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  1. The Empire of Eslandola Nicknames: Cash Empire, Eslandrama Colors: Green, Gold Flag: Although this is the official flag, you are welcome to create your own variations or stick with purist flags. Eslandola Summarized: Compared to the other nations, Eslandola boasts the best merchants, the most heavily laden treasure ships, and - they will contend - the largest and richest colonial possessions. Eslandolans hold hard to their individualism and profit making, and those have not let them down! They are adventurers and explorers, business folk, merchant sailors, agriculturalists, and artists. Membership: Fancy yourself as a tradesperson and want to join a trading company to extend our wealth? Or aspire to make a name for yourself in New Terra and explore the islands and start a colony to expand our empire? Want to pick up arms and join the army or navy to expand our control? We welcome anybody who will be loyal to the cause. For gold and country! Good Eslandolans strive to show their pride by including one or more of the nation’s colors in each build, but if they slip up, certainly no one will track them down. If you choose to be a member, there is a lot in store for you! Your first task will be to create your signature figure (sig-fig) and sign up in this thread with an intro post. Your intro post should include a picture of your sigfig and a bit of a description and background as well. Your sigfig will represent your character throughout your MOCs within Brethren of the Brick Seas. (That does not mean that your sigfig has to be in every MOC you make.) There are some simple instructions here that sum up the sign-up process. Eslandola currently has three main trading companies. If you'd like, you are quite welcome to affiliate yourself with one of them. This affiliation may be changed at any time, but you are responsible to make sure leaders are notified of any changes. You are not required to join one of the trade groups and may even start your own; however, there are a few economic benefits which come with joining a Trade Company. More information about the trade groups can be found under point 5 below. Eslandola has a republican system of government, with a figurehead monarchy. More information about the government can be found under points 1 and 2 below. Did you get that far? If so, you’ve read all that you really need to know. The rest is just icing on the cake, so take it at your leisure, and enjoy the MOCs! A Detailed Look at the Empire of Eslandola (government, geography, military, history): (below) Trade Companies: (second post) Colonies: (third post) Members: (fourth post) A Detailed Look at the Empire of Eslandola 1 – Leadership King Fernando - Augusto VII (NPC) Thanks to the independent minded merchants of Eslandola, the realm is fairly decentralized. The real power lies in the hands of the Continental Council and its daughter council, the Colonial Council. King Fernando used to command the empire through a High Council, but a bad political move led to his power being curtailed with the signing of the Magna Charta. Since then, he's been variously reported as begging in the backstreets, throwing nightcaps, gormandizing, or plotting a dramatic revenge... Continental Council The Continental Council consists of the leaders of Eslandola. The Continental Council grants charters, signs treaties, and supervises elections. Honorary members are members that have previously served in the Continental Council, but now take no part in its usual deliberations. Governor Willem Guilder (@Capt Wolf) and the Merchant's Colonial Trading Company (MCTC) Willem Guilder is a career member of the Merchant’s Colonial Trading Company, rising from dock agent to regional manager to mayor of the MCTC’s Weelond settlement to governor of the island of An Holli. With the retirement of Guy Wyndzon, Guilder now takes over as director of the MCTC. Guilder has continually sought ways to expand the MCTC’s trading base and influence, forging new trade relationships and aggressively defending Eslandolan (and the MCTC’s) interests across the seas. Quick to join the push to get the king to sign the Magna Charta, Guilder hopes to help lead the MCTC (and thus Eslandola) to new heights in this blossoming era of colonial power! Captain Jerome Monezterrell (@Legostone) and the Mpya-Stedor All-Encompassing Science, Trade & Resources Organisation (MAESTRO) Captain Jerome Monezterrell grew up in a community of merchants, and, since joining the at the time newly-formed MAESTRO trade company, has risen to the rank of accountant and second-in-lead of the trade company, as well as Governor of Eslandola's recently conquered Isla de la Victoria. Influential in the founding of the settlement of Fuerte Unido and famous as the owner of the splendid Monezterrell shipyards, Captain Jerome's focus on a strong national and private navy has also resulted in his promotion to Secretary of the Navy in Eslandola. On entering Era II, his goals are to further propel his nation and trade company on to victory! Viceroy Renato Filamento (@kabel) and the Royal Colonies After his fortunate discovery of the island of Nelissa, Renato Filamento was knighted by King Fernando and proceeded to construct Nova Terreli as a royal colony. Sir Renato was kept home in Eslandola for some time, and earned the King’s trust. Now, he has been made Viceroy of all the royal colonies and is supposed to do his best to bring down the East Trade-Wind Company. Unfortunately for him, the ETWC capitalized on his discoveries and now controls the rest of the east coast of Nelissa. Sir Renato, even after all the recent occurrences, still deeply respects King Fernando and wants to carry out his job well, but he is forced to comply with many of ETWC’s demands. His exasperation with the state of affairs leads him to take frequent therapeutic jungle expeditions, and he spends a good deal of his time lost in the woods. Since the king's fall in public favor, little has been heard of his viceroy... Honorary Members: Sir Edward Thomas Wilkinson de Chauncourtois (@Garmadon) and the East Trade-Wind Company (ETWC) Sir E. T. Wilkinson de Chauncourtois has headed the East Trade-Wind Company for, well, just about forever! Under his leadership, the elite trade company has greatly consolidated power, and ever since the colonizing move to the New World, it has had a virtual monopoly in Eslandola proper. Although it made an early start on the island of Nelissa, after it got a good hold there, the ETWC began to lay back and became somewhat complacent about New World expansion. In Era I it has fallen somewhat behind the other two large companies in Nova Terra, but now, while Wilkinson still enjoys more-or-less ignoring his competitors, it is said that plans are afoot that will propel the ETWC back into its place as the number one trading company. Guy K. Wyndzon (@Kai NRG) of the MCTC After the death of his wealthy father, young Guy took over leadership of the Merchant’s Colonial Trading Company’s Board. Energetic and sometimes a little too reckless, he often has trouble getting the other merchants to agree with his expansionistic schemes and would have been deposed long ago but for the influence of his Uncle. Under Guy’s leadership, the Merchant’s Colonial Trading Company stopped playing its losing game on the mainland with the ETWC and started planting dozens of new colonies in the New World. However, when Guy's Uncle took a voyage to who knows where, Guy decided that being leader of the MCTC was too much for him and stepped down. Well, that was his given reason, but rumor has it that he found a secret treasure map. 2 – Colonial Council Background: After the King's erratic temperament got him into trouble with Eslandola's powerful trade companies, the powerhouse of Eslandola was moved from the monarchy - now pretty much nothing but a figurehead - to the Continental Council and its newly formed Colonial counterpart. Update: After the Colonial Council was usurped by Count Lewisham, King Fernando returned to power in September 622 and dissolved the Colonial Council. Council Hall, Weelond: A republican body elected by the members of Eslandola, this latter consists of eight members - three appointed by the Trade Companies, three elected regionally, one elected by members not affiliated with a Trade Company, and one, the Admius Legistrad, elected by Eslandola at large. The Colonial Council handles just about all the day-to-day decisions of Eslandola, and makes sure that everything runs smoothly and to the liking of the people. More information on all the particulars of how the Colonial Council and Eslandolan government works can be found here (first post only). Eslandola Colonial Council - First Cycle, 617, In Session Eslandola Colonial Council - Second Cycle, 618, In Session Eslandola Colonial Council - 620, In Session Eslandola Colonial Council - 621, In Session 3 – Geography The Southeastern Coast: Major Ports and Capital This is where Eslandola's capital, Terreli, is located. This is the wealthiest region of the world, thus giving it the nickname Diamond Coast. It boasts the world's largest ports, with Terreli being the biggest. Most people live in the ports and towns, but some reside in the beautiful isolated countryside. The southeastern coast of Eslandola is the most populated region of with most citizens being traders, merchants, sailors, or nobles. Terreli is also the headquarters of the East Trade-Wind Company. Generally, buildings resemble Mediterranean and Western European styles. Eslandians generally prefer mud, brick, or rock structures over wood. The Northwestern Coast: Smaller Ports and Coastal Towns The northwestern coast is a quite different place. With the royal government and both trade companies focusing their effort on the eastern coast and the colonies, the western coast has been historically neglected – making it a hot spot for smugglers and the occasional pirate. Every man on the northwestern coast fends for himself, as the army's presence is virtually nil. The Colonies Since the signing of the Magna Charta, the colonies have been mostly left to govern themselves with the Colonial Council. The largest city in the New World, Nova Terreli, was established as a crown colony but took a leading part in dethroning the King. In size, it rivals most of the ports of the Old World. Its mayor sides with the MCTC and in good MCTC tradition is always ready to expand influence on the island, but the ETWC controls its own settlement here too. A couple other islands are in the hands of MAESTRO, but the majority are settled by the Merchant’s Colonial Trading Company. Adventurers head for the colonies to find income through trade and commerce or resource factories such as plantations, mining, or tanneries. Given the diverse backgrounds of settlers, just about every architectural style has been allowed to flourish in the colonies, with preference being given to those that are the simplest and quickest to build. 4 – Military Continental Army These men are directly loyal to the Councils and have no affiliation with the trade companies. Some regiments and commanding officers still wear armor, which they believe is a symbol of might, and it is not a rarity to see officers on horseback. The standard uniform color is green. Militias The majority of the troops of Eslandola are militia, financed and trained by the trade companies or local leaders. Their uniforms are usually quite diverse and depend mainly on the region they are in and their leader - though green is generally used as it is one of the official colors. East Trade-Wind Company These elite, elusive troops are fielded by the ETWC whenever the need arises - which it doesn't happen very often. By the law of the land, they are not a standing army, but they've still helped the nation out various times in a pinch. Among other things, they were sent out in the battles against Mardier on Isla de Victoria, and were instrumental in taking down the enemy forts on the island. Their colors are green and dark green. Nova Terreli The Golden Nellisei are elite troops and Román Fontonajo's personal guard unit in Nova Terreli MAESTRO MAESTRO maintains several militia units. Here are Royal MAESTRO Engineers under the command of General Whitedragon. Merchant's Colonial Trading Company (MCTC) White Glove Order The White Glove Order, headquartered in the MCTC settlement of Bardo, maintains its own troops. Here they are seen marching into Nova Malto. The Governor's Musketeers Willem Guilder, director of the MCTC and governor of An Holli, maintains an elite unit of musketeers, capable with musket and sword, on horse and on foot. Here they are seen on parade in front of Weelond's local militia unit. Others There are many other militia units in Eslandola. As you can see, some of these units can be very individualistic. Navy (Grande y Felicísima Armada Eslandola) While the trade companies maintain a few heavily armed ships for escort duty, the majority of Eslandola's warships are owned and operated by the Councils. These ships have been used most often in the past for escort duty with large merchant convoys. Eslandola's navy currently consists of the following ships (ownership, if by someone other than the faction, in parentheses): Active un-MOC'd ships: Argenta - Class 5 El Dorado - Class 5 Verde Oro - Class 5 Active MOC'd ships: Pride of Pontelli - Class 8 La Comete III - Class 7 White Rabbit - Class 7 Oscuridad IV - Class 6 La Raya Venenosa III - Class 6 Golden Grasshopper - Class 6 Sleeping Siren II - Class 5 (Weelond) Asesino II - Class 4 (Nova Terreli) Midas Touch II - Class 4 (Nova Terreli) Blood Diamond - Class 4 (Weelond) Long Beard IV - Class 4 (Puerto Desafio) Clearance - Class 4 (Salida Este) Auxiliary MOC'd ships: Princesse Margot - Class 8 (Maxim I) Margot - Class 7 (Trador) Beluga - Class 5 (Maxim I) Lost MOC'd ships eligible to be sistershipped: Thunderer - Class 6 Firefly - Class 5 [also, name to be changed] The Gallant - Class 4 (Bardo) Victoria II - Class 4 (Fuerte Unido) Peregrine II - Class 4 (Fuerte Unido) La Salamandra - Class 3 Inactive / licenses only: Logan's Nightmare - Class 5 Thor's Anvil - Class 5 HMS Pegasus - Class 5 Plump Patty - Class 4 Hades' Hangman - Class 4 5 – History and Foreign Relations Eslandola before Era I Almost all Eslandians like having a monarch, but they don’t like him bothering them. They are individualistic, and, especially in the colonies, they have always tended to ignore royal orders. However, when the nation needs to defend itself, its large sprawling noble class is eager to respond, along with the powerful trade lords and privateers, who are always looking for somewhere to use their expertise. Honor is found in both war and business – but business is preferred. Fifty years ago the East Trade Wind Company foreclosed on much of the royal possessions due to excessive debt levels. To get them off his back, the King established Renato Filamento, a newly knighted explorer, as Viceroy of all the royal ports. Renato arrived and had to try to curb the ETWC’s power, no easy task! The ETWC dominated the High Council, and the aims of the empire were divided between the monarch’s ambitions and desires of those who control the purse strings. Recently, however, the fairly conservative and slow-to-expand ETWC has been challenged by the rapidly exploding Merchant’s Colonial Trading Company, which has also managed to grab several seats in the council. For this reason, much of the foreign policy of Eslandola has been to acquire as many new territories in the resource rich New World as possible. Despite the large trading companies, smuggling is rampant and small competition abounds. The Eslandians are a romantic and freedom loving people, cherishing long and winding stories. Nobility still loves to dress in armor, even though the days of its practicality are over. The horse is also a useful tool, especially when dealing with natives, and most Eslandians know how to ride a horse and shoot at the same time. Eslandola has no state religion, but leaves such matters entirely to the desires of its people. Eslandola in Era I Right with the onset of Era I, Eslandola burst out in rapid expansion and development in the New World, using its valuable island of Nelissa as a launching pad for operations in the newly discovered islands to the east. Soon after the discovery of the island of Berelli by the famed Eslandolan explorer, Ivo Fortesque, MAESTRO's settlement of Elysabethtown was founded there, where the new trade company was not only instrumental in keeping the island from falling completely into the hands of the redcoats, but almost managed to keep up a good relationship with Corrington and the natives of the island as well. Although the ETWC mostly concentrated on consolidating its power on Nelissa's east coast and building up its settlement of Pontelli, the poor viceroy, Renato Filamento, was nevertheless not particularly successful in his mission on behalf of the king - just how not-particularly-successful future events would show - and he often solaced himself with long expeditions into the jungle, where he would disappear for weeks or months at a time. Rumors that the good viceroy had gone mad were sometimes to be heard whispered in the large city of Nova Terelli... At any rate, things seemed to be progressing fairly normal - the MCTC building settlements and expanding like nobody's business, MAESTRO, and especially Mr. Jerome Monezterell's shipyard, providing both the crown and the trade company with an abundance of ships, and Nova Terelli bustling with the trade of the nations under its new mayor, Román Esteban Fontonajo - when it suddenly occurred to the good old king that a convoy of treasure ships bringing the newfound gold of the colonies to Eslandola's Old World capital would be the very thing to set him up for life. This turned out to be not the greatest idea, though, for while some ships' escorts managed to defend their charges from assault, a considerable number were lost to pirates and other villains of the high seas, despite the ingenuity of the Eslandolans in defense of their gold. Some time ago King Stéphan II of Oleon had died and been succeeded by his younger brother, the new King Philip I, but Eslandola's King Fernando Augusto VII had always pondered how it was that that brother should become the new king instead of himself, the old king's cousin. At any rate, he figured he had a fine claim to the throne of Oleon, and for some time previously, curious affairs had been going on under the surface... Meanwhile, however, other things were also going on in Eslandola! An outrageous and unwarranted attack on Eslandola's shipping by the nation of Mardier brought on a court case, and after the infamous travesty which resulted in the supposed vindication of the privateer, l'Ollius, Eslandola's declaration of war. This did not result in much action, however, until Operation KMA and the Eslandolan attack on Isla de Victoria, a strategic piece of land which Mardier had claimed under the name of "Isla del Medio," located right between two of Eslandola's newest acquisitions. This daring action put all doubts about Eslandola's intention to see to the safety and protection of its citizens from foreign attacks at rest forever. It was just now, however, that the king also saw fit to put into action the plan which he had been concocting ever since the death of his unfortunate cousin in Granoleon. The king's battle plan, codenamed, En Contra Oleon put the relation between that nation and Eslandola very much on edge - but worse, for him, it practically signaled the knell for his active rule as monarch of Eslandola. Popular outrage was everywhere. The leaders in the colonies decided that something must be done. The result? Well, poor King Fernando was forced to very peacefully decided to sign away all his powers in the Eslandolan Magna Charta, and by the resulting Constitution, a Colonial Council - the counterpart of the also newly formed Continental one - was formed, and became, de facto, the ruling force in Eslandola's colonies. What was going on with the war against Mardier all this time, you ask? Well, Eslandola issued a Letter of Marque against all Mardierian warships to counter a similar offer from their enemy, and the war proceeded both on the Isla and on the seas! After a gruelingly long war, during which Eslandola formed a league with the nation of Garvey, helped in the succession and independence of Terraversa from its mother country, wrested fort after fort and position after position from Mardier on Isla de Victoria, though unfortunately at the price of many courageous members of the heroic Brickwall family, devastated its enemy's shipping, and chased them to the fabled kingdom of gold, Eslandola ended up in sole possession of the contested island, and forced Mardier to come to fair terms. Although it has looked askance on the Sea Rats ever since their devious attack on Eslandolan ships in the Battle of the Five Fleets, it embarks upon this next era at peace with all the other nations, and looking to trade and exploration for the future glory of the nation! The jungle calls! - for gold and country, for Eslandola! Foreign Relations Eslandola has cordial relationships with other nations both because it provides big trading partners and because it is not militaristic. After Operation Pax Corlandia and the subsequent Malto Peace Talks, it kept a wary eye on Corrington. More recently, Oleon's secretive nature and semi-closed port policies has caused Eslandola to be wary of them as well. (Note: Relationships are judged on a 1 to 5 scale; Very Friendly, Friendly, Indifferent, Unfriendly, Very Unfriendly) Eslandola's relationship with... Sea Rats: Indifferent Corrington: Indifferent Oleon: Unfriendly Mardier (NPC): Very Unfriendly Garvey (NPC): Very Friendly Other nation’s relationship with Eslandola... Sea Rats: Indifferent Corrington: Indifferent Oleon: Unfriendly Mardier (NPC): Very Unfriendly Garvey (NPC): Very Friendly Ready to expand Eslandola’s land and extend Eslandola’s wealth? Go ahead, let’s get bricking!
  2. The Empire of Eslandola Nickname: Cash Empire Colors: Green, Gold Flag: Although this is the official flag, you are welcome to create your own variations or stick with purist flags. Eslandola Summarized: Compared to the other nations, Eslandola boasts the best merchants, the most heavily protected treasure ships, and the largest and richest colonial possessions. Eslandians hold hard to their individualism and profit making. They accept adventurers and explorers, business folk, merchant sailors, agriculturalists, and artists. Membership: Want to pick up arms and join the army or militia to expand our land and extend our wealth? Fancy yourself as a tradesperson and want to set up a business or join a trading company to expand our land and extend our wealth? Or aspire to make a name for yourself in the New World and start a colony - to expand our land and extend our wealth, of course? We welcome anybody who agrees that they will be loyal to the land. For gold and country! Good Eslandians strive to show their pride by including one or more of the nation’s colors in each build, but if they slip up, no one will track them down. If you choose to be a member, there is a lot in store for you! Your first task will be to create your sig-fig and sign up in this thread with an intro post. Eslandola currently has two main trading companies, and one lesser company. If you wish, you are welcome to affiliate yourself with one of them. This affiliation may be changed at any time, but you are responsible to make sure leaders are notified of any changes. You are not required to join one of the trade groups and may even start your own; however, there are a few economic benefits to joining a Trade Company. More information about the trade groups can be found under point 5 below. Eslandola has a republican system of government, with a figurehead monarchy. More information about the government can be found under points 1 and 2 below. Did you get that far? If so, you’ve read all that you really need to know. The rest is just icing on the cake, so take it at your leisure, and enjoy the MOCs! A Detailed Look at the Empire of Eslanola: (below) Trade Companies, Colonies, and Members: (second post) FAQs: (third post) A Detailed Look at the Empire of Eslandola 1 – Leadership King Fernando - Augusto VII (NPC) Thanks to the independent minded merchants of Eslandola, the realm is fairly decentralized. The real power lies in the hands of the Continental Council and its daughter council, the Colonial Council. King Fernando used to command the empire through a High Council, but a bad political move led to his power being curtailed with the signing of the Magna Charta. Since then, he's been variously reported as begging in the backstreets, throwing nightcaps, gormandizing, or plotting a dramatic revenge. Continental Council The Continental Council consists of the leaders of Eslandola. The Continental Council grants charters, signs treaties, and supervises elections. Honorary members are members that have previously been on the Continental Council, but now take no part in its deliberations. Continental Council Member, Viceroy Renato Filamento (@kabel) and the Royal Colonies After his fortunate discovery of the island of Nelissa, Renato Filamento was knighted by King Fernando and proceeded to construct Nova Terreli as a royal colony. Sir Renato was kept home in Eslandola for some time, and earned the King’s trust. Now, he has been made Viceroy of all the royal colonies and is supposed to do his best to bring down the East Trade-Wind Company. Unfortunately for him, the ETWC capitalized on his discoveries and now controls the rest of the west coast of Nelissa. Sir Renato deeply respects King Fernando and wants to carry out his job well, but he is forced to comply with many of ETWC’s demands. His exasperation with the state of affairs leads him to take frequent therapeutic jungle expeditions, and he spends a good deal of his time lost in the woods. Continental Council Member, Sir Edward Thomas Wilkinson de Chauncourtois (NPC @Garmadon) and the East Trade-Wind Company (ETWC) Sir E.T. Wilkinson de Chauncourtois has headed the East Trade-Wind Company for, well, just about forever! Under his leadership, the company has greatly consolidated power, and it now has a virtual monopoly in Eslandola proper. However, as Wilkinson aged, so did his policies. Although it made an early start on the island of Nelissa, the ETWC began to lay back and became lethargic about colonization. So far, Wilkinson had more-or-less ignored his competitors, but voices are being heard that suggest that a little innovation might be necessary if ETWC wants to continue as the number one trading company. Continental Council Member, Governor Willem Guilder (@Capt Wolf) and the Merchant's Colonial Trading Company Willem Guilder is a career member of the Merchant’s Colonial Trading Company, rising from dock agent to regional manager to mayor of the MCTC’s Weelond settlement to governor of the island of An Holli. With the retirement of Guy Wyndzon, Guilder now takes over as director of the MCTC. Guilder has continually sought ways to expand the MCTC’s trading base and influence, forging new trade relationships and aggressively defending Eslandola’s (and the MCTC’s) interests across the seas. Quick to join the push to get the king to sign the Magna Charta, Guilder hopes to help lead the MCTC (and thus Eslandola) to new heights in this blossoming era of colonial power. Honorary Member of the Continental Council, Guy K. Wyndzon (@Kai NRG) Colonial Council The Colonial Council governs Eslandola's New World. It consists of eight members - three appointed by the Trade Companies, three elected regionally, one elected by members not affiliated with a Trade Company, and one, the Admius Legistrad, elected by Eslandola at large. The Colonial Council has not yet had its first cycle. 2 - Official Documents Magna Charta: Although in the ages of barbarianism and serfdom a King was essential to secure Eslandola from ravages without, the time has now come to require assurances from the King against ravages within. The rights of a law-abiding citizen to life, liberty, and the pursuit of happiness, demand that government be for the people; and to assure that, it must be by the people. To achieve such a government in New Eslandola a convention is hereby authorized, whose decisions will become law. In recognition of the validity of this document, I, King Augusto Fernando VIII, do hereby sign my name: Fernando Augusto Fernando Augusto VII, King, Eslandola Constitution: The Kingdom of Eslandola will be governed by two councils, the Continental Council and the Colonial Council. The Continental Council, Section I: a) The Continental Council will consist of the relevant BoBS leaders. b) The Continental Council determines locations for troops, ships, and forts, but may be overruled up to half of the force in dispute by the Colonial Council. c) The Continental Council alone has the prerogative to declare war, but may not do so without the express consent of the Colonial Council. d) The Continental Council alone may sign treaties, but they must be ratified by the Colonial Council prior to signing. e) The Continental Council may veto any monopoly. f) The Continental Council has as its sole prerogative the granting of charters, including but not necessarily limited to charters for Trade Companies, Settlements, and Royal Properties. A grant may be vetoed by the Colonial Council. g) The Continental Council must supervise elections to the Colonial Council and must insure that elections be completed in a timely fashion. Establishment of the Colonial Council, Section II: a) The Colonial Council shall consist of eight positions; one position shall be granted to each recognized Trade Company (at the time of signing, East Trade-Wind Company, Merchant’s Colonial Trading Company, and Mpya-Stedor All-Encompassing Science, Trade & Resources Organization); one position shall be granted to independents; one position shall be granted to the representatives of each of the three regions; one position shall be reserved for the Admius Legistrad, elected by all citizens of Eslandola. b) Each Trade Company may decide internally how and when to appoint or elect a member to its position. c) The Independent Position shall be voted upon by all interested members of Eslandola not affiliated with a Trade Company. d) The Regional Positions shall be voted upon by members of a region. No member may vote in more than one region. No member holding a position as Governor or Mayor may vote in a region outside of that in which he exercises authority. No member may vote in a region in which he has not placed a build. Regional Positions may be added by vote of the Colonial Council. e) The Admius Legistrad shall be elected by all citizens of Eslandola. He shall be responsible for seeing bills through to their conclusion, for announcing the results of a vote, for communication with the Continental Council, and for keeping peace within the Colonial Council. f) Each position shall consist of three seats, equal to three votes, to be used as the member holding the position deems fit, except in the case of the Admius Legistrad who shall have one seat with three votes and the power of breaking any tie. g) Elections shall be held once every four months, except for the Admius Legistrad, which shall be held once every sixth months. h) Campaigns shall begin two weeks before the election begins. Campaigners must present a minifigure and a speech; further propaganda is left to each campaigner’s discretion. i) Council members may resign with two weeks of prior notice. Vacancies shall not be filled until the next election, except in the case of Trade Company positions, or in the case of Admius Legistrad, for whom a replacement shall be found by the remaining members of the Council from one of their number until the end of the term only. No member, after having resigned, may campaign in the following election. Operation of the Colonial Council, Section III: a) Each position shall be granted a salary of 25 DBs monthly, except in the case of Admius Legistrad, who will be granted 50 DBs a month. b) Any member who fails to register either a vote or an abstention, and has not sent a letter of excuse, shall be fined 100 DBs, except in the case of the Admius Legistrad, whose disappearance without a letter of excuse shall be penalized by 500 DBs. Two letters of excuse in succession from the Admius Legistrad shall result in a fine of 500 DBs. c) Any resolution shall be passed by a majority of 51% of votes cast, save in the case of veto upon the Continental Council, which shall be passed when relevant by a majority of 66% of votes cast. d) The Colonial Council shall hold its meetings in a designated thread, but may adjourn by vote to a private thread for a specific length of time. e) The Colonial Council shall vote openly, but may determine by vote upon a secret ballot at any time. Prerogatives of the Colonial Council, Section IV: a) The Colonial Council shall decide by vote when and how many troops, ships, or forts to build, raise, disband, or sell, above the automatic thresholds. b) The Colonial Council may overrule (up to half of the forces available) the disposition of forces made by the Continental Council by a veto vote. c) The Colonial Council may not declare war, but must approve for any war to be declared. d) The Colonial Council may not sign treaties, but must ratify prior to their signing. e) The Colonial Council may propose and vote upon new monopolies, but the Continental Council possesses veto power. f) The Colonial Council may veto any charter granted by the Continental Council. g) The Colonial Council may determine when to recognize a chartered Trade Company, admitting them to a permanent seat on the Colonial Council. h) The Colonial Council may raise or lower taxes by vote without let or hindrance. i) Veto upon the Continental Council may only be considered for one month subsequent to the Continental Council’s decision. j) The above provisions notwithstanding, the Colonial Council shall take no action disapproved by the leadership of the Brick Seas. Judicial System, Section V: a) All judicial cases will be decided by a jury randomly chosen from among active Eslandian members and presided over by a member of the Continental Council as judge. b) The jury shall determine guilt; the judge shall pronounce the sentence. c) Any citizen of Eslandola in good standing may bring a case to trial at the relevant time (quarterly). Bill of Rights: I. The right of each citizen of Eslandola to his own form of religion shall not be infringed. II. The right of each citizen of Eslandola to a free expression of his sentiments upon his own property or upon public property shall not be infringed. III. The right of each citizen of Eslandola to raise troops, establish forts, and license ships shall not be infringed. IV. Private property of Eslandian citizens shall not be taken for public use without the consent of the owner. V. This Bill of Rights notwithstanding, no member shall take action disapproved by the leadership of EuroBricks and/or the Brick Seas. 3 – Geography The Southeastern Coast: Major Ports and Capital This is where Eslandola's capital, Terreli, is located. This is the wealthiest region of the world, thus giving it the nickname Diamond Coast. It boasts the world's largest ports, with Terreli being the biggest. Most people live in the ports and towns, but some reside in the beautiful isolated countryside. The southeastern coast of Eslandola is the most populated region of with most citizens being traders, merchants, sailors, or nobles. Terreli is also the headquarters of the East Trade-Wind Company. Generally, buildings resemble Mediterranean and Western European styles. Eslandians prefer mud, brick, or rock structures over wood. The Northwestern Coast: Smaller Ports and Coastal Towns The northwestern coast is a quite different place. With the royal government and both trade companies focusing their effort on the eastern coast and the colonies, the western coast has been historically neglected – making it a hot spot for smugglers and the occasional pirate. Every man on the northwestern coast fends for himself, as the army's presence is virtually nil. The Colonies Since the signing of the Magna Charta, the colonies have been mostly left to govern themselves with the Colonial Council. The largest city in the New World, Nova Terreli, was established as a crown colony but took a leading part in dethroning the King. In size, it rivals most of the ports of the Old World. Its mayor sides with the MCTC and in good MCTC tradition is always ready to expand influence on the island, but the ETWC controls its own settlement here too. A couple other islands are in the hands of MAESTRO, but the majority are settled by the Merchant’s Colonial Trading Company. Adventurers head for the colonies to find income through trade or resource factories such as plantations, mining, or tanneries. Given the diverse backgrounds of settlers, just about every architectural style has been allowed to flourish in the colonies, with preference being given to those that are the simplest and quickest to build. 4 – Military Continental Army These men are directly loyal to the Councils and have no affiliation with the trade companies. Some regiments and commanding officers still wear armor, which they believe is a symbol of might, and it is not a rarity to see officers on horseback. The standard uniform color is green. Militias The majority of the troops of Eslandola are militia, financed and trained by the trade companies or local leaders. Their uniforms are usually quite diverse and depend mainly on the region they are in and their leader - though green is generally used as it is one of the official colors. East Trade-Wind Company These elite, elusive troops are fielded by the ETWC whenever the need arises - which it doesn't happen very often. By the law of the land, they are not a standing army, but they've still helped the nation out various times in a pinch. Among other things, they were sent out in the battles against Mardier on Isla de Victoria, and were instrumental in taking down the enemy forts on the island. Their colors are green and dark green. Nova Terreli The Golden Nellisei are elite troops and Román Fontonajo's personal guard unit in Nova Terreli MAESTRO MAESTRO maintains several militia units. Here are Royal MAESTRO Engineers under the command of General Whitedragon. Merchant's Colonial Trading Company White Glove Order The White Glove Order, headquartered in the MCTC settlement of Bardo, maintains its own troops. Here they are seen marching into Nova Malto. The Governor's Musketeers Willem Guilder, director of the MCTC and governor of An Holli, maintains an elite unit of musketeers, capable with musket and sword, on horse and on foot. Here they are seen on parade in front of Weelond's local militia unit. Others There are many other militia units in Eslandola. As you can see, some of these units can be very individualistic. Navy While the trade companies maintain a few heavily armed ships for escort duty, the majority of Eslandola's warships are owned and operated by the Councils. These ships have been used most often in the past for escort duty with large merchant convoys. Eslandola's navy currently consists of the following ships: Active MOC'd ships: The Dread Treasure II - Class 5HA (class 7) Oscuridad - Class 5HA (class 6) La Raya Venenosa - Class 5HA (class 6) Stormbringer II - Class 5A (class 6) Beluga II - Class 5HA (class 5) Golden Grasshopper (class 5) Victoria - Class 5LA (class 5) Firefly - Class 5LA (class 5) La Salamandra - Class 4A (class 4) Asesino II - Class 4A (class 4) The Gallant - Class 4A (class 4) Maiden of the Deep - Class 4A (class 4) Active un-MOC'd ships: Cannonball - Class 5HA Logan's Nightmare - Class 5LA Argenta - Class 5LA Inactive / licenses only: Blood Diamond - Class 4A Inflexible - Class 4A Long Beard - Class 4A Plump Patty - Class 4A 5 – History and Foreign Relations History Eslandians love their monarch, but they don’t like him bothering them. They are individualistic, and, especially in the colonies, tend to ignore royal orders. However, when the nation needs to defend itself, its large sprawling noble class is eager to respond. Honor is found in both war and business – but business is preferred. Fifty years ago the East Trade Wind Company foreclosed on much of the royal possessions due to excessive debt levels. To get them off his back, the King established Renato, a newly knighted explorer, as Viceroy of all the royal ports. Now Renato has to try to curb the ETWC’s power, no easy task! The ETWC dominates the High Council, and the aims of the empire are divided between the monarch’s ambitions and desires of those who control the purse strings. Recently, however, the fairly conservative and slow-to-expand ETWC has been challenged by the rapidly exploding Merchant’s Colonial Trading Company, which has also managed to grab several seats in the council. For this reason, much of the foreign policy of Eslandola has been to acquire as many new territories in the resource rich New World as possible. Despite the large trading companies, smuggling is rampant and small competition abounds. The Eslandians are a romantic and freedom loving people, cherishing long and winding stories. Nobility still loves to dress in armor, even though those days are over. The horse is also a useful tool, especially when dealing with natives, and most Eslandians know how to ride a horse and shoot at the same time. Eslandola has no state religion, but leaves such matters entirely to the desires of its people. Foreign Relations Eslandola has excellent relationships with other nations both because it provides big trading partners and because it is not militaristic. (Note: Relationships are judged on a 1 to 5 scale; Very Friendly, Friendly, Indifferent, Unfriendly, Hostile) Eslandola's relationship with... Pirates: Unfriendly Corrington: Friendly Oleon: Friendly Other nation’s relationship with Eslandola... Pirates: Indifferent Corrington: Friendly Oleon: Friendly Ready to expand Eslandola’s land and extend Eslandola’s wealth? Go ahead, let’s get bricking!