enter "8,7,3,2" for the four zones it will travel through. A ship on a patrol or predator mission may want to end its trip at the same port it started. So, for example, a ship based in Bastion with a range rating of 4 that wants to hunt for prey near Astrapi and return home would enter "38,1,23,1,38". Note that it lists zones 1 and 38 twice because it passes through them twice. Furthermore, if that same ship wanted to hunt near Puerto Alijo, it could enter "38,1,1,1,38". The shorter distance to its target zone allows it to spend more time in the target zone rather than moving through other zones, and thus gives it a better chance of intercepting prey there. Starting and Stopping In the Era II Trade MRCA, a ship must start the next MRCA from the port it ended the previous MRCA. So, if a vessel sails from Breshaun to Astrapi in October, it must begin the November MRCA from Astrapi. For the first Trade MRCA we run with the new rules, ships can start anywhere. But after that first MRCA, the new starting location rules will apply. Ports of Call In Era I, the number of ports a ship could visit in a single MRCA were determined by its speed, and visiting 3 or even 4 ports was possible. Now a ship can only travel to one port each MRCA. Ships with a greater range stat will be able to reach ports farther away from their starting point than ships with a shorter range, but each ship will only be able to stop at one port. Dangers There are dangers to traveling across several sea zones. For each zone a ship enters, there is a small chance it will “sink.” If this occurs in a zone with settlements, the ship will try to head to the settlement. If there are multiple settlements, the ship will first attempt to arrive at a friendly, then neutral, and finally hostile settlement. If there are multiple settlements fitting the criteria, it will then arrive at the settlement with the largest trade value. If a ship sinks in a zone with no settlements, it will be lost. Convoys Trade ships and escorts may sail together in groups as before, as can pirate-hunting groups and faction navies, but now there are considerations for managing such large fleets. Ships may travel together in packs of up to 5 ships without restrictions. For larger fleets, specialized leaders are required. These leaders cost DBs and PIPs to employ for each MCRA they are active. -A commodore may command a group of 6-9 ships at a cost of 100 DBs and 100 PIPs per MRCA. -An admiral may command a group of 10-15 ships at a cost of 200 DBs and 200 PIPs per MRCA. -A national hero may command a fleet of 16-25 ships at a cost of 500 DBs and 500 PIPs per MRCA. NEW: Please post the name of the commander in this thread, along with a picture. Additionally, if you want to add a link to a vignette that tells us more about the commander or how he gained this assignment, even better! TRADE VALUES Trade values for settlements in the Brick Seas as of September 28, 617 (see the current MRCA sign-up thread for an up-to-date list): Settlement Faction Zone Trade value Acropolis OL 22 18 Aden CAR 5 54 Alexport PRI 29 32 Arlinsport COR 8 209 Astrapi OL 23 115 Bardo ESL 13 151 Baskers Island MAR 8 31 Bastion SR 38 163 Belson COR 9 272 Breshaun OL 10 487 Cecropia OL 24 41 Charlatan Bay SR 22 174 Dragonstone OL 1 18 Elizabethville COR 24 114 Eltina OL 10 166 Elysabethtown ESL 1 115 Fatu Hiva OL 35 80 Fortaleza Victoria ESL 32 5 Fuerte Unido ESL 32 148 Granoleon OL 14 272 Haven SR 21 23 Hojaroja ESL 32 33 Hussar’s Isle COR 22 9 Jameston COR 35 66 Kieg GAR 6 181 King’s Harbour COR 22 199 Kings Port TER 3 171 La Puebloto ESL 32 5 Lavalette OL 28 108 Londa MAR 5 181 Mehit ESL 32 5 Mesabi Landing COR 35 32 Montario ESL 2 92 Mooreton Bay COR 22 177 Moray’s Den SR 21 18 Myzectlan COR 35 52 New Haven COR 22 48 Nova Malto ESL 32 86 Nova Terreli ESL 2 448 Pontelli ESL 2 169 Port Raleigh COR 1 66 Port Woodhouse COR 35 44 Prinport GAR 4 204 Puerto Alijo ESL 1 5 Puerto Desafio ESL 32 96 Quinnsville COR 22 113 Rassilon SR 38 116 Salida Este ESL 23 99 Stedor ESL 6 91 Stormhaven COR 24 44 Takashii SR 38 18 Terreli ESL 6 272 Tortuga SR 32 63 Trador ESL 32 214 Weelond ESL 13 275 Westface TER 3 114 Windfall Island OL 28 9 TRADE SPECIFICS Various factors can now influence the payoff for a trade run. Oversupply A port can support cargo equal to 10% of its trade value. A port with a trade value of 300 can support a total of 30 incoming cargo points. For each cargo point over the port's limit, the trade value falls by a small amount. If enough cargo is delivered to a port in a given MRCA, the port’s effective trade value can be drastically reduced. Undersupply If the total cargo entering a port is less than 5% of its trade value, the port’s effective trade value is doubled. This mechanism is designed to reward smaller ships visiting smaller ports. Origin Rarity If the total cargo leaving a port is less than 10% of the port's trade value, the port of origin's effective trade value is increased for departing ships. For arriving ships, the trade value is unaffected. This is independent of over- or undersupply. Trade Earnings For calculating how many DBs a ship earns on a trade run, both its port of origin and its destination port are considered. Distance Modifier For each zone traveled, the ship’s MCRA trade income increases by a small amount. A ship that travels through four zones gets a bonus of twice that of a ship that travels through two zones. Arrival Modifier The first ship to arrive at a port each month gets a bonus to its trade run earnings. For each subsequent arrival the bonus is reduced. The modifier can go negative for ships arriving later than several other ships, but the effective trade value of the port will not dip below 75% of the port’s listed trade value. COMBAT Combat essentially happens as before. For those of you interested in some of the mechanics, and what effect your ship stats will have, see below. Interception As in Era I, players are required to specify which factions their ship will attack as well as how much stronger of an opponent they are willing to engage. The gamemaster will review which zones vessels travel through and will establish which fleets will attempt to engage one another. Weather Gauge Once an interception occurs, a D6 is rolled and added to the maneuver rating of the least maneuverable ship in a squadron. It is then compared to the results for the opposing squadron. The victor determines the battle method and, if their victory is sufficient, gets a slight bonus to their combat rolls. In case of a tie, the weather gauge goes to the defender. Battle Method There are three battle methods, line of battle (based on hull rating), guns (based on gun rating), and boarding (based on crew rating). The winner of the weather gauge uses the battle method most advantageous to them. Combat is comprised of three ranged engagements and up to two boarding actions. Boarding actions are based strictly on crew rating regardless of the original battle method. The first side to win three engagements is the victor. For each engagement, the applicable battle method rating (hull, gun, or crew) is summed for each ship in the squadron. A D10 is then added to the sum and compared against the result for the opposing squadron. The victor is the side with the higher value, and ties go to the defender. Results After the combat’s victor is determined, the fate of each individual ship is established. In most cases the victor’s ships are unharmed, although there is a small chance of damage requiring DBs to repair, or of a ship sinking even in victory. For the loser of the engagement, results include sinking, escape, damage, or capture.
  4. Destroying the idol by Ross Fisher, on Flickr Expenses claim, August 618, Fatu Hiva, Île d'Or. Sum: 50db. Associated account: Padre François, priest, Temple of Hades mission. Expenditure: Gunpowder, 5 barrels. Reason for purchase: demolition, pagan idol. Please give full details in order to help us expedite your claim: Your eminences, With the official summons from the governor, the rumours in town, and the results of my own investigations, I determined that the disturbances here merited the further attention of the Order of the Faith. My mission left Fatu Hiva in July of this year, heading into the interior alongside one of the larger streams. For several days we saw nothing but the accursed jungle that covers this isle. However, one week after we set out, we came across a disgusting heathen idol. The thing was festooned with pagan fetishes, votive offerings, and shrunken heads. I immediately detailed half the detachment to begin despoiling the site, while the other half was sent back to town to find enough powder to destroy the thing. They returned two weeks later with the supplies, and we set about preparing the demolition. The miners and soldiers among my conscripts laid the charges, primed the powder, and prepared the fuses. When my people had cleared the area I lit the fuses and retreated into cover. The five barrels my people procured proved sufficient for destroying the idol. Perhaps now these godless fiends will realise the errors of their ways. Addendum. After the idol was destroyed, we heard distant drumming. The natives among my conscripts fled into the jungle, yelling something about "Al'su". I sent men after them. We found their disembowelled remains the next morning. It was the professional opinion of the soldiers among my ranks that their deaths were at human hands, rather than animals. Such barbarism cannot be tolerated. Your humble servant, François
  5. Fôret d'Or Lumber Yard by Ross Fisher, on Flickr Transcript of an interrogation at Forêt d'Or Lumber Yard, Fatu Hiva, as recorded by Monsieur Gallo, temple notary. Candidate #1 was asked to explain the circumstances surrounding the 'Fatu Hiva Incident' of 19 June 618. Candidate #1 responded with incoherent mumbles. Candidate #1 was asked to speak up. Candidate #1 told temple representatives to leave, with expletives. Candidate #1 was restrained. Candidate #2 was asked the same question. Candidate #2 yelled something incoherent about "Al'Su". Candidate #2 was asked to elaborate. Candidate #2 yelled something incoherent about "Skulltaker prophecy". Candidate #1 was asked to corroborate the account of Candidate #2. Candidate #1 confirmed Candidate #2's account and explained that "bad juju" had happened to both the colonists and the subsequent survey teams. Candidate #1 was asked to elaborate what that meant. Candidate #1 refused. Candidate #1 was restrained. Candidate #2 was asked about the "Skulltaker" mentioned. Candidate #2 refused to answer. Candidate #2 was restrained. Candidate #2 was asked again. Candidate #2 explained that the "Skulltaker" tribe had met the colonists, had been displeased, and had "awoken" [?] something. Candidate #1 told Candidate #2 to stop talking, with expletives. Candidate #1 was restrained. Candidate #1 was asked to corroborate Candidate #2's answer. Candidate #1 told temple representatives to leave, with expletives. Candidate #2 was asked to explain more. Candidate #2 refused. Candidate #2 was restrained. Further questions proved ineffectual as Candidate #1 had sustained a broken jaw, and Candidate #2 was rendered catatonic, apparently through fear. All records certified to be accurate and correct by Padre François of the Order of the Faith. Aaaaand here it is without the minifigs: Fôret d'Or Lumber Yard (sans minifigs) by Ross Fisher, on Flickr I figured terrified natives would want to cut the jungle back as far as possible, build stronger pallisade walls, and, if possible, get more material to build boats out of (So they could leave in a hurry). A lumber yard fulfills all of these needs! It also seemed like a good place for Padre François to start an uncompromising assault on the island. Let me know your thoughts.
  6. Updated 1 April - Results posted here Corrington, Challenge I – Celestia’s Superb Orchid Corrington’s latest claims in New Terra have mostly focused on the East Prio Sea, where the Crown has claimed a chain of Islands which have been dubbed the Paradise Isles. The two largest islands of this chain are Celestia and Cascadia. The Royal Navy has conducted a thorough survey of the coastlines of these new territories which have been mapped and settlement has begun. An expedition into the interior of Cascadia led to the discovery of the ancient city of Myzectlan, however, little is known about the interior of Celestia. Contact with the natives on Celestia remains limited, although they appear to be a far more primitive society to the Myzectlan on Cascadia. Communication with them has so far proven very difficult. Recently however, one of the native auxiliary scouts that accompanied the expedition from Alicentia has approached Colonel Sir Dirk Allcock, Colonial Governor of the Paradise Isles with news. The scout has learned of rumours of a ruined temple complex deep in the highlands of the interior of Celestia. Abandoned thousands of years ago, the natives believe the temple to be where the gods lived on the island before departing sometime in the distant past, and it is considered a sacred site, haunted with the spirits of the ancestors. Most of the natives avoid it, although those who have ventured in talk about an orchid that they describe as the most beautiful in existence. Celestia is quickly becoming known amongst the Corrish colonists as the Orchid Isle, due to the huge diversity of the epiphytes that grow there, so the claim of the most beautiful in existence is one not to be taken lightly! So while Dirk doesn't place much weight in the superstitions of the natives, and is even sceptical about the existence of 'ancient ruins', he is deeply curious regarding this splendid Orchid. That, and the need to explore and map the interior, have meant that he and the Royal Society of Natural Philosophy will sponsor expeditions into the interior open to adventurers from all nations. So now is your chance to make a name in the field of science! Put on your best hat, and join the adventure... NB: In era II, each main challenge will focus on developing one area of the "hosting nation", and highlight the specialty of each nation. For challenge I it is Corrington and Science. We may also add smaller "story-challenges" in between, but you will see. Soon(TM)..... General Rules Deadline: January 15th 30th, 618 AE. The exploration challenge will consist of three sub-categories. Participants may choose to enter any number of sub-categories, however all participates must submit an entry to Category A in order to progress to the other two categories. All entries must be linked in this thread. As entries start to be submitted, the fogged out ‘terra incognita’ on the map may start to be revealed as word of your discoveries filters back to Jameston. New geographical features will most likely be named after (or by) their discoverers. Category A – Setting up Camp All expeditions require a starting point, so all participants are required to licence a small property (may be bigger if you like) in the settlement of Jameston. If required the mayor will provide the funds to licence the property (upon request, although ownership of the property will then be transferred to the settlement). A Jameston Street Your expedition’s base may be anything from a log cabin or tent, an inn or tavern, or a grand residence suitable for a gentleman or women of high status. It should introduce your explorer and his/her team. Rewards and Rules: Minimum size 16x16. One entry allowed per player. Build must be able to be licensed under the rules of the EGS. The winner of this challenge will have obviously invested a great deal in the fledgling settlement, and so will be awarded a free large property licence of any type in the settlement of Jameston (micro scale build only required). The ownership of all properties will have the personal guarantee of the Colonial governor, even in the event of a state of war between Corrington and the nation of the owner. Judging Criteria: Base camp build and the description of the expedition and it's member minifigs. Category B - The Flora, Fauna, and Geography of Celestia Celestia has a huge diversity of plants, from swamp reeds to gorgeous orchids, animal life, from the smallest insects to rumours of large carnivorous cats, and geography, from rivers and lakes, deep jungle and open grassland, to mountains, valleys and caves. Portray and describe a plant, animal or geographical feature with the description in the style of a scientific article to the Royal Society of Natural Philosophy. Animals may be brick built or Lego animals. Your build should be accompanied by a short letter to the Royal Society of Natural Philosophy describing the creature in as much detail as possible. Rewards and Rules: Maximum size per entry: 1024 stud (equal to 32x32). Each entry may consist of several builds and multiple entries per player is encouraged. The overall winner for Cat B will be granted a free large educational property license, second place a free medium educational property license and third place a free small educational property license (microbuilds required to activate) in Jameston. Additionally, there will be one winner for each sub-category of Flora, Fauna, and Geography. The winners in each of these areas of study will be rewarded with a 100DB grant from the Royal Society of Natural Philosophy (and honorary membership if not already a member). In addition every entrant to this category will be permitted to name the species or feature they discover (within normal naming conventions). Do you want to describe an animal and geographical feature? Have no worries for in this category, several entries per player are encouraged. Judging criteria: Depth of "scientific" description and creativity in illustrating it with builds. Category C - The Superb Orchid of Celestia Show your character discovering the 'Superb' Orchid within the ruins of the ancient temple. The build should clearly show your explorer discovering the orchid within jungle ruins. Remember the build should be set in the mountainous jungle deep in the interior of Celestia. Be creative - perhaps the primitive tribes are helpful, or maybe they are trying to prevent you discovering the ruins? Perhaps the ruins are related to Myzectlan on Cascadia? Rewards and Rules: Size: Unlimited. One entry per player. The winner will be awarded the title “Great Explorer of Celestia” and will be rewarded with a 150DB grant from the Royal Society of Natural Philosophy (and honorary membership if not already a member). As the winners will now be quite the renowned botanists, they will receive a free large plantation property license, second place a free medium plantation property license and third place a free small plantation property license (microbuilds required to activate) on Celestia. Judging Criteria: Tranquillity and beauty of the scene, integration of jungle and ruins, the superb orchid itself.
  7. BoBS Map February 617 by -Mike S-, on Flickr With the advent of the Adventure MCRA, we really have some opportunities to open up the story of BoBS. So, before we all start filling out forms, and overwhelming the leadership, we should take a minute to talk about what we all want to do for the Adventure MCRA. Being secretive about it is going to get us nowhere, since we have to build MOCs throughout the adventure which would kinda reveal what's happening. So, what I plan to do, is to send the WTC Aurora around the south end of Rogan sea, possibly stopping in New Oleon to refuel, and explore. This might take several Adventure MCRAs, but that's the WTC's plans. Thoughts anyone?
  8. The year is 617 AE (After Empire) and this is the dawn of the second era of colonialism. After two years of the factions discovering new lands beyond the Sea of Storms, they have started to consolidate their holdings. But there is more to discover, and adventure awaits! In game terms, Era II introduces the following: - New ship stats (which you've already seen here), allowing players to customize their ships. - A revamped MRCA (now called the Trade MRCA), in which ships have a limited range, can only stop at one port each month, and start the next month from the port they end at the previous month. Also, convoys of 6 or more ships need special leaders (such as a commodore or admiral) that will cost DBs and PIPs to employ each month. Additionally, ports being overserved or underserved will impact the revenue for ships calling on those ports. - A NEW Adventure MRCA, in which players can go forth into the unknown to be the first to discover new lands -- and exploit them! Additionally, a new BoBS Intro thread and updated faction threads have been posted to the front page of the BoBS forum (although the old threads are still accessible for reference, just no longer pinned to the front page). The new faction threads have updated histories for what happened in Era I and their current relations with the other factions as we head into Era II. Full rules for the Trade MRCA and Adventure MRCA should be posted in the next few days. Other new features will be unveiled in the coming months, but the above items are the big news for now. It’s time to sail into the brave new seas of BoBS Era II.