Search the Community

Showing results for tags 'avalonia'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

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

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


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


Which LEGO set did you recently purchase or build?


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Location


Interests


Country


Special Tags 1


Special Tags 2


Special Tags 3


Special Tags 4


Special Tags 5


Special Tags 6


Country flag

Found 521 results

  1. I thought I'd never been able to finish that build in time for the challenge...It's my biggest MOC so far, and hands down my most complex one. I don't even know how many trials and errors it took before those wings actually looked like wings! Anyways...here is my entry to the GOH Anniversary 2nd count down challenge, in the "Ancient Wonders" category. --------------------------- The build: A druidic mausoleum, deep in the Enchanted Forest of Avalonia... --------------------------- The story: Chronicles of Embervale Episode 2 - the Moonbird Mausoleum Read the previous episode Featuring… Alrune The Elf Maiden, Lady of Embervale, mage Dresghar The Chronicler, her uncle, erudite Evrart A soldier Ancient heroes, long forgotten "Uncle, would you please pay attention?" Alrune cried out, desperately trying to drag him away from the lute he was tuning. "I’m reading you a message from mom!" "What does my august sibling want?" he asked, out of pure courtesy. "She wants a heart." How great, this time he did react: he was raising an eyebrow. "A heart? Well, I knew she didn’t have one, but I thought she was unaware of it," he sneered. "And not just any heart. She wants the heart of some girl named Lloergan. It seems to be important for her - she even says please. Twice! As if I had nothing better to do than…" "Lloergan, you said?” Dresghar interrupted. "That’s interesting. What else does she say?" "Nothing. She has just included an antique map, with a red..." He snatched the map from her before she could finish her sentence. She rolled her eyes – with him, there was no such thing as a middle ground. Seconds ago he did not give a damn, and all of a sudden he was like a kid on Midwinter morning. "Druidic. From the First Era, I’d say. Most probably authentic," he mumbled, inspecting the map. "So what?" "So it’s likely to show the actual location of Lloergan’s mausoleum, sweetheart." "Holy pretzel, Uncle! Am I supposed to understand what you’re babbling about? Who’s that girl?" He cast her a bemused look. "What, you’ve never heard about her?" She let out a sigh as a few notes suffused, and he began to sing an hour-long epic drama – the story of Lloergan. It was a rather classic legend, featuring an impossible romance, feuding families, and many curses. But in the end, it all boiled town to a shapeshifter, a druid of ancient times, who gave her life protecting her people from an – of course – evil sorcerer. After her tragic fall, struck by a wicked spell, nothing intact remained of her but her heart. The druids of her circle embalmed it and placed it inside a mausoleum built in her honour, somewhere deep in the ancient forest, in a place long forgotten. "And that’s the heart your mother is coveting," Dresghar concluded. "Given the remote location of the mausoleum, there is a chance it has been preserved from tomb raiders and other inquisitive adventurers. Especially when youngsters like you have so little knowledge of ancient lore!" "Whatever. I’ll send Evrart. He’ll retrieve that heart and mom will leave me alone." "You’ll go with him, sweetheart, this mission may require finesse! Besides, it will do you a world of good to go gallivanting around the forest. You spend way too much time inside with your books and your cats." --- The Ancient Forest was tinged with gold and speckled with rust, yet still full of life and sounds: the joyous trills of lively birds, the gentle babble of puckish pixies, the rustling of leaves in the fresh breeze. Before long, morning mists would enshroud the lakes. Valleys would echo with the roar of mighty stags. And nature would slowly fall asleep, in a flamboyance of light and colours. Valiant heart and noble spirit, the Elf Maiden had set forth for the mausoleum of the legendary Lloergan with a single guard. They had ridden for days, following broad paved roads, then proceeding on narrow paths winding through the forest, and finally making their way through the undergrowth. And soon, in a beautiful glade bathed in sunshine, they reached their destination. [Excerpt from Dresghar’s later telling of the journey in the Chronicles] --- The druids had built Lloergan’s mausoleum in the shape of her favourite animal form, a moonbird. Its wings spread around a terrace, finely sculpted, the large figure was still pristine centuries later. At its heart, framed by opalescent stones, were a massive silvery urn and three delicate statuettes: Lloergan herself, and her two closest companions. "I was expecting something more impressive," Alrune mumbled – in blatant bad faith, Evrart judged, given that she was staring at the mausoleum with her eyes wide open. "And I was expecting a ruin, my lady," he retorted. "Could the heart still be in the urn? This seems way too easy." "We’ll know it soon. Let’s go and check!" The heart, skilfully embalmed, was still in the urn. And there was not a single trap protecting the mausoleum. No warden. No protection spell Alrune could detect. The situation was quickly getting on Evrart’s nerves. His conscience already bothered him about desecrating the grave of a hero and, somehow, seeing said grave be so cooperative with plunderers made their mission feel even wronger to him. "That’s ridiculous!" he grumbled at the end of the day. "How can a centuries old, so-called forgotten place be so…immaculate? Apart from a few leaves on the ground, it’s impeccable. No wild grass, no creeper, not even a proper crack in the stone! And the heart is still there, just like the stones and the statuettes!" Alrune shrugged. "We’re in the ancient forest. Maybe some hermit comes from time to time to clean up? Anyways, no-one remembers that place and no-one ever passes by. There’s no-one to damage the mausoleum and loot its riches." "Well, that is, except from us. Aren’t we precisely here to loot the most precious relic from this place?" A frown crossed the elf’s face, and she did not answer. As she spent the rest of the day sulking, giving her guard one-word orders and replies, he began to suspect his remark had hit a nerve. --- In the middle of the night, while he was sleeping fitfully, he was suddenly startled awake by a harrowing cry shortly followed by a low rumbling. Still drowsy, he drew his sword and rushed towards a faint halo gleaming in the direction of the mausoleum. As a second thundering noise resounded, he spotted Alrune firing some kind of shockwave at two spectral beings hovering and wailing around her. "What happened?" he shouted, rushing at her side before realising his bland steel weapon would have no effect on their opponents. "I don’t know! I was in the mausoleum, and they attacked me!" One of the ghosts brushed past him, cold and distressing, and he felt his strength failing him. The constant howling of the creatures kept ringing in his ears, clouding his judgement, slowing his moves. He stumbled, struggling to keep his balance. He suddenly sensed a sharp discharge of energy, and his sword became colder in his hand. It occurred to him that the blade was now enshrouded in a shadowy, ethereal mist: the elf had cast something on it. He heard her yelling something indistinct, seconds before the rumbling of one of her magic attacks rolled again. One of the ghosts vanished in a last shriek. Evrart pulled himself together and attacked the other one. He had been a man-at-arms since he was strong enough to wield a weapon, and his combat reflexes came back quickly. Already weakened by Alrune’s spells and vulnerable to the now magic sword, the second spectre soon disappeared like the first one. "Why the heck were you alone in the mausoleum in the middle of the night?" Evrart asked more harshly than he actually intended, while glancing around to ensure that no threat remained. "I was putting the heart back in the urn. I can’t…do that anymore. Obey orders I don’t understand. Do fishy things on the whim on my mother. I’m fed up with her caprices and dubious plans!" Evrart remained silent for a moment. The lady’s words sounded somewhat bratty and unclear to him, and he had no idea what kind of things she had done before he got to know her. Anyways. Whatever her reasons, her decision of putting the heart back seemed fair to him. "If you were setting things right, then why did the ghosts attack you?" he finally asked. "They were Lloergan’s two companions, weren’t they?" "I think so. But they were probably not protecting the mausoleum anymore. Most spirits fade after un-death, losing conscience and memory. They might not remember who they were, nor where they were. Then nothing heroic remained in them, only the cold and despair at being trapped in between worlds." --- When they left the place at dawn, Evrart turned back one last time before entering the woods behind the elf. And there, in the morning mist floating over the mausoleum, he distinguished the faint figure of a beautiful lady all clad in white, watching them leave with a smile on her pale face.
  2. The build: Anton's Bait Shop The story Anton was something of a fixture in the sleepy hamlet of Notomys. The burly and gregarious fisherman was always ready with a tall tale or a free filet for a family in need. While his Bait Shop sold supplies – hooks and bait, smoked fish and seafood – many villagers stopped by more for entertainment. There was that story of Anton riding a manta ray right up the estuary; his claim to have caught a gorgeous naiad with his lucky lure (actually a rather furious were-beaver); or the yarn about how he drunk some visiting dwarves under the table – and what a low table it was! When the Drow incursions into Avalonia reached the Enchanted Forest, Anton was one of many local men lining up for the Notomys’ militia. It was a mixed-race contingent, reflecting the diverse population of the village and its surrounds: men and wood elves, jerboans and were-beasts, even the odd local orc. Unsurprisingly, the militia operated in a somewhat chaotic fashion but it did enough to harass and harry the Drow and buy enough time for support to arrive from a unit of fleet-footed elven stag cavalry. Sadly, while Anton returned from the war, he did not survive it. Shot in the leg by a poisoned Drow arrow, Anton was carried home by one of his fellow militia, a weathered grent known as Rimurapa. The unlikely pair had bonded when Anton shared a few, stumbling words of greeting in the old Druidic tongue with the tree-man. The fisherman had learned the phrase from his wife, a wood carver and devotee of the old ways, until she passed on after the birth of their second child, Gorki. Anton spent his final week with his children, Sofia and Gorki, retelling familiar stories. Most stories ended with a rip-snorting punchline, but they also contained wisdom and nuggets of fishing knowledge – where the fattest trout liked to sun themselves on winter days or the best bait for catching the rare, blue woolly eel. In truth, he needn’t have worried: although still a young woman, Sofia was a natural at crafting traps and snares that even the wariest crustaceans were draw to. Gorki was still merely a boy, but Anton knew the village would help raise him into a man. Still, fathers were fathers. Anton’s final words were directed not at his children but at Rimu: “Promise me, you’ll watch over my kin. Promise!” Rimu promised. Grent ways were mysterious, even to those that had lived among the forest folk for centuries. Anton couldn’t have known he would be taken literally by the grent with Rimu sinking his roots deep into the soft silty soil behind the fishing shack, going to seed. Years passed from that sad day and still Rimu stood tall, watching over the grave of the father and his dear children. Seasonally, the grent’s limbs bore juicy purple plums while edible mushrooms sprouted from his trunk. Between this and Sofia’s seafood catch, the orphaned siblings not only survived but were able to set aside a little coin. Sofia bought chickens – the lucky birds were allowed to shelter inside the shack when storms struck – grew a veggie patch with some gifts from the market gardener and even mended the leaky roof. The Notomys villagers did their part, too, by continuing to support Anton’s Bait Shop. Now, though, the roles were reversed: it was the villagers sharing their favourite story of the gregarious fisherman or supplying a free meal to a family in need. Build notes
  3. Exetrius

    CDC2 CMF: Homecoming

    Guilds of Historica Collectible Minfigures: Homecoming Yes, I remember now... I don't know why, or if this is common, but I tend to forget where it all started. How I ended up doing what I do. But as I set out to write this topic, it came back to me. I think it was around 2014 that Guilds of Historica caught my eye. I'm sure it must have been one of the many awesome castle builds that guided me to this forum. I went over the New Member Guide, the Guild topics one by one, and saw the maps. And then I saw minifigures, unlike any I had seen before. Custom factions, armies, fantasy races, built from official lego pieces! Up to that point, my (teenage) creations were based on official LEGO themes, built to be populated by official LEGO minifigs. With Guilds of Historica, it all started to change. A new world opened up for me, a journey, and a place to belong. I started building custom figures myself, eventually a sigfig and his family, friends and foes, and joined the Guilds a year later. So looking back at it, the figures have always been there, sparking new builds and stories. Perhaps that's why I have this feeling of homecoming. Introduction by Exetrius Welcome to Historica, fellow adventurer! On my travels through this land, this mighty continent, I have seen many wonderful people, creatures and other beings. Of course I can't tell you about all of them, that would take days, weeks, months probably! But, don't worry: I have made a selection. Let me introduce you to some of those I have met, or heard about. From the cold North to the hot South, from the tumultuous East to the calm West, from the world above to the world below, and from places within to places outside the continent. Let's start with the four guilds on the continent, and Varlyrio. Mitgardia Magnus, Lord of Spróggefjell Keep "Staring at my armour isn't going to help you get through the winter, get to work!" Yffreya, wilderness hunter "A mercenary job? Sorry, but I don't hate humans that much. Do I look like I do?" Kaliphlin Madame Quarrat, mine owner "This deep pink sapphire came from the latest expansion. Work for me, and you might find one too..." Norri, badlands nomad "This is Bërtah, my favourite of the herd. She's a little shy around strangers, though." Avalonia Fiona, Mystic Isles messenger "It's mostly good news from Albion this time around, so I can afford to take the scenic route. You can join me for a while, if you like." Jerome, salvager-carpenter "You are leaving your old wagon in good hands, sir. And, on behalf of the trees in our forests, I thank you!" Nocturnus Pandemonium, 6th wizard of Zotharith "Yes I burned the town, got a problem with that? There wasn't a good soul in the whole rotten place anyway..." Umdurin, Vacunani scholar "If I'm not mistaken Volume 467 of the Recorin Orbi makes mention of such a tunnel exit. I'll check with the archives." Varlyrio Don Giullio, art dealer "100% genuine, for certain. This is a one-time offer: 13 silvers and it's yours." Rebecca, maid and assistant-chef "I'd love to chat, but the market will be closing soon. Later!" Outside of the Guilds, there is also plenty of interesting folk. Some of them I never met in person, for better or for worse... Ghost Islands of Yureishima Yoshintamaru Sasekageojima, Master swordsman "I see your spirit is fierce, but you lack technique. And away with those runes, they ruin the flow between you and the blade!" Miyuko of the Dawn, folk legend It is said that those who meet Miyuko die on the spot, and depending on her judgement either get sent straight to the realm of the dead, or are reborn from their former bodies. The Underworld Zugal defector and Demorian informant "The war really changed the Clan, you know. I tell you: flying up and down the Underworld is better than serving Raavage." K'sirtllhisqr, Drow mage "Where do you think you're going, surface critter? Trespassing this area is strictly forbidden, even for Drow..." Cedrica Sabrina, spoiled brat "Say hi to Marco, I got him for my half-year birthday! Hey, I'm not spoiled, you're just too poor to understand!" Lunarius the Formidable, archmage "A City of Magic, you say? Sounds like something I need to keep my eye on..." ---- And there you have it: 16 figures! I wasn't feeling very inspired from the beginning, but I had said I'd participate so I didn't go back on my word. I found a way to produce solid figures nonetheless. There are a number of little hints to previous builds or other references baked into the figs and their bios, tell which ones you like! I could do a breakdown later. Thanks for looking! Criticism welcome, hit me with all you got. @Henjin_Quilones I'm not going to keep this from you: Fiona with nougat skin and white elven hair looked glorious. For example as a Hesperian dragon rider. However, it just looked wrong next to the carpenter... Maybe a fleshie figbarf isn't all that unlikely anymore.
  4. Henjin_Quilones

    CDC2 CMF: Henjin Quilones

    The Guilds of Historica 10th Anniversary Collectible Minifigures By Henjin_Quilones Avalonia: Benjamin Stenlund Chronicler, poet, and philosopher from the Royal Guild of Letters in Albion "No, I don't do autobiography." Quickroot Butterfly-loving Grent of the Enchanted Forest "I am Grent?" Ayriel Greenbough Centaur princess, who sings to the birds while she frolics in the meadows "You want turtledoves? I've got twenty! But who cares, no big deal, I want more!" Thom Mayne Weather-beaten North Coast lobster fisherman and sea captain "Catching lahbsters is a pinch, Ah mean, a cinch!" Kaliphlin: Kyrival Ithi Humble innkeeper from Mophet, serving traders along the Oil Road some of the best distilled spirits "You want another round, Sweetcheeks?" Jairus Hippokles Cosmopolitan centaur hairstylist and barber from Petraea "You'll be the mane attraction after I'm done with you!" Kan Tork Nomadic desert shaman from the Siccus Badlands "The smoke from my green fire's the thickest, I'm the best shaman in the whole dry Siccus..." Mitgardia: Logh MacThror Champion caber tosser and ax thrower "Ach, just a wee dram more o' this aqua vitae, thank you very much!" Dworthi Forkbeard Stunning dwarven beauty, once named Miss Mitgardia while representing Omurtag, and now a skilled miner "What are you looking at, Babyface?" Jelsa Ice witch from the Frozen Beyond who just wants her father to let her make her own decisions "The cold never bothered me anyway." Nocturnus: Pickface Purple hobgoblin from the magical crystal mines deep beneath the Rakath Mountains "You know what would be a really kick-megablocks name? Pickface!" Bautor de Sange Noble vampire warrior from the city of Shadowmere and fifth cousin, twice removed, of Lord Vladivus "I promise not to bite..." Laeon of Katton-on-the-Marsh Lionell who makes a living collecting mushrooms with his pet pig, Baekkyn, in the Moruth Swamplands "I'm pretty sure the red one is edible, and the tan one poisonous. Baekkyn, what do you think?" Varlyrio: Hai Sairuk Centaur archer and warrior from the western Wastelands "Looks like meat's back on the menu, boys!" Moussi di Tacci Bravo and thrill seeker from Illaryian, known to do most of his thinking with the tip of his sword "Stick her with the pointy end, er, I mean, stick them, ahem, haha..." Noim Venqi Gnome inventor and chemist, famous for having both of his eyebrows despite his advanced age "Eurekaaaaouch!" ___________________________________________ I love collectible minifigures. I love minifigures in general. So of course this challenge is always one of my favorites. I went a bit centaur-heavy on this one, probably should have swapped one of them out for an elf, but oh well. Yes, I know there is still time. But my kids separated some of the figs and now the heads are lost somewhere in the massive pile of unsorted ABS on my building tables, so it's just too daunting to consider. Better luck to me next time, I guess.
  5. kahir88

    CDC2 CMF Kahir88

    This new challenge gave me an opportunity, to came up with two ideas, but after it was restricted, for only lego parts, I had to release the second idea, and go full with the first one. This time too, I want to show you, another dark part of Historica. The... Crime and Punishment Collectible Mini Figures. As I saw other entries earlier, It was mostly, about simple residents, trades, professions, and sometimes heroes. I want to show you what crimes can be committed in Historica, and how justice will be served! Every Guild has its own ways, to inflict pain, so, let's get started: ---------------------------------Avalonia-------------------------------- - Mask of Shame Punishment for various small crimes. Not every punishment requires blood to flow. Sometimes a little humiliating is good enough. It could be any, smaller disruption, like swearing, brawl, deception, etc. The person must wear a metal mask, with a little bell on the top of it. It will remind the nearby locals, who is coming, so they could greet with a nice word or some rotten food. The victim also has a sign, what was his or her crime. The time also differs, how long must they endure all of this. - Poachers Fate Punishment for poaching. The elves could be cruel too. Especially, when they caught you, poaching and desecrating their forest. First, they catch you. Then, they tie your hands back. And the fun part here starts. They put a bee or wasp hive on your head. Then they release you. They will laugh at you, but you wouldn't hear anything both from your screaming and from the buzzing insects. It could end up in different scenarios: You could blindly run in the forest till you die, from the stings, or smash into a tree, hoping the hive cracked, and not your skull. If you are unlucky, a big brown mammal will join in the pursuit, of the honey. - Witch Burning Execution method. Not everyone likes magic. The simple folks, sometimes couldn't handle it. They see magic as an evil tool, which must be eradicated. The villagers gather in big riots, dragging the suspect in front of the village elder. And he must consider, to save the girl and face the angry crowd, or just simply kill her, so the residents could calm down. Nothing extra, they gather up logs and sticks, tied the girl to a pole, and light the fire. In rare cases, they actually kill a witch, but in many cases, the trials are against girls, who are weird or someone who is envious of her, and this is the best way, to remove her. --------------------------------Kaliphlin-------------------------------- - Hot Situation Punishment for peculation. In Kaliphlin there is a lot of ways, to punish the wicked. For example, for peculation, the accused is dragged outside the desert, tied to a cactus, or buried to the neck. But they gave them hope. A flask of water is placed next to him. So, it will be ironic, die by dehydration, why the water was in arms reach. - Boiling Point Punishment for recidivism. Get punished for a crime, is one thing. But if you keep committing crimes, and you won't learn anything from the punishment, is an error, which needs to be solved. The kind leaders of Kaliphlin came up with this method. With a hammer and chisel, they carve a little hole in your skull. The next step is to boil some water, when it's ready, they simply pour it into your skull. You will never have a sinful thought. Or any other thoughts. - Artifact Compression Punishment, most commonly, for cheating. Magic using isn't a common sight in the art of torturing. It's mostly causing pain, but sometimes there are business gaps. The target audience is the cheated wifes and women, thirst for revenge! The man is lured into a trap, and the paid sorcerer casts the spell on them. Removing moisture from their body, and Turning them into small statues. They won't die, but they not lose consciousness. They remember these times, like a never-ending dream. Oh, and don't forget the thirst. If you want them, to turn back, just simply toss the little statue into water. They will suck it up, like a sponge. Soon a dried and wrinkled raisin-like figure appears. He won't cheat you again. --------------------------------Varlyrio-------------------------------- - Sleep With the Fishes Execution for piracy. Sometimes the executions don't need to be so fancy and expensive. Just grab a chain, some weight, and toss them out in the open sea. While sinking into the depths, with your last breath you can think about, "being a pirate is alright with me"... - The Last Laugh Interrogating method. This time you will have the last laugh. Everyone has their weakness, which the torturer will gladly exploit. They will take off your pants, and put you in the stocks. Then the torturer brings in various equipment, to tickle you. Most commonly, they use feathers, but it could be a plant with irritating touch, long animal fur... even they dip the victim's feet into salted water, and brought in a goat, to lick it. Tickles can be really harmful, if they do it, for long, like vomiting, incontinence, losing consciousness, or die. - Belt of Virtue Punishment for fornication. Not everyone is able to close their legs at the right time. Fortunately for them, this device will not let any intruder in and will remind you all the time during your punishment. It's important, to be clean it unless you want to wear a rusty iron belt around your private parts or stink like a sewer. Don't worry ladies of Historica, there are male compatible models too! --------------------------------Mitgardia-------------------------------- - Freeze to Death Execution method for desertion. No one likes deserters, this is a fact. And there are many ways, to punish them, for abandoning their duty. In Mitgardia, they knock them out, brought them into the northeast point of the country, and left them there. If they wake up, they could try to get back to the civilization, before they freeze to death. Not many could achieve this, and the many frozen statue in his region is a bad sign for them. But, if they still manage to return, they are branded for life. The frostbites on their body will remind them for the rest of their life, what they have done. - Breaking Wheel Execution method. One of the gruesomest ways, to end someone's life. With this public execution, the viewers will think twice, before committing any crime. The victim was tied to a large wheel, and with a large hammer, the executioner started breaking the limbs. One by one. Why the wheel? It says, it was invented by a lazy executioner, who was too lazy, to go around the victim, to break all their limbs. He simply just turned the wheel, to strike down. When all of the limbs were broken, they killed the criminal, and erected the wheel, with the broken body, as a warning to all criminals. - Punishment Shaves Dwarven humiliating method. This method is most commonly used on dwarfs, but there are cases, when it was used, on other races. Dwarves' prestige is measured in their beards. It's a shame if a dwarf must shave it off. And bigger shame, if someone shaves it, for them. So the dwarf has to start growing their beard back again and earn his respect and prestige back again. And to endure the humiliation of others. --------------------------------Nocturnus-------------------------------- - Rat Torture Interrogation method. The torturers are very keen-eyed persons. The best of them don't need expensive devices, just look around, grab a bucket, a torch, and a rat, like... the usual stuff in a dungeon. Put the animal in the bucket, then squeeze the bucket into the victim's stomach, and start heating it. The rat has only one way out, and if you won't start talking, you will be in the way, for the rat's freedom... - Slow Slicing Interrogation method. Every living creature can endure pain. And the torturer's job is to find out, what are their limits. This method is simple, you will need a really sharp knife. Steady hands aren't required. And you start slicing your victim, like a juicy ham, until they stop screaming in agony, and start telling the information, what you need. - Ravaage's Stool Interrogation method. Thanks to Lord Ravaage, many exotic torturing devices were used, during his reign. This four-legged stool, with a wooden pyramid on the top. They started lowering the nacked accused on the pointy edge of the pyramid, ensuring it, to cause pain... "Where the sun doesn't shine". The time for this torture differs, minutes, hours, days, some they hang weight on the accused's feet, to maximize the effectiveness. Torturer And there weren't be any torturing without the specialist. No one knows, what twisted thoughts are in their minds, and what history they had, to drive them in trade. Without pity or remorse, they do their jobs, inflict as much pain as they could, and make sure, the accused cough up the information that they needed. It's a thankless job, but somebody got to do it, or else they would find themself on the wrong end of their devices. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- I hope everyone liked my Minifigs. C&C welcome, as always. And tell me down the comments, which one is your favorite? (So I would know how sick you are )
  6. socalbricks

    CDC2 CMF: socalbricks

    Here is my entry for CDC2 Category 1: Populating Historica. Enjoy! Cedrica and Valyrio from left to right: Queen Ylspeth: The Queen of Historica in her “ceremonial armor”, which she wears at certain military functions/ceremonies. Though she rules securely from Cedrica, she worries that she might one day need to use it... Marilla Danza: a tiefling and former slave who freed herself after leading a revolt. She and her crew of freedom fighters have been disrupting the underground slave trade between Valyrio and Kaliphlin, raiding slave ships and freeing their captives. Gerard Renwick Sinclare III: Second son (and the only bachelor) within a powerful family of Valyrian aristocrats. He is the only one in his family without any heroic tales to tell. Having lived an uneventful life, he seeks adventure in an effort to prove himself. Mitgardia Ivar Lonswain: an “eccentric” sea captain who ferries “unscrupulous people” between Mitgardia, Avalonia, and Valyrio. His pet lobster, Claudette, is blood thirsty and capable of surviving out of water indefinitely. She has a body count large enough to fill a multi-volume book. Ivar is the only one who can pet her without being dismembered. The Ivory Priestess: a mysterious priestess who collects bones. Her methods of acquiring these bones vary from rummaging around in the waste piles of butcher shops to brazen grave robbery. Her intentions for said bones are currently unknown. Zapato: a Minotaur butcher of few words. How a member of a usually herbivorous race became an expert on meat is anyone’s guess. People ask him if it "ever feels weird for him to be serving beef" - they receive a death glare in response. Avalonia Gertrude "Gerti" Eilinger: a prominent cultural anthropologist from the University of Albion. She travels all around Historica with her team of researchers. Having just finished a thesis on Cyclops cultures of the southwest Mitgardian lowlands, she has now set her sights on a group of “camel centaurs” (cameltaurs?) that some allege to exist in the Siccus Badlands. This has elicited controversy among her fellow academics, who claim that her theories are “absolutely preposterous”. This has done little to deter the enthusiastic anthropologist, though. Brielle Valken: adopted older sister of Ayra Valken, and captain of the Knights of Duranya. Described as a “natural born leader” who leads from the front, she has earned the respect of her fellow knights time and time again. The same cannot be said for her relationship with the bureaucracy. In a field where nepotism and “favors” leads to promotion, Brielle’s polite refusal to “brownnose” has left her without many allies in the upper brass, and without many means to progress her career. Though this sometimes frustrates her, she would ultimately rather be "on the ground" then cooped up in some office. Shriana: an elven sorceress who betrayed her kind before being banished to another plane of existence. Bargaining with dark powers, she has returned in a cursed, spectral state (neither alive nor dead) to exact revenge on her fellow elves. Kaliphlin Jalla Vaswani: a naga bounty hunter and assassin engaged in a fierce rivalry with Kars. A top earner among Kaliphlani mercenaries, she has become a minor celebrity in parts of Kaliphlin, flaunting her success with expensive silks and the best weaponry. Keeper Radina Roshti: the dedicated (if not slightly aloof) keeper of the Queenscross archives. Located deep beneath the sand, she oversees and guards thousands of years worth of knowledge. Ranging from "schematics of buildings that don't (officially) exist" to "forbidden spells", the texts would prove dangerous if they fell into the wrong hands. Armando Sabatheel: bar tender at the Tipsy Tree. Applying excessive amounts of pomade to his hair (down to his “trademark curl”), he can be smelled from meters away. He claims to be popular with the ladies (proof needed). Nocturnus Magda: a mysterious chemist with an entirely unknown past. There are no records of them or their work in any of the five guilds - their age, gender, race are all a mystery. Ulriq has deduced that, if those records ever did exist, they were likely wiped from existence by those in power. Magda is too experienced in their field to have not had a history. The only things that are unquestionable is their expertise in their field and their complete sociopathy. Recently, they have joined the Crimson Knives after being offered "career opportunities" by Ulriq. Bastio: an orc soldier who fashions himself as a “survivor”, allying himself with whoever he thinks is the most powerful. He has allied himself with Ulriq, but will betray him at the first sign of weakness. Unbeknownst to Bastio, Ulriq is well aware of this fact; he only tolerates Bastio because he “drives him to be better”. Ulriq: the mysterious and charismatic leader of the Crimson Knives. Hailing from an influential Nocturnan family, he was sent to Avalonia before Raavage considered the family a threat to his power. With his family subsequently purged, Ulriq was the lone survivor. A year later, he would join a Cedrican commando unit, fighting alongside Kars and Cobold. Parting ways after the war, Ulriq returned home to his native Nocturnus and claimed his family’s hidden wealth. With Raavage’s purported death creating a power vacuum, the whole kingdom is now in chaos, and Ulriq has sought to make a name for himself by any means necessary. Countess Irina Vachau: living in her isolated castle in northern Nocturnus, she has a prized collection of "vintage bloods" in her cellar. Visitors to her castle also have a nasty habit of disappearing. She insists that she definitely isn't a vampire, though. ___________________________________________________________________________________ When I heard that CDC2: Category 1 would involve a CMF, I knew that I just had to take part! Given my small workspace and limited parts collection, I've never been able to build larger MOC's - instead, I've focused almost entirely on minifigures these past few years. Something like a CMF challenge was one of the few Guilds of Historica challenges I could feasibly participate in. Some behind the scenes info on this series: I had a lot of fun working on this series and watching what the other contestants have/will come up with - I wish you all the best of luck!
  7. Hired Hands of Historica Queens rule and warriors battle, but workers propel Historica forward. These are the hired hands of Historica. I created these minifigures for the Guilds of Historica 2nd count down challenge. There are members from all five guilds as well as Cedrica. Kaliphlin Jaffar the Monkey Trainer The aristocracy of Kaliphlin likes their monkeys trained, might as well collect extra profit while I’m at it Pouri the Attendant Fanning the king is exhausting Sesur-hat the Scribe Drawing one map is fun, a dozen copies is not Varlyrio Drad the Deck Hand After two months at sea, I long for the harsh Wastelands Sofia the Back Stabber If the poisoned apple doesn’t work, the direct approach will Elias the Net Maker Mending nets is better on my back than reeling them in full of fish Mitgardia Thodil the Ice Cutter I don’t know why humans don’t get their own ice, mining it is much easier than mining rock Aðalgeir the Furrier Harsh winters create the best business Gjertrud the Snow Shoveler I’d give half my wage for a sunny day Avalonia Ailmer the Lumberjack 𝅘𝅥𝅮 I’m a lumberjack and I’m ok… Fanes the Farrier My work is all the separates you from the ground Neddi the Gardener If you step on my flowers once, you won’t do it again Nocturnus Mudgul the Miner At least there is no ghastly sunlight down here Ruak the Bone Craftsman I’m the best in the over and underworld Koglodzar the Slave Driver I can’t believe I get paid to do this! Cedrica Esther the Chambermaid You wouldn’t believe what the Queen did last night!
  8. - Alright, move! - shouted down the master scribes, to his apprentice, but the ladder didn't move at all. - Apprentice! Did you fell asleep again? - He reached in his pocket, to grab a pebble, and dropped it. The pebble perfectly falls and hits the sleeping boy on his forehead. With a loud snort, he woke up, and lookup. - I'm glad you are with us again Arnoult, now would you be kind, and move the ladder to the right... Right, Right! The other right! - His shout echoed in the dark corridors, as he grabbed tightly the ladder, and tried to protect the ink, from spilling out. - You imbecile! Gently! If the page will be ink-stained, I will skin you, and you will be the cover of the reissued Illustrated Encyclopedia of Crime and Punishment! Do you know how long it took to brother Bertran, to draw that Decorative capital initial? The Boy looked up. He already saw the raven-shaped K letter on the top of the page. Soon, he could draw one of them too. But first, he must survive the terrible fate of the apprentice. - It took three fu... - It took three full days, to draw it! - interrupted the old man on top of the ladder, as he holds a bunch of paper in his hand, and dipped his pen in the ink. - We are already behind schedule! The fourth book is upon us! We need to finish the third one soon as we could! What a surprise! Ran through the thought in Arnoult's head. We are always behind schedule... He looked around in the Hall of History. Books, scrolls, maps, letters. An immeasurable amount of information about Historica. Kept in the dim darkness, of these halls, so the sun couldn't damage both the paper and the content. Letters, pictures, stories, and tales came here, from all of the kingdoms, so the folks down here, can register them, and safeguard them for posterity. In front of the Third Book, a large table take its place. Wast mountains were created with paper, books, and scrolls. And only three brave souls were tasked, to explore it, and find the next topic for the following pages. - Damn it! - cursed the master from above. - The inkpot is almost empty, in the middle of the sentence... Where is an apprentice when I'm in a hurry! - A minute grandmaster! - came the answer, from a moving tower of books. - Just need to put this down... As the young apprentice arrived at the table, he gently dropped down the books. The old table creaked, and the three old scribes peeked out from their books. They look liked the mountainers, who reached a higher point of their journey, to realize: there are still more mountains ahead for them... - Psst! - came hissing from behind Arnoult. As he turned around, the young boy stood behind him. He must be lost in his mind and stared blankly, didn't noticed the other boy. - I saw you always holding the ladder, to the master. How long it took to write these big books. - It depends, how often we receive content. - Arnoult leaned on the ladder next to him, pretending he knows everything. - And why are they so huge? - That's easy. The master is blind as a mole. - he smirked. - And he didn't want to wear glass... Ouch! Again, pain struck his head. He again looked up, just to get hit by another one on his forehead. - Unlucky for you Arnoult, my ears sharp as a fox's. Don't hold up apprentice Dan fulfilling his task! - the master put the remaining stones into his pocket, and look to the other boy: - Don't just stand there! Move, or we will never finish the Third Book! and without Book III. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- When I first read about this challenge, I asked myself: What to came up with. Started wondering about huge beasts, great ancient places, mystical locations. In that thinking, I came up with another realization: Everybody will build their entry around what he likes. Those, who like magic and mysticism will create places with ancient great powers. Those, who like buildings will create ruins and palaces of old times. And me? Well, I like the lore, the history, to tell a tale not only with words but with pictures, little everyday happenings captured in a scene. That is why I choose, to create the Halls of History. To show you not only bildings and landscapes could be ancient, but history and lore too. And also a little humor and 4th wall-breaking. :) Hope you like it! C&C are welcome.
  9. My CDC2 minifigs are nearly ready and my ancient wonder build is starting to resemble to what I have in mind. So here is a sneaky episode to link the Chronicles of Embervale prologue and the CDC! Like the prologue, it's also available on my blog. ---------------------------- The builds Embervale Summer Fair - Elgwi's Curiosities Embervale Summer Fair - Ivo the Baker ---------------------------- The story - Chronicles of Embervale Episode 1 : the Summer Fair “Can I have a pony?” “No, Grog, it’s not lunchtime yet,” Evrart replied absently. “Not a pony for eating, sir! A pony for riding. Like the Boss’ white horse but smaller and less freaky? Please?” Alrune turned her head to glance at the goblin with tender amusement, and Evrart had to hastily pull her aside to avoid a collision with a pot-bellied dwarf carrying a barrel. She awkwardly thanked him while struggling to regain her balance – and her dignity. The natural grace of elf maidens, what a hoax! It was the third day of the summer fair in Embervale, and a colourful and boisterous mob had stormed the otherwise quiet village. Trying to work her way through the erratic crowd, Alrune was feeling like a cockleshell trying to navigate through a sea of freighters. She was contemplating the idea of casting a shockwave spell to clear a way when, much to her relief, they soon reached calmer waters and their destination. Nestled in a cosy nook behind the inn, it was a huge stall kept by a tiny halfling. The stall was full of strange minerals, colourful vials and odd trinkets, everything thoughtfully displayed and impeccably polished. It certainly was the most dapper spellcraft shop Evrart had ever seen – even the stuffed crocodile hanging from the ceiling looked fresh as a fiddle. “Hi there, your Ladyship!” the halfling cheerfully shouted when they reached the stall. “Geez, what a gloomy face you make!” “Good morning Elgwi. The crowd is horrific today,” Alrune replied with a sigh. “You may hate it, but it’s good for business, your Grace! Anyways, I have everything you requested. Just wait a moment, I’ll be right back.” The halfling vanished into the depths of the stall, and she soon reappeared with a bag and a heavy-looking grimoire. Alrune’s face brightened. "There you are,” she whispered, lovingly leafing through the pages of the book. “Hundreds of illustrations drawn in the author’s hand, reviewed and annotated by Archimage Willibert himself,” Elgwi said with a little self-satisfied smile. The two girls went on cooing over the book for a while, and a small but full purse changed ownership. A few moments later, as Evrart was holding the bag and ready to escort Alrune back to the castle, Elgwi handed her a thick envelope. The elf frowned at the mere sight of the blood red wax seal that closed it. “I almost forgot,” the halfling said. “That’s a message from your mother.” “Seriously. She has dozens of servile minions, and everyone at the court considers her wish as their command. Yet she uses you as a messenger.” “She did not give any explanation, your Highness. She just said it’s private and personal, and she’d rip my eyes out to feed them to her crow if I don’t convince you to read it – and do what’s written.” Elgwi had spoken lightheartedly, but Evrart realised that Alrune was taking the threat very seriously. “Fine, I’ll read it,” she hissed. On their way back to the castle, no one dared to shove her. She was so obviously seething that everyone moved out of her way. To be continued...
  10. Grover

    Brewery at Prenmôr

    After the castle forge was completed, attention was turned to the brewery. Many castles had a small brewery, but Lady Gwenllian had planned a large facility located prominently in the inner ward next to the kitchen since it would be a significant source of her household income. The structure sat directly over a small fissure that had been excavated into a makeshift cave that allowed for a climate-controlled fermentation area. Like the blacksmith shop, it would eventually form part of the inner curtain, so the roof was built to slope only one direction. The brewery had been completed just before Ambassador Gisela was to leave for her journey back to Varlyrio to avenge the attempt on her brother's life. Lady Gwenllian wanted to tour Gisela through the brewery before she left, and they now walked to the large new building. As they entered the finished brewery, Lady Gwenllian showed Gisela around. Mohatu stood guard outside under the pentise, having learned to trust Lady Gwenllian as much as his training would allow. Looking around, Gisela noticed that someone had filled barrels with water and grain, but no one was around aside from several terriers that scurried about. "Might I ask who you have found to brew, m'lady?" Gisela asked. "I have not seen any new servants, and I see no one here." Lady Gwenllian laughed. "I myself am brewing." Gisela raised her eyebrows, but had learned not to be surprised by her liege. "Brewing was my family's business, so I am well versed and I will have to do the work myself until I can train a brewmaster," Lady Gwenllian replied. Gisela bowed her head. "As you will, m'lady." "How familiar are you with brewing?" Lady Gwenllian asked. "Not particularly. Could you please explain it? I would be remiss if I did not understand the intricacies of my community's largest industry," Gisela replied. "Of course," said Lady Gwenllian. "The first ingredient is the grain. The best is barley, but almost any grain can do. Oats are the second choice. Wheat can be used, but is usually combined with another grain since it's hard to brew. Once you choose your grain, you soak it in water for several days." Lady Gwenllian showed Gisela the sacks of grain and the malting vat. "This is the first step in the malting process. Any fresh water will do at this point, so we will use river water since it is abundant." "Then you dump the wet grain out onto the floor to let it germinate," she said and gestured to a slight depression in the stone floor. "It just sits on the floor?" Gisela asked, both surprised and somewhat disgusted. "Not entirely. You have to turn the seeds, which involves picking them up with a wooden shovel and tossing them lightly into the air once a day for a week. If you think of the grains as seeds, it makes more sense. They are sprouting, which makes the seeds able to brew. If you want a detailed explanation, you'd have to talk to a druid or a sage, but if you don't let the grains sprout, they won't brew." "So that's why the floor is tiled with stone?" asked Gisela. "Yes, and also to keep the dust down so the beer is cleaner," replied Lady Gwenllian. "The real trick to malting is to kill the new seedlings before they grow too far. Not enough or too far and you can't brew," Lady Gwenllian finished. "How does one kill the seedlings?" Gisela asked. "Great question. There are two methods." Lady Gwenllian held up a finger. "The first is to air dry them. Air drying is best in the summer, when there's a lot of sunlight and heat. It usually means a smoother tasting ale, but it's slower and less precise, so sometimes you lose yield to spores that grow too far. We mark the barrels containing the summer’s air dried brews and charge more for them since they have a cleaner taste but are lower yielding." She held up a second finger. "The other method is kiln drying, which you can use year round. Our kiln doubles as a heat source for boiling." Lady Gwenllian pointed to the kiln. "Kiln drying is more precise and kills the seedlings quickly, but it can be tricky. Too hot and you scorch the grains, making them useless. If you use a smoky fuel, the ale tastes like the fuel. Sometimes you want that, but usually you don't. I prefer to use straw or sea-coal, but most people use peat or simply wood. It's more expensive since you have to pay for the fuel, and since fuel around here is in fairly short supply, we will have to minimize kiln drying until we establish a good fuel source. The expense of the fuel is made up for in the extra yield from killing the seedlings precisely and from the higher price charged for the ale made from the air-dried malt." "At this point, your malt is done. Malt is easy to store for a year or more. We will make sure we always have an ample supply on hand in the case of a siege. Once our reserves are full, we will sell the excess. Small breweries without enough floor space will pay for malt to avoid having to malt their own grains." Gisela nodded. "I shall make it a priority to cultivate trading partnerships with such establishments." She looked at the barrels of malted grain on the floor, then to the storage of grains in the rafters above. A few cats roamed the overhead storage, while on the ground level, several terriers happily patrolled about. "M'lady, may I assume that the animals are for rodent control?" Gisela asked. Lady Gwenllian reached down and scratched one of the terriers behind the ears. "That's right. The dogs are easier to train to stay in a territory, so they get the brewery floor. The cats roam freely in and out, but they can get into the higher and tighter spaces. Mice and rats are always a problem with the amount of grain stored here, but we should be able to keep the population under control with the dogs and cats." Next, Lady Gwenllian led Gisela to a large contraption with a hopper and three stone rollers in the corner. "The next step is to mill the malted grain." She pointed to the odd equipment. Gisela looked confused. "This does not appear to be any mill that I am familiar with. Are not mills usually two large, flat stones that lay atop one another and turn to grind grains?" "Many people grind their malted grain with traditional mills as you describe, but this type of grinding damages the husks too much, which makes the next step, the mashing process, more difficult. Small breweries get around this by hand crushing the malt in a mortar, but it's too time consuming for larger operations. My family invented this rolling mill for crushing the malted grains while being gentler on the husks." Lady Gwenllian demonstrated the hand crank that spun the three stone rollers. Gisela imagined the malted grain falling down from the hopper above and getting crushed in the rollers before falling into the barrel below. "It's been copied by a lot of breweries over the years, so it's not a great secret anymore." Lady Gwenllian walked past the door to the kitchen to the next corner of the brewery where a large lead vat sat atop the stone kiln. Next to it, a long trough stood, sloped slightly downward, and below it sat a barrel. Some steps led up to a wooden walkway around the lead vat. Lady Gwenllian climbed these and Gisela followed her. "The crushed, malted grain is dumped into this vat, and water is added. This time, the water should be fresh and as clean as possible, so we will have to cart in water from some of the nearby springs that feed the Afondraig River." "How is water sourced in times of siege?" Gisela asked. "In the case of a siege, we will use any stored clean water, but after that we can use either well or river water. Although it won't produce as high a quality brew, it will sustain our troops," Lady Gwenllian replied. Continuing, she gestured to the vat. "The mixture of crushed malt and water is heated from the oven below. This is called mashing and is the trickiest part of brewing. The temperature must be exact, or the brew will fail. Too cold and the mash is not activated. Too hot and the life of the brew is killed. The whole mashing process takes around an hour." "How do you know when the right temperature has been reached?" Gislea asked. Lady Gwenllian smiled at her. "That is the art of brewing!" she laughed. "The truth is that most brewers feel the temperature with their hands and only the good ones get it right all the time. My great grandmother found a way around this, and made our family famous for producing a consistently good beer." Lady Gwenllian climbed down to the floor again then unlocked and opened a chest, removing two candles: one white and one black. "These candles are made from special waxes by a secret family process. A cut of wax from each is placed in a small glass dish and floated on the surface of the mash. When the white wax melts, the temperature is hot enough. If the black wax melts, it's too hot, and you have to cool the fires quickly to avoid spoiling the brew." Gisela was suitably impressed. "Of course, these are actual candles, too, so their true nature is hidden well and if need be, you can burn them to prevent the secret from being revealed," Lady Gwenllian said. She reminisced for a moment on her old life. "When I escaped from Albers, I brought three chests from my family's castle. They contained gold, a few family heirlooms including the recipe books for our ales, and these candles. This is the secret of our craft that we must protect." Gisela nodded. "Of course, m'lady." Lady Gwenllian replaced the candles in the chest and locked it. She stood and dusted her hands. "The mash after heating is called the wort. Wort is sweet with the sugars, and has to be separated from the grains. The vat is drained from this spigot," she pointed to a metal spigot, "through a cheesecloth into a barrel to filter out the spent grain. The grains are poured back into the vat and warm water is used to filter it again, and then the process is repeated. Each filtration has less sugar in it, and makes a weaker brew. This is called parti-gyle brewing. The first extract is the 'single beer' and is sold. The weaker brews are called 'small beer' and are reserved for servants. The spent grains, called draff, are fed to livestock." "At this point the wort can be flavored. Many brewers flavor their drinks with herbs and spices. My family did as well, but hops can also be added as a preservative. Hops add a bitter taste so must be used carefully so as not to be overpowering, but the beers last much longer and are easily transported for sale great distances away. In Albers, there was another preservative plant, but I have not seen any here in Avalonia yet. If hops or other preservatives are used, the wort must be boiled with them for at least an hour. This uses more fuel, but the beer keeps much longer. Most brewers boil their beer anyway, since it kills some of the bad growth, which helps keep it a bit longer even if hops aren't added. Boiling also leaves a foam that is skimmed off, which improves the clarity. I have noticed that a few brewers here in Avalonia forgo hops and boiling to make their brew more quickly, but it spoils just as quick and has a sour taste." "M'lady, you have used the terms brews, beer, and ale. What distinguishes between them?" asked Gisela. "Brews are anything that is brewed, so it is a generic term," Lady Gwenllian began. "The other terms are more confusing. Back in Albers, we had a term called 'beor', which meant a drink made from honey, although I believe it is called 'mead' here. Brewers in Albers describe ales as a type of beer that ferments at warmer temperatures with a particular kind of yeast (lagers being another type), but here in Avalonia any brews made without hops are called ales while those made with hops are called beer." Gisela paused and looked like she wanted to say something, but didn't. "It's confusing, I know," Lady Gwenllian replied. "I'm not sure the terms have global agreement yet, so be careful to ask when you travel to different places to make sure it's clear what you're talking about. Ask what the brew is made from and if it has hops or not, and you should have a good idea." "Yes, m'lady," Gisela replied. "Once you boil the wort, you must cool it. The faster the cooling, the better tasting the beer, since less time is allowed for the growth of unwanted spores and such. To that end, we pour the hot wort into this long, shallow cooling trough." Lady Gwenllian pointed to the large trough that sat above barrel. "Because faster cooling leads to better beer, the best brewing is done over the winter, when the air is cold. This building is designed so the doors and some windows in the roof can be opened to speed the cooling process. If there is snow on the ground, it can be packed around the troughs for even faster cooling. For these reasons, malt is usually made and stored in the summer, and the brewing takes place during the winter. Poor quality brewers will make beer in the heat of summer and can have their brews 'foxed' if it's too warm outside. Foxed beers have a red color from unwanted growth. Our location on the coast helps keep the summer temperatures down, so we can start brewing earlier in the fall than some of the inland brewers." "After cooling, there's usually some sediment that falls out. You can see that the valve for draining the trough sits a little above the bottom. That prevents some of the sediment from draining. Small particulates are filtered out by a bit of cotton stuffed into the end of the valve. It drains more slowly, but has better clarity, and the plug is changed out each brewing." Lady Gwenllian walked Gisela over to a large wooden crane with various pulleys on it, suspending a barrel above some doors on the floor. "And now we come to the purification process. Yeast is added to the cooled and filtered wort, and the barrel is sealed with a lid. This part of the process takes a few days to a couple of weeks, depending on the strength of the brew and the desired end taste. Usually the purification process must take place in a cellar to hold the beer at the right temperature. In our case, we were lucky to take advantage of a natural fissure in the rock that we dug out into a makeshift cave that serves the same purpose. These large doors close to keep the temperature in the cave constant. The barrels are lifted in and out of the cave by this rig," she said, pointing to the large wooden scaffold. "With the pulleys, a single person can easily lift a full barrel up and down without difficulty." "Is that rig built to the dwarven designs?" Gisela asked. "Yes, Sven used the design that you negotiated from the local dwarves to build this contraption. It is counterweighted with some stone from the top, and has gears underneath that allow the entire apparatus to turn back and forth to load the barrels. Nice work getting the design for such a low price!" Lady Gwenllian complimented. "Thank you, m'lady," Gislela curtsied. Pausing a moment and looking at the barrel, she then asked "Where does the yeast come from?" "For now, we're buying it from the baker in town, but eventually we will be able to hold back some of the yeast that settles out of our brews to begin our next batches, and in time, we will have enough to be sold to others," Lady Gwenllian replied. "Are the beers sold in the purification casks?" Gisela asked. Lady Gwenllian shook her head. "No, once the brews are purified, the barrels are hoisted back out of the cave and are opened and poured into new, clean barrels of various sizes. Excess yeast is harvested that can be used for the next batch of beer, and more sediment falls out, again improving the clarity. Then the casks of beer can be sent back to the cave for storage during the summer months, or stored in a shed in the winter before being sold or tapped and drunk." Lady Gwenllian led Gisela outside through two huge doors, finding Mohatu waiting for them. "The large doors allow for a horse cart to be pulled into the brewery to load the barrels," Lady Gwenllian explained. She gave Gisela a serious look. "Our first brews will be sold, since we need a source of income. I have spent most of my family's fortune on the beginnings of the castle, so it is important that you bring us the best prices you can for our beer, or we will have a hard time next year. I will mark each barrel with the flavors they contain and discuss prices for you to negotiate their sales." Gisela nodded. "I understand, m'lady. I will make sure that our beer is sold widely at the best price possible." As Lady Gwenllian closed the large doors behind her, she turned back to her new ambassador. "I'm sure you will. I wish you well in avenging your brother. I have assigned a small contingent of my guard to accompany you to help with your endeavor and keep you safe." "Thank you, m'lady," Gisela replied with a curtsey. Lady Gwenllian took her hand in a warrior's grasp. "Go with speed and luck!" she wished her new ambassador, and then watched Mohatu follow her down the rock outcrop to her waiting ship.
  11. Henjin_Quilones

    Jelsa's Ice Castle

    Jelsa's Ice Castle A freebuild for Avalonia set in Mitgardia Far to the north in Mitgardia, at the edge of the Frozen Beyond (whether in the Frozen Beyond or just on the Mitgardian side is hard to say, as the cartographers are rather imprecise about that region), there is a small kingdom ruled by a kindly, though rather stupid, old king. His wife died many years before, and he spends his time playing with a sophisticated system of interlocking toys and trying to convince his only child, his spoiled and deeply loved daughter, that she should marry some prince. The daughter, Princess Jelsa, however, had other plans, and, since she is also a powerful ice witch, she froze every suiter her father brought to her. But one day, things went so far that she ran away to the back of the North Mountain and built herself an Ice Castle with her powerful ice magic. And there she stands, and there she will stay, unbothered by the cold. Cold hands, colder heart, they say. Unedited version: ______________ ............................. I built this for the Summer Joust's vignette category. It is, of course, Elsa's Ice Castle from Frozen, but I could not resist putting it into Mitgardia, where an Ice Princess seems to fit quite well. Jelsa, however, is a creation of mine for my (as yet unpublished) 10th Anniversary GoH CMF series: Consider this a sneak peek! Comments and criticism welcome.
  12. Hi all, Trying to push out more builds to get my city on the maps :). I present you "The Peaceful Shrub". An Inn located in Oxenfurt, Avalonia. The Peaceful Shrub [GOH] by jesse van den Oetelaar, on Flickr The Peaceful Shrub Inn [GOH] by jesse van den Oetelaar, on Flickr The Peaceful Shrub Inn [GOH] by jesse van den Oetelaar, on Flickr The Peaceful Shrub Inn [GOH] by jesse van den Oetelaar, on Flickr
  13. This is what happens when a storyline I've had in mind for ages for a webcomic collides with my heartfelt reunion with my LEGO bricks and this year's Summer Joust "Creating an atmosphere" category... ---------------------------- The build : A castle, somewhere in the Enchanted Forest of Avalonia... ---------------------------- The story : Chronicles of Embervale - Prologue* *Also online on my brand new blog Once upon a time, in a land far, far away, lived an elf maiden. She was fair and wise, with eyes bright as jade and hair dark as shadow. Alas! The Elf Maiden’s heart was shrouded in sadness, for she lived alone in a secluded tower. “Wait, what? I’m not sad, and I’m definitely not alone. I have three cats, a company of goblins, and…and you!” “Right.” With the hint of a smile, he wrote: Her days were only lit up by the gentle presence of her caring uncle. Alrune sighed and turned to the window. “You know, Uncle, when I asked you to write our chronicles, I was thinking of something less lyric. Just a straightforward record of what happens in Embervale, actually.” “Well, sweetheart, nothing ever happens in Embervale. I mean, we do have the occasional invasion of dire rats. Worgs in the forests. Dragon attacks. And way too many surprise visits from your mother. But nothing really interesting!” Alrune smiled, absently watching the sunrays flickering in the rustling leaves in the courtyard below. She had willingly left the royal court to carry on her research in peace and tranquillity, and her uncle Dresghar had been ordered to go with her. Much to his dismay. She knew he missed the court’s thrilling and refined lifestyle. She also knew the poet in him enjoyed the beauty of the mountains around Embervale, the quaint charm of the castle, and the simplicity of village life. Soon, for sure, he’d love this place as much as she did. --- “There are people requesting a hearing, Boss!” the goblin guard hollered from the entrance of the hall. “From the village!” The goblin gestured for the visitors to enter. A pack of peasants hesitantly moved forward, impressed by the grandeur of the hall and its dignified architecture. Though small and provincial, Embervale Castle radiated a solemn atmosphere even the unseemly attitude of the guard could not tarnish. “Good morning. What would you like to talk about?” Alrune asked after an awkward moment of silence. “There’s a monster in the forest, my lady! We lost two lambs and several hens.” “Sheep and chicken? Are you sure this is not a mere worg? Or even just a big fox?” Wringing their hands, clearing their throats, the villagers did not reply immediately. And then they all began to talk at the same time. “It screams at night, my lady. Bloodcurdling cries. Worgs are decent creatures, they do not screech like that!” “My brother Ivo, he saw a beast, my lady! Green, as big as a horse! With horns and a shell like a tortoise!” “It breathes fire!” Moments later, if the words of the villagers were to be believed, it appeared that Embervale was threatened by a six-legged armoured monster with the head of an eagle and the tail of a dragon, taller than a house and faster than a hare, able to breath fire and spit venom. “I see. Probably something mightier than a fox, then. Horns and a carapace – a tarasque, perhaps?” Alrune speculated. “Go back home and stay safe behind the village walls, we’ll deal with it.” “So, sweetie, how exactly are we going to deal with that dubious monster?” Dresghar asked as soon as the villagers left. Alrune avoided his gaze and remained silent, more concerned than she let on. --- “Someone else, Boss!” the guard yelled again. “The guy who works for the neighbour!” The goblin let the man in, a weary soldier with a stern face who gracelessly bowed to the Elf Maiden. He was no stranger in Embervale, as he had already delivered numerous messages from his quarrelsome master. “Good morning, Evrart. What’s the matter this time?” Alrune asked before he even uttered a word. “Does a tree from my forests cast an outrageous shadow on your baron’s crops again?” “Most likely, my lady. The old baron is…was a stickler for proper ground maintenance. But this is not my reason for coming.” He paused, obviously searching for words. “He happened to die a few days ago. The old baron.” “Good to know! … Huh, sorry – I mean, sorry for your loss.” Despite his lack of manners, the human did have the grace to go on as if the Elf Maiden had not foolishly cut him off. He was speaking in a low tone, his voice bitter as if his own words hurt him deeply. “The young baron said he needed new blood. Dismissed us all who served his father. So I end up on my own, and I was wondering if you were hiring.” A silence fell, somewhat altered by the squealing of Dresghar’s quill on the parchment as he decorated an initial. “Well, actually, I have a problem with a tarasque…” “A tarasque, my lady?” “Or maybe a very weird fox. Whatever it is, it instils fear in the village. Investigate, find out what’s happening, and I’ll try to find you a place here.” --- A few days passed, and the human came back. By his side were the two guards of Embervale the Elf Maiden had sent to escort him, as well as a small, armoured creature with tiny horns. “And who’s that cutie?” Dresghar cooed, putting the Chronicles aside to kneel and pat the creature on the head. “It’s a tarasque cub, sir. We found the remains of its mother in the marshlands,” Evrart replied. “It’s rather friendly, actually. It bites only when it’s scared.” “It followed us home, Boss, can we keep it?” one of the goblins asked, coyly glancing at Alrune. “Please, Boss?” the other one added with what he intended as a charming smile. The Elf Maiden was gentle in heart – the kind of person who genuinely cared for stray kittens and fledglings fallen from the nest. Hence, at the end of the day, Embervale had welcomed two new denizens: a lovely little critter, and some ordinary human.
  14. Henjin_Quilones

    The Old Mill

    The Old Mill A freebuild for Avalonia There are countless old mills around the countrysides of Avalonia, along every stream and river, wherever the local farmers can bring their abundant harvests from their fertile fields. They vary in style, with some being powered by the current of the river from below, while others, like this one, are powered by water falling over the top of them. More than any other building in Avalonia, more than the castles, the towers, the palaces, the mills symbolize the wealth, prosperity, and fertility of the realm. May the mills never stop grinding in the green fields! And it spins, too, if a tad aggressively due to the only LEGO motor in my collection being a single-speed RC car. C&C welcome!
  15. Of Dragons and Druids Chapter 4: The Apprentice It had been several long years that Gahlen had been stuck working with the dwarves. He didn't dislike dwarves, per se, but he did not like doing dwarf work. It was hard, backbreaking work, especially for a growing boy of half-elf and half-human stock like him. His small frame was not meant for such strain. Or at least that's what he was always telling his father. But of course, Henjin merely smiled and said, "It'll build character," or something else awful like that. The worst of it was that Gahlen really just wanted to be out flying with his dragon, but he was not allowed to ride Koeden for more than an hour or so each day, and only short flights at that, since the dragon was still young and his mother did not trust either the dragon or her son to not over-tax themselves or worse, get lost somewhere out in the Mystic Isles that Druidham sat in the midst of. Folks got lost out there and never were heard from again. Actually, that wasn't the worst of it. The worst of it was that despite working as an apprentice to Stenkarlek for three years, Gahlen had still never been allowed to pick up a hammer and beat any metal at the forge. Never. He was stuck hauling things for the dwarves, like finished helms that needed to be set in the growing pile of arms outside the armory of Druidham. The armory itself was full, so the forge floor outside it was now piled high with armor, swords, helms, and shields. And it was Gahlen's job to haul it and stack it. Blaegrid and Injini got to pound on metal and make stuff, like swords and lanterns and pots. But Gahlen had to haul a barrow. Grinberd could pour molten iron to make swords and cool stuff. But Gahlen had to haul a barrow. The pile outside the armory was growing and growing, and still Gahlen had to haul his barrow, his face covered in grime and soot from the air inside the forge. It certainly wasn't from getting close to the glowing forge itself. Except when it was his job to haul coal to the coal pile in his barrow. And sometimes he even got to shovel the coal into the furnace! What delights! Gahlen noticed that Stenkarlek was talking to his parents, who were standing in the doorway with Koeden. He wondered what they could be talking about, but knew better than to try to eavesdrop. In the noisy forge, full of the clang of metal, the ringing of hammers on steel, the shriek of wheels grinding edges, and the whooshing of pumping bellows, it was impossible to hear anything without getting very close. And very noticed. "How has he been doing, Stenkarlek?" asked Henjin Quilones, greeting his old dwarf friend with a handshake. "Is he working hard?" "Oh, yes, very hard," said the old dwarf. "Though not with a smile on his face." "Smiling is hard when you are working hard," smiled Galaria, watching her son trudge around the forge floor. "Not for a dwarf it isn't," grumbled Stenkarlek. "We take joy in hard work. The harder the work, the bigger the smile." "Humans and elves are different," said Henjin thoughtfully. "Perhaps he should have a day off to fly with Koeden. Would you like that, Koeden?" The dragon nodded his head, his eyes lighting up at the suggestion. "Very well, then, how about tomorrow?" asked the Druid leader. "Fine," muttered the dwarf as he walked away. They could hear him saying something about soft elves and weak humans as he entered the noisy forge. But they just laughed, knowing that the dwarf was only half serious. And old enough to appreciate the differences between the races. "Shall we go back to the orchard, my love?" asked Henjin, escorting his wife by the arm. "Look, Rokka is picking apples. Perhaps he will share one with us." ____________________ ........................................ It has been a long time since the previous chapter of the story, a long time indeed. Chapter 3 was over two years ago now! Yeesh, things get busy. So I tried to keep the style similar to previous Druidham builds, like the library, kitchen, and hall, but this time to add a bit more detail to the walls. It's subtle, but there. This one might also be bigger than the rest, especially since it includes the outdoor scene. I am also using this for several HSS categories, notably Military: Armory, Craftsmen: Blacksmith, and Agriculture: Orchard. I just need to get a build with laborers and I can have a settlement on the map. Unless I decide to count Gahlen as a laborer... Oh, and Comments and Criticism welcome, as usual. I do plan to take a picture or two of just the dragon, for those who ask for such things. I know I haven't done it before, but I really do plan to do it this time, since I am rather pleased with this little guy. [Edit: the picture of the dragon is in the spoiler below]
  16. Rogue Angel

    Historican Settlements - HSS

    HISTORICAN SETTLEMENTS Historica is home to many towns, villages, hamlets, and even a few Cities. The Royal Cartographer's Guild of Albion and the Avalonia's foreign affairs minister wish to officially recognize the many settlements of Historica. As a prerequisite to official recognition and inclusion in the "Royal Registry of Historica's Locations of Note" and "Avalonian Sites and Monuments: a comprehensive guide" each settlement must prove that they contain the minimum facilities to provide for their residents. To establish your settlement, you must post MOCs from the following categories. These MOCs CAN be already completed, but they MUST not already be referenced to a different location. (if you try to alter a description of an existing MOC to fit this challenge, you will not be allowed to enter ANY settlements, so do not edit topics you already posted. you can add a post later on in your topic, but if I see that the topic was already posted before Feb 14th, but edited after Feb 13th, it will not be allowed as part of this challenge.) There are a couple of building types that can be counted for multiple types (a Fishery for example can be counted as a nautical AND agricultural). Here are the categories: REQ - Agriculture - Grains & Produce: Farm*, Mill, Granary, Orchard Agriculture - Livestock: Farm*, Cattle/Horse Ranch, Swineherd, Sheepfold, Fishery Nautical: Harbor, Shipwright, Quay, Fishery*, Ferryman REQ - Military: Keep, Barracks, Gatehouse, Tower, Castle, Fort Religious: Chapel, Monastery, Temple, Shrine Medical: Apothecary, Herbalist, Infirmary, Physician Hospitality: Food & Beverage: Bakery, Butcher, Winery, Brewery, Tavern REQ - Hospitality - Lodging: Inn, Stables, Coach House REQ - Laborers: Lumber Mill, Mine, Stone Cutter, Mason REQ - Craftsmen - General Goods: Cooper, Wainwright, Tannery, Dyer, Glass Blower Craftsmen/Merchant - Arms & Armor: Blacksmith, Bowyer, Fletcher, Armorer Craftsmen/Merchant - Clothing: Cobbler, Seamstress, Furrier, Woolen Mill Craftsmen/Merchant - Specialty: Candle Maker, Wood Carver, Bookbinder, Jeweler, Potter Services: Herald, Cartographer, Money Lender, Scribe, Courier, Shipping House Scholars: Observatory, Alchemist, Philosopher, Astrologer Entertainers: Minstrel, Fortune Teller, Performing Troupe, Theatre Administrative (Town or City only): Town Hall, Chancery, Forum, Courthouse Now, the examples provided are not the only things you can build in a category, they are just options. Also, the build must be substantial - showing an interior of one room, or throwing a bunch of bricks up on a plate will not be acceptable entries. Hamlet - There are 5 categories that are required for a Hamlet (the minimum recognized settlement) - Agricultural (either one), Military, Hospitality (either one), Laborer, and Craftsmen. Village - For a Village, you must meet the Hamlet requirements plus meet a total of 8 of the 16 categories. Town - For a Town, you must meet the Hamlet requirement, plus a minimum of 2 Craftsmen buildings, both Agricultural categories, and both Hospitality categories, plus meet a total of 10 of the 16 categories. City - For a City, you must meet the requirements for a Town, plus one administrative building, plus meet a total of 14 of the 16 categories. Port - For a Port, you must meet the Village requirements, including one Nautical building. For this task, there is no time limit, and again, is open to all Historicans. I will be starting a separate thread for this once I get home tonight where you can post a link to your topics. Each person should have only one reply in this topic, where they will post all of their entries. You can have more than one settlement recognized if you wish. You should only have one post per Settlement. Feel free to ask questions, but I will delete them once they have been answered, and compile the answers in the thread below. Do not post for a settlement unless you have a build to post. I will delete any topics that do not contain a link to an existing MOC (no MOCs in progress allowed either) Let me know if you have any questions. Some further ideas for the categories are in this list curated by @Grover. But again, even this extensive list is not exhaustive; if you think your build qualifies for a category, put it there. Creativity is always encouraged! Agriculture Grains and Produce Farm Garden Mill Granary Marketplace Vineyard Orchard Livestock Farm Cattle/Horse ranch Dairy Swineherd Sheepfold Marketplace Kennel Beekeeper Fishery Nautical Harbor Shipwright Quay Fishery Ferryman Port Dock Lighthouse Military Keep Barracks Gatehouse Tower Castle Fortified Bridge Wall Beacon Cavalry Stables Ballista Tower Fort Religious Chapel Church Monastery Tomb Cemetery Temple Mosque Shrine Medical Apothecary Herbalist Infirmary/Hospital Mortician/Necromancer Torture Chamber Barber/Physician Hospitality Food & Beverage Bakery Butcher Winery Kitchens Brewery Café/Street Food Tavern Lodging Inn Stables Coach house Celebrations Wedding Festival Laborers Lumber Mill Grain Mill Mine Stone Cutter Wood Cutter Mason/Adobe Maker Stable Hand Cleaning Workers Field Hands Foresters Carter Diggers Quarry Craftsmen/Merchants General goods Cooper Wainwright Tannery Carpenter Dyer Marketplace Fishing Rod Merchant Glassblower Arms & Armor Blacksmith Bowyer Fletcher Siege workshop Armorer Clothing Cobbler Seamstress Textiles Furrier Woolen Mill Specialty Candlemaker Wood carver Stone Carver/Sculptor Goldsmith Bookbinder Florist Jeweler Horse Tamer Merchant's Hall/Guild Coal Merchant Magic/Potion Vendor Tinker Potter Services Herald Cartographer Money lender General Store Scribe Courier Trading Post Shipping house/Warehouse Scholars Observatory Alchemist Philosopher Library University/Academy Astrologer Entertainment Minstrel Fortune Teller Street Musicians Performing Troupe Brothel Sports Arena Theatre Administrative (Town or City only) Town Hall Chancery Forum Council Building Administrative Building Meeting Hall Customs House Palace Embassy Courthouse
  17. In Avalonia there can be found a multitude and a variety of forests, yet the most intriguing continues to be The Enchanted Forest, that very few dare to enter. Natural Harmony by Arfelan Nest, en Flickr I am very happy of building a forest scene. Hope you like it. Thanks for watching.
  18. Long ago, dark and dim in the shadows of history, the land of Avalonia was inhabited by powerful Druids. But over the years, their numbers declined, and declined, until only one was left. Using all the power left in his old body, and the powers of his brethren stored in the stone of his staff, he cast one final spell, hiding the greatest treasure of the Druids and their most sacred shrine from the world. No one has ever found the shrine, hidden somewhere in the mist-shrouded Mystic Isles, nor the treasure it contains, though many have spent or lost their lives looking... __________________________________________ .................................................................................... C&C welcome, and all that. This build spiraled out of control, measuring at final count something like 110x80 studs. And I have now sworn off immersive landscape builds...
  19. A place of knowledge and refuge, guarded by arcane power and a dragon. In the early stages of the war, it was the site of many councils between Avalonia commanders. It was here that the planning was carried out for the relief of Albion in the First Great War. The Citadel remained in the mages hands afterwards. Hope you like it. Thanks for watching. Citadel of the Mage by Arfelan Nest, en Flickr
  20. Near the borders of the continent, where the Mystic Isles starts. There is a floating rock. Thanks to the strange nature of this place, it is a very common sight. The lighthouse, erected on the rock, serves as a guide, for those, who lost in the dense mist. Or more likely as a warning, to turn back...
  21. Hi all, I decided to do a build for GOH again, here it is! The city wall of Oxenfurt. The citywalls of Oxenfurt by jesse van den Oetelaar, on Flickr The citywalls of Oxenfurt by jesse van den Oetelaar, on Flickr detail 1 by jesse van den Oetelaar, on Flickr detail 2 by jesse van den Oetelaar, on Flickr
  22. Whenever Rienne gets a job, if it's something the Nightwolves haven't encountered before, she consults Merrick to find out what to expect and how to hunt it. Had a small amount of building time and figured this was an important part of the monster hunting business. Here's the build sans minifigures.
  23. - This is robbery! - shouted the pig herder, to the guard. - I won't pay one and a half pig for safe passing on the road! This is madness! It was a lazy day in the middle of autumn. The small outpost was filled with pigs. Their loud grunting could be heard from miles. The gentle wind started moving the stench around. In this situation, everyone could lose their patience... - Madness or not, this is the toll, to keep you safe from the brigands in the woods. - reply calmly the officer. He was a bit tired, almost every fourth traveler or merchant argued about the high taxes. This year wasn't too so pleasant in the country, so Conrad raised the toll, for using the roads crossing Deep Garden. - If you wish, you can try to use the wilderness, to travel, but for your own risk. - Fair enough! - and the herder started driving away his pigs. - I bet the brigands won't be that harsh! "Fool" ran through the thought in the officer's mind. "He will learn it the hard way, hehe". He watched as the herder navigated his pigs away from the post. The next two travelers tried to avoid them as they approached. Not much happened with them, they simply paid the toll, and they were on their way, to the market. But the next one. An ox pulled wagon, with a huge slab of marble. With each turn of the wheels made, the whole wagon squeaked painfully. The owner was a merry fellow, he whistled an unknown tune, while he arrived at the barrier, and made the wagon stop. - What's your business here? And what's your shipment? - asked the officer, but he already knows it. only formalities. - By the grace of the Traveler, I came from Mitgardia, to deliver this huge marble block, to the local sculptor. - He stopped for a brief moment, just to pull ut a paper from his pocket, to check something. - To Markol's Stonecuts. - Marble you say. - smiled the officer. - Fair enough, just let me check this week's charts, how is your toll will be calculated. What is the weight of your shipment? - Actually. - the man interrupted the officer and handed over the previous paper. - This document provides us safe passage on every road and free of taxes. - What? - took the paper, and started to read it half aloud: -"... the owner of this document...", "... free passage in Avalonia..." ... Hm.. hm.. hm... By the Pick-a-Stone stonecutters? - wondered the officer. - And for what reason? - Markol ordered eight huge white marble blocks, from the stonecutters. But one of them was damaged in the unloading. The dwarves quickly dispatched this block, and gave this document to me, so no one will bother me with taxes. - I see. - scratched the back of his head the officer. - Why does the sculptor need that much marble? Not curious, I just need to write in the... In the daily report, yeah! The officer looked to the other soldiers, maybe one of them heard about this Eight Patrons or at least one of them. He looked back to the man and shook his head: - Never heard of them. Who are they? - They are our gods! Each of the guards a profession, and help those who belong to that profession. Like: I'm a traveler, so, my god is The Wanderer. He is the god of exploration, curiosity, adventure, and so on. And every god has a counter god. For example, The Wanderd's counter god is The Wife. She is the guardian of the house and family, patron of women, and so on. - Alright... - said the officer, and ordered his man to lift the barrier. - I bet you are in hurry, so we won't keep you here any longer. - and he stood aside, so the wagon can go on its way. - Boss... - a guard walked next to the officer after the wagon was far. - What was this blatter all about? Have you heard anything about these eight pardons? - Patrons... - corrected his man the officer. - And no, never heard about them. But I'm sure Conrad didn't hear about this too. - he sucked his nose. - Get me a pigeon... A few moments later the bird was on her way. The officer followed it as far as he can, with his sight. Daylight turned to dusk and followed by night. The traffic slowly decreased, but life in the small guard post didn't stop. The soldiers outside just finished dinner, the officer inside filled the charts, about the income. - Boss! - shouted the lookout. Brem has signaled to us, is it safe for them, to come? "Finally" Now we can see the day's real tax. - Yes, tell them, the coast is clear! - shouted back. The lookout grabbed the lamp next to him, and wave it, in the air. A few minutes later, three black-cloaked figures emerge from the darkness, with some cattle. The officer came out from the post - Good evening. - greeted them. - I see, you meet with the pig herder. - pointed towards the pigs. - Aye! What a fool! - laughed the one who was called Brem and the others. - What else is did you get? - wandered the officer's look from the pigs to the sacks. - Not much. - shrugged Brem. - Spice, some coins, and other small valuables... - Boss! - interrupted the conversation one of the alleged robbers. - When will our shift end? Those berries killing my tummy, and we got only big leaves in the forest, which feels like sandpaper... -Don't worry about that. Conrad will send the next shift, to replace us. - he looked around at his man and smiled. - Maybe, they won't be little princesses like you. The outpost filled with laughter. And grunting. And pig stench. ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- HSS entry. Also, wanted to start my HSS too, with this build. Military - Tower The small tower of Oldfell was recently raised next to an abandoned house, to monitor those who visit Deep Garden. To ensure road safety the guards take a small toll, on the passengers. There are still dangers in the wilderness. *wink*
  24. 7 June 2021 - Added @The Stad's giant hare and @Grover's Nocturnus plants! Feel free to add your ideas or suggestions. And, of course, feel free to use those plants in your builds! ________________________ Natural History of Historica A collaborative herbal book Volume I - Herbs Marsh-mallow (Althaea Officinalis) Marsh-mallow is native to the humid western coasts of Avalonia. Mostly known for the candies that are made from its root, it also has interesting medicinal properties for the treatment of cough and throat ulcers. Parts : leaves, stem, flower Angelica (Angelica Archangelica) Angelica is a common sight in northern Historica. Since its appearance is quite similar to poisonous species, however, it is rarely foraged in the wild. Cultivated, it is widely used in the traditional Mitgardian cuisine - especially candied as a decoration for cakes. Its medicinal uses include, but are not limited to, the treatment of all kind of digestive troubles. It is also said to be an efficient magical protection against curses. Parts : leaves, stem, umbels NEW Deadly Lavender (Atropa Angustifolia) - by @Grover This rare flower is found naturally only in humid, swampy areas of Nocturnus, and when found is usually co-located with spreading starmist. The plant is noted by its black stem and three leaves. The roots, stem, and leaves are all highly toxic if ingested, causing hallucinations and delirium, and are sometimes dried and crushed to use in various poisons. In the spring, lavender flowers can sometimes be seen on this plant. Curiously, the flower is not toxic and is the key component in several medicines, poultices, and spells, so is harvested by herbalists and spellcasters. Hypericum (Hypericum Perforatum) Hypericum is generally considered as a noxious weed that challenges gardeners from all over Historica with its invasive growth and resilience to weeding. However, its is welcome in most herbal gardens since its oily extract is very useful to heal wounds and burns. Opinions seem to differ as to its magical properties. Many people believe Hypericum to protect from evil spirits, while gardeners seem to find the plant more annoying than any spirit it could protect from. Parts : leaves, stem, flower Mandrake (Mandragora Officinarum) An aura of mystery and magic surrounds the Mandrake. Native to Varlyrio, Kaliphlin and southern Avalonia, it's not easy to cultivate in Mitgardia. The result is worth the effort though, as this plant can be used to prepare one the most efficient sedatives known to the Guilds. It's also hallucinogenic and hypnotic, and is thus highly sought after by charlatans and fake shamans. Parts : leaves, stem, flower White nettle (Lamium Album) White nettle is a very common plant that can be found in grasslands and forests all over Avalonia and Mitgardia. All parts of the plant are edible (and have a surprising mushroom flavour), and the leaves can also help with melancholy. A so-called Aureum variant, which features bright lime leaves, can be found in the southwestern foothills of the Mitgardian Heavenly Mountains. A rumor says its unusual coloring indicates the presence of gold underground. The inhabitants of the little village of Horgaard know it's simply an horticultural experiment, escaped from the garden of a local herbalist… Avalonian Crown Lily (Lilium Avaloniflora) - by @Grover The Avalonian Crown Lily is native to the coastal areas of Avalonia, particularly in the Mystic Isles. Its occurrence is uncommon in most areas, but it is cultivated and traded around Historica, so is a common ornamental potted plant. It gets its name from the large white bowl shaped flowers ending in spikes like a crown and is noted for the pollen covered pistils, usually golden yellow, that protrude from the flowers.  Parts : stem, calyx, corolla, pistil Volume II - Bushes NEW Spreading Starmist (Prosopis Azure) - by @Grover Commonly found across Nocturnus, Spreading Starmist is a low-growing bush with bright blue leaves and a black stem. It grows in almost any soil and is considered a nuisance in many area It also leaves black stems everywhere when it is done growing, causing headaches for cleanup. The plant is non-toxic, and does not contain enough nutrients to feed livestock, so is not cultivated intentionally. The wood is sometimes used for cookfires where it imparts a smoky flavor to meats. Volume III - Trees NEW Purple Locust Tree (aka Red Pea Tree) (Robinia Purpura) - by @Grover This medium sized deciduous hardwood grows across lower elevations of Nocturnus and slightly into the other guilds in the area around Cedrica. It has occasionally been planted in other areas where it can become invasive. It is considered a nuisance tree due to the red pea-pod fruits it bears in the spring, which drop everywhere, requiring cleanup for landscaping. The wood is hard, but is not particularly useful for building due to the small, twisting, and generally spindly nature of the tree trunk, which limits the size of boards produced from it. Volume IV - Animals Common Field Wombat (Wombatus Agerus) - by @kahir88 A medium-sized rodent eats plants and smaller insects. Avalonian farmers have long struggled to drive them away from their lands. Males are particularly aggressive when their territory needs to be protected against other males. Many Avalonians take advantage of this and make to fight each other for amusement. Common Seagull (Larus Historicus) - by @Grover The common seagull is native to all the coasts of Historica and is a common sight there. These gulls flock in large number, particularly around sources of food, and are somewhat of a nuisance in coastal urban areas, making a mess wherever they are found. These birds are noted for their white color with grey and black wing markings. Omurtag Zwergpinscher The Omurtag Zwergpinscher, colloquially known as the Dwarven Devil Dog among Human communities, is a breed of domestic dog developed by the Mitgardian Dwarves of the Heavenly Mountains. Renowned for their vigilance and tenaciousness, Omurtag Zwergpinschers make excellent guard dogs and ratters. NEW Avalonian Giant Hare - by @The Stad Brought to Gammeltårn by refugees from Avalonia during the Elemental Crisis, the Avalonian Giant Hares were kept for their flavorful meat and supple pelts. Several years ago, four of the five breeding pairs on the island had been set loose during a violent storm, and now herds of the docile, dog-sized rodents could be found menacing crops around the island.
  25. Rienne, founder and leader of the Nightwolves. Rienne founded the Nightwolves after hunting the vampires responsible for her husband and daughter's deaths. After surviving the attack she sought out knowledge on how to kill what took her family and this search led her to Merrick. She has raised a direwolf named Ashla that she found in Mitgardia on a job. Aurelios- The group's resident healer and mage. A feisty elf whose love of wine always brings forth the question "When do I get paid?". Talus- Formally from Mitgardia, Talus is a very simple soul. He loves nothing better than making the world a better place, one swing of his mace at a time. Nothing makes him happier than combat for a higher purpose. He's often chided and made fun of by Aurelios. Ysova- One of the finest non-elven archers in Avalonia, Ysova learned to shoot very young by necessity. A starving orphan who happened upon a dead soldier and picked up his bow, she learned very quickly that missing a target meant not eating. Serana- A half breed shunned by both Humans and Drow alike. Rienne found her in Nocturnus and remembering the daughter she lost, decided to take her in and train her. She's quiet and not fond of sunlight. Bardan- The most recent member of the Nightwolves and the one with the most in common with Rienne. When he was a boy his parents were slain by what he only remembers as a "Demon Knight". He sought out Rienne hoping to learn how to find and kill whatever killed his family. Merrick- Having spent much of his life with his head in books, Merrick has very little experience or inclination to combat. Forced out of a leading university due to heavy drinking he was nevertheless quite the student of the "darker" mythologies of Historica. When the Nightwolves get a job, it is Merrick who details what they're hunting and how to kill whatever it is. Located in the eastern region of Avalonia this once fortified castle has been abandoned for quite some time. It was given to Rienne as payment for saving the daughter of a local lord. Most of the money earned goes to repairing the castle, now affectionately named The Wolves Den.