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Found 30 results

  1. With the lack of a proper new Majisto, I made an updated version with a bunch of other mages. From left to right: - Grimpy, Abracus his familiar. - Abracus, the wizard from the depths of Valnar mountains. - Eilrys, the forest mage, friend to all forest life. - Rowenna, Majisto's apprentice and Lyzar, her small dragon. - Majisto, the legend himself, master of dragons, head of the council of mages. - Bero, Dragos little helper. - Dragos, a traveling wizard from the east. - Lizandra, the mage of the north. - Queldras, Lizandra's (scary) helper. Majisto and the league of extraordinary mages by Ids de Jong, on Flickr Let me know what you think, C&C always welcome.
  2. Around the time of the Winter Solstice, many in Historica's cooler regions will decorate pine and fir trees with a star and various ornaments. Ayra and Kars (wearing a scarf knitted by Ayra's mother) plan to continue that tradition, with Ayra rearing up to top the tree with a star. No ladders needed - only balance (something Ayra is struggling with). Meanwhile, Gerard is savoring his mulled wine, and Cobold is trying his hand at a snowman, all while a rabbit bounds outs of the snow! What a year this was - I slapped this MOC together for Christmas. I know its a day late, but there are people around the world (including my relatives in Austria) who are celebrating St. Stephen's Day (Stephanitag) or Boxing Day. So it's technically not late! None of the characters had any major changes, except for Ayra. I really like how her winter attire turned out, especially with the fur collar and leg bindings. This has been a great year. I hope you all had a Merry Christmas, and I look forward to seeing what the New Year brings!
  3. Other Work: CDC2 CMF: socalbricks [Freebuild] Cobold's Crusaders (REVAMP) I'm back! After last year's fun CDC2 CMF, I was inspired to make more characters for the guilds. Enjoy! Geovana Guild: Mitgardia A sorceress who was adopted at a young age by amethyst-worshipping monks. Taught to harness the stones' power, she is now the last of her order. Despite this, she has vowed to defend the amethysts from pesky dwarven miners until her last breath. Boab Guild: Kaliphlin A blind naga assassin who can “see” through heightened senses of hearing and smell. His strongest ability is his sense of touch, using his hands, tail, and the hollow end of his spear to track nearby movements. A being of few words, he is steadfastly loyal to the Desert King (his mentor and first employer). Maridia Guild: Valyrio A mermaid who has made a small fortune selling the treasure she found at the bottom of Valyrio's harbors. Having learned water sorcery from her fellow merfolk, Maridia travels all throughout Valyrio's coastal cities, resting on a floating pool of water. She is currently making a sizable amount of money salvaging sunken treasure from Valyrian harbors and selling it in Canal Square. She has heard many tales of far-off lands from her customers; she plans on seeing all of them once she has enough money! Sko-Khan Guild: Nocturnus A soldier who was stranded in a massive pit during the war against Raavage, Sko-Khan spent weeks fighting off (and eating) giant scorpions (it was during this time that he ripped off a scorpion's claw and uses it as a weapon). After climbing out of the ravine himself, he became a muscle-for-hire for various Nocturnan warlords. He still carries the claw to this day, and has adorned his armor with matching scorpion imagery as a sign of respect for his old foes. Dombard the Doom-Bard Guild: Nocturnus Most bards lift the spirits with stories of bravery and heroism. Not Dombard - for reasons still unknown, he aspires to make his listeners as angry and miserable as possible. His lute (forged from and doubling as an axe) is unpleasant to the ears, and his voice is described as sounding like “nails on a chalkboard” and “a vulture being strangled” It is said that the latter is so grating that it can send members of races with “sensitive hearing” (such as elves and centaurs) into catatonic shock. Garrus Guild: Nocturnus Garrus saw his home of Abyssian turn to ice at the hands of Raavage’s forces. Though he survived the attack, his forearms did not, and he had them replaced with primitive prosthetics. Filled with rage, he decided to track down those responsible for the attack, adding massive swords to his prosthetics. Leaving a trail of bodies, he soon heard word that Raavage had already been killed (thus depriving him of his revenge). With no home, family, or outlet for his rage, the hulking reptilian became a brutal bounty hunter. Though he has mellowed with time, his infamous reputation remains unchanged (as does his enthusiasm for violence).
  4. Previous: CDC2 CMF: socalbricks [Freebuild] Citizens of Historica Figbarf I made a whole post about a group of adventurers called "Cobold's Crusaders" back in October. I've made a few changes (more on that at the end) - everything in this post is now the new "canon". Enjoy! From left to right: KarsKingdom: Avalonia Race: Unknown Sex: Male Age: Unknown Height: 6’4” (1.93 m) Bio: A mysterious (if not “eccentric”) bounty hunter with tracking abilities that border on being supernatural. Little is known of his early life - what is known is that he was found drifting down a stream (on the verge of death) by the Valken family, who nursed him back to health. During his time on the farm, he developed an unbreakable sibling-like bond with their youngest daughter, Ayra. Records indicate that Kars would leave the Valken farm after a year (for "their own safety") and join the Avalonian military in the war against Raavage. His skills in tracking and wilderness survival would eventually see him transferred to a Cedrican Commando unit 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) purportedly opted to surrender and spare both parties the trouble. It was during this time that he would receive the nickname "Silver Eyes" (as his steely gaze "cut like a surgeon's knife into your soul") and "the Bloodhound" (due to his uncanny senses). During the war, Cobold had become a mentor figure for Kars, who would gladly answer the call of duty when Cobold would form the "Crusaders" a decade later. With the group in desperate need of a medic, Kars would recruit Ayra to their cause, who was more than happy to help. Due to his personality, Kars has very few friendships/relationships. The few he does have are incredibly valuable to him, though. Skills: master tracker, wilderness survival, stealth, enhanced senses (especially sight), proficient swordsman, lanky build hides surprising physical strength Hobbies: birdwatching (a hobby he shares with Ayra), tracking anything/anyone ("if you love your job, you will never work a day in your life") Personality: introverted, analytical, intensely loyal, socially awkward (has no understanding of sarcasm), hates people who are "picky"/"high maintenance" Cobold McTavishKingdom: Kaliphlin Race: Dwarf Sex: Male Age: 96 (48 in Dwarf years)Height: 4'8" (1.42 m) Bio: A dwarf of many talents, Cobold is engineer/chemist/toy maker from the Rakath Mountains. A demolitions prodigy, he was recruited by the Cedrican royalty to create a bomb that could turn the tide in the war against Lord 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 within 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). Cobold hoped the bombs would be used to bring down walls, and nothing more. Doing so would end a siege much quicker and save the lives that would've been otherwise been ground up by slow progress. Somehow, his designs (which were supposedly well-protected by the Cedrican Royal Guard) found their way into Nocturnus. They were used by Raavage's forces to devastating effect, who targets them at soldiers instead of walls. 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 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 toy maker. After all that destruction, he decided it was time to pursue something creative. In recent weeks, news had begun to trickle out of Nocturnus of a militia group known as the “Crimson Wind”, led by one of Cobold's former soldiers Ulriq. Lending out their services to the highest bidder, they strike fast and disappear just as quickly (cleaning up any remains of their attacks). However, a few pieces of shrapnel have managed to escape their grasp. The evidence is 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 Wind, 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 it sounds "silly" - 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: toy making, master chef, demolitions expert, engineer, master tactician, skilled hand-to-hand combatant, small size obfuscates physical strength Hobbies: toy making, cooking, axe-throwing, military history Personality: boisterous, passionate, leads from the front, can be somewhat stubborn and impulsive (something tempered by his lieutenant Kars), intense guilt over past actions Ayra Valken Kingdom: Avalonia Race: Centaur Sex: Female Age: 26 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 single kick from her hind legs could kill a man - all the more reason for restraint. Some time 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 to "lay low") 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 "Emerald Flame"; an exceptionally rare magical power that could heal any wound imaginable, albeit at a cost of energy to the wielder. The more severe the wound, the more energy required. The magic could also be used to create impenetrable barriers and telekinetically move anything from fallen debris to injured people. In combat situations, the magic is only supposed to be used defensively. After this revelation, Ayra would travel throughout all of Historica, helping those in need. She would accept no monetary payment for her services, only being "paid" in food and lodging. 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 Wind and out of loyalty to her old friend. 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 to not voice her misgivings regarding a particular issue - when repressed, this can sometimes lead to bitterness/passive-aggressiveness. She also has several 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 their hooves placed firmly on the ground. Though she will travel anywhere she is physically able to help those in need, Ayra also 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. Being so well-travelled means that Ayra has been to an endless number of restaurants, taverns, and inns all throughout Historica. As a centaur, she has a large stomach, with a large appetite meaning that she can take several items from the menu in one sitting. This has left her uniquely suited to being a restaurant critic, and she is currently compiling a book with her reviews. 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: food criticism, bird watching (due to her heightened hearing, she can supposedly identify most birds by sound alone), herbalism, relaxing walks through the woods 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" Gerard Renwick Sinclair IIIKingdom: Valyrio Race: Human Sex: Male Age: 31 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 to tell. 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, seeing it as a golden opportunity to prove himself 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. Gerard often butts heads with Kars, who has little patience for his complaints and "fussy" behavior. Due to his aristocratic upbringing, Gerard received a massive education, making him the team's resident negotiator, historian, etc. Skills: master fencer/sword-fighter, master negotiator, knowledgeable historian, knowledge of "aristocratic etiquette" 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"
  5. the Inventor

    [MOC] A Witcher figbarf

    From left to right, if you don't know: - Vernon Roche - Dandelion (or Jaskier) - Triss Merigold - Geralt of Rivia - Yennefer of Vengerberg - Shani - Zoltan Chivay Eagerly awaiting the lute of the new collectible minifigure series, this has to do for now. The Witcher by Ids, on Flickr
  6. *Your entry has earned 20 XP* From left to right: A male Kyuzo crimelord, with ties to several occult dealings of the Stygian Caldera Society A former imperial officer (now SCS devotee), consumed by his obsession with the dark side. He is not force sensitive himself, but the prolonged exposure to Sith relics has deformed and possessed his bodily remains. A female Mirialan countess and high standing member of the Stygian Caldera Society A devoted SCS member, and imperial officer kept alive by his cybernetics A former imperial science commander, that suffered a terrible accident during an experiment. Now he has become a living SCS experiment himself. A notorious doctor working for the SCS on the Maw Installation A Stygian Caldera Society commander and emissary ' From left to right: A female Miralan scientist, working for the Imperial Department of Military Research, now taken over by the Stygian Caldera Society. Two scientist working on top secret dark-science projects for the Stygian Caldera Society. A Major General of the Imperial Department of Military Research, now serving the Imperial Consortium and the SCS, that has put body to his own experiments. A high ranking officer of the Imperial Consortium, overseeing science projects in collaboration with the SCS. Imperial Consortium colonel (science officer, same rank as Galen Erso from R1) Another Imperial Consortium officer devoted to dark science From left to right: A Dark Covenant devotee, and pledgeling of eternal bondage Former Jedi, and Follower of the Force, now hiding in the outer rim A red witch of Dathomir, and servant of the Dark Covenant A cultists of the Dark Covenant A force-sensitive Tolothian female, and Follower of the Force. She has devoted herself to rid her lush homeworld of all Imperials. A handmaiden of the Crimson Dutchess - a leading member of the Stygian Caldera Society From left to right: A Follower of the Force eternal wanderer, and collector Three Imperial Knights of the Pentastar Alignment Another Dathomirian witch, and servant of the Dark Covenant A legendary Mando'ade battle mage (may be extinct) /// Alright, this was a bigger one - also going to be the last one for me. I may flesh out the back stories a little better. Now I need to pick 16, to go on my CMF poster! 😅 Let me know what you think?
  7. *Your entry has earned 16 XP* From left to right: Two Imperial Consortium Mustafar Stormtroopers. Probably deployed on several imperial remnant worlds. Imperial Consortium Sharpshooter. Some veteran divisions within the remnant started painting their helmets, with their division marks, and achievements. Stygian Caldera Society agent and assassin, colloquially referred to as Blood Hoods. Two SCS Black Ops troopers (sharpshooter and assassin/spy) Another SCS agent, heavily inspired by the Cobra villain, the Baroness. From left to right: CorSec female Iktotch agent Heavily modified B1 Battle Droid working as muscle for the Black Sun New Republic Starhawk Command ace pilot Chiss Ascendancy Rin'vt tuv Guardian Dark Covenant Jedi killer and hunter of Sith arcana Another modified droid working as muscle for the Black Sun Black Sun Falleen agent Ex Haxion Brood bounty hunter, now working for the Black Sun /// Below is a few inspirational sources. Let me know what you think - thanks. :)
  8. 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!
  9. With my latest part of some figs build for my Whispering Woods themed builds, I wanted to also share the previous parts: Fantasy figbarf - the Whispering Woods by Ids, on Flickr A figbarf of some forest dwellers and visitors of the Whispering woods, from left to right: Aht Leading the expedition through the forest. Kay The ranger of the north. Eliot A young knight. Raelyn A half elf who is traveling with Elwyn. Elwyn One of the last Ash wood elf's. Little Mikja The forest guide. Duirda A woodling living deep in the forest. Siet The old wizard living in the woods. Steinder A cold man, maybe because he's made from stone. Egil Who calls himself Fenrir, the werewolf, he lost his ability to transform and is a hybrid form between wolf and man. and the last: He calls him self Jörmungandr, not much is known about him. Fantasy figbarf - Whispering Woods II - the Wood Elves by Ids, on Flickr Just a bunch of different wood elves inhabiting the whispering woods. Fantasy figbarf - Whispering Woods III by Ids, on Flickr From left to right: Surts A black fire demon. Aras A brave warrior of the Retenia scouts. Valdemaras The leader of the Retenia scouts. Tomas The archer of the Retenia scouts. Aron A strong warrior in search for the next dragon to slay, wandering the Whispering Woods to find one. Elduin An old and wise elf who has lived for nearly 5 centuries. He traveled from Álfheimr to the Whispering Woods to visit his old friend Elwyn, who gave him an Ash wood elf shield. Widogast A monster hunter, slaying monster is his passion and job (what counts as a monster may vary). Fantasy figbarf - Whispering Woods IV by Ids, on Flickr Another figbarf of some forest dwellers and visitors of the Whispering woods, from left to right: Duiro Another woodling living deep in the forest, friends with Duirda Minke She fought in the battle of the north, now back home, Aht requested that she came to strengthen the party to explore the Whispering Woods. Tyrox A beastly centaurus of the clan of Taurus, a centaur with the head of a bull. Ada Friends with Siet the old wizard, living in the forest. Felys and Ferrel Also known as the Catz, little helpers of Ada. Originally from a southern country called Felisia. Gnird A helper of Svyatobor. Svyatobor An ancient Leshy, always appears if the forest when the forest need protection or when it is irritated with all the noise visitors make. With it's power to control plants and animals, it is a fierce adversary. Can also shapeshift and change its appearance based it's needs. Grubs Another helper of Svyatobor.
  10. 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!
  11. *Your entry has earned 2 XP* As parts of a larger understanding, the CFS member worlds have a lot of use for diplomacy and negotiation. Merchants hash out deals and create the flow of resources, Ambassadors battle in the courts of cruel regimes, and bodyguards keep them all free to do their jobs. With the intent of forming favorable connections, CFS-aligned diplomats are invited to the bustling world of Boranda for discussions with CorSec representatives. Nothing like a little nightlife to help discussions go smoothly. Descriptions Thanks for looking!
  12. *Your entry has earned 2 XP* People are the heart of the CFS. The colonists, farmers, laborers, and families that populate the planets of the galaxy, working hard to live in harmony with the land and one another. These are people of grit, wit, and drive. People with vision, and compassion, and care for one another. People who don't always get things right, but value fixing what's wrong. People who have found each other, and found something to share and build together. Descriptions Thanks for looking! (Sorry, MarvelBoy <3)
  13. Figbarf, Magnhildr the Wanderer. Put this character together for another bash at the Heroica RPG quest being run in the games section. Parts: Ninjago Hair, Widowmaker Head, Kraven The Hunter collar, Fabric cape from Star Wars, Torso is a Rebel/Resistance. Weapon from Ninjago, Black utility belt. Legs are TLM2 Wyldstyle. Character: "Little is known about Magnhildr; "she" has been recorded by the tribes for centuries, wandering in and out of settlements with useful items to trade - food, hides, tools and scrap the people could use traded for entertaining trinkets. A barbarian by necessity, the icy wastelands are a dangerous place. Those who have simply encountered her have been scared off by the stern looking figure. However, the families she has traded with for generations know a different side of the Etherian they call Mags. A person who loves the fractals of the ice she wanders through and has been known to swap a valuable item for a child's drawing." With Theme Music! More MOCs for this figure will be coming, the little backdrop is a go at something Techno-Magical. Thanks for taking a look!
  14. BardDandelion

    Legions of the Damned

    Hello everybody, this is my first MOC presented here. Hope you will like it. ;) I really want to build something like that for a whole year. I was playing Heroes V during Fall 2017 and I was astonished how good was the design od Inferno units. Finally found some time (and I was out of yellow parts so couldn't increase my WH40k Orkz army :P ) and started to build... and after several days it was ready. :D Those army is inspired by many computer games I played or used to played when I was younger. Mainly Heroes V but also Disciples II (that's where the title comes from), Diablo and - of course - Khorne aspect of Chaos from Warhammer. Imp highly inspired by basic Inferno unit from Heroes V. Summoner. I don't remember when and where I spotted that arms technique. It was many years ago and it was bad guy from Orient Expedition: China. Two demonic Gargoyles. Figbarf. I'm not so sure about the black guy on the right. Basically, he seems to black for me. Need to work with him a bit, maybe add some dk red. Chariot. I really enjoy burning mane effect I got. :) Demonic Wyvern mounted by a Warlock. At Flickr I was asked about another angle, thought that was good idea,so here you are. Horned Demon that started whole army. And the "family picture": Check my Flickr account for more. C&C welcome. ;)
  15. Henry Bricklider

    "Retro" Star Wars Minifigures

    Hello everyone! This weekend I purchased various Star Wars minifigure pieces from 2002-2003 and thought it would be a neat exercise to make some retro/modern hybrid figures. This was really fun and I've got some ideas for several more to make in the future. If any of you would like to do this, too, I would love to see what you all come up with! Thanks, Henry (From L to R): Tatooine Luke, X-Wing Pilot Luke, Dagobah Training Luke, Bespin Luke, and Jedi Luke (From L to R): Obi-Wan Kenobi (Ep, III) and Anakin Skywalker (Ep. III)
  16. Hey Eurobrickers, lately I've been really into creating original characters using the pantheon of minifig parts. As much as I enjoy building larger MOCs working with bricks and such, this minifig stuff is much more suited to a busy AFOL's lifestyle. I thought it would be cool to share my Figbarf with ya'll and see if ya'll had any you wanted to share as well. Alien Girl Rock Band Biker Gang PLEASE SHARE, I WANT TO SEE YOUR ORIGINAL CREATIONS!
  17. by Dathil, on Flickr LEADERS AND PROMINENT PEOPLE OF VETA, VOL. I THE TRADE IMPERIUM OF PHENIAS Phenias is built upon the islands in the Inner Sea. The main islands, Phenias, is home to the Volca, a large fortress built in a vulcano. The city expanded bigger than the island could sustain, and thus they started to build upon the water. The Pheniasi are the wealthiest faction around and dominate the free market throughout most of the continent. Their Quaestors, the tax officers, travel from market to market to collect their comissions. In return, the magistrate offers complete naval protection to everyone in the treaty. There are those, however, who suspect they might also be the ones "creating the needs of protection" theirselves, by investing their money wisely. Jovani Meci is the current magistrate of Phenias. Under his rule, the Pheniasi trade imperium has expanded vastly and has become real powerfull. He was born for this position, being a member of the wealthy Meci family, and having great economic insights. He proudly carries the Sextant Staff, a reminder of the seafaring origens of their family. However, there are those who say he has started questionable business inside the Volca,yet these sources have brought none evidence at all, and thus are these rumours not regarded as important by the Oraca. The diligent Quaestors of Phenias are often an unwelcome sight for the lords of the towns they visit. They wear the purple robes and stereotypical hat of Phenias, and have a status of immunity throughout every civilized country. They carry their sword mostly because of their noble ancestry. THE KINGDOM OF FRIKK The lands of Fríkk are inhibited by a tall and fair people, with probably some Elven blood in their pedigree. They have grown resilient against the colds and live in this lands, organizing raids, praying to their cruel gods called the Trissa, and hunting on the many kinds of prey that adapted to the cold climate. Gustolph Rekks is the current king of Frikk. In whole Veta, he is known as 'the Lion of the North', because of his sigil, the Lion. Under his reign, the country prospers. As much as the people respect his prowess in battle, they respect his wisdom. The king has some deep interests for arts and music as well, which is quite uncommon for the people in Frikk. Karl is the son of Gustolph and thus the heir to Frikk. While he is just 15 years old, he is known to be quite impatient when it comes to waiting to succeed his father. Even though he is that young, he has lead many military expeditions to success already. Karl is very religious and believes he was born to rule. THE WESTERLANDS The main power in Veta is the Imperium, currently ruled by empress Nemayra. the Imperium, Ihlrion, is divided in multiple regions, each of them gouverned by a noble family. The house of Glainthes is such a family. They control the Westerlands, on the border with the icy lands of Fríkk. Josua Glainthes is the leader of house Glainthes. After the death of his wife, he picked up his old drinking habit. Many fear that this could lead to unwanted situations, as he tends to become aggressive because of all the cider. Rachel is the oldest daughter of Josua Glainthes. Though almost as fair as her younger sister, she is not the fighter Becca is. She is a diplomat, and has read every book in her father's library. Some say she is not too happy with her younger brother standing higher in the line of succession. Becca Glainthes, the Succubus, is the second daughter of Josua Glainthes. Many call her the most beautiful woman in the country, and she is still single. However, she will only wed a man who defeats her in single combat, and many contenders have found out she is the deadliest woman in the country as well. Jona is the third child and eldest son of Josua Glainthes, and thus the heir of the house. He is a famous duelist, and his riding ability is matched by very few. Armed with his trumpet and his bow, there are little surprises that can reach the people under his protection. Robb is the most renowned cider farmer in the country. His farm, called Bunnock's Barn, stands under the protection of house Glainthes. KRYTTAN On the swampy peninsula in the north-east, the Krytt live. The Krytt look most like a cross between humans and goblins, but they are highly civilized and are no less than their human neighbours. Which does, of course, not take away that no one should try to meet them in battle... Rytan is a major Kryttan warchief. Because of him talking more with his maul than with his mouth, he has brought the Kryttan diplomacy to some dangerous levels. THE TRISSA The Trissa is the pantheon of gods worshipped by the people of Frikk. Their shrines can be found in every country throughout the continent however The most prayed-to god of the Trissa. Most prayers are meant for the enemies of the persons praying, asking for the blade of his halbard to aid their conflict. 'getting the Halberd' is a common phrase, used as euphanism of dieing. The goddess of protection has statues in many walled towns and settlements, and in every guardhouse there is a shrine to her. When praying to her, they belief nothing can happen to them. The Inquisitor is maybe even more feared than Death himself. He is believed to haunt the unfaithful and torture them while they keep living, a fate worse than getting the Halberd. MISCELLANEOUS Underneath the lands of Fríkk are the Fields of Despair. This once was the home of a mighty Elvish civilization. However, as not uncommon by elves, Hybris was their downfall as one of their ancient kings, dubbed "the purifier" intended to rid the continent of anything not-Elvish. This was the start of a series of wars, which ultimately led to a near-complete destruction of the Elves in Veta. There are still some remaining settlements, of which the inhabitants are called "Scavengers". Athon Darkeye is the leader of an Elven Scavenger tribe. His name is respected throughout the complete Fields of Despair. Garonn is a Free Sword, traversing the whole continent. 'The Eagle' is the origin for stories in many an inn. Orna is the kindest woman one will ever meet, but for sure also one of the strongest. Defying old traditions, she has become the very first female smith, yet she is one of the best in her profession. ABOUT THE AUTHOR This has been written and was signed by Horth the Half-elf, of the Tanes, Oraca in the higher arts. This manuscripts have been approved by the head of the Tanes. comments on references:
  18. halixon

    WWII Steampunk Figbarf

    From Left to Right: English Guerrilla Soldier, Nazi Solder, German Rebel, American Soldier, and a Russian Commando. Let me know what you think!
  19. VaderFan2187

    Just 1 Figbarf

    Hi everyone! For my Shadows of Nar Eurbrikka avatar, I created this character: What do you all think?
  20. Some simple Fantasy Figbarfs that are the products of Table Scraps. The Heroes, from Left to Right: A Godling (an Other-Dimensional Being), a Wizard, a Star-Knight, an Archer, and an Alchemist. The Villains, from Left to Right: A Shadow Knight, a Desert Wizard, a Sorcerer, a Wraith, and a Witch. (CC Welcome, and let me know if you want their Names + a Mini-Backstory for each of them!)
  21. I return to the realm of LEGO with a Galaxy-Wide start. I come at you with some LEGO Star Wars Figbarf! From Left to Right we have a Jakku Nomad, a Corellian Smuggler, a Rebel Special Forces Unit, an Imperial Spy, and a Yuzhan-Infected Explorer. Let me know what you think! (Edit: Resizing Pictures)
  22. somelegothings_

    Large Marvel Figbarf

    Welcome! On this forum I will show off multiple Marvel Minifigures. A list is provided below. Top Row - Bucky, Cyclops, Vision, and Sam Wilson. Middle - Ant-Man, Mockingbird, Warp, and Black Panther. Secondary Middle - Rocket Raccoon, Moon Knight, Hawkeye, Ice Man, and Nova. Front- Daredevil, Captain Marvel, Star-Lord, and Punisher. Comment on which is your favorite! C&C Appreciated also! View it on Flickr!: Full size: https://www.flickr.c...505239/sizes/o/
  23. Hi guys - here is my assortment of minifig designs for the GOH Anniversary Contest: Kaliphlin: Colour Guard Soldier: Proudly part of the elite guard responsible for displaying and protecting the Kali colours (at least when he's not half asleep...). Assassin: One of the most lucrative killers in the business - with his twin bone knives, he's quick, clean, and quiet. Pit Fighter: Fame and fortune await the victors of the Kali pits - this fighter wants it all. Vinter: The great wine maker - he got tired of making ale in the frozen north and so moved to the warmer climates of Kaliphlin where he developed a series of vintages famous throughout Historica. Mitgardia: Horse Master: People far and wide come seeking the advice of this horse master to solve all their horse training problems. Mountain Man: Several bouts of frostbite has made this Mitgardian impervious to the frigid mountain temperatures. Adventurer: Having little luck in the facial hair department, this hopeful fellow is on a quest to earn his beard. Baker: The family recipes have been passed down for generations, and this dwarf is carrying on the tradition of creating some of the best baked goods around. Avalonia: Avalonian Infiltrator: The drow are on the loose, and need to be stopped. Record Keeper: This scribe keeps careful records of the local laws and histories. Archer: No one can figure out how this sharp shooter can hit his target every time - the guy's missing an eye! Maiden: This curly haired lady devotes all her free time to studing plants, hoping to accumulate enough knowledge to become a great herbalist. Nocturnus: Drakarkan Queen: She rules, alongside the king, under the seas along the northern shores of Nocturnus. Jester: One of the greatest Nocturnus entertainers - you die laughing when head start to roll. The Happy Wizard: Captain of the warship The Smiling Phantom - you'll want to hightail it outa-there if you see his ship out on the horizon (well except, you probably won't see it 'till after it's too late). Warlord Blanche: While Historica will more likely remeber her tirant sister Warlord Baby Jane - Blanche was truely the brains behind the terror that wreaked havoc across Nocturnus - until both sisters seemed to just vanish from history. (These characters were going to be my contribution to the Warlord community build (overtly inspired by What ever happened to Baby Jane), which I will try to complete one of these days... ) Thanks for having a look. A few of these might be recognizable from past builds, but for the most part I had a hoot coming up with some newish, unique-ish characters.
  24. Ltfalcon

    Pirates Minibarf too

    Here's my latest I've been working on, Hayreddrin Barbossa (Redbeard). Now I need to build a crew of Barbary pirates to go with my Xebec. Here's most of the crew from Vengeance. Captain "Dead Eye Dave", Star reader "Lady LeeAnn", Quartermaster "Nathaniel", Surgeon "Lord Herzig" Next we have Bosun "Erica", Copper "Pierre", Master gunner "Sparks", Gunner "Misfire Mike" Next up, Swabbie "Smee", Carpenter "Chisel Charlie", Gunner "One Eye William", Navigator "Joshua"
  25. Hello! I have been refreshing the old Adventurers figures with new parts, colours and prints. So far I have been keeping things posted with MOCs, but a lot of people who might enjoy seeing the figures don't really browse the A&A forum so I thought to post them here with more of the "process" information. This post will be for the 'Good Guy' characters. The figures that feature are re-builds of the figures I had as a child, so there may be some characters missing from the line-up, though I like to think that the main players are all present! Every name is a link to a picture of the first figure issued. First up we have Johnny Thunder himself. The hat is, of course, the design from Lone Ranger but in the reddish brown shade, I picked that up in a LEGO Movie set. I had hoped to use the re-released classic hat in reddish brown but the dropship set is rather expensive. This hat is a nice medium between the Indiana Jones fedora and Johnny's hat. I was fortunate to have the newer version of the head print with the white pupils becuase I really wanted to leave his face as it was in the original theme, while I had no qualms about using new faces for other characters, Johnny is just too cool to change too much. The torso is from Pharaoh's Quest, it was Jake Raine's but I thought he looked better in the tan shirt so Johnny got the gear. The legs are Indiana Jones prints, the gunbelt is a nod to the classic print on the original Johnny Thunder torso and also, seeing as you can take it that Johnny Thunder is either a nod to Doctor Jones or the source material that birthed them both, it felt right. Plus I just love the dark tan colour. Finally there is the Lone Ranger pistol, the more detailed tooling of the gun is visually pleasing in comparison to the older pistols so I used a lot of them within my Adventurers refresh. Next there is Pippin Reed, ace reporter! Again, the delightful dark tan colour make an appearance, the pith helmet is unchanged from the original mould but this one looks smarter than the white one. I chose this face print, a newer printing of the first Pippin Reed (see the pupils) because the version I had was from the Egypt sub-theme. The other Pippin Reed print is much too 'bulky' if you get my meaning, for the longest time I thought that Gale Storm and Pippin Reed were two different characters when I finally cme across names. Full disclosure: In my games and adventures, only Johnny Thunder had the 'correct' name. My lady adventurer was always called Lara... Next up is the torso, this was from the Collectable Minifigures Series 2 Explorer. The red ascot is similar to the scarf that the original torso print had while the strapped on water bottle is like the printed camera. I loved the explorer figure parts so using this torso was a given. The dark red legs are a replacement for the regular red from the actual figure, again, the dark shades look a lot smarter than the brilliant basic shades. I suppsose that muted colours are more appealing to me. The camera is a must, I never had one when I was younger but this one is bulky enough to work within the setting Adventurer's have so I happily used it. Here we have Harry Cane. The reddish brown aviator helmet and dark bley goggles look sharper than the old brown and black, I wanted the goggles to match with the harness printed on the torso. The face has is new too, Harry Cane never had a re-issue with pupils printed in so I chose another. This cleaner cut but still rascally looking face was first used in Knights Kingdom 3 for one of the named knights but quickly became a generic for Castle, Viking, Pirate and even Football minifigs. I thought it looked good for a more respectable Harry Cane, less stubble and more beard. The epaulettes are old brown but are minimal enough a detail that it doesn't look too bad (I hope) the torso is from the Naboo Starfighter pilots, I loved the whole look, but then the original suits that inspired them are from the era I set Adventurers. I was fortunate enough to pick up number of the torso from the online PaB to make a little crew of fighter pilots. The legs are plain until I can find just the perfect looking printed ones, though the pilots were mostly unencumbered in the leg area. Doctor Charles Lightning, or, as I named him Doctor Carter (I was a bit of an odd child, I wanted to be an archaeologist when I was six...). A dark bley pith helmet looks better to my eyes than the white, I really am not the biggest fan of bright colour in this setting. I had to use the old head, nothing was good enough to replace it, maybe some time in the future a face print will be perfect, but the classic look is so much better. I think the glasses hide the issue anyway. The torso is from the series 5 Collectable Minifigures Detective. I wanted a torso that was fit for the lecture hall or the dig site! Though I do miss the bow tie from the original (bow ties are cool) nothing in the newer colours and sharper printing of current LEGO worked to my eye. Again, if something comes up which will look better I might change it. Finally we have Mike. Mike is the biggest change of all the figures. I really wasn't overly fond of the character in the first place. The freckles didn't look right, the fringe was messy but he had a pretty blank look. Maybe too was the fact that my younger brother insisted on playing as 'him' when he played along and that was never fun for me! This Mike is slightly aged up (the slingshot from the original figure always put me in mind of a kid). The longer hair is a nod to the fringe and the head is one of the varied but still 'generic' City face prints. I thought it made him look like he had a bit more wits about him. The torso print is from Monster Fighters and refrences the waistcoat he had originally while looking more grown-up. Jeans from the CMF series 8 DJ. Jeans were around at the right time and would be fine for a dig (they still are today!). With this minifig I thought; just how would someone dress if they admired an Adventure Archaeologist? This was not hard at all. Well, I hope you liked this fig barf and information overload! Questions, Criticisms and Comments welcome!