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Its a reference to overall territory owned at the start of the project. I am sure there will be (as builders MOC and create stories) fast and small Olean ships and large and lumbering Corrington ships, but historically to the setting they tend to be the other way around.
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The Empire of Corrington: Sign-up and Discussion
SkaForHire replied to SkaForHire's topic in Brethren of the Brick Seas
6. Colonies Corrington is lenient in its discovery policy. Any citizen of Corrington may discover land in the name of Queen Annetta. This territory will belong to her majesty, but the discoverer will have a chance to name the new territory and will be rewarded in some way for adding to her dominion. Single Founding Charters (SFC): Those wishing to found settlements on her majesty's land should apply for a founder's charter in this thread. The petition should state the island and the coordinate for the new settlement. Currently the Queen would like to see no more than four major settlements on each new island discovered for her domain, but depending on size of island this may vary. The reason for this is that she does not want all of her willing colonists to flood one or two islands when there must be so many more out there to discover. Exceptions may vary, and a well presented proposal may sway the opinion of her majesty's government. Any citizen of Corrington may own property in a SFC colony. Joint Stock Companies (JSC): Those companies wishing to form a company to colonize an island may present a proposal to do so. A JSC is awarded a section of territory, often a whole island to do with as they see fit. They will pay a dividend to the crown, however. That rate is set through negotiation. The petition and plans for the JSC should be posted in this thread as well. Unless specified in the charter, any citizen of Corrington may own property in a JSC settlement, but the hinterland (mines and plantations) are at the discretion of the Joint Stock Company that founded the colony. Similarly, once in a while, in recognition of great service to the empire a Viceroy of an island colony may be named. That person will act in the name of the Queen in all maters, and has the sole right to delegate settlements on the island they are Viceroy of. A founder of a settlement within the territory will be recognized as a major stakeholder in the new colony. Most of the time this means that the founder will receive a written mandate as mayor or governor of the new settlement. At the present, colonies are not additionally taxed. Depending on the nation's war status, this may change in times of need. Settlements of Corrington: Name: Arlinsport Ownership: Crown Location: Tiberia (Sea of Storms) Mayor: Mason Denear [NPC] Name: Port Raleigh Ownership: Crown Location: Annetta (Sea of Thieves) -- Also known as Berelli Mayor: Erie Flynn [skaforhire] Name: Quinnsville Ownership: Empire of Corrington Location: Cocovia, west of the Sea of Theives Mayor: Sir Thomas Smaugton [Tomsche] Name: King's Harbour Ownership: The Crown of Corrington Location: Cocovia, west of the Sea of Theives Mayor: Captain (RN) J. Cooke [Bregir] Name: Stormhaven Ownership: The Crown of Corrington Location: Serentia Mayor: Jack Bain [Mike S] Name: Elizabethville Ownership: Crown Location: Lacryma Mayor: Tom Mercer [Silentwolf] Name: Mooreton Bay Ownership: The Crown of Corrington Location: Alicentia Mayor: James Hume [Ayrlego] Name: Hussar's Isle Ownership: The Crown of Corrington Location: Cocovia Mayor: Lieutenant Sharpe [Bregir] Name: Jameston Ownership: The Crown of Corrington Location: Celestia, Paradise Isles, East Prio Sea Mayor: TBD [Ayrlego] Name: Port Woodhouse Ownership: The Crown of Corrington Location: Garma's Key, Paradise Isles, East Prio Sea Mayor: Commander (RN) Matthew Allcock [Ayrlego] Name: Camp Isaac Ownership: The Crown of Corrington Location: Cascadia, Paradise Isles, East Prio Sea Mayor: None, the settlement is managed by the Royal Society of Natural Philosophy [Bregir] Name: Myzectlan Ownership: The Crown of Corrington Location: Cascadia, Paradise Isles, East Prio Sea Mayor: High Priestess Zia of the Myzec [Ayrlego] Name: Mesabi's Landing Ownership: The Crown of Corrington Location: Argentia , Paradise Isles, East Prio Sea Mayor: Captain Mesabi [Mesabi]- 897 replies
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BoBS History and Background Thread
SkaForHire replied to SkaForHire's topic in Brethren of the Brick Seas
Wars of the Madrice Peninsula This section has a little bit about the more well known conflicts that befell the major nations of the Peninsula, and it is meant as a guide for those who want to add some historic context to their stories and builds, or for those wishing to MOC famous battles from the past. Although this timeline is open to additions, we should try to use "known" wars as much as possible to keep from entering a history where there was a war every year between every nation. Still, the community is welcomed to "make up" some history! [While the timeline is a little porous, feel free to create wars if needed. If you MOC any historic mocs that related to these wars, then let us know and we will link them after the corresponding war] War Timeline 103AE – 105AE Mardier’s War for Independence – Mardier broke from the Madrice Empire. 106AE – 110AE The Great War of Separation – Corrington, Oleon, Pontilla, and Varcoast fight a war for territory, as the crumbling Madrice Empire finally falls. It was a four sided war, with Oleon in the middle being squeezed from all sides. No real victor, but borders close to the modern borders were created. 258AE – 352AE The War Time Forgot or The War that Forgot to End or the Mardierian Intervention -- The most destructive war was the War that Time Forgot, or the Mardierian Intervention as it is known to the rest of the peninsula outside of Corrington and Oleon. The war started in 258 AE, and by 325 AE Corrington had captured most of Oleon to the gates of its capital, Granoleon. It was a marriage of the Oleonder king’s second daughter to the prince of Mardier that finally brought relief to Oleon. The Mardierians invaded the western portion of the peninsula, taking much of Corrington’s land, some to this day still held by Eslandola, and forced a peace in 352 AE. Unfortunately for Mardier, this was the beginning of the end of its dominance of the Great Triangle region. After raising too many taxes to fight the Corlanders, many regions revolted. This created the nations of Namere, Carno, Garvey, Baldondia, and most importantly, Eslandola. 354AE – 370AE The Mardierian Fall – during this war Eslandola, Carno, Garvey, Altonia, Balondia, and Namere broke away from Mardier. 470AE – 473AE The Eslandolan / Garvey War – Eslandola decided to take over Garvey, Garvey fought them back for three years until a status quo antebellum was achieved via the Treaty of Notti. 459AE – 463AE The Midlands War -- Oleon’s biggest success was the union of its own monarchy with that of the nation of Guelph. In 459 AE, after a small civil war, Guelph was conquered and Oleon became two kingdoms within the same Empire. New Oleon sits further to the south in a region called the Midlands. 541AE – 590AE The Forty-Nine Years War – Started over a personal insult to the King of Corrington, the Corish invasion fleet took over Belondia, a traditional ally of both Eslandola and Oleon. Eslandola stayed neutral during the war, but supported Belondia rebels. Oleon and its island allies, Peppin, Myrph, and the Isle of Tam attacked Corrington. However, King Arlin I had planned for this and had a large force of Northern Corlanders on the border with Oleon. For most of the war almost every battle was fought within Oleon, destroying much of the countryside in the Northern most parts of the country. Without Eslandola to worry about, the Corish invasion fleet left Belondia under a skeleton garrison and sacked Peppin (which had technically been a province of Corrington, and was in rebellion) and Myrph by 557AE. In 589 the Isle of Tam fell to Corrington. The next year Oleon and Corrington signed “Arlin’s Pact” which stated that Oleon and Corrington would never fight again as long as Arlin lived. Arlin was assassinated in 600AE. 607AE – 608AE The Juniper War – A war between Oleon and Corrington over the Great Juniper groves that lay on the border of the two nations. Somewhat trifle, the causes of this war are more deeply rooted than trees. After the defeat of Oleon in the 49 years war, the need for revenge added fuel to the fire here. Oleon was swift and decisive, and an unprepared Corrington, whose Southern Fleet was in the Sea of Storms, was forced to negotiate a peace. Losing the 100 square -
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)
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[This system is part of a near expansion to BoBS, and is out of play for the first month] This is the thread that you can record your achievements in once you have enough approvals for each task required. Please use only ONE post. Edit it when necessary. Record your achievements as follows: Name of sigfig and builder Achievement | links to required task MOCs | date achieved IE: Adm. Woolnose, SkaForHIre Apprentice Sailor | Link 1, Link 2, Link 3 | December 8th, 2015 Journeyman Sailor | Link 1, Link 2, Link 3 | December 18th, 2015 Master Sailor | Link 1, Link 2, Link 3 | December 25th, 2015
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[This system is part of a near expansion to BoBS, and is out of play for the first month] Character Development Skill Trees / Achievement System This system serves two roles: It is an achievement system for all players, even those who do not play in the Economic Game System (EGS). These are building challenges where you earn ranks in different fields. It will probably take most builders over a year to conquer every field. Part of the BoBS project is to help hone and improve builder’s talents, and this system is designed to do that. The lower levels of each tier are more thematic, while the higher levels require more advanced building techniques. Giving credit where credit is due, many of the building technique ideas have been borrowed from the Guilds of Historica University of Petraea Program. Each MOC for each part of each tree requires a certain amount of approvals. Approvals may come from any member of the BoBS community. A member gives approval through posting to the MOCs thread a “I approve” or a thumbs up to the MOC. Remember, if you are going to give an approval, make sure the MOC meets the requirements of the task the builder is completing. Each MOC that is built for a task in the Achievement System can also be used for free build points. The thread should clearly state what task you are attempting to fulfill, the requirements, and then the pictures and story behind the MOC. You should also put somewhere in the beginning of your text that you are seeking approval votes from the community so that people reading your post will know what is required of them. Once enough tasks are completed to earn a rank, you can start calling yourself by that rank! Please record your progress in the Achievement Recording thread. Also, Please only use one post in that thread, just edit it with your new achievements. If you are playing in the EGS, remember some of these achievements carry bonuses, such as the ability to build more revenue generating property per month, better combat skills, or more luck! Note: Unless your sig fig is Leonardo DiVinci and a renaissance man, most likely your sig fig is not the one working through every one of these achievement trees. It is ok to have “side characters” that work through the trees for story purposes. You still get any benefits from completing these achievements, even if you are using multiple characters to tell your story. Here is an index of the possible achievement trees. Some are not completed yet, and more may be added later. The Trees: Academic Adventurer Agriculturalist Architect Artisan Colonist Fisherman Industrialist Merchant Miner Sailor Shipwright Soldier Thief
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- Brethren of the Brick Seas
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A Sample Voyage: Plotting a voyage: In the MCRA Form you will be asked to plot your trade voyage by telling us which zones the ship sailed through. Remember, you want the shortest distance between your destinations because you will only receive credit for that many zones, even if you put in the form more zones. See below on this random map. To get from Potter to Horrace two paths are mapped out. The yellow path is the correct path, as it is the shortest distance possible (the voyage passes through 3 zones). The orange path is longer, but goes the same place. It sails through 4 zones, but will only be rewarded as if it sailed through 3, because a shorter path was available. Moreover, there are 4 chances for interception rather than just 3, because the builder chose to sail further than they had to. What this comes down to is that less zones are always the best. Again, with a longer trade voyage – The voyage is between Brin, Horrace, and Chall. The fastest voyage is through 4 zones (5,7,8,2). The yellow arrows make the fastest path. The orange arrows go through five zones (5,6,2,7,8), but the vessel will only be paid as if it had traveled through four zones, and will have 5 chances to be intercepted. One whole voyage mapped out. The Bounty is going to make a trade voyage. It is a cutter, with a speed of 3, so it may travel to three settlements during each trade voyage. The owner consults the trade list: Tap: 100 Sew: 100 Horrace: 200 Yawn: 5 Cap: 55 Potter: 200 Brin: 155 Chall: 60 Reap: 150 Ardin: 189 Terry: 300 Horrace, Potter, and Terry seem to be the best trading locations this month. The owner consults the map and sees that there two ways to map this voyage that are equidistant. Zones 4,3,2,7 and zones 4,5,7,2. Either are acceptable plots, but the owner knows that zone 3 does not have any active settlements in it, perhaps there are less pirates hanging out there? The owner chooses the 4,3,2,7 path and submits his/her form. From this point on it is up to luck and the ol’ gods of the sea. On the game side of things, this is what happens. (This is just the game mechanics, and not important if you rather just play!) The gamemaster rolls and incident roll for zone 4, a 6! Phew… clear sailing. The gamemaster rolls an incident roll for Zone 3, a 9! Oh no… intercepted! But wait, there were no pirate players that signed up to prey in that zone, it looks like the owner’s choice to sail through that zone was a good idea. The gamemaster rolls an incident roll for Zone 2, an 8! This time there is a pirate available for intercept. The two ships roll against each other’s speed. The Bounty rolls a 4 and adds its modifier of 3 speed for a total of 7. The pirates, in a small sloop roll a 6 and add their modifier of 1 speed. It is a tie! Since the predator did not win the roll off (they tied), the Bounty escapes. In zone 7, the gamemaster rolls another 8, what terrible luck! There is a predator available for intercept, and the Bounty loses the intercept roll. They have to come to a shooting phase in the combat round. Facing an armed sloop, both the Bounty and the pirate roll. The bounty has 0 guns (or too few to count towards the modifier), while the armed sloop of the pirate has a gun rating of 2. The Bounty rolls a 7, the armed sloop rolls a 6. The shooting phase chart is consulted. The armed sloop’s modifier dictates that the pirate has won by one point. According to the chart, the Bounty is boarded. Now the bounty’s crew must face off against the pirate’s armed sloop. Both ships roll and add their crew modifier (0 for the Bounty, 2 for the Pirate). The Bounty rolls a 5 and the pirate rolls a 4, the pirate wins by 1, but since an attacker has to win by 2 points or more, the two ships part ways and neither decisively win the combat. The Bounty has survived its perilous journey, a run in with two pirates and a very close call with a fight on its own decks. Now in port, it is time to tally up the haul! The trade value of the three places the ship visited is 700DB, A cutter has a cargo value of 2, which means the total is multiplied by .2 (every rank in cargo = 10%). So that is 140DB. Next the cargo roll, which determines the success of the merchants on board the ship is rolled. The bounty was very unlucky and rolled a 1 here, receiving the minimum profits. Consulting the cargo roll chart, we can see the modifier for traveling through four zones and rolling a 1 is 50%. After multiplying 140db by .5, we find that the bounty only earned 70DB for this trip. The owner may not be the happiest with his/her trade run, after all, they already own a plantation and a few artisans that make about 70DB a month. To supplement their income they decided to MOC the attack on the decks of the Bounty for an additional 10DB, increasing the profit of the voyage by 14%.
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Participating in The Monthly Raiding and Commerce Action (MRCA) Once you have a licensed vessel (see above), you can register it via the MRCA form for this month’s action if you so desire. See the Master Index for a link. The Four Actions 1) Trade Runs: First, choose which ports you wish to travel to. Use the settlement values chart (below). Your vessel can visit a minimum of two ports and a maximum of your vessel's speed limit. Remember! The higher a settlement's value, the larger your chance of success, but also the greater attraction the settlement provides for pirates! You must list the ports you are visiting in the appropriate section of the MRCA form. Please try to spell the settlement names as they appear on the map. Then, use the trade map to calculate which zones your vessel will be travelling through. A longer run equals more chance of success; but cargo scores will be still calculated for the most direct route, and longer runs also involve more danger. Note: Be sure to check out the last post in this topic for the latest charts and settlement values. If you are travelling with an escort, you must specify the name of the escort(s). If you are travelling with other merchant ships, you must specify the names of the other merchant ships. (There is a maximum of three merchant ships per flotilla.) Remember that a flotilla can only travel to as many ports as its slowest ship. Lastly, check off any modifiers you have earned. (Coming Soon) To make large Trade Runs easier, the Convoy Set-up Form allows a leader to set up as above, and each participant has to specify only the convoy name. 2) Bounty Reaping: Treasure hunting, fishing, discovering resources at sea, etc. Choose which zone you will be looking to make a profit from. Zone values are randomly predetermined by faction leaders. If you are travelling with an escort, you must specify the name of your escort(s). If you are travelling with other vessel(s), you must specify the name(s) of the other vessel(s). Note that cargo space is necessary for a bounty run. Lastly, check off any modifiers you have earned. (Coming Soon) 3) Escort Duty: Escorts are ships that sail with other ships to protect those vessels from harm. Predators will be faced first by escorts, and the protected vessel will only have to fight if the predator beats the escort. The escort continues fight until it is lost. An escort can defend 5 vessels, unless there are special circumstances or modifiers. More than one escort can be assigned to a vessel. An escort cannot sail without escorting a vessel. Escorts do not count against the merchant flotilla limit of three vessels. To arrange an escort, you must fill out the webform with the same ports and zones as the run which you are accompanying. All vessels in an escorted Trade Run must visit the same number of ports. You must also list the vessels you are escorting. Lastly, check off any modifiers. (Coming Soon) To make large Trade Runs easier, the Convoy Set-up Form allows a leader to set up the run and the escort(s) has to specify only the convoy name. 4) Predators: Option One - Attacking a specific settlement List the name of the settlement you are raiding. List any vessel(s) that is (are) accompanying you. (No limits.) Check off any modifiers you have earned. (Coming Soon) Any DBs earned in an attack will go to the first builder to sign up, who is then responsible for dividing up the shares. Note: It is hard to succeed at raiding a settlement. Option Two - Cruising for Prey Choose a zone in which to stalk prey. Any prey available in that zone will be susceptible to your attack. List any accompanying vessels (up to three total). Check off any modifiers you have earned. (Coming Soon) Decide what nations you are interested in attacking. Decide what size of an opponent you or your pack are willing to take on. Any DBs earned in an attack will go to the first builder to sign up, who is then responsible for dividing up the shares. Action Results At the end of the month we will use the resolution rules to conclude what happened to each ship. The results will be published in the Kings Port Advertiser and Ship List, New Terra’s most reputable newspaper. (In other words, we will create a post with all the ship actions for one month and their results.) You are encouraged to MOC the results after you read them for an additional 10DB and PIPs. Note: By entering into the MCRA, you agree to accept the results of the action, even if your ship is taken or destroyed.
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By Land - Maps, Properties, and Settlements in the EGS
SkaForHire replied to SkaForHire's topic in Brethren of the Brick Seas
About Properties Each faction controls territory that it gains through conquest, treaty, discovery, and sometimes, through purchase. A member of that faction can safely establish “property” within its faction, and will not be susceptible to losing money in raids against their property. Property Note: If a builder chooses to participate in BoBS outside of the game system, then these rules do not apply. Builders can own certain types of property by paying the appropriate fee and building an appropriately sized MOC. Property licensing primarily takes place in the New World. Properties may also now be licensed in the old world. See here for how to license in the old world. If you build legally on another faction’s territory the government of the other faction is also able to seize your property (except in the case of forts, in which case a military engagement will have to be fought). In the case of faction bonuses, license discounts are tied to the faction on whose land you build; yield bonuses, however, are tied to the faction to which the builder belongs. See 'Types of Properties' below for more details on specific bonuses. Each type of property produces DBs (and with it PIPs). A maximum of three land-based builds by any player can be licensed in a single month. In addition a fourth build may be licensed per month if it is part of a collaboration between two or more players. Excess builds may be licensed in future months. Participation in one royal collaboration per month does not count against this limit. Further details on license limits can be found here. Note that players are free to build as much as they like; these limits only apply to the licensing of properties. Builders can buy small, medium, and large plots for their projects, each larger size increasing the yield of DBs earned each month. When licensing property, you must back it up with an appropriately sized MOC, and then fill out the Property Webform. Your first small property license, excluding forts and mines, is free. Sea Rats only pay 50 percent of all licensing costs to reflect the decentralised nature of their governance. Quality There is an expectation that property builds licensed under the EGS will involve a minimum level of effort in both build and presentation. Allowances will be made for collection limitations and experience; however, leadership reserves the right to reject MOCs considered poor quality or undersized. Leadership judgement on quality will be final. The goal for EGS properties should always be for quality over quantity and poor quality builds to boost settlement values will not be accepted. Sizes on property charts are guidelines only. The only exception is unlimited plot sizes (Royal Properties) that have a minimum size of 100x100 or higher depending on the property type. Multiple builders are welcome to collaborate to reach larger footprints. We do not expect you to build squares, nor do we expect you to hit the exact limit and we allow for a pretty broad range of leeway. But of course, if we notice that a builder has built a MOC that is noticeably below his or her average, we reserve the right to reject builds or ask the builder to make changes. 'Royal' Properties require submission to the Brethren Court for leadership approval before licensing. Types of Properties 1) Residence: A residence is where people live, and is not a place of production. Although some money is earned by keeping a residence, these are usually built for the prestige. The MOC should clearly show a dwelling of some sort. Residence Cost Plot Size Yield per Month Special Small 5DB 16x16 2DB Medium 25DB 32x32 3DB Large 50DB 48x48 5DB Royal Palace 300DB >100x100 15DB Charter required 2) Artisan: An artisan is a craftsman business, such as a blacksmith shop, tanner, barrel maker, etc. Services, such as taverns, are included in this category. The MOC should clearly show an artisan’s shop. Only factions or chartered organisations may apply for a 'Royal' licence. Sea Rats earn an extra 30% yield on Artisan businesses. Artisan Cost Plot Size Yield per MRCA Yield (Sea Rats) Special Small 25DB 16x16 5DB 6.5DB Medium 50DB 32x32 10DB 13DB Large 75DB 48x48 15DB 19.5DB Royal Crafter 3000DB >100x100 100DB 130DB Charter required 3) Factory: A factory is a production facility. It is where raw materials are brought to in order to produce a manufactured product. Factories can include, but are not limited to: Hides production, rum and beer distilleries, textile factories, etc. The MOC should clearly show a factory. Only factions or chartered organisations may apply for a 'Royal' licence. Members of Corrington pay 10% less for licensing and earn 10% more on yield for any factory. Factory Cost Cost (COR) Plot Size Yield per MRCA Yield (COR) Special Small 25DB 22.5DB 16x16 5DB 5.5DB Medium 50DB 45DB 32x32 10DB 11DB Large 75DB 67.5DB 48x48 15DB 16.5DB Royal Factory 3000DB 2700DB >100x100 100DB 110DB Charter required 4) Commerce: A commerce building is a place where money and goods are exchanged. These include market places, local exchanges, banks, etc. The MOC should clearly show some type of commerce. Only factions or chartered organisations may apply for a 'Royal' licence. Eslandians pay 20% less for licensing and earn 20% more on yield. Commerce Cost Cost (ESL) Plot Size Yield per MRCA Yield (ESL) Special Small 25DB 20DB 16x16 5DB 6DB Medium 50DB 40DB 32x32 10DB 12DB Large 75DB 60DB 48x48 15DB 18DB Royal Commerce 3000DB 2400DB >100x100 100DB 120DB Charter required 5) Plantation: A plantation is a piece of land that yields an agricultural bounty. Plantations can include, but are not limited to: Indigo, rice, sugar, cotton, cocoa, etc. The MOC should clearly show a plantation. Only factions or chartered organisations may apply for a 'Royal' licence. Plantation Cost Plot Size Yield per Month Special Small 25DB 32x32 5DB Medium 50DB 64x64 15DB Large 100DB 80x80 30DB Royal Plantation 3000DB >128x128 100DB Charter required 6) Education: This is where the next generation is brought up! This category includes research buildings, lecture halls, libraries, etc. The MOC should clearly show a facility designed for educational purposes. Only factions or chartered organisations may apply for a 'Royal' licence. Corries pay 20% less for licensing and earn 20% more on yield for any educational facility. Education Cost Cost (COR) Plot Size Yield per MRCA Yield (COR) Special Small 25DB 20DB 16x16 5DB 6DB Medium 50DB 40DB 32x32 10DB 12DB Large 75DB 60DB 48x48 15DB 18DB Royal University 3000DB 2400DB >100x100 100DB 120DB Charter required 7) Art and Culture: These include music halls, artist galleries, temples, statues, etc. The MOC should clearly be relevant to art or culture. Governmental buildings that do not clearly belong in some of the other categories (eg. a townhall, an embassy, or similar) are also included in the art and culture category. Only factions or chartered organisations may apply for a 'Royal' licence. Oleanders pay 20% less for licensing and earn 20% more on yield for any Art and Culture property. Art and Culture Cost Cost (OL) Plot Size Yield per MRCA Yield (OL) Special Small 25DB 20DB 16x16 5DB 6DB Medium 75DB 60DB 32x32 15DB 18DB Large 150DB 120DB 48x48 40DB 48DB Royal Gallery 3000DB 2400DB >100x100 100DB 120DB Charter required 8) Mine: (rules updated May 2022) A mine is a piece of land that yields mineral wealth and works a little differently than other property types. Firstly, mines only come in one size - medium. All mines count as x2 towards settlement size and should meet an approximate minimum of a 32x32 stud footprint. A standard mine (Rock Quarry, Clay Pit, Sandstone Quarry etc.) can be built and licensed as normal. Submit your build and license using the property licence form. Select 'Rock Quarry' as the mine type. However; if a builder wants to attempt to uncover precious minerals (see the list below), they must first present a 'prospecting' build. A prospecting build (no size limit) should show your characters prospecting for minerals. Prospecting builds cost 25DB and should be licensed using the property licence form and presented in their own thread (tag @Ayrlego for a speedy response). Prospecting builds will add +1 to settlement size IF the corresponding mine is subsequently constructed and licensed. Leadership will then announce the results of your prospecting build. Results are based on predetermined mineral percentages for each island and a random number selection between 1 - 100. For example: if an island has a 20% chance of striking coal, then 20 numbers will have been predetermined to be coal. You may strike out and hit rock, or you may discover one of the minerals listed below. Prospecting is a gamble. After the results are announced, if the builder then decides to mine the mineral they must create a second MOC to show its extraction. Submit your build and license using the property licence form. Select the appropriate mineral type as the mine type. Mine Type Cost for License Yield per Month Prospect 25DB nil Gold 100DB 55DB Silver 100DB 50DB Mercury 100DB 45DB Iron 75DB 40DB Copper 75DB 40DB Saltpetre 75DB 40DB Coal 25DB 30DB Salt 25DB 30DB Rock 25DB 10DB 9) Forts: Forts are defensive positions, and they protect from raids. Except for Royal Fortresses - which each settlement can have only one of - there is no limit to what fortress sizes can be built in settlements. There is only a maximum number of forts allowed per settlement. This number is dependent on the settlement size: Hamlet - 1, Town - 2, Large Town - 3, City - 4, Large City - 5, Grand City - 6, Capital City - 7 NB: A fort cannot be constructed in a settlement under attack, unless posted at least 18 days before the tMRCA deadline (or four days earlier than the attack deadline). This is to avoid forts being constructed in response to an attack. Forts pay upkeep each MRCA turn. If that upkeep is not paid, the fort is "disabled" until upkeep has been paid. There is no "backlog" of upkeep, the fort will be usable again the next turn that upkeep is paid for. The original starting forts all pay upkeep, except for the SR. They are: Eslandola: Nova Terreli - one royal fortress Bardo - two large fortresses Weelond - two large fortresses Oleon: Breshaun - two large fortresses Eltina - two large fortresses Corrington: Arlinsport - two large fortresses Sea Rats: Bastion - two large fortresses Due to the special status of Bastion as the capital of the Sea Rats, who have no old world capital to retreat to, the three large forts of Bastion are upkeep free. Fortress Size Construction Cost Upkeep per Month Plot Size Stats Special Small 50DB 50DB 16x16 G:2 H:5 C:8 Medium 100DB 100DB 32x32 G:5 H:10 C:20 Large 300DB 200DB 64x64 G:15 H:20 C: 40 Royal 1000DB 600DB >100x100 G: 50 H:60: C:150 Charter required, Limit: 1 per Settlement -
By Sea - Ships and The Monthly Raiding and Commerce Action in the EGS The Age of Sail was mostly about one thing – profit. Those willing to take what the Sea would give them, those willing to haul the bounty of new lands, and those willing to take it from others. In BoBS, a critical part of the game and the storylines is about wealth generation, legal or not. Remember, you can build whatever you want that fits into the theme of BoBS. You do not have to play within the game system if you do not want to! Your stories and builds will still be part of the project! What follows is the rules for the game mechanic that allows builders' ships to make money at sea and in some cases, crush their enemies. It should be noted that all of the mechanisms described below are separate from conflict resolutions or other combat. Note: The MRCA v.2 will be launched shortly. Master Index Licensing Ships (This post) Participating in the MRCA The Ship License Form Example Cruise Licensing Ships To buy a license for a ship, you pay your faction a fee, using the ship license form. All licenses must have a MOC attached to them in order to use that licensed ship in the MCRA. You can build the MOC first, then apply for the license once you have enough DBs to do so. If a builder has no ship licenses larger than a Class 1, he/she is always entitled to a single Class 1-2 license (even if a previous free license ship has been lost). If a vessel is destroyed, we encourage builders to MOC a new vessel for the next license. However, we know that that could be time-consuming, so you can attach a new license to an old MOC that was licensed previously even if it has been long disassembled. Do give your ship a new name though. We can assume that your character(s) went to the old shipwright and bought a sister ship. When MOCing a vessel to fit a license, we highly encourage that builders try to MOC according the characteristics of the ship they are trying to license. Because ship MOCs do not have to stay intact, most people with a fledgling pirate collection should be able to MOC the small and medium sized categories multiple times over. The leadership will consider micro-builds for ships of larger sizes on a case by case basis. Sea Rats only pay 70% of a ship license. Cost Multiplier After 3 licensed ships, the cost of a license goes up. The current maximum of licensed vessels one person can have is 12. Un-licensing Ships You may un-license a ship at any time through the ship licensing form. If you wish to re-license an un-licensed ship, you must pay the original amount (subject to the cost multiplier). Up-licensing Ships If you don't have the DBs available, you may choose to temporarily under license your ship. To upgrade, you must pay the difference. Use the Ship Upgrade form to do so (coming soon). When posting your ship, you must state the licence to which you intend to upgrade it later on. Captured Ships If you capture a NPC ship (one that does not belong to another player) you must MOC that ship before you can take advantage of the license. After having MOCed it, you must fill out the ship license form before using the ship. If you capture a ship belonging to another player, you may use it whenever. If you capture a ship and already own three or more ships, you must pay difference between the original license and the cost multiplier before you can use it. You may sell a captured ship without MOCing it or paying the cost multiplier. If it has not been MOCed, you must of course inform potential buyers of this fact. When a NPC pirate ship captures a PC warship, the warship will not be auctioned. In the case of all other ships captured by NPC pirates, they will be auctioned. When a NPC privateer ship captures a PC ship and war has not been declared between the respective nations, the case will be brought before the courts of the privateer's home nation and resolved by volunteers via a build off (see the Conflict Resolution rules). When a ship labeled "Unknown" captures a builder's vessel, the builder may post a build that throws blame on some NPC privateer (this can be a MRCA result build). A disinterested leader will determine by the roll of a die (1/3 favorable probability) whether or not the build is accurate. If the roll is favorable, the builder will proceed to a build-off with the implicated nation (see above). To take advantage of this possibility, the build casting blame must occur in the same month of the capture (i.e. if the MRCA was the February MRCA, the build must occur in March, and the build-off, if applicable, will occur in April). If a builder's last Class 1 or 2 ship is captured by a NPC and the builder has no larger ships, he is entitled to a free license and will be given the opportunity to retrieve his ship without action being taken concerning it (as above). Buying Ships You may buy ships from other players. To pay the other player, you must fill out a transaction form. If the ship was a captured ship and has not yet been MOCed, you must MOC it before you can use it. You must fill out the ship license form for any ship(s) you buy. No DBs will be subtracted, except in the case of the cost multiplier. Ships bought from another player are subject to the cost multiplier. Prize Court See here for more details. Independent Contractors Sea Rats (and only Sea Rats) can call upon an independent contractor for help with a piratical mission. At the cost of 1/5th of the profit, a Sea Rat can hire a randomly rolled 1-3A vessel to tag along. For 3/5ths of the profit, a Sea Rat can hire a randomly rolled 4A-5HA vessel to tag along. Independent contractor ships may be used as escorts or predators. All players sailing in conjunction with an independent contractor must give up 1/5 or 3/5s of their share (as applicable). Ship Characteristics Speed (S): This dictates how many ports a ship can visit during a Trade Run, and how likely your ship is to escape when being chased. Guns (G): This is the ship’s attack and defense characteristic. Roughly, one G rating equals 4 guns. Your MOC should conceivably be able to hold the amount of guns that your license entails. Creative license is allowed here of course. Crew ©: This is the amount of men on your ship, and in a boarding action they will be relied upon. Roughly, one C equals 5 men. A 0 crew is the captain and a few choice men. Creative license is allowed here of course. Cargo ($): This is the space the ship has for hauling goods. One $ allows the vessel to carry 10% of the total trade value of a settlement. Hull (H): This is the strength of the vessel. The Hull statistic is only used in raiding and attacking fortresses, or in special circumstances between warships. Possible Opponents (PO): This is the number that a ship can fight in one battle. Escorts need high PO or more escorts will be needed when fighting off groups of attackers.
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By Land - Maps, Properties, and Settlements in the EGS Master Index About Properties About Settlements Transaction Reporting Web Form Property License Web Form Our Dynamic World These are not the final maps! There is much more to discover in this world. For this reason the maps will change as new voyages of discovery are waged, accidental discoveries are made, and New World peoples reveal their geographic knowledge. There is the Old World and the New World, but it is theorised that many continents and islands lay in the unknown, and all of them may hold treasure. The Old World Northern Halos and the Madrice Peninsula (The Starting Map) Southern Halos and the Forbidden Kingdoms The Sea of Storms and Crossing to the New World The New World The Sea of Thieves Region (620AE Edition) The Prio Sea Region (620AE Edition) The New Haven Sea (621AE Edition) Map Archive Local Maps Check out the Settlement Index for a comprehensive list of known New World Settlements with more maps and location specifications.
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BoBS History and Background Thread
SkaForHire replied to SkaForHire's topic in Brethren of the Brick Seas
Religions of Oleon and most of the Madrice Peninsula The Order of the Faith worships the Aplynacian Gods, of which there are 3, along with a cast of lesser deities and demi-gods who are mentioned in the lore. It is said that first, there was Chaos. Then, the Titans were birthed of the Chaos, and the world was forged at their hands. Then, came the three main Gods, the brothers Zeus, Poseidon, and Hades. These three, seeing the barbaric nature of the Titans, overthrew the evil Titans and sentenced the foulest of them to the cursed realm of Tartarus. The heroic Gods then divided the world between them. To Hades, the eldest God, went the Underworld and all that emerges from beneath the ground. To Poseidon went the seas and all that is derived from them. And, Zeus, the youngest, but the most powerful and righteous, claimed the heavens as King of the Gods, and took the great Mount Aplynacus as his residence and as the court of the Gods. All three shared the earth, where mortals were allowed to live. They now rule the mortals benevolently, ensuring that the evil influence of the Titans holds no sway in their hearts. There are many tales and texts relating the often confusing and contradictory mythos of The Faith, These legends are disseminated and approved by the ever-present Order of the Faith. The Order holds great power in Oleon, and has secured its hold over the people through a variety of methods. The Clergy offers public sermons in Cathedrals and Temples to the gods, and holds feasts and festivals on holy days, while its covert operatives employ more clandestine approaches, such as silencing vocal non-believers and heretics, and bribing/blackmailing dissenting public officials. The Order of the Faith also owns great swaths of land, especially in New Oleon, where they act as the de facto government. They even fund missionary and conquistador voyages to spread their beliefs and influence to the new world. The Order's internal system of organization is confusing to an outsider, however, a simple rule of thumb is that Clerics of Zeus hold the greatest power, followed by Clerics of Poseidon, and then Clerics of Hades. Clerics of Zeus hold the greatest influence in the Old World, however Clerics to Poseidon have proliferated and grown in power in the Colonies. Clerics to Hades are a strange bunch. They dress in red and are seldom seen save for at funerals. The Clerics of Hades are often those who carry out the Order's less savory activities, and have the power to declare a heretic or enemy of the Order "Already Dead." and execute the sentence. Clerics in the Order of the Faith wear white or grey robes, although Clerics to Hades always wear red or black robes (which further puts them at odds with Corringtonians, who wear their sacred colours with no respect for the gods.) It is not uncommon for the less fortunate clerics, and missionaries to wear brown or tan in the absence of white or grey robes. It is unknown who leads the Order, however, more likely than not, it is an assembly of the High Priests. -
Economic Game System Brethren of the Brick Seas is not only an open building community story project, but also a series of games and challenges. One of the main games within BoBS is the Economic Game System, the everyday economy of the BoBS world. No one is obligated to participate in the Economics Game System, and free builds and challenge builds by a builder not participating in the EGS will still earn the faction DBs and FIPs. Likewise, hiring a privateer builder who does not participate in the EGS will still cost DBs, but these DBs will be removed from the game. Master Index By Land - Maps and Properties in the EGS By Sea - Ships and the Monthly Raiding and Commerce Action in the EGS Money 1) Doubloons (DBs), the basic currency, can be earned by both individuals and factions. Doubloons can be used to buy more entries into some challenges, to change factions, to buy “forgiveness” from other factions, to set up resource gathering operations, to buy ships, property, etc., and are the general currency for the individual builder. 2) Personal Influence Points (PIPs) are used to determine each individual builder’s score. For every one Gold Doubloon earned, a builder earns one PIP. Additionally, a builder can earn PIPs without earning DBs. PIPs are not lost when DBs are spent; the only way PIPs are subtracted is A) a gambling loss, B) buying extra entries into a contest, or C) a PIP reset. PIPs are used to determine “winners” for each cycle and other challenges. 3) Faction Influence Points (FIPs) are used by a faction to unlock certain events, seize territory, influence global elections, and other deeds as the project continues. A faction has as many FIPs as the total PIPs of all its members during a cycle. Left over FIPs are banked after the cycle is over, but do not count towards determining a winning faction for the next cycle. Note: Scores are kept by leadership in the account sheets, but you are welcome to keep track of your account on the side as well. Earning and Spending Money 1) Introduction – Posting your sig-fig will automatically earn you 25 DBs. If you build an introductory MOC to go along with it, you can submit this as a freebuild (see below). 1) Major Challenges – These are the main storyline challenges that will happen every 1-3 months. These are judged by the faction leaders and will result in the earning of FIPs, PIPs, and DBs. 2) Lesser Challenges – These are challenges that may be between two or three factions, or may be for one faction only. These are not major storyline changing events. These are usually created by the project leaders, but as the project progresses, others will be invited to create new challenges. Certain minor challenges will include DBs, FIPs, and PIPs. 3) Freebuilds – These are the everyday builds not associated with a challenge. Each freebuild earns points or DBs for your faction. These are calculated monthly by leadership. The first two freebuilds a month will earn a builder 10 DBs per build, the next two earn 5 DBs, and any more freebuilds during the same month will earn the builder 2 DBs. You must fill out a webform for your freebuild to be counted (see the Master Index). 4) Gambling – A builder may gamble against another builder over anything. Any amount of DBs can be gambled, but if lost, the builder also loses PIPs. Winner of the wager has the responsibility to report the gambling outcome to the administrators through the transaction forms. 5) Payments – A builder can receive a payment from another builder. These must be registered via the Transaction Form (see the Master Index). Any legal payment (on the books) is taxed by your faction. Remember, smugglers may be brought to court if caught! 6) Monthly Paycheck – This is the income through properties owned, titles and stipends, and the result of the Monthly Commerce Raiding Action. See the Land and Sea threads for more information. 7) Resolution -- Conflict Resolution may involve DB transfers. See the Conflict Resolution post for more details. Taxation Although it sounds like no fun, taxes are an important way of increasing your faction’s overall score. The money in your faction’s coffers can go to escorts ships, warships, fortresses, purchasing land, making treaties, etc. Taxes: Each faction can lower or raise its tax rate through its administrative body. The Sea Rats can levy taxes in this way on their members. Taxes will be automated so that they are automatically deducted from the players' account every month that the tax is in place. However, additional and more specific taxes must be paid for through the Transaction form (see the Master Index). For example, a nation could put a tax on shipwrights. Maybe it is a one-time tax, or a recurring tax. Failure to pay taxes will have different penalties per faction. Most often this will result in the suspension of your membership (no protection from faction forts/ships) until back-taxes are paid. Suspended members might not have a chance to participate in faction challenges, win prizes, etc. Trade Companies Participate in monopolies, joint stock ventures… and shape the future of the world. In the beginning, there are only two major Trade Companies, both Eslandian. Both carry their own membership requirements and rewards. Merchant companies will have greater income from some trade items - part of their monopoly. Unlike reality, a monopoly does not mean that other members of that faction cannot participate in that industry (unless your faction has more specific rules). The base rule for establishing a Trade Company requires the following MOCs: A Warehouse A Trade Headquarters A Trade Ship After these builds are complete, you can apply via your faction’s rules to your faction leaders. Each faction of the Brick Seas can grant three charters for trade companies. (NB: For story purposes, any player or group of players can create a trade company IC, although without the charter, it will not mechanically count as a chartered trade company)
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Brethren of the Brick Seas (BoBS) Rules thread.
SkaForHire replied to SkaForHire's topic in Brethren of the Brick Seas
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This is the scorecard for BoBS. In this post we will immortalize the winners of challenges, state the faction scores, and post the current player scores and bank account values. Current Score: Corrington: 2108 FIP 1658 DB Eslandola: 1396 FIP 1105 DB Oleon: 856 FIP 706 DB Sea Rats: 834 FIP 374 DB Challenge Winners: Challenge One 1st: Corrington 2nd Eslandola 3rd Oleon 4th Sea Rats Faction Accounting Posts: Corrington: Eslandola: Oleon: Sea Rats:
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Brethren of the Brick Seas (BoBS) Rules thread.
SkaForHire replied to SkaForHire's topic in Brethren of the Brick Seas
Conflict Resolution Inevitably, conflicts will arise. We have provided a few ways for resolution, though no builder is required to accept a certain one. Conflicts between factions will be handled via the warfare rules. (Coming Soon) Small Conflict Resolution Definition of Small conflict: An in-game world situation in which a builder or small group of builders conflicts with another builder or small group of builders. IE: Rex the pirate wants to find and sink Bill the Eslandolian. Rex and Bill would talk it over and figure out how best to resolve this conflict. We encourage you to MOC the various resolution steps. Resolution Options: Talk it out. For example, Rex and Bill could have agreed to stage a series of builds where Rex finds Bill’s ship, sinks it, and takes Bill prisoner. Can't come to an agreement like that? Or just want a bit of random chance? Official Conflict Resolution Steps: Note: If an official conflict resolution step is taken, the participants agree to live with the outcome of the resolution. 1) Duels – One to one combat. A challenger publicly challenges another builder, and the builder can accept or decline. Duels are judged by a panel of three judges. Each builder chooses one judge, and the two must agree on the third judge. Judges receive 5 DB per duel judged (max 20 DBs/PIPs per month). Duelists agree on an amount of DBs (with a matching number of PIPs) to wager (minimum of 10 DBs). Winner takes all. Loser receives 5 PIPs for participation. Duelists are responsible for reporting scores. Max one duel per week per builder. 2) Build-off – A specific system of dueling, with up to four builders per side. Builders must choose a theme (which must relate to the conflict at hand). Build-offs last one month. Default size is 32x32, but builders may choose a different limit. A thread announcing the Build-off, terms, and end date - and perhaps a little bit of background about the conflict, will be posted by one participant. The other participants will each post to that thread agreeing to the terms. Before the deadline, all builders participating will post their build to the same thread. After the deadline, a moderator/regulation/faction leader should be contacted to create a voting thread. The vote will stay open one week, and all members of Eurobricks will be invited to vote to determine the winning side. All entries should be judged for build quality (30%), story (30%), presentation (20%), and fitting the challenge (20%). The winning side resolves the conflict in their favor. 3) Game of Chance – This is a simple dice throw or a series of dice throws. Two individuals or teams agree to a game of chance. Each side gets one dice of the same type; higher value wins, ties are re-rolled. Participants can agree on any modifiers they wish, but if no agreement is met, then a straight dice throw will be used. If the participants cannot find an impartial judge to roll dice for them, then a faction leader can do so. The winner resolves the conflict in his/her favor. 4) Court Arbitration -- Each faction has a court system of some sort. Both parties have to agree to take an issue to court. Once they have agreed, they must abide by the ruling. See your faction thread for more details. Courts can award DBs from one person to another or impose fines. 5) Ship to Ship Combat – Coming Soon. Warfare Coming Soon- 4 replies
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BoBS History and Background Thread
SkaForHire replied to SkaForHire's topic in Brethren of the Brick Seas
Jameis Farstrider's Guide to the Madrice Peninsula (WIP) Altonia Demonym: Altonians Flag: Founded in 362AE, Carno Demonym: Carnites Flag: Founded in 355AE, Corrington Demonym: Corlanders Flag: Founded in 106AE, Corrington is one of the Great Four nations of the Madrice Peninsula. Eslandola Demonym: Eslandolans Flag: Founded in 359AE, Eslandola is one of the Great Four nations of the Madrice Peninsula. 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. Garvey Demonym: Garvians Flag: Monarch: Leopaldis IV Capital: Kieg Colonies: Prinport, Holder’s Rock, in the Sea of Storms Founded in 363AE, Garvey has a history of standing up to larger nations. Winning three major wars against Mardier, including its independence, and one major war against Eslandola in 470AE, the Garvians are considered tough fighters and elusive sailors. Garvey has long been a nation of smugglers, which is one of the reasons it has had such good relations with sea scum such as the new faction of outlaws and adventurers known as the Sea Rats. In recent years, some have called the small nation “The Fence of Madrice” because the lack of trade laws and customs enforcement has given the Sea Rats a legitimate nation to distribute their plunder. Most of the transfer of goods happens at the tiny island in the Sea of Storms called Holder’s Rock and its one city, Prinport. The city is well guarded, and well protected for a Garvian city. All nations are welcome to trade there. Mardier Demonym: Mardierians Flag: Founded in 103AE, Mardier is one of the Great Four nations of the Madrice Peninsula. Namere Demonym: Nami Flag: Founded in 403AE, Oleon Demonym: Oleander Flag: Founded in 106AE, Oleon is one of the Great Four nations of the Madrice Peninsula. Pontilla Demonym: Pontillans Flag: Founded in 106AE, Varcoast Demonym: Varcosians Flag: Founded in 106AE, -
Brethren of the Brick Seas (BoBS) Rules Thread What is BoBS? Brethren of the Brick Seas is a building community on Eurobricks open to all who wish to join. This is a maritime-oriented world where the technology level is parallel with the historical Age of Sail. There are currently four factions. Each member joins a faction, and builds to win points for their faction and for themselves, and to better their building skills. At any given time of the year there may be one or more building challenges where a builder may win recognition and sometimes prizes. On top of this, there is also a game mechanic that allows players to earn more gold and power for themselves and their faction. Check out the Master Index for links to the other rule threads. Building in BoBS Starting Off: Join a faction and get to work building and creating in the world of BoBS by posting a sig-fig in your chosen faction thread. You are not required to play the game mechanic (the EGS), but this is the way scores are kept for those who want to keep score. Nonparticipants in the EGS will still help their faction earn points. If you do choose to participate in the EGS, you will receive 25 DBs upon posting your sig-fig. If you build an introductory MOC, post that as a freebuild (see below). Freebuilds: A freebuild is a MOC that is not associated with any challenge. You may build as many of these as you wish! If you want the freebuild to count towards your and your faction’s score, then you will have to post it in its own thread, and a link to the build in the freebuild registration thread. Finally, to help the leadership keep score, you will report the build through a web form. See the Master Index for links. Challenge Builds: These are MOCs that have specific rules attached to them in order to participate in a challenge. These have their own type of reporting, depending on the challenge rules. Anyone is welcome to host a mini-challenge. However, to avoid too much overlap, we ask that you coordinate timing with leadership. A few basic limitations: 1) Fit in the time period. This would be the Age of Discovery to about 1830. Please, no steam ships! 2) You cannot infringe on another person’s story without their permission. IE: You can’t rob, plunder, and kill another player’s characters or property without first agreeing with the player to do so. There are plenty of resolution methods to help settle disputes or perhaps two or more builders want to plan out a story arc where some of their property is attacked by the other -- this is fine. Exceptions – MCRA results (see the MCRA Thread for more details), or squatting (see the Property Thread for more details). 3) MOCs should be appropriate for all of Eurobricks' audience and posts should comply with the TOS. 4) Digital building is permitted, but although you may enter challenges digitally, you will not be elegible for winning any physical prizes. Hints: 1) Life’s better with a mate(s)! Work with your team! Your faction has special rules, intricate politics, and claims on certain islands. Knowing how your team works and working on group projects, trade runs, and goals will help you get the most out of this roleplaying/building game. 2) I want to be Governor of the whole New World! Hold off on starting your own colonies for a little bit. It will be very tempting to start your own colony and get to work, but it might be more beneficial to work with a few other builders to build a colony. In the EGS your nations revenue is based upon how strong their colonial possessions are. In order to get earn more money, colonial settlements need lots of buildings. Trying to build a major settlement by oneself will be difficult. The Sea Rats are a little different here, and it may be in their best interest to create their own pirate nest early on. 3) It is only a game, and many people treat it as a roleplaying game. So don’t be mad at your fellow builders! Talk out your problems. Some people may just be “playing the role” of a dastardly and vile pirate, scum, or cheat, but in real life, they are probably pretty swell. Let’s keep it fun!
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BoBS History and Background Thread
SkaForHire replied to SkaForHire's topic in Brethren of the Brick Seas
A Brief History of the Madrice Peninsula A brief history of the Madrice Peninusla can shed some light on the geopolitics of discovery and colonization of the present. Traditionally, the peninsula starts with the two nations of Pontilla and Varcoast, although these two nations are much more similar in language and culture to those of the continent proper. Oleon is the first major nation as one moves east along the Madrice Peninsula. The region had been part of the province of Madrice under the Great Empire which broke up in the year 0 AE. For a hundred years Madrice was its own empire, but for the most part, it was a weak confederacy. The easternmost portion, sometimes called the Great Triangle, became more distanced by 103 AE, and soon the nation of Mardier was born of that whole portion of the peninsula. Back on the neck of the peninsula the death of King Pontis led to the creation of four nations, Corrington to the Northeast, Oleon in the center, and Pontilla and Varcoast to the South. From the first day Corrington and Oleon became enemies. At the signing of the Treaty of Pontsvil, where the four nations had divided themselves almost peacefully, the tone was soured when Prince Ahmon of Corrington murdered King Arltrees of Oleon. This set up the long feud that still exists to the this day. Whereas the southern nations kept most of their territorial integrity, despite some Oleonder aggression, the border between Oleon and Corrington often shifted by 50 to 100 miles in each war, and there were many wars between the two. The most destructive war was the War that Time Forgot, or the Mardierian Intervention as it is known to the rest of the peninsula. The war started in 258 AE, and by 325 AE Corrington had captured most of Oleon to the gates of its capital, Granoleon. It was a marriage of the Oleonder king’s second daughter to the prince of Mardier that finally brought relief to Oleon. The Mardierians invaded the western portion of the peninsula, taking much of Corrington’s land, some to this day still held by Eslandola, and forced a peace in 352 AE. Unfortunately for Mardier, this was the beginning of the end of its dominance of the Great Triangle region. After raising too many taxes to fight the Corlanders, many regions revolted. This created the nations of Namere, Carno, Garvey, Baldondia, and most importantly, Eslandola. The history of the Peninsula since the Mardierian Intervention has been one of warfare, political maneuver, and intrigue. Although Corrington and Oleon continued to fight on and off, the nations of the Great Triangle fought fewer wars with the “Red” and “Blue” Kingdoms. Oleon’s biggest success was the union of its own monarchy with that of the nation of Guelph. In 459 AE, after a small civil war, Guelph was conquered and Oleon became two kingdoms within the same Empire. New Oleon sits further to the south in a region called the Midlands. These conquered peoples have merged into Oleon society almost completely. Corrington expanded slightly over the last 100 years. After many wars with Oleon and its allies of island states that surround the Penninsula, Corrington was finally able to take over almost all of these small nations, including the nation of Balondia on the Great Triangle. This would play greatly in their attempts on New Terra. Meanwhile Eslandola became the power broker of the Great Triangle region, and Mardier was relegated to fourth strongest nation on the peninsula. With the discovery of the Basker Islands and Terraversa in 511, Mardier regained some of its former glory. Terraversa was a rich island, having both moderate mineral wealth and the capability to grow both Tobacco and Sugar. Its strategic location meant that only the Mardierans could venture to the fabled New Terra. The other main nations were able to take a few islands discovered later within the Sea of Storms, but nothing close enough to get to New Terra, thus keeping Mardier’s monopoly. Still, the Eslandolans became the masters of trade in the region, their ships plying the waters of every corner of the Old World. Where Corrington and Oleon spent on warfare, science, and conquest, Eslandola spent on merchant marine, ships, and better ports. Then in 595, the death of King Harln of Mardier opened doors for Eslandola. With so many petty lords trying to rise up and claim the throne, the Viceroy of Terraversa had no direct master. Agnal Oldis sold entrance rights to his port to the highest bidder, and almost every nation of the Madrice Peninsula, large and small, tried to buy these rights. As the prices went up, only the largest nations could afford it. From Kings Port, Terraversa, the intrepid Eslandolan explorer Cato Calrelli bravely sailed East and found the isle of Nelisa. On that island, there was rumored to be more gold than anyone could imagine. With that gilded rumor, the nations of the Peninsula began a quest of conquest in New Terra. -
BoBS History and Background Thread On this thread you will find articles that relate to the history and background of the world that Brethren of the Brick Seas takes place in. Index: Madrice Peninsula (Where Corrington, Eslandola, and Oleon are located) Brief History of the Madrice Peninsula Jameis Farstrider's Guide to the Madrice Peninsula Religions of Oleon and most of the Madrice Peninsula Wars of the Madrice Peninsula Halos: Religions of Halos The Middle Empires New Terra: Journals of Cato Calrelli The Founding of Bastion and the Original Articles of the Pirate's Court. Maps: Madrice Peninsula and much of Halos (This post) The Crossing General Background of Brethren of the Brick Seas The year is 615 AE and this is the dawn of a new era. For the first time in the history of the continent of Halos, new lands have been discovered. Even more shocking, the Halosians are not alone in the world. Once thought to be a flat plane, where monsters roamed the edges, the world is now believed by most geographers to be most certainly round. This was proven first with the discovery of Terraversa by the Mardierian explorer, Ardmond Basker. For 100 years the Mardierians have held Terraversa as a far off gateway, keeping all others out and not allowing the information of the world to the east, or New Terra, to permeate into the rest of Halos. At almost a 1000 miles from the next island in the Sea of Storms, the island remains a most crucial point on the voyage into the unknown. As time went on, other nations of the Madrice Peninsula began to search the seas for other islands and their potential riches. South of the Basker Islands, Corrington took Tiberia, an unforgiving rock just outside of the much more lucrative tropical zone. Oleon found LeBellan, the jewel of the Sea of Storms. LeBellan sits right inside the tropical zone, and produces sugar in vast quantities. 56 years ago Eslandola took possession of An Holli and An Toli, two smaller islands south of LeBellan, both sugar producing as well. Despite gaining footholds in the Sea of Storms, the other Madrician nations were unable to voyage beyond Terraversa. This all changed with the death of King Harln of Mardier, and the vast civil war that began in the country in 595 AE. Instead of looking to gain territory from Mardier’s mainland, the Eslandolans approached the Viceroy of Terraversa and paid him handsomely for permission to trade at the island. The Viscount took it further and allowed ALL nations to pay for the privilege to visit his island. Twenty years later, as the civil war continues, Terraversa has become a defacto independent state. The Viscount’s son, Miro Oldis, now runs the island, and his father’s policies live on. It is not certain if the Mardierians will reestablish their colony or not after the war, but it may be too late. In 597, intrepid Eslandolian explorer Cato Calrelli sailed east from Terraversa into the unknown. Thought to be suicidal at the time, the voyage ended 70 days later when he returned with the news that he had found more of New Terra. He claimed the land for Eslandola, and soon the Kingdom of Eslandola was the leading nation in colonization. In 605, news circulated throughout the Madrice Peninsula that the Eslandolans had found gold on their island of Nellisa, and this set off a thirst for expansion and exploration never before seen. With Terraversa as a launching spot for new expeditions, Corringtonians, Oleanders, Eslandolans, along with some Garvans, Mardierans, and Carnovans made their way towards New Terra. Many found themselves unable to find supplies at Nellisa, the Eslandolans baring even some of their own from landing on the island. These vagabonds headed south, where a new isle was found, one with few resources, but great defensive harbors. Soon, the Sea Rats had a home. Angry that they had been dispossessed and had not found aid, many turned to vengeance on the Eslandolans by becoming pirates, and many of these pirates began to prey on all nations, and even their fellow pirate. Besides Terraversa, where the Atwi tribe lives, no new natives have been found yet. The islands beyond Terraversa have so far all had strange abandoned settlements upon them, and some sailors say that there is a whole new nation of people in these far waters, but no one has recorded seeing a non-Halosian or Atwi person yet. This brings us to the present. Oleon and Corrington have both issued rewards for the first permanent settlement “Beyond the Line” (beyond Terraversa). They are willing to bring their navies to New Terra if they only have a settlement to resupply at. Eslandola is calling for its own people to venture into the unknown and find wealth and fortune in the name of Eslandola. But the Sea Rats lurk in all the waters of New Terra, waiting for opportunity, and despite the world seeming more round than ever, some say those old sea monsters still exist in the uncharted lands of the East.
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Brethren of the Brick Seas (BoBS) Introduction and Starting Thread (Just looking for the Master Index?) What is it? The simple answer is that it is a building community on Eurobricks that is open to all who wish to join. We tell stories about a maritime-oriented world where the technology level is parallel with the historical Age of Sail. There are currently four factions. Each member joins a faction, and builds to win points (Gold doubloons and influence points) for their faction, themselves, and to better their building skills. At any given time of the year there may be one or more building challenges in which a builder may win recognition and sometimes prizes for themselves. On top of this, there is also a game mechanic that allows players to earn more gold and power for themselves and their faction. Background: The year is 615 AE (After Empire) and this is the dawn of a new era. For the first time in the history of the continent of Halos, new lands have been discovered. Even more shocking, the Halosians are not alone in the world. Once thought to be a flat plane, where monsters roamed the edges, the world is now believed by most geographers to be most certainly round. This was proven first with the discovery of Terraversa by the Mardierian explorer, Ardmond Basker. For 100 years the Mardierians have held Terraversa as a far off gateway, keeping all others out and not allowing the information of the world to the east, or New Terra, to permeate into the rest of Halos. At almost a 1000 miles from the next island in the Sea of Storms, the island remains a most crucial point on the voyage into the unknown. As time went on, other nations of the Madrice Peninsula began to search the seas for other islands and their potential riches. South of the Basker Islands, Corrington took Tiberia, an unforgiving rock just outside of the much more lucrative tropical zone. Oleon found LeBellan, the jewel of the Sea of Storms. LeBellan sits right inside the tropical zone, and produces sugar in vast quantities. 56 years ago Eslandola took possession of An Holli and An Toli, two smaller islands south of LeBellan, both sugar producing as well. Despite gaining footholds in the Sea of Storms, the other Madrician nations were unable to voyage beyond Terraversa. This all changed with the death of King Harln of Mardier, and the vast civil war that began in the country in 595 AE. Instead of looking to gain territory from Mardier’s mainland, the Eslandolans approached the Viceroy of Terraversa and paid him handsomely for permission to trade at the island. The Viscount took it further and allowed ALL nations to pay for the privilege to visit his island. Twenty years later, as the civil war continues, Terraversa has become a defacto independent state. The Viscount’s son, Miro Oldis, now runs the island, and his father’s policies live on. It is not certain if the Mardierians will reestablish their colony or not after the war, but it may be too late. In 597, intrepid Eslandolian explorer Cato Calrelli sailed east from Terraversa into the unknown. It was thought to be suicidal at the time, but he returned 70 days later with the news that he had found more of New Terra. He claimed the land for Eslandola, and soon the Kingdom of Eslandola was the leading nation in colonization. In 605, news circulated throughout the Madrice Peninsula that the Eslandolans had found gold on their island of Nellisa, and this set off a thirst for expansion and exploration never before seen. With Terraversa as a launching spot for new expeditions, Corringtonians, Oleanders, Eslandolans, along with some Garvans, Mardierans, and Carnovans made their way towards New Terra. Many found themselves unable to find supplies at Nellisa, the Eslandolans baring even some of their own from landing on the island. These vagabonds headed south, where a new isle was found, one with few resources, but great defensive harbors. Soon, the Sea Rats had a home. Angry that they had been dispossessed and had not found aid, many turned to vengeance on the Eslandolans by becoming pirates, and many of these pirates began to prey on all nations, and even their fellow pirate. Besides Terraversa, where the Atwi tribe lives, no new natives have been found yet. The islands beyond Terraversa have so far all had strange abandoned settlements upon them, and some sailors say that there is a whole new nation of people in these far waters, but no one has recorded seeing a non-Halosian or Atwi person yet. OW NORTH Series Map This brings us to the present. Oleon and Corrington have both issued rewards for the first permanent settlement “Beyond the Line” (beyond Terraversa). They are willing to bring their navies to New Terra if they only have a settlement to resupply at. Eslandola is calling for its own people to venture into the unknown and find wealth and fortune in the its name. But the Sea Rats lurk in all the waters of New Terra, waiting for opportunity, and despite the world seeming more round than ever, some say those old sea monsters still exist in the uncharted lands of the East. All factions await new souls to take on a role in the New World. Who will win in the end? Nobody knows, but for sure the sea will play a large role in deciding the fate of these rich new lands. She can be a cruel mistress to those who do not respect her, indeed, and the only guarantee in this world is that salt will run through your veins as you become part of the Brethren of the Brick Seas. The Crossing Series Mapd How this works: Builders pick a faction - this is your faction until the next “open period,” so make sure to pick a character you like. You will be able to change factions with enough personal influence points (PIPs), but that take a while. Your builds do not have to display your signature figure, but we encourage it! You also may build MOCs in other faction’s territory, so building is not limited to one style. There will be an “Era” of story and challenges, which will end with winners being determined in a few different categories. The contests and stories told during an era will influence the map, the history of the world, and future challenges. When a era is completed, points will be reset, but Factions and builders will keep their “gold doubloons.” (DBs) Builders and factions alike seek fortune. This project setting revolves around two currencies that are earned by building and winning competitions. This is the economy of the project. We understand that not every builder will want to play this game, and a builder can opt out of playing altogether, or only participating in the game when they choose. Free Builds that enhance the community’s story are always welcome. Even if a builder opts out of playing the "Economic Game System" (EGS), their freebuilds will earn their faction Doubloons and Factions Influence Points. Please see the rules thread for more details on how the economy works. Factions: The Kingdom of Eslandola STATUS: Open for new members SCORE: 0 DBs | 0 FIPs The Empire of Corrington STATUS: Open for new members SCORE: 0 DBs | 0 FIPs The Empire of Oleon STATUS: Open for new members SCORE: 0 DBs | 0 FIPs The Sea Rats STATUS: Open for new members SCORE: 0 DBs | 0 FIPs What you need to do now: Take a look at the faction threads. Pick a side and sign up in the faction thread with your signature figure (sig fig). It helps to have a back story! Can I have more than one character? Yes! Although one should be your sig fig and your main character, you can have as many other characters as you wish. The world needs populated after all! A starting challenge: This is open to everyone to complete once, and 25DBs will be awarded to the builder for completing the task. Build your sig fig and place them in a setting in our world. It can be in the colonies, in the motherland, at sea, anything you would like, but make sure to show the figure clearly and demonstrate the profession you have chosen for them in some way. (IE: if you decided to play an explorer, maybe you will place them on the bow of a ship looking out to sea with a spy glass.) Any profession that existed during the enlightenment is fine, along with a few other professions that would be a reasonable fit. If you are playing in the EGS, then there are a few character traits that you may want to consider here. How are scores kept? Each month, a pinned thread will help us keep score. After you complete a build (which should have its own thread, no matter if it is a free build, a duel, or a challenge build) you need to post in this score keeping thread and use a leadership-supplied link to a webform to help us keep score. In the thread, post your name, faction, and a link to your build (and the challenge it belongs to) in the thread. Please only use one post per topic, and just edit the thread when you build something else. At the end of the month, a project leader will tally up the scores and update the “Hall of Fame and Score” post for each faction. Please be patient for updates, we are not being paid for this. Scores will be displayed as follows: Name: DBs, PIPs, (PIPs achieved this cycle) IE: Skaforhire: 5DB, 5PIPs, (2PIPs) Current faction score is kept by adding all member’s totals within the parenthesis minus any expenditures the faction has made during the cycle. What can be bought with points and doubloons? A lot. The list will grow over time with more specifics, but since we are just launching this project, here are some of the examples without specific details: DBs: Position within trading guilds, rank in certain factions, a letter of marque to join another factions war against a third faction, a licence to sail a vessel in the raiding action, gamble, etc… FIPs: A newly discovered island, win a war between factions, buy DBs for the total score, open up a new portion of the map just for your faction for a few months, etc… The Map: The map is a part of the storytelling mechanism. As you can see, it is not totally defined yet. This will change as time goes on. New portions of the New World (and some of the Old) will be uncovered through events, challenges, and other parts of the project. New islands will be claimed, older territories will be taken in war, and the map will stay dynamic throughout the story. Builders will have the map revealed to them over time, and they will help decide what lands are conquered. With that said, the first part of our story will take place in New Terra. Your character should probably have some feasible connection that would lead them to that region, or it may be hard to really participate in the early challenges. A baker back in Eslandola’s capitol city is probably going to have little interaction with things going on in New Terra. We will eventually have challenges that happen on the mainland, and different story events “back home,” but we are emphasizing the pirate theme and its nature primarily in the first part of this project. Once a firm piratical lore and history is established, more aspects of Enlightenment era politics, war making, and commerce will emerge. Rules Thread History and Background Thread The Scorecard Thread
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Brethren of the Brick Seas Poll
SkaForHire replied to SkaForHire's topic in Brethren of the Brick Seas
Hold your horses. -
I had quite a few orders in, all of them cancelled :(
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Brethren of the Brick Seas Poll
SkaForHire replied to SkaForHire's topic in Brethren of the Brick Seas
Not exactly, these are recommended styles, but I am sure each faction has some part of the territory they control that would allow them to have almost any variation in building style, terrain, and even in some cases, uniforms. -
BoBS Needs your help brainstorming ship types!
SkaForHire replied to SkaForHire's topic in Brethren of the Brick Seas
Again, just wanted an idea of what people perceived as worthy ships. It won't be realistic, as that is impossible. Also, not a lot of nautical terms here either -- masts, guns, size and crew is very basic.