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Found 565 results

  1. The build: Hot pools on the hunt The story: A steep mountain range ran through the heart of the Enchanted Forest, dividing the very ancient forests in the northwest with the merely ancient forests in the southeast. The range went by many names to the peoples of the forests: the Wizard’s Spine, Titan’s Jaw, or merely “the range”. One particularly tall peak had, in times past, been volcanically active; now, geothermal vents still peppered its southern flank. If you knew where to look, some of these vents emerged in thermal hot pools, providing a steamy respite from the surrounding snow and ice. The Varana sisters, Ooru and Gudoo, used the thermal pools as waypoints on their hunting expeditions. Despite the sulphurous emissions, the pools were the perfect spot to remove their snow shoes, warm up, dry out their sodden fur cloaks, and brew a little tea. On this expedition, the siblings had a special target: the elusive giant snow bear. It would be a challenging hunt – to even find a bear; let alone kill it. Snow bears had long, white fur, which provided almost perfect camouflage against the snow and the ice. If you were skilled enough to track one down, you then had to content with their sharp claws, almost as long as a Varana head. Still, Ooro and Gudoo were excited by the hunt: Not only would it challenge their skills but when you were paid upfront with a gold bracelet – with the promise of a second on completion – how could you not be excited! Build notes: C&C welcome.
  2. Sir Jonathan and his company of knight-errants travelled the four lands, bringing justice and enlightenment wherever they went. No villainy went unpunished; no persecution went unchallenged; no wrong went unrighted with these champions of the people afoot. Sir Jonathan: Paladin of the Rainbow (centre) Bobby: breaker and builder (left) Tan: forest ranger and longbowman (right) Antoni: kitchen boy (far left) Karamo: truth teller and oracle (far right) Bruley: loyal bulldog
  3. The Galaxiflora is an ancient forest, home to a multitude of sylvan communities. When a rare evil threatens to corrupt the Galaxiflora, Lady Bandruí forges an unlikely – and fragile – company of heroes for a dangerous quest to save their home. Despite being composed of champions from the five strongest races of the forest, even the oracles cannot foretell whether the fellowship will survive the quest – or each other. From left to right: Cillian: wood elf cleric. His magic specialty is pyrokinesis – a brazen decision among forest dwellers, a fact that gives him much pleasure. Medb Táin o Cú: queen of the local faeries. She is as sharp with her caustic wit as she is with her knife. Bandruí: dryad and high priestess. She is determined to hold the company together for as long as their quest takes – and not a day longer. Horoeka: treant brute. Taciturn and tough as old boots, he considers splintering foes with his axe fair justice for decades of deforestation. Saoirse: night elf sellsword. The deadliest fighter of the company, she says little except for when goading Cillian.
  4. My entry for the "Monarchic Minifigures" category of the Brickscalibur contest! I could not miss the opportunity of having fun with minifigs while fleshing out my main character Alrune's family history. The minifigs (from left to right) - Dresghar, court minstrel - Thyrulnë the Fair, his sister, sorceress - Prince Aerenion, second son of the Queen - Shellethnir, Queen of the Dark Elves - Crown Prince Aerenthir, first son of the Queen - Alrune, his daughter - Wilwë the Elder, battlemage and advisor to the Queen Their story Once upon a time, in this very land we live in, there was a Queen. Queen Shellethnir, as she was called, had been widowed at a young age – losing her King to a sudden apoplexy stroke only two years after their wedding. Shortly before her widowhood, the Queen had given birth to two sons. Twins, but as different as siblings could be. Aerenthir was born first, and first he was in everything. A bright and fair child, the pride and joy of the Queen’s court. Aerenion was born second, unexpected even by his own mother. A shy and silent child, hidden in the shadow of his brother. While their mother ruled the kingdom with an iron fist in a glove of the same metal, the two princes grew up under the thumb of a most renowned tutor, Wilwë the Elder. A battlemage, a veteran of most – if not all – the wars the kingdom had known before. And also, incidentally, my father. But that’s not what matters. What matters is that Aerenthir became a brilliant tactician and a ruthless conqueror, the perfect crown prince his mother had hoped for. And that he soon married the fairest maiden of the court: my sister Thyrulnë, proud offspring from a long lineage of sorcerers and a mighty sorceress herself. Meanwhile, Aerenion stood behind the scene, finding serenity in study and solitude. The court rejoiced when Thyrulnë gave birth to a little girl, for the child would be as bright and fair as her parents. But when the kid grew up, it became obvious that she was as shy, as silent, and as solitary as her uncle Aerenion. Murmurs and rumours spread across the court. Aerenthir chose to flee. He threw himself headlong into military campaigns, marching even on neighbouring countries he used to see as allies. Thyrulnë chose to fight. She threw herself headlong into arcane studies, morphing her bitterness into dreadful weapons against the courtiers she used to see as friends. The harm had been done, and the halcyon days were over. The crown prince never came back from war. Neither did my father. And while my sister held on, the Queen as for her sank into despair. Soon after the funerals of her favourite son and her most trusted friend, she abdicated. And disappeared. That’s how Aerenion the Unexpected was crowned King. That’s also how I ended up taking care of a little girl, my niece Alrune, and how our story began...
  5. In the fantastical Historica, there are times where magic can have unexpected consequences. Some of these are random, while other times the unscrupulous or unwitting can bring changes on themselves… Avalonia Bunny Swap Too near a nexus of magical energy, this adventurer had his body swapped with a nearby Avalonian Giant Hare. Pig Headed “Do not meddle in the affairs of wizards, for they are subtle and quick to anger.” This king found out what the wizard thought of him after causing grave offense. Elarf An Avalonian elf and his Mitgardian dwarven traveling partner were unfortunately part of a magical explosion. The elf got the short end of the stick. Mitgardia Dwalf The Mitgardian counterpart to the Elarf. Reaching new heights. Stoned This warrior agreed to fight a ‘Meh’ Doula in a crowded bar one night. Too bad he had prepared to fight an average midwife and not the serpent haired demon he did. Now he is a bird garderobe. The Vanished Cursed to be ignored after taking advantage of a tribal priestess, this popular playboy slowly faded from sight and is largely forgotten now. Kaliphlin Mermaidman Having failed to kill a sea-witch, this old triton was transfigured into the body of a mermaid. Sandmaid The sandman is a mythical being who brings sleep to the weary. A tryst with a mortal produced a daughter who puts people to sleep when she is not sleeping herself! The Dessert King Never a good speller, the erstwhile ruler of Kaliphlin angered a minor goddess and was forced to bring pastries to his subjects for a month he wishes would be forgotten. Nocturnus Orctaur One of the few beneficial mishaps, an enchantment gone awry from the local shaman melded the body of an orc warrior to his horse, bringing greater speed and stamina. He's also faster on foot and can run for longer periods without getting winded. The One Eye Love Captain of the Nocturnus cheerleading squad, Carrie was not popular with the other cheerleaders. She was criticized for lacking any depth of field and was always unable to see the other side of an argument. WTF? Yeah, it’s Nocturnus. Don’t ask. Varlyrio Snakebuckler This swashbuckler prayed for fast, smooth moves. Prayers answered. Slimfast™ This overly vain DiCarlo daughter felt she was overweight so drank a potion to help her slim down. Lawyer “You are ssssserved!” Literally cursed by an unhappy client. Philadelphia Bob Cursed by a gypsy after drukenly vomiting on her, Bob found himself in Historica and traveled about, finally settling in Avalonia.
  6. Deep in the east Varlyrian countryside, far from the bustling canals and thriving cities, lies a wonder of Historica. This shining cathedral is one of several holy sites throughout Varlyrio maintained by an order of Priestesses dedicated to keeping these sacred sites in pristine condition. The temple is renowned for its beauty and craftmanship and intricate tilework, and when the bell tolls people come from far and wide to gather in prayer. Following Dan's trip in Kaliphlin, the next destination of his travels ended up being the beautiful land of Varlyrio. After a long, boring journey full of seasickness, drinking and dreary traveling he finally found himself in the countryside of Eastern Varlyrio, and after dealing with some business in a nearby town Dan found himself with a bit of spare time. So of course when a local mentioned a wonderous place nearby he decided to stop by and visit. However, when he finally arrived at the temple he found the doors barred and the bell silent, quite a difference from the open, welcoming atmosphere he had been told of. Fearing something was amiss, he traveled back into the nearby town and recruited some help in the form of some brave Avalonian soldiers currently vacationing in the area. With some hints from one of the locals they were able to find a secret entrance to the temple and made their way inside. Once inside they discovered that their suspicions had been right. The priestess was locked away in one of the long unused cells beneath the temple, and once they freed her she explained that bandits had come, stolen some provisions and valuables from the temple, and locked her away. Interior Pics:
  7. The busy trade routes of Kaliphlin are often following paths which pass by sources of water at decent intervals. Many of these wells are protected by at least somewhat fortified way stations. Sometimes, like here along the Oil Road, the tower also contains some rooms for travelers and shade for their camels to recuperate before continuing on the road. The well is a place where many rumors, and sometimes also goods and gold, are changing hands. In the cosmopolitan Kaliphlin, many travelers from all over Historica can be seen. Cyclops are known for their somewhat ...exotic... cuisine, and this wandering cook seems to have had a long journey already looking for new places to serve culinary surprises. A merchant is waiting for his turn to fetch water for his camels. By the looks of his clothes, he is quite successful at his trade. These vital arteries of trade in Kaliphlin are watched over by a small garrison at each way station. Some hardy plants are growing and even blossoming in the half-desert along this part of the road.
  8. LordDan

    CDC2 CMF: LordDan

    Avalonia: Ranger These mysterious figures are the protectors of the Avalonian people. Although each ranger wears their own gear and are only loosely affiliated each other, they all share an exceptional skill with bows and a strong dedication to protecting Avalonia's forests. Avalonian Knight A member of the flight of Dragons, this brave Avalonian warrior fights for honor and justice, and wears an strangely familiar set of armor. Avalonian Expeditionary Force Soldier The brave members of Avalonia's expeditionary force explore, protect , and defend Avalonia. They expand Avalonia's interests both within the guild and throughout all of Historica. Nocturnus: Teacher Ssssstudentsss , I hope you prepared for todaysss exam. Failure will be punisssshed. Wraith he long dead that roam the swamplands of Nocturnus, forever hunting anyone unlucky enough to cross their path. Vampire Noble A lady of Shadowmere's court , she is as deadly as she is beautiful. The Immortal Baker This chef devoted his life to replicating the work of the masters to create the famed Nocty pumpkin pie. In the end it cost him his life, but in Nocturnus that is only a minor setback. Now he roams the wilderness, roaming all of Nocturnus in his endless efforts to finally create a worthy pumpkin pie. Kaliphlin: University Researcher This scholar from the University of Petraea prefers a hands on approach to learning, rather than reading dusty scrolls. Mercenary This mercenary is renowned for their expertise in martial arts and bladed combat. The Blue Knight Not much is known about this mysterious figure, but they are well known in the fighting tournaments and arenas of Kaliphlin. Fire Mage A member of the order of Fire mages based in Kaliphin. She is a seasoned warrior who has fought in many battles Mitgardia:. Dwarven Miner Mining is a time honored profession among dwarves, however this dwarf has a secret. He gains his wealth not from mining ore or gems, but by mining his way into the treasury rooms of rich lords and nobles. Berserker These fearsome warriors go into a blinding rage when in battle. Varlyrio: Guard Captain Guarding and protecting the streets of Varlyrio against any who would cause trouble. Gnome Explorer Although short in stature, this brave gnome searches the coast of Varlyrio for treasure and loot. Cedrica: Royal Guard This mysterious knight is a member of the royal guard protecting the Queen. However, he spends less of his time actually standing guard and more of his time hunting down and eliminating the enemies of the crown.
  9. Aarash and his ‘crew’ must periodically take-up the unpleasant, and often times rough, job of collecting taxes. While some of the citizenry enjoy the organized protection of the Batuhan guard, others need convincing.
  10. The build: The story: The life of a fungus herder could be a lonely one. Most mushrooms were skittish creatures preferring the quietness of the deep forest and the solitude of their own kind. Too much sunlight, noise or disturbance and they grew slowly or not at all. For this reason, fungus herders were often quiet, introspected folk. Some of the most renowned fungus herders in all Historica were the tree-folk of the Enchanted Forest. Tree-folk were often reclusive themselves, sometimes living out their entire lives in the same valley or grove. Their introspective nature enabled the tree-folk to discover the magic of fungi – both metaphorical and mystical: the phosphorescence of gilled Pixie chalices; the healing power of Witches’ Steeples; or the purifying abilities of Spotted Purple Caps, capable of negating evil rot incantations. Of all the tree-folk sub-races in Historica, the best fungus herders came from the grent sub-race. Although few grent would admit it to outsiders, part of the secret to their success was that they could form symbiotic relationships with many fungi. Tiny fungal hyphae would wrap around grent roots and even penetrate the root interior. The fungus provided its grent partner with minerals in exchange for nutrients and other chemicals the fungus needed but could not produce itself. This skill enabled the grent to intimately monitor the health of their herds and encourage spore growth. Even grent, however, sometimes needed help propagating their fungal herds. In a grove within the Enchanted Forest, stood three ancient standing stones. Twice the height of a man, these stones stood in a slight semi-circle. For most of the year they stood grey and largely unadorned; not even moss or lichen marred the surfaces. At the autumnal equinox, however, faint traces of purple and silver runes appeared carved into the rockwork, hinting at a long-forgotten magical purpose. Uncovering one – likely incidental – use for this magic, the tree-folk had repurposed the standing stones for the annual, highly anticipated fungal swap meet. Grents, other tree-folk and the occasional wild dryad would herd their finest fungal specimens across the forests to this one grove. Under a full moon, the magic of the standing stones would ripen the fungal spores, which spawned in vast multi-coloured clouds. The air seemed almost to sparkle as moonbeams fell on clouds of spores. The normally solitary tree-folk were affected by the occasion too, becoming almost giddy. They swapped stories and news; traded fungal specimens; and, on occasion, frisky grents even coupled to propagate baby grent saplings. This particular year, the first to arrive at the standing stones were a small group of grent. There was Ngaio, herding a troop of sharply-pointed Witches’ Steeples; the juvenile sapling Mahoe attending his first meet and showcasing some tiny puffballs, most still waiting for their pinks caps to erupt; and Kawa, corralling a mixed herd of Firecracker white caps and Sour Buttons. They were all good samples and likely to generate plenty of interest when the trading began in earnest. All focus, however, was on Kauri, or more specifically the magnificent specimen he was showing off. ‹Is that an Ogre’s Eye? I didn’t think there were any left!› said Kawa. ‹Is that actually up for trade?› asked Ngaio. ‹I’ll give you all my puffballs› added Mahoe. The Ogre’s Eye was a rare mushroom that was pale green in colour and with a large black spot on its crown. From above it resembled a large eye, hence its common name. While striking in appearance, this was not the reason it was causing a stir. The Ogre’s Eye was bioluminescent and soaked through with magic. It was an ingredient in many potions and highly sought after by elves, mages and even Nocturnan necromancers. Kauri let their excitement wash over him before responding. ‹Hah, no way! I’ve already got a buyer lined up in Cedrica. This one is just for show - I've already removed all its spores. I thought you’d like a look before I make my fortune.› Kawa looked away to hide his disgust. This was a classic move by Kauri, who loved showing off but also proved damn successful at almost everything he tried. Kawa moved off to inspect Ngaio’s troop, refusing to give Kauri any more attention. Tiny Mahoe, however, was clearly impressed, shuffling up for a closer look. Thankfully the moment didn’t last long, with another arrival. A hulking tree-man shuffled into the standing stones glade, preceded by a collection of red and white capped -shrooms. ‹Baob, you’ve really packed on the rings› said Ngaio in greeting. ‹You look like you’re ready to go to seed!› When tree-folk reached a certain age, they gave up their mobility to put down roots. ‹True, I am. This will be my last swap and I’m giving away all my troops in preparation.” Baob was a different sub-race from the grents, a much stockier group known as mallowmen. Three large trunks grew from his hunched back curving outward in gentle lines. The offer of free mushrooms was enough to entice tiny Mahoe to the newcomer. ‹What is it with everyone going to seed all of a sudden? First Rimurapa, now you› interjected Kauri, shifting his specimen in a transparent attempt to restore attention to him. ‹Rimu’s gone to seed?› said Kawa in shock. He’d always been close to that particular grent and it came as a surprise to hear the wizened mentor had settled down without letting him know. ‹Yes, over by the Notomys’s coast› Kauri preened delivering the news to his rival. He’d intended to wait until there was more of a crowd before doing so, in order to embarrass Kawa in front of more kin. Hearing that development, Kawa immediately lost interest in the swap meet. While he needed to stay to revitalise his herds, he resolved to visit his old friend as soon as he the meet wrapped up. He wanted to perform the fungal exchange rituals known to ease the transition to a sedentary state – and find out what had caused his friend to seed years earlier than expected. The herders and their herds: From left to right: Kauri - the Ogre’s Eye; Kawa - Firecracker white caps, Sour buttons; Mahoe - pink cap puffballs (mature and immature); Ngaio - Witches’ Steeples; Baob - red-capped toadstools, pink-spotted boletes, red hard-caps Build notes: Comments and constructive criticism welcome!
  11. - 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.
  12. Gideon

    CDC2 CMF: Gideon

    My entry for CDC2 Category 1: Populating Historica Kaliphlin Kaliphlin merchant Trade is the lifeblood of Kaliphlin, and the merchants are the true masters of the southern realm. Khel'Zarim battlemage Warden of the eternal flames burning in castle Zar, high up in the Rakath mountains. What she doesn’t know about fire is probably not worth knowing. Barqan astrologer The city of Barqa is a center of glass making in Historica, and subsequently its stargazers have access to some of the best telescopes in the known world. Many celestial objects have been discovered and named by these scholars, and even more has been written about the supposed influence on the events of Historica by these heavenly denizens. Petraean swordsman A soldier loyal to the Kaliphlin High Council. As important as the trade itself are the guardians of the trade routes. Avalonia Elven ranger Only seen when they want to be noticed, the elven rangers are keeping intruders and the more sinister beings of the forests in check. Satyr axeman The satyrs are usually a jovial and peaceful folk, who prefer a good evening of dance to the tune of flutes and drums under ancient trees in the forests of Avalonia to adventure or violence. However, don’t underestimate them when they, however reluctantly, have applied war paint on their faces... Antyrian guardsman A true Avalonian warrior. Fierce in combat, loves to hug his town’s hallowed trees and probably wears tights under his chainmail. Mitgardia Husfrue This lady is the wife of a minor Mitgardian jarl, and a former shieldmaiden. While her husband might be in charge of the jarldom, she is definitely the one in charge of the household. The keys to the longhouse are hers, and whenever the men are off to war the thralls of the estate know better than to be lazy… Minotaur geologist The mountains of Mitgardia are hiding many veins of valuable minerals, but only the most hardy geologists can endure to search for them. Be sure however that whenever a rich vein is discovered, dwarven miners are swift to start digging there...if they haven’t already done so from below. Algus warrior Far north of any lands habitable to warm-blooded beings, these frigid creatures thrive. From time to time packs of Algus venture south, causing havoc to the lands of Historica. Last time however, they were thwarted by the searing flames produced by burning black oil from Kaliphlin. Nocturnus Herbalist Many exotic plants thrive in the Moruth Swamplands, and some even dare to harvest them. When harvesting the seeds of some of the more rare carnivorous plants, the herbalist does best to imitate being a plant himself to not be the one harvested for nutrition. Werewolf bounty hunter You would not want to be on this lycanthrope’s hit list... Cyclops matriarch The cyclops tribes of Nocturnus often have strong female leaders. The matriarch is skilled in making various concoctions, to heal friends or poison foes, as well as herself pick up a weapon to fight neighboring tribes or intruding Avalonian adventurers. Varlyrio Illyrian lawyer This counselor knows all the paragraphs, precedent and loopholes of Varlyrian law and can for a suitable sum of gold twist it to any outcome for his client. Adventurer The ancient caves of the island of Varlyrio hide many secrets and riches, and many young noblemen set out to discover these. Rego palace guard Guarding one of the palaces of the Rego is probably the most honorable duty a Varlyrian soldier can have. A peculiar property of Varlyrian armor is that it is usually thicker on its back side. (Thanks @Ecclesiastes for extending the deadline, although it took me until the last day to put an entry together anyway )
  13. Here is my entry for Category 1 of the 2nd count down challenge - Populating Historica. Let me introduce you to some prominent scholars and spellcasters of Historica. And some scammers too... Spoiler sections contain photos of the back of each minifig (without cape for those who wear one). There are external links to Wikipedia where I took inspiration from the real world... Avalonia : Derwen, Centenary Dryad Dryads care for seedlings like shepherds care for lambs. Did you really think the Enchanted Forest grows all by itself? - Valtan, elven guide, to an oblivious tourist Avalonia : Angharad, Dragon Breeder Dragon breeding is a matter of hard work, patience, and careful selection. Fireproof clothing is a must too. - Catchphrase of her infamous speech at the 124th Inter-Guilds Dragon Husbandry Symposium Avalonia : Cingwi the Enchantress Don’t judge a book by the cover, they say. Well, don’t judge that girl by her shy smile and sweet nature: she knows her sh*t. - Hatto the Half-Elf, innkeeper and philosopher Kaliphlin : Prof. Tahani Noor Aurea, PhD, of the University of Petraea She’s, like, totally psycho! She turned me into a frog just because I damaged a book! - Miri, failing student Kaliphlin : Saanvi, Gemmologist Diamonds are a girl’s best friends. And so are emeralds, opals, aquamarines, and all varieties of corundum. Lapis-lazuli, on the other hand, can’t be trusted. – Saanvi Kaliphlin : Torghur the Farseer Oh my, the seer had told him his future was cloudy! – Varma, Siccus Badlands merchant, hearing of a peer’s death in a sandstorm Mitgardia : Torvi Ulfberhtsdottir, Runesmith There is such a thing as forgery of forged runes, kid, and the runesmiths are ruthless with copycats. – Gordeghag Grumblehelm, weaponmaster, upon being given a sword inscribed “Ulfbetr” by a clueless and soon very remorseful apprentice Mitgardia : Fridtjof Amundson, (Other)world Explorer Crrrzd hssi, jktlvo shhhha ! Frrrriuzd. - F. Amundson, to nixie warlord Gwr of Jötunheim Mitgardia : Uukkarnit, the Boreal Witch Don’t worry, that’s just a little lady walking her pooch. - Algus captain Ubal, a few seconds before being buried with his whole phalanx under a sudden and unexpected avalanche Nocturnus : Crenath of Aziroth, Soul Collector Why would anyone torture souls when you can neatly put them in a jar and admire their beautiful, vivid colours right on your desk? - Crenath Nocturnus : A'angis, Succubus Mistress Oh hello, beautif….aaaargh ! - Every single man who met her Nocturnus : Ozco, Master Embalmer Ever wondered how to protect your undead minions from decay? All it takes is a good embalmer and several yards of linen. - Lich Lord Thagrasel Varlyrio : Secenri, Subterranean Botanist On the surface, light creates the colours. Here, magic does and it is much more imaginative! – Secenri Varlyrio : Vyelarhin the Flawless, Astromancer Cartomancy is a scam, never trust someone who says they read your future in filthy little scraps of paper. Turn to the stars instead! – Teodolinda D’Augustino, momentarily wealthy dowager Varlyrio : Niccolo di Fiamma, Alchemist All that glitters can become gold - Unofficial motto of the Illyrian Guild of Alchemist Cedrica : Raina the Red, Archimage Power is the pivot on which everything hinges. [She] who has the power is always right, the weaker is always wrong. - Some obscure diplomat, writer and politician
  14. CMF Guilds of Historica - It’s all about power! In the realm of Historica, power comes in many forms. From the brute strength of warriors to the cunning of mages, ambition fuels the rise of kings, queens, and leaders who carve their names in legend. Avalonia : The Dragon Clan Dagorn, "The Dragon King": Self-proclaimed ruler, Dagorn's loyalty lies with his steeds. He seeks to train dragons and unleash them upon enemy forces, turning the tide of battle with a roar known as the "Flight of the Dragon." Alienora, "The Dragon Queen": A master of martial arts and potion-crafting, Alienora utilizes venomous plants and reptiles to coat her weapons, adding a deadly edge to her fighting style. Dovahkiin, the Dragon Rider Mage: The first to forge a bond with dragons, Dovahkiin wields a mighty sword forged in a dragon's flame, a testament to his unique connection with these magnificent creatures. Avalonia : Elves from the enchanted forest Aranrùth, King of the Deer Clan: Peaceful yet fiercely protective, the elves mirror the deer they revere. Aranrùth has formed a powerful bond with a stag, transforming him into a formidable offensive force. Fíriel, Queen of the Deer Clan: Embracing her drow ancestry, Fíriel proudly acknowledges a lineage that sets her apart from other elves. This heritage fuels her determination and adds a touch of mystery to her character. Aldaron, Protector of the Sacred Tree: One of a select few elves to have encountered the mysterious force within the Enchanted Forest, Aldaron channels its power to safeguard the forest and its inhabitants. Varlyrio : Nomadic orcs of the Wasteland Durzum, the Orc Chieftain: A skilled warrior with a keen mind for business, Durzum leads a caravan that trades textiles, spices, and weapons across the land. His hyena companion's menacing snarl often proves a persuasive negotiating tactic. Urzul, the War Princess: Urzul thrives in the chaos of battle, her love for the thrill of combat rivaled only by her appreciation for the finer things in life. Wudugog, the Black Magus: Disfigured by a childhood accident, Wudugog found solace in forbidden magic. He now wields dark sorcery, a testament to his resilience and a symbol of the brutality that can lurk within. Kaliphlin : Deserts Orcs and Reptilians Mounts Shraknus, the Warrior King: Atop his fearsome velociraptor mount, Shraknus is a relentless force. His razor-sharp saber and the savage claws of his mount make him a terrifying opponent. Ujalzia, the Desert Queen: Leading from the front, Ujalzia charges into battle on her mount, wielding her spear with deadly skill. She inspires loyalty through her bravery and leadership. Aknashk, the Reptilian Archmage: Through arcane rituals, Aknashk has reanimated the fearsome dinosaurs that serve as the Kaliphlin orcs' mounts. His hypnotic power ensures their complete obedience. Mitgardia : The Bear Clan Dwarves Doradraic Beasthand, Leader of the Bear Tribe: Combining exceptional strength with unwavering courage, Doradraic tamed a mighty bear. His charisma and his formidable companion have earned him the respect of his clan. Shralazar, the Necromancer: Shralazar stays behind the frontlines, but his power is undeniable. He transforms the fallen enemies into skeletal warriors, bolstering his ranks with the very forces that once opposed him. Shebetha, the Summoner: Queen Shebetha possesses immense power, capable of summoning vast armies of the undead in a single night. After each battle, her dark magic draws the fallen back from the depths of the swamps, turning them into her loyal servants. I really enjoyed creating these figures (and a few other that I didn't select this time!) But also seeing the inventiveness of the other participants! You have a few days left: I want to see more minifigs !
  15. 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: C&C welcome and appreciated.
  16. 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!
  17. Trouble is brewing in Nocturnus. In the midst of the civil war that has engulfed the kingdom for years, a new power has slowly emerged: the Crimson Knives. Armed with weaponry far more advanced than their rivals, they have engaged in a scorched earth policy that has left large amounts of civilians dead. One such victim was an ambassador (and dear friend) of the Desert King. Knowing that his citizens would be hesitant to take part in an all-out invasion of Nocturnus, the King has put an incredibly high bounty on all of the public figureheads of the Crimson Knives (including Ulriq, Bastio, and Magda). The instruction are simple: he wants their severed heads delivered to him. Such a high bounty has elicited enthusiasm from bounty hunters and assassins all over Historica. Average citizens also have something to gain, as mercenaries from across the land have congregated on "border regions" to eat, drink, rest, and buy supplies before venturing into Nocturnus. Such an influx of money has been a boon for the local economies. Not all are as enthusiastic though. Someone within Ylspeth's circle has been secretly sending information to the Crimson Knives. In order to find out who the traitor is, Ylspeth needs Ulriq, Bastio, and the others alive. To accomplish this task, she has secretly enlisted the help of Cobold McTavish and his team of adventurers! From left to right: Gerard Renwick Sinclair III, Ayra Valken, Kars, Cobold McTavish, Charis From left to right: Cobold McTavish and Kars Cobold McTavish Kingdom: Kaliphlin Race: Dwarf Sex: Male Age: 96 (48 in Dwarf years) Height: 4'8" (1.42 m) Bio: A dwarf of many talents, Cobold was engineer/chemist/seasoned chef from the mountains of eastern Kaliphlin. A demolitions prodigy, he was recruited by the Cedrican royalty to create a bomb that could turn the tide in the war against Raavage. The result was a revolutionary design – though large and unwieldly (needing at least two people to carry it), it could bring down a wall and end a siege in minutes. The bombs would see deployment on the battlefield by Cobold and his commandos; it was on this crack team of elite soldiers where Cobold would meet Kars (a mysterious tracker from Avalonia) and Ulriq (a hulking refugee from Nocturnus). Somehow, Cobold’s designs (which were supposedly well-protected by the Cedrican Royal Guard) found their way into Nocturnus, where they were used by forces allied with Raavage to devastating effect. Cobold realized that he created a monster – not only were they being used against his own men, but if his designs proliferated enough, they would make the "simple act" of waging war more destructive than ever. As Raavage’s forces were obliterated and scattered throughout the Nocturnan wastelands, Cobold made a point of destroying every blueprint and model of the bomb he could find, doing so until he was satisfied that he had eliminated every trace of his creation. After the war, Cobold returned home with Kaliphlin, and decided to follow his passion of being a chef. After all that destruction, he decided it was time to pursue something creative. Several years later, Cobold is working as the head chef of a prominent restaurant. Though his job pays well, he chafes at controlling nature of his boss. Without a means for expressing himself, he feels like he is suffocating. In recent weeks, news had begun to trickle out of Nocturnus of a militia group known as the “Crimson Knives”, led by one of Cobold's former friend/protege Ulriq. Though they strike their rivals fast and disappear just as quickly (cleaning up any remains of their attacks), a few pieces of shrapnel have managed to escape their grasp. The indications are clear: Cobold’s bombs are back in production. With this revelation, Cobold has decide to assemble a team to venture into Nocturnus, defeat the Crimson Knives, and destroy every last trace of his creation. Having always had a flair for the theatrical, the dwarf has named his team "Cobold's Crusaders", much to the chagrin of his lieutenant Kars. Kars thinks its "too cheesy"; Cobold jokingly retorts that Kars is "no fun". Queen Ylspeth and Cobold are both aware that there is a traitor somewhere in her government. Directly funding his mission would require much manpower on her part (increasing the risk of the traitor being privy to their plans). However, she has referred him to the Sinclair family in Valyrio, who have agreed to bankroll his mission. For now, all the young Queen can give is her tacit support. Skills: master chef, demolitions expert, engineer, master tactician, skilled hand-to-hand combatant, small size obfuscates physical strength Hobbies: cooking, axe-throwing, military history Personality: boisterous, passionate, leads from the front, can be somewhat stubborn and impulsive (this is tempered by his lieutenant Kars), guilt over past actions Kars Kingdom: Avalonia Race: Unknown Sex: Male Age: Unknown Height: 6’4” (1.93 m) Bio: Kars is a quiet, enigmatic mercenary who uses his borderline-supernatural tracking abilities to hunt his targets. Having grown up on the impoverished outskirts of an Avalonian city, he befriended Bastio and co-founded the criminal gang called the "Krenwald Cavaliers". The two would eventually have a falling-out that left Kars drifting down a river on the brink of death. He was found and nursed back to health by the Valken family. It was the first time he had a healthy relationship with anyone, and he would never forget the kindness they showed to him. Kars would “lie low” on the isolated farm for over a year, helping out with various tasks. Though they were a family of centaurs, the Valkens accepted him as one of their own, with Kars developing a sibling-like relationship with Ayra. Searching for work, Kars would eventually join the Avalonian military in the fight against Lord Ravaage. His skills in tracking and wilderness survival would eventually see him transferred to a Cedrican Commando unit (nicknamed “Cobold’s Commandos) led by Cobold McTavish. After the war's end, Kars would return to mercenary work. Tracking everyone from bail jumpers and escaped criminals to kidnapping victims, he would acquire a fearsome reputation for "never losing a quarry". Some targets (upon discovering that Kars was tracking them) supposedly opted to surrender and spare both parties the trouble. Cobold had been a mentor figure for Kars, and the closest thing he has had to a father figure. He would leap at the opportunity to fight alongside him years later, with the two of them determined to 1) destroy every last trace of the former's creation and 2) bring in their former friend Ulriq alive. Skills: master tracker, wilderness survival, stealth, enhanced senses (especially sight), competent swordsman, lanky build hides surprising physical strength Hobbies: birdwatching (a hobby he shares with Ayra), tracking his targets ("if you love your job, you will never work a day in your life") Personality: introverted, analytical, obsessed with “professionalism”, intensely loyal, socially awkward, hates people who are "picky", occasionally lonely (Kars wants camaraderie, but couldn't bring himself bring himself to actively seek it until he met Charis; before that someone would have to approach him first) From left to right: Gerard Renwick Sinclair III and Charis Gerard Renwick Sinclair III Kingdom: Valyrio Race: Human Sex: Male Age: 35 Height: 5’11” (1.80 m) Bio: As the youngest son (and only bachelor) within a Valyrian aristocratic family, Gerard Renwick Sinclair III has struggled to stand out and make a name for himself. Having so far lived an uneventful life, he is the only member of his family without any heroic tales. This has caused him to worry about being the disappointment of the family. Since the War against Raavage, the Sinclair family have become steadfast (tacit) allies of Queen Ylspeth. The queen has referred Cobold's Crusaders to the aristocratic family, who has agreed to bankroll their mission. Gerard has also agreed to join them; he sees this as a golden opportunity to prove himself and avoid being a disappointment to his family. Though he is eager for adventure, he still has to get used to life on the road, where people sleep in the dirt and make-do without three meals a day. Skills: master fencer/sword-fighter, diplomat Hobbies: wine-tasting, fencing, classical literature/art Personality: gregarious, obsessed with manners, picky, desperate to prove himself, has an affinity for "the finer things in life" Charis Kingdom: Avalonia Race: Unknown Sex: Female Age: 25 Height: 5’9” (1.75 m) Bio: Little is known about Charis' life. According to her, it was "so boring that it isn't even worth recounting". All that can be gathered is that she used to bowfish when she was younger, leading her to expert marksmanship and skill in all forms of archery. No one knows where she came from or why she has purple skin, webbed fingers/toes, and a pair of gills. None of that matters to her - in her view, all that matters is living in the moment, so who cares what her past was like? Adventurous and thrill-seeking, Charis has made it her life's goal to "avoid boredom" - this led her to pursue a degree in monster-hunting. It pays well, and the excitement is a guaranteed. To pass the time, Charis likes performing "trick shots" with her bow (such as firing the arrow using her feet) and playing pranks on her friends. Charis and Kars met a few years ago when they encountered each other going after the same bounty: a Dreerack. With a snake-like body, armored head, and mouth full of teeth sharp enough to bite through chain-mail, the monster would have been nigh-impossible to take down alone. Charis and Kars agreed to work together and split the bounty. The pair made a perfect team, with their strengths and weaknesses complementing each other nicely. Kars was a great close range combatant with extraordinary tracking skills, whereas Charis made for an impeccable sniper. Both were "loners" who loved the thrill of the hunt. Charis drove Kars to become more extroverted, whereas Kars drove Charis to become more introspective. Skills: master of all forms of archery, can breathe underwater, stealth Hobbies: fishing (especially bow fishing), sports-hunting, increasingly elaborate jokes/pranks, performing "trick shots" with her bow Personality: extroverted, easily bored/distracted, has no "filter" when speaking, "daredevil", mischievous Ayra Valken Kingdom: Avalonia Race: Centaur Sex: Female Age: 28 Height: 7’5” (2.26 m) Bio: Growing up on an isolated farm in Avalonia, Ayra Valken had an simple and idyllic childhood. Her family (consisting of her father, a combat medic, and her mother, a former school teacher) were always willing to take in anyone passing through their neck of the woods, even adopting a young centaur named Brielle. While Mrs. Valken would homeschool them, Mr. Valken would instruct them both in the ways of combat medicine (a field which involved fighting off attackers just as much as tending to your allies). Brielle and Ayra had different takeaways from this: Brielle would eventually become a fierce knight, sworn to protect the innocent, whereas Ayra would become a gentle healer who avoids violence whenever possible. As a centaur, Ayra knew that a powerful kick could kill a man; all the more reason for restraint. A year before the war against Raavage, Ayra found a bloodied Kars on a riverbank near the farm. Taking him in, the family nursed him back to health. To repay their kindness (and "lay low" to avoid Bastio) Kars stayed on the farm for over a year, during which he developed a sibling-like bond with Ayra and Brielle. Around the same time, Ayra began showing signs of the "green flame"; an exceptionally rare magical power that could heal any wound imaginable, albeit at a great cost of energy to the wielder. The magic could also be used to perform impenetrable barriers and telekinetically move anything from fallen debris to injured people. In combat situations, the magic is only supposed to be used defensively. Ayra would subsequently be sent to the Green Order (an order consisting those who possessed the "green flame") within northern Avalonia, where her skills would be further honed. Nowadays, Ayra travels around Historica, helping those in need. When Kars approached her (on the orders of Cobold) and asked if she wanted to join his "Crusaders", she heartily accepted, both out of desire to help those suffering at the hands of Crimson Knives and out of loyalty to her brother. One of Ayra’s worst fears is her fear of being a burden on someone. When someone does a favor for her, she always insists on repaying that debt in some way. It’s a trait viewed as equal parts flattering and annoying. This fear also causes Ayra not to voice her misgivings regarding a particular issue - when repressed, this can sometimes lead to bitterness/passive-aggressiveness. Ayra has several other phobias, including claustrophobia, thassalophobia (fear of deep water), and acrophobia (fear of heights). These fears largely stem from her physiology (and are shared by many of her fellow centaurs). Centaurs generally do poorly in tight spaces (due to their unique proportions), are awkward swimmers, and prefer to have all four of their hooves placed firmly on the ground. Though she will travel anywhere she is physically able to help those in need, Ayra has a strong dislike for large cities. Their narrow streets and small shops are crowded with people (playing into her claustrophobia) and her naturally heightened sense of hearing (common among centaurs) makes it hard to tune out the constant noise. Though this leaves Ayra somewhat susceptible to “sensory overload” upon entering a city, she won't let it stop her from helping those in need. Skills: healing magic, "practical medicine" such as herbalism, heightened hearing (shared by all centaurs), can deliver "a mean kick" from her hooves (but never does so because of the potentially fatal results) Hobbies: bird watching (due to her heightened hearing, she can supposedly identify most birds by sound alone), herbalism, relaxing walks through the woods, cooking/food in general (something very dear to most centaurs to their physiology) Personality: kind-hearted, gentle/easy-going, avoids violence whenever possible, worries about being a burden/has multiple phobias, has a reverence for nature and all forms of life, unofficial "team mom" (Pictured Below) Ayra and her sister Brielle make a new friend... I think that bird likes you! You think so? (Pictured) The Crusaders "messing around" If you've made it this far and read through my "Great Wall of Text", then I applaud your patience! I've been working on these characters for years, starting with Ayra back in early 2019 (time flies). After a lot of writing and rewriting, I finally have a team (complete with characters and character dynamics) that I'm happy with! I was considering portraying these backstories through MOC's, but going to college in Germany as an exchange student made that unfeasible. I won't be back home until Spring 2022. Seeing as how I have been sitting on some of these stories for years, I wanted to "get the story out" now so that I can focus on the "present day" events in these characters' lives (I think Charis would approve of "focusing on the present" ). That being said, I am absolutely open to going back and building key moments of these backstories (in "MOC form") in the future! Enjoy!
  18. 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!
  19. 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.
  20. 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 )
  21. Eyrezer

    CDC2 CMF Eyrezer

    Here is my entry for the count down challenge "Populating Historica". This is my first thread on the forums and first proper contribution to Guilds of Historica. It was such a fun concept to try! I intend to link as many as I can with my settlement-to-be Notomys, a small fishing hamlet on the coast of the Enchanted Forest. I hope you enjoy! Avalonia: Bayawarra, Jerboan tracker Bayawarra’s knowledge of forest scat was second to none, making him one of the finest Jerboan trackers in the Enchanted Forest. Avalonia: Jultarra, Jerboan trapper Trading marten furs provided Jultarra a living, but more importantly it gave plenty of opportunity to practice archery; her dream was to be the first Jerboan to join the Faerie Forest’s elite Archery Guild. Varlyrio: Marquis of Motu, Human business magnate With Varlyrio intrigue never far from the boil, the Marquis of Motu restored a summer manor in sleepy Notomys; the perfect spot to avoid the (literal and metaphorical) heat. Varlyrio: Lady Motu, Human socialite In Lady Motu’s eyes, a ball was the only way to christen a new manor; invites were sent to all the local Notomys “lords” (insofar as such a thing existed). Kaliphlin: Monoii, Desert Cyclops heiress As heir apparent to her clan of desert Cyclops, Monoii choose to leave Kaliphlin to explore other lands and forge new alliances. Kaliphlin: Arges, Desert Cyclops brute So long as she kept him fed, Arges would follow Monoii to the ends of the earth (which was Barqa, as far as he was concerned...). Mitgardia: Duned’in, Human drunkard Comatose the night the Algus raided his village, Duned’in retreated further into the bottle and further from Mitgardia to escape the ghosts of his family. Avalonia: Sofia, Human fisherwoman Sofia always had a knack for designing snares and craypots to catch even the craftiest of crustaceans. With her father a victim of Drow poison, her skills kept Sofia and her brother Gorki fed. Avalonia: Gorki, Human orphan Gorki specialised in catching hermit crabs; anything larger he left to his sister Sofia lest he be on the receiving end of a nasty bite. Avalonia: Flix, Pixie larrikin For Flix, the work of a pixie was never done: first, there was gathering pixie dust, then there was distributing it; then there was pranking those that visited his fairy ring. Avalonia: Aliạria (Ạria), High Elf herbalist Buck teeth were an ill fit for High Elven standards of beauty - but a perfect target for cruelty. After suffering one too many practical jokes, Aliạria quit the Kingdom of Hesperia and found purpose and belonging as the herbalist and healer in the tiny hamlet of Notomys. Avalonia: Kawa, Grent fungus herder Kawa spent his days tending mycorrhizal fungi and propagating lichen. He was alternatively helped and hindered by his friends Ạria and Flix. Avalonia: Marija, Human widower Left a widower with three infants, Marija discovered a sharp business acumen running the village markets gardens – with support from her mother Đoris. Avalonia: Đoris, Human gardener There was nothing like purpose to roll back the years: Đoris gained new vigour expanding her daughter’s gardens and helping raise her three tiny sprogs. Nocturnus: The Devourer, lich sorcerer Known only as the Devourer, this sorcerer emerged from the fens of Nocturnus during the Drow-Elf War. Now years later, it was rumoured to be sighted again stalking the moors. Nocturnus: Ạrken, Corrupted Drow assassin Its Drow body corrupted by malignant voodoo, Ạrken longed to return to the North and scorch Elven forests to the bare earth. And one of the whole crew together (Flix not to scale!)
  22. Great Wall of Batuhan Great Wall of Batuhan The great wall of Batuhan protects the village from the evils of the Wither Woods. Overview Construction was commanded and overseen by Aarash the Ardent using stone from Buğra Quarry. Skilled stoneworkers from Kaliphlin and beyond worked for seven years to complete the wall. There are several barracks, gates and towers along its length. It runs north of town eastward to the Barlas river and the Wester Road, which runs through he Wither Woods to Avalonia. Aside from the protection it gives, it is also headquarters the Guard of Batuhan. Aerial View Eastern Tower The Eastern Tower viewed over Lake Barlas The Eastern Tower overlooks the crossroads of the Wester Road leading north through the Wither Woods to Kaliphlin, Woodbrow Road leading into Batuhan itself and the road leading south to Barqa. Eastern Tower of the Wall Door of the Easter Tower East face of the Eastern Tower Road To Barqa A Peasant Walking South The road leading south of the tower leads to Barqa. It is always busy with travelers and merchants on their way to Avalonia. A stone bridge provides a safe crossing of the Barlas River. A House Lays in Ruins Next to the Barlas River A Guard on the Bridge of the Barlas River Looks East Eastern Gate A Guard and Traveller near the East Gate Set near the Easter Tower, the East Gate guards the road that leads north to the Wither Woods. Forest and Lake Barlas Wildlife Near Lake Barlas East of Batuhan lies a small forest near Lake Barlas. The path north of the forest runs along the great wall. Deer in the Woods Path Along the Wall Path Along the Wall Forest Canopy The Barlas River flows through the its Rocky Banks Chipmunk and Mushrooms Runs now in Lake Barlas
  23. Louis of Nutwood

    [Freebuild] Hideout

    Chapter 13. Hideout Rotten and broken were the two words that came into mind the first time I caught eye of Glömt Torn - the forgotten tower. It stood fragile, exhausted. An ancient monolith from a previous time, wreathed in weed, mist and fog, like the last standing tombstone in a decaying and crumbling cemetery. Glömt Torn looked no better from the inside. If anything, it looked worse. No one had been here for the past hundred winters, and it had clearly been abandoned and claimed by nature, left to decay. The walls were blistered and mildewed, the wooden columns torn and pealing. Old, rusted chandeliers hung from a weak ceiling, cobwebbed and disused. Patches of black mold covered all the eye could see, covering the whole interior in one lengthy shadow, like darkness contained in a sealed jar. The walls felt wet to the touch, the air was chilled, and the damp made my skin itch and prickle. No living thing would ever feel warm in this place. We stood before the big and circular staircase that grew along the walls, looking around, speechless. “Big, isn’t it?” said Vekrod. None of us answered. ________ Louis of Nutwood
  24. Ancient Lighthouse at Ashkharin The Lighthouse at Ashkharin is one of the Ancient Wonders of Historia. Located on the isle of Gorr near what is now known as Stone Town, this lighthouse alerted ships of northern point of the island. Though much of Gorr’s ancient history disappeared with its inhabitants around the time Kaligem was destroyed, this lighthouse lives on in memory due to its enormous size and importance. It stretched 430 feet (130m) over the ocean waves and its fires could be seen for miles away over sea and land. Before its destruction, it was the tallest building in all of Historica.
  25. 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...