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  1. The city of Barqa is one of the most significant trade hubs in Historica. It is located where the mighty Arkbri river meets the sea, after providing an artery of trade from the mountains of Mitgardia through much of central Historica. Barqa sits in the middle of the southwest coast, also making it a great place for seaborne trade between Avalonia, Varlyrio, and the southern parts of Historica. Sometimes, traders from the eastern side of the continent or the islands in the Great Southern Ocean also bring their goods here. All this trade passing through the city gives Barqa's authorities a chance to collect a small portion of the wealth. They do this at the city's grand toll houses, designed to impress travelers used to more modest towns. This building was recently rebuilt and extended, as much of the city of Barqa has been in this current era of peace out of the ruins and neglect from the Elemental and Civil Wars. Every morning, merchants queue up, anticipating the bell that signals the beginning of the day's trade at sunrise. Before long, the initial toll of the day will be gathered, and the coastal breeze will carry the distinctive sound of gold, silver, and copper coins—the quintessential commodities of Kaliphlin. Lines of merchants in front of the toll booths. To be bestowed with the duty of tolling the commerce bell is a noble distinction for a junior guardsman of the City Watch. They reassured him that the hearing loss is typically temporary, for most guardsmen. In the bustling crowd waiting for the toll booths to open, some merchants, instead of holding their place in line, are drawn to the street musician's melodies, perhaps seizing a moment for flirtation. Chancellor Gideon, chairman of the City Council, halts during his morning stroll to exchange greetings with the toll master. The toll master, on the balcony outside of the fiscal hall. One of Barqa's numerous alchemists, deeply engrossed in his arcane pursuits, goes about his own business. As crucial as the City Watch for order in the city, the renowned black cats of Barqa play a vital role in keeping the rodent population in check. More pictures:
  2. Batuhan Trading Post Located in the northwest of Kaliphlin, outside of Batuhan, is a bustling trading post. Positioned at the crossroads between Eastgate to the west, Barqa to the south, and Avalonia to the north, it is the ideal location for Kaliphlinians to acquire rare essential commodities, such as lumber. Today, the post is overrun with livestock, and the stable is full. Additional guards from Batuhan have been dispatched to ensure that all trade is legal and properly taxed. I created this trading post for the Guilds of Historica’s Challenge 11. It has been great developing the looks of this scrubland between Kaliphlin and Avalonia.
  3. My entry for Challenge 11. A really quick build largely inspired by part of this concept art. Great to build something for Kaliphlin again!
  4. 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).
  5. Somewhere in the eastern Siccus Badlands, in a village called Amrakect, was once the home the Centario family. A cozy little dwelling just behind the village defence wall, and next to Horse's Gate, was the house where white-haired boy Onicius and his sister Alicia lived, with their father and mother. In general it was a rather quiet and peaceful town, apart from the bustling market places. Alicia was often playing around town with the other village kids, while Oncius loved to watch the activity around Horse's Gate from the terrace, sometimes talking to the guards (his father was a guard as well), and lazying in the afternoon heat. But those peaceful and carefree days would not last... Carpe diem, Centario family! There's full interior in the house, which consists (top to bottom) of an adult bedroom, kitchen, terrace and children's bedroom. Really challenging to squeeze everything in! The portcullis inside the gate tower can be raised, locked at various heights, and dropped with the release of the lock (in grey). When fully lowered, the gap through which the portcullis rises is closed with a hatch. The hatch is pushed open when the portcullis is raised and closes when it is dropped. I really enjoy this fun feature, so I think I'm going to integrate functionality more often. A video of the mechanism in action (hope you can view it): --- Overall, I'm really pleased with build and I enjoyed the premise of the category! I chose my first very first Guilds of Historica build to make a modern version of. I never thought of it as a bad build, but it stands so far from how I nowadays think a build should be, that I was excited to improve and expand it in several ways. I wanted it to pale in comparison, in all departments! Including: full and accessible interior as opposed to none, viewable 360°, a full colour palette, and even functionality with a video as proof! But without a seed, a sapling, you'll never have a tree. So, I still look up to my first build, and other historic GoH builds, and I'm very grateful for being part of this wonderful community I've been enjoying for so many years! Cheers!
  6. Finally got around to posting pics of this build that I made back when the contest was first announced...haha! As Mophet grew and traderouts became more established, the next logical step was to establish a port to the north/west of the city. The Arkbri river was fairly near as it was, and continuing to grow the relationship with nearby Barqa was essential to Mophets security. Thus, the city council decided to make the necessary investments to make it a reality. http://Port of Mophet by Andreas Lenander, on Flickr So this build is part of a collab of sorts between a few of us Swebrick members, depicting ports in different parts of Historica. Hopfully we'll all be able to display them together later this spring. Hope you like it, thanks for stopping by!
  7. Great Lighthouse of Barqa The Arkbri River has been a major trade route through the heart of Historica since ancient times. Where the great river meets the sea, the port city of Barqa is ideally positioned to connect the inland river shipping with the sea traders, making Barqa a major hub for trade between all corners of Historica. To ensure a safe haven for the valuable shipping, fortifications have been guarding the harbor of Barqa for centuries. Over time this has grown into a strong harbor citadel. To guide seafarers into the port, it has been a long tradition to keep a fire burning on the top of the citadel and this platform has been built higher and higher over the years, becoming one of Historica’s most prominent lighthouses. This lighthouse was however heavily damaged in the elemental attacks at the culmination of the Revolword war, and it also fell further into disrepair when the trade along the Arkbri river was disrupted by the Kaliphlin civil war. As the trade resumed when the hostilities ceased the prosperity returned to the city. The city council, led by chancellor Gideon, could therefore commission a major restoration and expansion of the lighthouse. Its peak now soars higher than ever before, dominating the Barqan skyline. In daytime, the new whitewashed upper section is the first thing seafarers spot sailing into the Arkbri estuary. When darkness falls, the fire - burning bright thanks to being fueled by Kaliphlin naphta - is now visible farther out to sea than ever before. Great Lighthouse of Barqa, as seen from the Arkbri estuary. Great Lighthouse of Barqa, as seen from inside the city. (To be continued...) The upper balcony of the lighthouse is an excellent platform to keep an eye on all maritime traffic passing in or out of the Arkbri estuary. The harbor side of the lighthouse, with some roofed stalls for storage or fishmongers, next to the docks. One of the main offices for the tax collectors of the port of Barqa is in this fortress, protecting the not insignificant share of the wealth passing through Barqa which is mandated to remain in the city. Chancellor Gideon, always in a hurry, has visited the fort. Probably for a meeting with some tax inspector manager or some other bureaucratic duties, quite far from the life of a wandering warrior he lived 10 years ago… As the citadel has been expanded over time, only some small portions of the original rock it is built on is still visible. Some persistent seagulls however still try to claim their ancestral home. This is a re-interpretation of the lighthouse I built for Challenge II of Book II: I also built the orginal lighthouse to display at Brickworld Chicago 2014, but since I had to dismantle it (to keep the bricks safe from losing clutch power in a hot parked car during our 2 week roadtrip following Brickworld ), it was one of my shortest-lived builds. However, that build is also one of the most special in my AFOL journey, since Brickworld 2014 was my first convention abroad and the first time I got to meet some other GoH builders in real life. Special thanks to @Rogue Angel who helped get my build a spot at the EB tables, where I had a great time haning out with the EB people there over the weekend! One of the reasons I chose to revisit this build was that I wanted to improve on the blocky “brick” arches over the windows. I also really wanted to try my hand at more advanced water building at a large scale, which I hope is an improvement over the original build’s poured round plate technique. The water in the new build is based on a 3-layered technique, with different shades of blue in the bottom layer, trans-dark blue/trans-light blue/trans-clear in a middle layer and finally trans-light blue on top. This enables both a better sense of depth of the water and mixing “new” colors, to achieve a better gradient. I also added some waves at the end, with trans-clear plates as foaming water next to the shore and a pattern of waves out on the open water, at an angle against the “grid”. Building several layers of small pieces creates quite a lot of stress on the plate, so as only building it on a baseplate creates a quite substantial “banana effect”. This was counteracted by having a full Moduverse plate underneath the water to provide additional rigidity to keep the water flat. The corner turrets were a particularly challenging part of this build, especially the domes. I borrowed the concept of using the dinosaur tails for a dome from @adde51, but figured out myself that if I staggered their mounting points it was possible to create such a dome with only 8 studs diameter. Thanks to the tile revolution in recent years (particularly the 3x3 curved tile finally filling the gap in the rounded tile lineup!) I also managed to completely tile the interior. Not that anyone will notice when exhibiting the build, but I know that it is there Interior of one of the corner turrets. This is also intended to be the first section of a long-term project with more parts of the maritime side of Barqa being built - and hopefully also being able to be integrated with some of my older builds for future exhibitions. While the original lighthouse basically exhausted my supply of tan and medium nougat, this only scratched the top of the tan bins in 2023… Lighting by LifeLites, “candle flicker” diodes by the entrance and a eLite Advanced kit (the size of a 2x4 brick) controlling 8 individual diodes in a fire pattern at the top. Film of the fire at the top of the lighthouse. The battery box is hidden inside the city wall for ease of access:
  8. Breaking out the discussion on AI generated concept art from the main Kaliphlin thread. Reserving first post for highlights. Feedback and requests for other renders are very welcome! I'd be happy also to work on some other guilds's if someone wants some copyright-free concept art for those environments too
  9. Rogue Angel

    Historican Settlements - HSS

    HISTORICAN SETTLEMENTS Historica is home to many towns, villages, hamlets, and even a few Cities. The Royal Cartographer's Guild of Albion and the Avalonia's foreign affairs minister wish to officially recognize the many settlements of Historica. As a prerequisite to official recognition and inclusion in the "Royal Registry of Historica's Locations of Note" and "Avalonian Sites and Monuments: a comprehensive guide" each settlement must prove that they contain the minimum facilities to provide for their residents. To establish your settlement, you must post MOCs from the following categories. These MOCs CAN be already completed, but they MUST not already be referenced to a different location. (if you try to alter a description of an existing MOC to fit this challenge, you will not be allowed to enter ANY settlements, so do not edit topics you already posted. you can add a post later on in your topic, but if I see that the topic was already posted before Feb 14th, but edited after Feb 13th, it will not be allowed as part of this challenge.) There are a couple of building types that can be counted for multiple types (a Fishery for example can be counted as a nautical AND agricultural). Here are the categories: REQ - Agriculture - Grains & Produce: Farm*, Mill, Granary, Orchard Agriculture - Livestock: Farm*, Cattle/Horse Ranch, Swineherd, Sheepfold, Fishery Nautical: Harbor, Shipwright, Quay, Fishery*, Ferryman REQ - Military: Keep, Barracks, Gatehouse, Tower, Castle, Fort Religious: Chapel, Monastery, Temple, Shrine Medical: Apothecary, Herbalist, Infirmary, Physician Hospitality: Food & Beverage: Bakery, Butcher, Winery, Brewery, Tavern REQ - Hospitality - Lodging: Inn, Stables, Coach House REQ - Laborers: Lumber Mill, Mine, Stone Cutter, Mason REQ - Craftsmen - General Goods: Cooper, Wainwright, Tannery, Dyer, Glass Blower Craftsmen/Merchant - Arms & Armor: Blacksmith, Bowyer, Fletcher, Armorer Craftsmen/Merchant - Clothing: Cobbler, Seamstress, Furrier, Woolen Mill Craftsmen/Merchant - Specialty: Candle Maker, Wood Carver, Bookbinder, Jeweler, Potter Services: Herald, Cartographer, Money Lender, Scribe, Courier, Shipping House Scholars: Observatory, Alchemist, Philosopher, Astrologer Entertainers: Minstrel, Fortune Teller, Performing Troupe, Theatre Administrative (Town or City only): Town Hall, Chancery, Forum, Courthouse Now, the examples provided are not the only things you can build in a category, they are just options. Also, the build must be substantial - showing an interior of one room, or throwing a bunch of bricks up on a plate will not be acceptable entries. Hamlet - There are 5 categories that are required for a Hamlet (the minimum recognized settlement) - Agricultural (either one), Military, Hospitality (either one), Laborer, and Craftsmen. Village - For a Village, you must meet the Hamlet requirements plus meet a total of 8 of the 16 categories. Town - For a Town, you must meet the Hamlet requirement, plus a minimum of 2 Craftsmen buildings, both Agricultural categories, and both Hospitality categories, plus meet a total of 10 of the 16 categories. City - For a City, you must meet the requirements for a Town, plus one administrative building, plus meet a total of 14 of the 16 categories. Port - For a Port, you must meet the Village requirements, including one Nautical building. For this task, there is no time limit, and again, is open to all Historicans. I will be starting a separate thread for this once I get home tonight where you can post a link to your topics. Each person should have only one reply in this topic, where they will post all of their entries. You can have more than one settlement recognized if you wish. You should only have one post per Settlement. Feel free to ask questions, but I will delete them once they have been answered, and compile the answers in the thread below. Do not post for a settlement unless you have a build to post. I will delete any topics that do not contain a link to an existing MOC (no MOCs in progress allowed either) Let me know if you have any questions. Some further ideas for the categories are in this list curated by @Grover. But again, even this extensive list is not exhaustive; if you think your build qualifies for a category, put it there. Creativity is always encouraged! Agriculture Grains and Produce Farm Garden Mill Granary Marketplace Vineyard Orchard Livestock Farm Cattle/Horse ranch Dairy Swineherd Sheepfold Marketplace Kennel Beekeeper Fishery Nautical Harbor Shipwright Quay Fishery Ferryman Port Dock Lighthouse Military Keep Barracks Gatehouse Tower Castle Fortified Bridge Wall Beacon Cavalry Stables Ballista Tower Fort Religious Chapel Church Monastery Tomb Cemetery Temple Mosque Shrine Medical Apothecary Herbalist Infirmary/Hospital Mortician/Necromancer Torture Chamber Barber/Physician Hospitality Food & Beverage Bakery Butcher Winery Kitchens Brewery Café/Street Food Tavern Lodging Inn Stables Coach house Celebrations Wedding Festival Laborers Lumber Mill Grain Mill Mine Stone Cutter Wood Cutter Mason/Adobe Maker Stable Hand Cleaning Workers Field Hands Foresters Carter Diggers Quarry Craftsmen/Merchants General goods Cooper Wainwright Tannery Carpenter Dyer Marketplace Fishing Rod Merchant Glassblower Arms & Armor Blacksmith Bowyer Fletcher Siege workshop Armorer Clothing Cobbler Seamstress Textiles Furrier Woolen Mill Specialty Candlemaker Wood carver Stone Carver/Sculptor Goldsmith Bookbinder Florist Jeweler Horse Tamer Merchant's Hall/Guild Coal Merchant Magic/Potion Vendor Tinker Potter Services Herald Cartographer Money lender General Store Scribe Courier Trading Post Shipping house/Warehouse Scholars Observatory Alchemist Philosopher Library University/Academy Astrologer Entertainment Minstrel Fortune Teller Street Musicians Performing Troupe Brothel Sports Arena Theatre Administrative (Town or City only) Town Hall Chancery Forum Council Building Administrative Building Meeting Hall Customs House Palace Embassy Courthouse
  10. The journey of Parzival Chapter II, part III The Goat-farmer Previous Chapter - Chapter II, Part II - The Dream hapter They walked on north in the desert to get to the Akbri River. The walked away from trails and such so they could keep hidden. Crow had noticed spies on the trails in the area. Some of them with the "eye of maruu" sign. So they had to lay low and avoid people. Z walked closer to Pointy to have a talk. -" I'm glad we all made it out from that alive" Z said -" Me too! Was it all luck? Because it felt like all of us had some kind of combat training or such. It feels so strange with this fuzzy feeling in my head. It's like the head is full of cotton. I can sometimes get pictures in my head that are reminiscent of memory pictures. But they are so fragmentary that it's hard to tell if it's fantasy or not. -" I really know the feeling. But the strange thing was that I had a fairly convincing dream right before the attack. It was like a memory from my youth. I was hunting with some others, and they called me lord. And just as I was going to shoot my bow there was a bright and colourful bird right in front of me. It warned me about the attack. And when I woke up Crow was talking to me. So strange.`` "- So was Crow interrupting the dream?" "- Well… it kind of felt like that" Z said as he shrugged. The surroundings were a lush forest, and it felt like home. Maybe Tabib was right. My home is to the north in Avalonia. It feels right somehow. "- When you say it like that, I feel the same. This warm and bare landscape does not feel like home at all. I feel kind of naked under the sun. A forest with big trees feels more at home. (A MOC done by Andreas Lenander (Adde51) with my figs) A bit from the main road was a small white house with green domes on top. A few goats were grazing around the house of the meager vegetation. -" We should stop here and ask for directions." Hooves said. -" That's a great idea. But everyone must be alert as we do not know if the residents of the house are friendly." Pointy said. Hammer walked to the house and knocked at the wall beside the entrance. A man with black clothes and a brusque appearance came out of the house with a pitchfork in his hands. He seemed ready for anything. -" What do you want?" He asked. -" I'm sorry if we disturb you in the middle of the day when the sun is at its highest. We want nothing more than a little advice on which path to take. We are on our way to the Akbri river. But we do not know the best path there." Z said as gently as he could -" I'm sorry about my rough approach. But there have been so many strange people and creatures around lately. You don't know what you'll find at your door. I'll help you with some advice. But I'm sorry that I can't help with water or supply. It is the dry season so I barely have enough for myself and my goats. Akbri river is quite close actually. Only a half day's walk to the north. There is a small village by the river there. If you keep walking you'll be there before dark. They have water there. -" We are really thankful for your help. We don't have anything to give you for your help. -" It's alright. But be sure to get there before the sun goes down. There are many bands of thieves and evil forces that thrive in the dark around here. Take care!" The man said and walked into his house again. -" Thanks for the help." Z said. The crew started to walk to the north, eager to get to the river before dark.
  11. Salt is the chief export of the Westersands. A critical ingredient for preserving food across Historica makes the work in the heat of the desert a worthwhile venture. Camels carry it out of the desert into the towns and cities of Kaliphlin and beyond.
  12. Outwitted Ogre ‘Tell us a bedtime story, papa,’ said Aida. ‘What would you like to hear?’ I asked as we sat down near the hearth. ‘Tell us about Hassan and Mehdi, papa!’ Abbas said. ‘You’ll have nightmares,’ I responded. ‘Pleeaase’ my children said in unison. ‘We know how it ends,’ Aida protested. ‘Alright,’ I said, ‘the story begins many years ago, when your grandfather was still alive…’ “I’m beginning to have second thoughts about this undertaking,” Hassan said after two hours walking in silence with the desert on the horizon. “Aye,” Mehdi responded, “fame and glory isn’t as alluring once that task is at hand. But we volunteered and could not show our heads around the Wither Woods if we retreated now. And think of the poor Modiri family." “Yeah, they had no warning. It must have gotten their dog first. Most times people run away and just lose some livestock,” Hassan said as they walked on. “How far into the desert do you think it makes its home?" “Can’t be too deep. But no one has ever ventured this far,” Mehdi answered. “The trail is clear and I think even the sand won’t cover these tracks too quick." ‘They followed the tracks into the desert as night fell and the air cooled,’ I said continuing the story. ‘They walked on past midnight, carrying their long weapons.’ “What do I see in the distance?” Mehdi asked as a crescent moon shown overhead and lit the otherwise flat landscape with a faint light. “Must be a large rock formation the Westersands haven’t worn away,” Hassan replied. “Do you hear that noise?" ‘A reticent but hash sound fell on our heroes’ ears as they stopped and looked at each other with hesitant glances.’ “I think we’ve found the beast’s haunt,” Mehdi suggested. After a pause, “We can use those rocks to our advantage.” “But it’ll surely see, or smell, us coming - there is no other cover around." “Not if one of us cycles around and approaches from the back side. He could sneak up those rocks and get the jump while-" “While the other is bait?!” Hassan protested. “Well, if the timing were right, the danger would be low - and less than both of us facing it head on,” Mehdi explained. “Are you offering to be the bait?" “Draw straws?" ‘So Mehdi grabbed two straws and Hassan picked.’ “I’ll wait here until the sunrise,” Hassan said with the short straw in hand. “And I’ll walk around a mile and start climbing just before,” Mehdi said before departing into the desert night. ‘At the first sign of daylight, Hassan stood up and prepared himself for a fight. Just before sunrise, he saw the beast behemoth awake - something had caught its attention behind the rock it was laying against. Just as it was standing up, Hassan rushed forward and shouted, “HEY!” ‘Upon heading the sound the creature turned around right as the sun broke over the horizon. Standing in front of Hassan was the huge ogre that was responsible for so much loss of life and livestock. In its hand a humongous, spiked club. Just as Hassan was preparing to defend himself against a fatal blow, Mehdi leapt from the rock bringing his halberd down hard on the back of the ogre’s head. “You were early,” Mehdi said. “You were just in time,” Hassan replied. ‘And now it is time for bed,’ I said. About the Build I created this MOC for the Summer Joust’s Going Big category. I chose miniland as the scale. Building the ogre definitely took me out of my comfort zone, as I do not have much experience with ‘constraction’ builds, and using sand green added to the challenge piece-wise. I also used the MOC in LOLUG’s June meeting competition, which featured the white fang/horn (88513) as the seed piece. Background Image The background is Green Grasses on Sahara Desert by Greg Gulik used under the CC license. Source of Inspiration I had the general desert rock concept in my head but after seeing Grant Davis’s Desert the idea was solidified. I was unable to come up with a helmet design I liked, so I borrowed one from Letranger Absurde. I found these other brick-built ogres interesting:
  13. So this is orginally made for the Summer Joust 2022, But why not dubble dip and make it a freebuild aswell? I take you to the Arkbri river, in Barqa. (with permission of gideon ofcourse) Lake Mareotis, Alexandria by jesse van den Oetelaar, on Flickr hope you like it.
  14. Shisha Parlor Zahra’s Hookah Lounge in old Petraea is as exquisite as it is exclusive. The finest flavored hashish is smoked in a luxurious rooms with impeccable service.
  15. Exetrius

    CDC2 CMF: Homecoming

    Guilds of Historica Collectible Minfigures: Homecoming Yes, I remember now... I don't know why, or if this is common, but I tend to forget where it all started. How I ended up doing what I do. But as I set out to write this topic, it came back to me. I think it was around 2014 that Guilds of Historica caught my eye. I'm sure it must have been one of the many awesome castle builds that guided me to this forum. I went over the New Member Guide, the Guild topics one by one, and saw the maps. And then I saw minifigures, unlike any I had seen before. Custom factions, armies, fantasy races, built from official lego pieces! Up to that point, my (teenage) creations were based on official LEGO themes, built to be populated by official LEGO minifigs. With Guilds of Historica, it all started to change. A new world opened up for me, a journey, and a place to belong. I started building custom figures myself, eventually a sigfig and his family, friends and foes, and joined the Guilds a year later. So looking back at it, the figures have always been there, sparking new builds and stories. Perhaps that's why I have this feeling of homecoming. Introduction by Exetrius Welcome to Historica, fellow adventurer! On my travels through this land, this mighty continent, I have seen many wonderful people, creatures and other beings. Of course I can't tell you about all of them, that would take days, weeks, months probably! But, don't worry: I have made a selection. Let me introduce you to some of those I have met, or heard about. From the cold North to the hot South, from the tumultuous East to the calm West, from the world above to the world below, and from places within to places outside the continent. Let's start with the four guilds on the continent, and Varlyrio. Mitgardia Magnus, Lord of Spróggefjell Keep "Staring at my armour isn't going to help you get through the winter, get to work!" Yffreya, wilderness hunter "A mercenary job? Sorry, but I don't hate humans that much. Do I look like I do?" Kaliphlin Madame Quarrat, mine owner "This deep pink sapphire came from the latest expansion. Work for me, and you might find one too..." Norri, badlands nomad "This is Bërtah, my favourite of the herd. She's a little shy around strangers, though." Avalonia Fiona, Mystic Isles messenger "It's mostly good news from Albion this time around, so I can afford to take the scenic route. You can join me for a while, if you like." Jerome, salvager-carpenter "You are leaving your old wagon in good hands, sir. And, on behalf of the trees in our forests, I thank you!" Nocturnus Pandemonium, 6th wizard of Zotharith "Yes I burned the town, got a problem with that? There wasn't a good soul in the whole rotten place anyway..." Umdurin, Vacunani scholar "If I'm not mistaken Volume 467 of the Recorin Orbi makes mention of such a tunnel exit. I'll check with the archives." Varlyrio Don Giullio, art dealer "100% genuine, for certain. This is a one-time offer: 13 silvers and it's yours." Rebecca, maid and assistant-chef "I'd love to chat, but the market will be closing soon. Later!" Outside of the Guilds, there is also plenty of interesting folk. Some of them I never met in person, for better or for worse... Ghost Islands of Yureishima Yoshintamaru Sasekageojima, Master swordsman "I see your spirit is fierce, but you lack technique. And away with those runes, they ruin the flow between you and the blade!" Miyuko of the Dawn, folk legend It is said that those who meet Miyuko die on the spot, and depending on her judgement either get sent straight to the realm of the dead, or are reborn from their former bodies. The Underworld Zugal defector and Demorian informant "The war really changed the Clan, you know. I tell you: flying up and down the Underworld is better than serving Raavage." K'sirtllhisqr, Drow mage "Where do you think you're going, surface critter? Trespassing this area is strictly forbidden, even for Drow..." Cedrica Sabrina, spoiled brat "Say hi to Marco, I got him for my half-year birthday! Hey, I'm not spoiled, you're just too poor to understand!" Lunarius the Formidable, archmage "A City of Magic, you say? Sounds like something I need to keep my eye on..." ---- And there you have it: 16 figures! I wasn't feeling very inspired from the beginning, but I had said I'd participate so I didn't go back on my word. I found a way to produce solid figures nonetheless. There are a number of little hints to previous builds or other references baked into the figs and their bios, tell which ones you like! I could do a breakdown later. Thanks for looking! Criticism welcome, hit me with all you got. @Henjin_Quilones I'm not going to keep this from you: Fiona with nougat skin and white elven hair looked glorious. For example as a Hesperian dragon rider. However, it just looked wrong next to the carpenter... Maybe a fleshie figbarf isn't all that unlikely anymore.
  16. The journey of Parzival Chapter II, part II The dream Previous Chapter: Chapter II, Part I - Desert Daylight The sun was setting and the sky was orange fading to purple. Z and his fellows walked with their heads bent along a small path with parts of desert and parts bushes and trees. The heat was still intense and they were all tired after a long day in the sun. It was time to find a place to camp for the night. Z saw what appeared to be abandoned buildings inside a large grove of trees and shrubs some distance from the road. Maybe an abandoned farm or similar. It was very dense shrubbery and many shady trees. "- We should set up a camp soon. We all have to rest. There is an old farm over there. Maybe we can find shelter and maybe an old well or something. At least it’s a bit from the path." Z said "- That sounds like a good idea. My legs ache" said Hooves They left the path and went into the bushes. The buildings were very overgrown with trees and shrubs. It was certainly a long time since they were abandoned. "- There is a glade here with the remains of a campfire. Here we should be able to set up camp. The bushes should give us good protection from passers-by." Hammer said. "- Hooves and I will go and see if we can find something in the abandoned houses. Then we look for firewood." Left-Eye said They set up camp and the sun went down fast. They ate a small meal and lay down to sleep. Left-eye took the first watch for the night. It had been a long warm day and they all soon fell asleep Z heard a whispering voice and opened his eyes. He didn't quite understand what the voice had said, so he looked around. He was standing in a lush forest with a bow in his hands. It felt like a summer dawn. Beside Z a man stood, he had horns just as Hooves. And behind Z there were two men, one heavily armed knight with a dragon on his breastplate and an archer with a hood and mask over his head. They were all dressed in dark green clothes. It all felt a bit weird and Z felt a bit fuzzy in the head. He noticed that he was no longer a man, just a small boy. He also felt a big pressure inside and a tingling adrenaline sensation in the body. The man beside in whispered again and it was the same voice: "- My lord, you have to focus! Relax your shoulders and aim. Concentrate on the animal and try to hear it. Feel it's heartbeat." Z aimed at the deer by the water. It hadn't noticed it yet. It was drinking water and having a look around. It looked peaceful. The sounds of the forest got more zoomed out and he could hear his heartbeats pounding in the ears. But it felt strange. Was it his or the deers heartbeat he heard? He could almost see the pulse in the deer's body that was in the same rhythm as the sound in his ears. "- When you have it in sight, take a deep breath. Feel the animal's heartbeat so you can aim directly at his heart. You must hit the heart directly so that the animal doesn't suffer." Z felt the animal now. He could hear what the deer heard and feel the wind in its horns. Z felt that the deer was at peace with nature and that it wasn't stressed at all. He took a deep breath and aimed straight at the heart of the dear. He was just about to let go of the bow string when he heard a strange voice in his head. "- Kraaah! Walker must wake! Hurry!" Z blinked and tried not to lose his focus. And when he looked up at the deer again he saw a strange colourful bird in his sight. What was this? So strange... "- Wake! Bad man come! The bird said to him Z sat straight up and looked around. He was in the camp with the others again. Was it a dream? Or what was that? Was it a memory? His head was blurred. "- Hurry! Wake up!" Z heard in his head again. And now he recognized the voice from the crow. He was sitting in the palmtree above waving his wings in the air. Then he heard whispering voices from the bushes: "- It's them. Take them all out before they wake. But don't hurt the one with the necklace. Tie him up. We have to bring him back to the boss" Z started to wake the others and tell them to get up and get their weapons. But only a few of them had the time to get up before the attack began. Five dark figures came out of the bush. Each had a black shield with an eye on it and various weapons in full swing. Z, Hammer and Pointy were first on their feet and could meet the attackers. Z had a sword he had received from Tabib in Mophet. He used it to parry a blow from one of the attackers. Hammer drew his sword and Pointy drew her knife and bow. Together they managed to ward off the first attack. Meanwhile, Left-Eye, Hooves and Right-Eye woke up and managed to get their weapons. A wild battle broke out in the clearing and pretty soon they discovered that the attackers were better equipped and much faster than them and they quickly ended up in an inferior position. One of the attackers knocked the sword out of Z's hand and he lost his balance and fell backwards. When the attacker jumped on Z and was about to stab the sword in his stomach, Z panicked and felt the time almost slow down. Before the attacker hit Z with the sword, Z felt a strong force accumulate in his chest. He pushed his hands forward while instinctively shouting something loud that he himself did not understand. The words just flowed out of him. The attacker stopped in the air and was then quickly pushed backwards by a pressure wave that came out of Z's hands. The attacker flew back into the bushes. Z quickly got to his feet and stood amazed as he felt a force gather in his body and the time slowed down. He felt a tingeling feeling in his legs as he drew power from the. He felt a strong connection to the ground and all the surrounding trees and plants, almost as if they were an extension of their own senses. The attacker came out of the bush for a new attack. In Z's mind a word came up as written by a golden pen. He held out his hands to the opponent and uttered the words. Immediately he felt how meandering roots rose from the ground and meandered around the opponent. He felt as if he was grabbing the opponent himself. He lifted the opponent into the air while squeezing him with the roots until the opponent was slowly suffocated. Hooves fought with one of the attackers with his long staff. And like Z, he felt a force build up in him the more he felt that the striker was superior in speed and tactics. And when the attacker managed to get past Hoove's defense and chop against his head, Hooves put out his hand against the attacker. At the same time, flames of fire flowed out of his fingertips and quickly embraced the attacker. The man screamed in pain when he was burned to death. While Z and Hooves fought with their newfound abilities, the rest of the crew managed to overpower the attackers and kill them all but one. The battle was over as soon as it started. Everyone stood tired and breathless in the clearing. Hammer had captured the last survivor and stood with his sword against his throat. The others hurried to his side. "- Who are you and why did you attack us?" Hammer shouted at the man. The man turned a little and laughed with the sword to his throat. "- Answer me!" Shouted Hammer Pointy came forward and put his hand on Hammer's shoulder and asked him to calm down a bit. "- It is best that you answer him, otherwise he will cut you apart like a pig," Left-Eye hissed with a wicked grin. "- You will never get anything out of me or anyone in my brotherhood" the man laughed. Before anyone reacted, his hand slid inside the sleeve of his tunic and pulled out a small narrow dagger with a blackened blade. He quickly pushed it into his own throat while having a grin on his lips. Hammer tried to stop him but it was too late. The man quickly began to gargle and his eyes turned inward and his whites of eyes were visible. A couple of strong tremors went through his body, but then he became stiff as a stick. They all backed away from the body in disgust. "- Who can do that to himself?" Said Pointy in disgust. "- I would say, only a true fanatic," Right-Eye said resignedly. "- Quick now, we have to gather our things quickly and get out of here before more come," Z said. They quickly gathered their things and moved silently away in the thickets. Next part...
  17. Kai NRG

    Wither Woods Windmill

    The agricultural zone of Kaliphlin may be small compared to its massive desert, but it's one of the most populous regions due to the easy availability of food. An enterprising miller has recently constructed this large mill to harness the power of the wind for grinding the region's grain. I wanted to try something with a function and a windmill seemed to hit the sweet spot of being a little complicated, but not too much for a first attempt. There's more to this than first meets the eye though. Of course the sail spin, but the whole roof can also rotate in order to catch wind coming from any angle. Here's the back of the windmill with the sails turned to the right. I had fun adding little details like sunflowers and wheat sacks. The stone base technique is also a variant on those blocks that I used for my Fighting Pit! The real challenges of the mechanism are inside of course. Connecting the vertical shaft to the horizontal (slightly angled) sails would have been pretty difficult but fortunately I remembered this worm piece which has a unique combination of an axle hole but no friction. That way the roof can be removed and replaced easily. So the whole thing is designed to come apart into these three pieces, the base with the interior, the walls, and the roof. I did a time lapse for this build just like for my Fighting Pit--and I also put it on LEGO Ideas if you'd like to support it! And as usual there are more pictures on my blog if you'd like a closer look! Hope you've enjoyed this creation, feels good to have another large build for the guilds again. I took a pretty long hiatus before the Fighting Pit I know, but hopefully there'll be more coming this year! C&C welcome! Thanks for checking it out!
  18. 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.
  19. Welcome to the Fighting Pit! One of the wonders of Historica, this massive amphitheater has seen some of the biggest crowds in the guilds gathered to watch the most exciting spectacles. Old timers who saw the arena in its heyday say that the roar of the crowd as you enter was like nothing ever heard anywhere else in Historica. My first idea for this was to make it a single scene viewable through the gladiator's tunnel, but I quickly realized I wouldn't have enough depth of field to make the stands as big as I was envisioning them. So you get two scenes for the price of one. I've never used this many minifigures in a build before! Wasn't able to pay quite the usual attention I give to each combination, I basically just had to use every passably medieval torso. The final model is quite large, each succeeding row got wider and wider! I put together a time lapse video of the process which you may or may not be interested in but I encourage you to watch the first thirty seconds anyways, got some neat effects. There are also lots of pictures and more detail on my blog! I was inspired by @Gideon's fighting pit of Mophet back in the day, and the concept has kind of simmered on the back burner for me since then. It seemed to fit the Ancient Wonders bill perfectly and so I decided to go all out and hopefully give W. Navarre a run for his money... and the rest of you too. Let me know what you think and thanks for stopping by!
  20. 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.
  21. Bridge of Gods The beauty of Kaligem was unseen. Statues, palaces, ... were built all accross the lands to show the wealth of rulers of Kaligem. One of those pearls was a bridge with statues of Gods reachong the sky. With the destruction of Kaligem and the surrounding area becoming desert, the river, once a beacon of trade and prosperity, became an oasis and the bridge obsolete as no traders passed by anymore on their way to Kaligem. Since then, only lost adventurers were astonished by this ancient wonder. Or passing armies like we can witness today It are the Silver Scorpions who are passing the bridge. An army led by Lord Gothe, son of Lord Dama of Ximus. Trained at the far away desert islands of Amenor, they know how to survive and fight in a sandy atmosphere. Lord Gothe just crossed the bridge, the Amenorian spearman were awaiting him. With their golden accents and powerfull spears. Row after Row. Behind Lord Gothe followed his escorts. Armour finished with gold. They are such an excellent fighters that if an enemy succeeds at klling such a fighter, looting the golden armour is what he deserves. The last units crossing the bridge are the archers. Equipped with longbows they are sharp and deadly. Once the army crossed the bridge, Lord Gothe ordered to set up camp here. Looking around the oase, it would not be a bad idea to make a temporary settlement here. An abundant number of animals and fresh water are very handy. One day, he will rebuild Mpya Stedor, but maybe there are more imporant things to do first. ---- May I present to you Lord Gothe (in the middle) ---- Thanks for reading and watching. Hope you enjoyed the small classical wonder I built. It has been a few years since I built something for GoH. So hopefully more will follow in the future :) C&C appreciated, Thanks to @Ecclesiastes for tipping me about the ongoing GoH challenge. Thanks to @Sebeus I for assisting me in one of the building evenings for this MOC :) Hope this will fit your Egyptian diorama well :D
  22. 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!
  23. 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
  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. The journey of Parzival Chapter I, part V Snakes of Mophet Previous Chapter: Chapter I, part IV - Outside the gates of Mophet Intro builds by @adde51 Tabibs Study Tabib and the crow (Picture above by Adde51) The next morning the slave trader and his men took the carriage and walked into the city of Mophet. It was crowded with people and creatures/beings inside of the city walls. Various strange smells, chatter, laughter and screams filled the air. They passed by buildings with streets and came to a square full of people. Z looked out of the bars and saw all kinds of people running around. On the other side of the carriage there was a camel looking into the cage drooling on the bars as they passed by. It was a lot to take in for the tired prisoners. The company came to a stop in a square. There was some kind of crowd ahead. "- What's happening?" Pointy asked "- I don't know. I can't see" Hoves side from the front of the carriage. "- Kraaah, be ready, be ready. Kraaah!" Crow said when he landed on top of the cage. "- Be ready for what?" Z said out loud. Left-eye turn his head and looked at Z with a confused look. "- What did you say?" "- Erm, nothing" Z said "- Boy will come, be ready, kraaah" A little boy came up to Z beside the carriage. "- Pssst, you" he said and looked at Z "- I've got a message for you. There will be a commotion ahead soon, don't mind it. Tell your friends to be ready. I will open the cage door and let you out. Then you have to follow me quickly down under ground. We only got a few seconds!" (Picture above by Adde51) Z told the others and they got ready. After awhile the crowd started to scatter and people started to scream. People ran past the carriage. They heard a lady screaming of fear and soon they all saw that the ground was full of snakes that were hissing and trying to bite the nearest persons. The snakes came closer to the elephant and the mage's horse and they started to back away from the snakes. On the other side of the open space they saw a large overturned barrel from which the snakes came out. The mage became furious and started to scream at the man. (Picture above by Adde51) In the commotion the little boy quickly picked the lock and opened the gate. "- Kraaah, hurry. Tabib will come" "- Follow me" The boy whispered. The slaves ran after the boy to a nearby building and into a small door. Inside the door were stairs down to the basement. (Picture above by Adde51) The mage became furious and he began shouting at his guards to protect him. The mage lifted up his staff and started to mumble. "- Stop! Lower your staff!" A voice in the crowd said out loudly. The people in the crowd stood aside and tall man with hair as white as snow and a long beard came out from the crowd and stopped midst if the snakes. The crowd whispered and you could here some say "- It's Tabib" (Picture above by Adde51) The mage became silent as he saw the bearded man. "- You don't rise your staff against any living creature inside the walls of Mophet!" Tabib said in a calm voice that made the whole square go silent. "- Get your filthy snakes away from us Tabib. I’m not afraid of you” the mage screamed. Tabib started to whisper in some odd language and the snakes meander back towards Tabib. “- In Mophet it’s not welcome to use faul and dark magic. Take you men and walk out of the city and go back to Nocturnus.” Tabib responded. “- I have a meeting by the fighting pits. We are not leaving.” “- What is a slave trader as yourself going to do there without any slaves to trade? Tabib said with a hint of a smile on his lips. The mage turned around and looked at the carriage and saw the empty cage. “- Noooooo!!!” The next chapter... The different builds For this story I had to get some help from my friend and fellow member of SwedishLegoMafia @adde51. Most of the builds is his that he has posted earlier (se below) I built the square and two houses. Then we put it all together for some awesome photos and an awesome part of the city Mophet. Zamorah Embassy in Mophet Since Zamorah opened up for trade with other regions in Historica they built embassies in many cities. This building has the Zamorah Weapon crest and sand green and white colours. Hidamus Family residence This is a house in Mophet Kaliphlin belongs to a wealthy centaur merchant family. In this MOC I tested to blend tan, teal and pearl gold and I think it was a great combo. Adde51‘s buildings Here you can see some of the pictures and links below to Adde51 builds here on GoH. Midhana Minaret Qayids Residence Mophet Square Mophet Armory - Al Asliha Kumidia Residence Fa Nadiq Hotel Temple of Afeaa Mophet- Training Ground