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Found 12 results

  1. Henjin_Quilones

    Kijani the Earth Dragon

    Kijani the Earth Dragon When Henjin Quilones and Galaria the Exiled Elf went to the Land of Mwamba, they stayed in the city of Bandari for a while, but eventually they traveled out to see the lands beyond the city. There they met the Lady Maua and her earth dragon, Kijani. The dragons of Mwamba are divided into four categories: Earth, Water, Fire, and Air. They serve as the guardians and protectors of each of their respective elements. The Earth of the rolling hills and plains is the special province of Kijani and Maua. ____________________________________________________________________ ........................................................................................................................................ Bonus shots:
  2. 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:
  3. With his new ship The Spirit of Eryos, Prince Kevin the Navigator can finally live up to his name as a Navigator! He has set sail in search of new land, and is currently navigating through a cluster of tiny islands seemingly inhabited by Monkeys. Bartholomeus, his new apprentice, is travelling with him. Here is a view of the back The top And the interior Wow, I don't know how I managed to finish this in time for the challenge deadline! The image quality is not great, as it was rushed. I also don't have a different colored backdrop, so the sails are hard to see. Sorry! The only non-LEGO parts are the sails, which are craft foam with designs done by markers. The ship most closely resembles a carrack, although instead of a third mast I connected the back sail to the main mast. The ship has some rigging and a full interior. The hardest part about the build was probably making sure there were no gaps in the shaping of the front of the hull, as well as making the entire hull bow in just slightly. More pictures are available in my Flickr Album
  4. Drakkenhiem is a rocky volcanic archipelago far west of Mitgardia. Warm winds from the south keep the waters free of ice year round but also fuel a fierce storm season that batters the coastal areas every year. The geography of Drakkenhiem is mostly rugged mountains and jagged shores formed over the millennia by volcanic and seismic activity, but there also are many lush forested areas and small valleys of flat plains for productive crops and livestock due to the extremely rich volcanic soil around dead or dormant volcanoes. The fertile soils support large and often dangerous native wildlife--dragons have long been seen in Drakkenhiem and of course give the archipelago its name. The aquatic landscape is equally varied with the shallows between islands rich grounds for school fish and clams while the seafloor on ocean-facing shores often drops quickly into deep, cold waters containing large sea creatures and migratory ocean fauna. Most people live in the few coastal cities or their supporting inland farming villages which form trade networks moving crops and lumber towards the sea and fish and foreign goods inland. Humans are the dominant race, having discovered, settled, and named Drakkenhiem hundreds of years ago but dwarves and elves are welcome pieces of the islands' society. This was fun! C&C always appreciated.
  5. Far to the east of Historica lie the Great Wings, a series of vast lands that stretch for hundreds of miles, surrounded by innumerable smaller islands. Many centuries ago, the Pinnothen fled the calamity of civil war in their home in the land that would become Historica and conquered much of this place. They drove out the dark elves that had made their kingdoms there, built on the backs of slaves, and brought their worship of the Eight Children and their aspects (the Pinnothen's understanding of magic) to their new subjects. 1) Champion of the 8 The most elite warriors and magic wielders of the Pinnothen, Champions are considered to be the Children's most favored, and often hold positions of high honor at temples and among noble households. However, they devote their lives to study study and training, rarely intervening in the affairs of the world except in the most dire of circumstances. 2) Chosen Selected early in their youth to become highly versed in the Eight Aspects and their manifestations, Chosen are the most exceptional children of the nobility, trained with the sole purpose of attempting the Eight Trials when they come of age. The few who survive this ordeal are offered places in the Royal Household, to elevate the position of their families and strengthen the power of the ruling bloodline. 3) Officiant of the Eight Trials A master of their respective aspects, Officiants administer the Trials of the Eight to the Chosen. It is a position of honor, but also one of great solemnity, as many Chosen die at the hands of the Officiants. It is also a position of great peril, as the Chosen occasionally lose control of the aspects they wield, with disastrous results. 4) Pilgrim of the Eight Paths Like Champions, Pilgrims devote their lives to the study and application of the aspects. Unlike the Champions, Pilgrims do this while practicing a lifestyle of asceticism and travelling the length and breadth of the Great Wings. They are greeted with reverence in the towns they visit, and have been known to intervene with their abilities for the good of the commoners. 5) Heavy Phalanx The primary strength of the Pinnothen standing army, the long spears and stout armor of the phalanx, bolstered by their rigid discipline and zealous conviction, have kept the lands of the Great Wings secure for millennia. None withstood their advance during the Settling, and few have posed a serious threat to them in the time since. 6) Pinnothen Voicecaster Highly skilled in the Aspect of the Song, the Voicecasters issue commands at the front lines of the battlefield and relay information across great distances on behalf of the high commanders. The mastery of their aspect allows them to be heard above the chaos, and some of the greatest voicecasters have been known to compel their enemies to lay down their arms with the power of their words alone. 7) Order of the Hammer Acolyte The Order of the Hammer is devoted to building, forging, and crafting, though an acolyte is not allowed to do any of that until they've proven their knowledge of all the materials the order favors. Some acolytes spend years in the order before they're allowed to construct their own hammer. 8) Order of the Pestle Healer Superior The Order of the Pestle deals in the creation of medicines, foods, and even some poisons (though this knowledge is reserved for only a trusted few). The Healer Superior carries an over-sized pestle as a symbol of his rank, and spends much of his time teaching and demonstrating for less-experienced adherents in one of the order's many temples. 9) Order of the Stars Wayfinder The Order of the Stars studies everything to do with the skies, from meteorology to navigation. The wayfinders are renowned for their ability to find safe courses through even the most treacherous regions. They are invaluable to the captains of ships that brave the unpredictable swells and jagged sea rocks of the Shattered Coast 10) Forgotten Emissary A high elf dignitary from the Mystic Isles, sent to the kings' court on the Old Shores, before the Kinsunder. He followed the Pinnothen in their flight from the Faithless, then again across the shifting sea to the Great Wings, and has served as an observer and an adviser to every successive monarch in the millennia that followed. 11) Khashdin Animator The Khashdin are not born, hatched, or summoned like other creatures of the world. They are first shaped from stones and clay, and then granted life through means known only to the Animators. They grow slowly over centuries by consuming the minerals around them, some becoming so vast that they can be mistaken for geographical features. 12) Khashdin Pyre Carver As important to the life of the Khashdin as their creation by an animator is their transition from the moving stone back to the living stone of the earth. Pyre Carvers prepare the place of a Khashdin's death, where they return their spirits to the ground and become one with the stone again. Some among the Khashdin's few visitors mistake the figures that line the halls of their cities for statues, when they are in fact the honored dead. 13) Khashdin Axe Bearer The great leaders of the Khashdin are, invariably, colossal figures, slow-moving, and often unable to fit through even some of the grandest gateways. Thus, they often deal with outsiders by way of emissaries. These envoys, by bearing the axe of their ruler, show that they speak with his authority in all matters of trade, diplomacy, and war. 14) Eastern Drow Stone Crusher The Drow and the Khashdin, each living primarily beneath the surface of the earth, have been enemies for time immemorial. While the Drow prefer to combat the Khashdin through guile and sorcery, occasions sometimes call for a less subtle form of confrontation. 15) Eastern Drow Subversive When the Pinnothen first began the Settling, the Drow were at the height of their power in the Great Wings. Now relegated to a few strongholds among the Featherstones in the east, they have been readying themselves for centuries to retake the land that was once theirs. Subversives work in the shadows to sow seeds of discord among their enemies, making the land fertile for their reconquest. 16) Flatwater Fisherman The eastern reaches of the continent are broad, rolling grasslands, crisscrossed by ancient forests and vast, shifting river deltas. Hundreds of small communities live along the banks of each river, the fishermen and merchants plying their trades from atop agile catamarans. 17) Shattered Coast Slaver Their kingdoms overthrown by the first Favored King after he led a slave revolt, most of the ancient slavers were hunted down and forced to capitulate or be destroyed. A clever few, though, have managed to evade the Pinnothen for generations, hidden among the rugged cliffs and deep, rain-soaked valleys of the Shattered Coast. 18) Ancestor March The tradition of the march dates back to the Old Shores, before the Settling. When times are most desperate, the wizened elder warriors of a city don the black funerary armor and go out to stand between death and their descendants.
  6. The Bouncing Frog After the defeat of Ravaage and the fall of the Spire, the little principality of Falahuas in Avalonia became more peaceful. The Drow became rare and their dreadful raids on the countryside of the Avalonian province stopped de facto. Lord Faladrin managed to secure some safe trade routes to re-connect the city of Falahuas to the rest of the Guild and, in his efforts to dynamise Falahuas, he developped the port activities by using Elvish craftsmen and ship masters to rebuild the quays and the shipyards. In these elvish shipyards the best ship builder he had at his disposal developped a new vessel for the Falahuan fleet. He called this new ship a Nao (meaning simply "Ship"). This new design was remarkable on the ability of the Nao to maintain high sea perfectly and to endure dangerous waves that usual cogs or carrcks would not support. Its lateen rigging allowed it to almost fly upon water and to navigate close to the wind. And its newly designed keel permits it to strongly stay straight in high sea even in bad storms. This is aboard this brand new ship, recently baptised The Bouncing Frog (due to its ability to bounce from wave to wave) that our Hero, Faladrin, decided to run a maiden course. He was, of course accompanied by the ship builder himself, an elf engineer named Ehrtäin and of a capable crew of sailors and guardsmen. The objective was to sail further than any other vessel of Falahuas had ever been and to make some maneuvre to train the guards at operating the heavy ballista mounted on the bow. Faladrin was himself at the manoeuvre on the ballista and enjoyed being at the bow of the ship ! He was more than happy to set sail straight away on the sea and ready for adventure ! They were at sea for about 34 days and didn't expect the ship to be so strong and swift ! It was a pleasure to manoeuvre the Bouncing Frog ! Faladrin an Ehrtäin were discussing on the deck to organise the return trip when suddenly the watchman yelled : "At Starboard ! Land !" A land here was not expected at all ! Faladrin and Erhtäin decided to sail to this new unknown land. The taste of Adventure was too strong for the men... They had to see if there were something, or someone, on this new island. As it quickly appeared the land was a little island made of rocks but surprisingly covered on most of its surface by red roses bushes and even gigantic unknown red flowers... Faladrin named this island : The Isle of Roses. It appeared it was an inhabited island and The Bouncing Frog made a soft tacking to set sail towards the keep they've seen throne upon the rocks above the sea... To be Continued... Thanks for reading ! The next part of the Story will be developped with my other "Safe Haven" challenge entries. The ship is clearly inspired of the first real Portuguese Nao and Caravel designs. It has functional anchors, orientable sails and a functional rudder. C&Cs are welcome !
  7. The people of the Isle of Roses Background : The isle of Roses is a far western island discovered by Faladrin during the maiden course of the Bouncing Frog. It is a rocky island covered by red roses bushes and giant red flowers. It is where a strange group of adventurers lead by Cônhardt, the barbarian king, are fighting the "Cold Bloods" to stop them producing Red Honey, a delicious beverage but with psychic effects that is slowly poisoning the high nobility of the barbarian king country. The Red Honey is made by the "Cold Bloods" by sacrificing prisoners to giant red flower monsters that suck out the soul of the poor prisoners to produce their nectar which is then gatered by hellish bees to be transformed into honey and then sold to the Barbarian king citizen to ensure the "Cold Bloods" supremacy upon the citizen of the Barbarian king. It is why Cônhardt has decided to settle a castle in the Isle of Roses to stop the production of Red Honey. Here are some people of interest in this far western island : First, the Barbarian King people in Castle Rose : Cônhardt, the Barbarian King : He is the leader of the group of the adventurers trying to stop the production of red Honey. He is a strong and rough man with the bad habit of swearing and yelling constantly. He is a very talented swordsman and enjoys to ride his battle panther to fight the "Cold Bloods" Felindra, the Cat Master : She is the intendant of the Barbarian king keep and she is in charge of the training of the battle panther and of her offsprings. She is a bad tempered girl and prefer the big cats company than the human one. Allistair, the Blue Mage : He is a noble man from the Barbarian King country but renounced to his rank to embrace the way of magic. With his power, it is possible to seal the hellish bees hives and to definitely stop the Red Honey production. Niansan, the Sword Master : He is a cat people from a distant land and joined the Barbarian King to fight the "Cold Bloods" to seek revenge for his people coldly slaughtered by the Lizard people of the "Cold Bloods". He is a master swordsman and his skills at sword are unequalled. Barbarella, the Huntress : She is the official huntress of the Barbarian King and is providing the keep of good hunting products. She is also a brilliant scout and knows the Isle of Roses like her pocket. With her, impossible to get lost on the Island. Goatyié, the Ninja : He is a Satyr people, frequently encountered in the Barbarian king country. Those goat people are normally farmers and hunters, but Goatyié is a discret and stealth well trained Ninja. He is mainly used in recon mission and to spy the "Cold Bloods". Niärl, The Beast : Also issue of the Cat people, Niärl lost his sanity when his family was killed by the "Cold Bloods". He is now a dreadful weapon at the order of the Barbarian King used to slaughter every Lizard man he can catch. Mauw, The Guard : Also known by Maurice Welligton of Lactoferis, simply shorten by Mauw, this Cow people is a rare variant from the Satyr people who are living in the Barbarian King country. They are usually peacefull land owners but Mauw is as bad tempered as Cônhardt and he decided to follow him when it appeared to Mauw he was better at weapons than at land administration. Horton, the Horse Master : He is a common people of the Barbarian King country who was send to serve as blacksmith and as horseman. He is in charge of the good health of the horses of the keep and is able to repair the horse shoes. Because riding by horse is safer than riding by Panther. Florton, the Peasant : He is the young brother of Horton and is the example of a common peasant of the Barbarian king people. They are regularly put in danger by the raids from the "Cold Bloods" but it doesn't prevent them to farm and to help Cônhardt to develop his keep. And here are the bad guys, the members of the "Cold Bloods" : Regit ,the Lizard King : He is the merciless king of the Lizard people on the Isle of Roses. He is a big fan of Red Honey and wants the production to raise in order to sell this dreadful product to farther lands. He is a dangerous warrior and loves riding his tamed Alligator. Zaira, the Lady of the Cages : She is the queen of the "Cold Bloods". She is responsible of the detention of the prisoners to sacrifice to the giant red flower monsters. She is also in charge of the security of the Hives. Her dark magic could be countered by Allistair's magic. Hisss, the Red Honey Baron : He is the intendant of the "Cold Bloods" and is in charge of tasting and selling the Red Honey production. He is a dangerous snake people which needs no weapon to harm people as he is more dangerous with words. A Red Honey servant : It is common to see servants and slaves in the "Cold Bloods" court. They are ancient prisoners the Lizard people decided to use to serve them the Red Honey. They are often brain washed by making them drink high quantities of Red Honey. A Red Honey peasant : The peasants the Lizard people are hiring or enslaved are responsible of collecting the Red Honey from the hives but are also in charge to collect prisoners to offer in sacrifice to the Red Giant Flower Monsters. A Red Flower Monster Offspring : Those devil flowers are the base of the Red Honey production. This is an example of a young offspring but the giant ones are highly dangerous. They feed on prisoner's souls the Lizard people of the "Cold Bloods" are offering to them and then are producing Red Nectar to be harvested by Hellish bees. Destroying those plants could help to stop the Red Honey production. A Hellish bee harvester : The hellish bees are gathering the Red Nectar in their hives to produce Red Honey that can be harvested by the "Cold Bloods". The Red Honey is particularly tasty and good but dangerously addictive and has Psychic effects. This is the reason of the decay of the Barbarian King country. He has to find a way to stop the Red Honey production. A Sacrified Prisoner : The "Cold Bloods" are detaining prisoners from raids they are launching in the Barbarian King country and they are sacrificing them to feed the Red Giant Plant Monsters to have Red Honey. Without soul to eat, it's impossible for the plants to give Red Nectar, and so, the production of Red Honey would stop. This is my Category B entry for the "Safe Haven" Challenge. Hope you'll like it ! It's clarifying some facts on the ongoing story of Faladrin in the Isle of Roses that began with my Cat C entry and continued with my Cat A entry. C&Cs are welcome !
  8. In the months following the Historican Civil War, strange vessels were seen racing on the winds off the eastern coasts of Nocturnus and Mitgardia. No one knew their origin, and the folk that piloted them spoke in a strange and antiquated manner, if they ever came close enough to communicate at all.
  9. The Nagra Luca An entry into "A Safe Haven", the Fifth Anniversary Challenge, Category C Henjin Quilones, Knight of the Druidi Order of Historica, exile from Hesperia, and his constant companion, Galaria, formerly Princess of Hesperia, now an exile like Henjin, were discussing their journey on the poop deck of the Nagra Luca. The swift ship was making good time as it sailed ever westward, veering only the slightest bit south. It had been some time since they had left the Isle of Tíre, fully stocked with provisions for a journey that could possibly take months. And it had, several months longer than anticipated, in fact; they had been aboard this vessel, now terribly small and cramped, for far too long. The food supply was now rather short, nearly as short as the tempers of the crew as they spent their time walking the same planks and pulling the same ropes each and every day, seeing the same eighteen people day and night. The wolves in the hold below were particularly restless, and one at a time they were brought up to pace on the deck when the weather was fair, just to stretch their legs a bit. Skoll, Henjin's white wolf, had even leaped overboard once and swum with some dolphins for a spell before they could lower the rowboat and fish out the sodden beast from the briny waves. The whole hold had smelled of wet fur for a week afterwards. "We must be getting close, Henjin," said Galaria with a sigh. "We are, I can feel it," replied Henjin. "Sir Kravek's charts were clearly mistaken about some of the nautical distances, as this journey has gone on long enough, but those rocky fingers we passed sticking out of the sea yesterday at noon are supposed to be only a day's sail from shore to this new place. And besides, Hamisha has been saying for a few days that the smell in the air is that of her home, so we must be close." "My lord Henjin, Lady Galaria, the smell is stronger than ever, too!" shouted Hamisha from where she was looking over the maps and charts. "I apologize for interrupting!" "Apology accepted!" Galaria shouted back and shook her head. "She has always been a strange one," she said in a low voice, "not like the rest of my wolfriders. These Mwamban elves must be an odd lot if they are all like her. She is reliable, though." "What are we going to do once we get to Mwamba, though, Galaria? We are a crew of exiles, castaways now from your home, refugees far, far away from my own, with little in the way of a trade or skill to earn our silver and gold. I have some magic, I suppose, and you can hunt, and we are all good with swords, but unless there is some sort of conflict going on that particular skill is not very useful. What are we to do?" "We will figure it out in good time, Henjin," the elf said, resting her head on his shoulder. "We are together, and that is what is important to me. Besides, I was a princess, and I am still an elf, and elves are always welcoming to other elves, with the exception of my father. And we have Hamisha." "Who is now twice exiled, and still will not tell us what she did to be kicked out of Mwamba in the first place, I must point out." "You worry too much, my handsome druid." "Land ho!" came the shout from the lookout up in the rigging. "I see land!" Allicea shouted again. Soon others were climbing the rigging and crowding the gunwales of the fo'c'sle trying to see the shimmering blur on the horizon denoting land. "I see it too!" shouted Celdrian triumphantly. Soon the Nagra Luca was making her way into a harbor, with a large city overlooking the water. Small fishing boats were dotting the waves, and the shouts of people from the shore reached their ears. Henjin, Galaria, and Hamisha were lowered in the rowboat to the water and made their way to one of the docks. Some more pictures: ________________________________________________________________________________ ................................................................................................................................................................ C&C welcome! This was my first attempt as an AFOL at making a ship (besides, of course, the official ship sets that I have acquired over the past few years), and I am rather pleased with the outcome. I went entirely brickbuilt instead of using any of the large hull pieces that I have, since I wanted to try my hand at it and liked the look of it better. The ship is inspired by the lateen-rigged vessels of the past, particularly the caravel of Portugal and the dhow of India/Arabia, as well as a Ninjago ship built by @Garmadon, with some elvish flair of my own.
  10. The People of Alnya The Land of Alnya The expansive Isle of Alnya offers a variety of climates ranging from the friendly, lush forests of the native Dwelfs, to the foggy wetlands, and soaring cliffs along the coast where the Adventurers’ Guild is based. The two groups are generally on good terms with the other and usually stay in their respective areas of the isle. The large Adventurers’ guild offers an incredible range of services to the surrounding islands, and even distant lands when clients offer substantial rewards. Besides standard jobs like monster hunting, traveler protection, and mercenary work, the Guild also offers highly skilled herbalists, beast masters, and cartographers. Many come to the Guild looking to gain an apprenticeship and work their way up into the rank of full Adventurer, but this is no easy task and many fail in the attempt. Although, not all those who live near the Guild are constantly seeking blood-chilling adventure, as there is a small community of farmers and various craftsmen who keep the guild well stocked with food and other supplies. One of the biggest crops in the wetlands is rice, but the plentiful fish along the coast make their fisheries quite a lucrative market as well. Dwelfs on the other hand, are usually quite content to stay in their villages, living a simple (yet sometimes mischievous) life. Their favorite pastimes include raising their goats, chickens, dragons, bees and occasionally sheep, finding new uses for herbs, crafting beautiful cottages, and of course eating. Every once in a while they will dabble in the art of mining, but it is not one of their preferred industries. Those who do mine deep often return with peculiar tales of stout, reclusive creatures dwelling under the earth, but no one has been able to confirm these reports, leaving the strange tales shrouded in mystery. Despite these two groups making the Isle their home however, much of it is largely unexplored. There are numerous legends about the uncharted lands, many of which involve great beasts and sometimes even the mention of mysterious people who tower above all they come across. Little interest is expressed in these tales from the Dwelfs, who are quite content to stay in their peaceful villages. The Adventurers’ Guild on the other hand, is eager to scout out the lands, and would probably have done so quite thoroughly already, if there were not kept engaged in their numerous other occupations. As such, the island is not always a safe place: the formidable creatures sometimes venture from their homes in the coastal caves and deep forests of the island, and the strength of such beasts is not easily defeated. 1. Torrel the Beekeeper No one in all of Alnya is as adept at the art of beekeeping as Torrel is. He tends meticulously to his hives, and his honey is held in the highest regard by all the isle. A few have tried unsuccessfully to steal some of his bees, to try and match the quality of his honey and gain a small fortune, but none have succeeded. No one knows exactly what happens to those who try this, but whatever it is, it keeps them from trying twice. 2. Rydel the Hunter Rydel is a light-hearted hunter, who often will poke fun at his apprentices, (or anyone for that matter). However, although he has a healthy sense of humor, he is one of the finest shots in all of the Dwelf forests, and can track almost any animal. 3. Garrek the Goatsman At first sight, Garrek would seem a bit gruff to most people. Although he isn't a jokester like Rydel, the two are very close friends, and will often help each other with various tasks when they can. As Rydel will attest to, Garrek really has a soft heart, especially when it comes to his beloved goats. He has been a goatsman all of his life, and has extensive knowledge about what plants his animals thrive on, and what should be avoided at all costs. 4. Alenia the Dragon Master Alenia is one of the head Dragon Masters among Dwelfs, even though she is relatively young in experience compared to some of the others. An accident early in her dragon taming career left her with only one eye, but she doesn't let it get in her way of achieving her dreams. She loves working with the Nayvnai dragons, and has one she keeps as personal pet, named Frandri, besides the ones she trains for others. 5. Nym the Gardner Nym loves gardens, wild flowers, herbs, trees... anything that grows. He's always ready to explain to you how this plant likes sun with just a little bit of water, while this purple one over here grows best in the shade and with lots of water. Although he takes gardening seriously, that doesn't keep him from enjoying life, and he will often be humming a tune while weeding, or reply with a witty remark when the neighbors pick on his near addiction to gardening. 6. Nyna the Innkeeper "Fresh bread and milk for table 2!" Nyna always has a smile on her face, and is usually bustling around her inn cooking for the next meal, cleaning rooms, tending to customers, or doing whatever else needs to be done. While not the fanciest Inn on Alnya, it's well-known that The Green Goblet (her inn) is near spotless, and the excellent cooking and cheerful service bring a smile to the face of any customer. 7. Tanelia the Minstrel Tanelia is one of Nyna's closest friends, and will often drop in The Green Goblet for a few days, drawing many of the locals to hear the minstrel. There are few songs she doesn't know, and her skillful rendering of them impresses even the royal families. While the royal families have to tried to hire her as a personal minstrel, she prefers to wander Alnya freely, bringing music wherever she goes. 8. Rhalyf the Stable Boy "Rhalyf! Get those stalls mucked, we have more horses to lodge!" Fortunately Rhalyf's amiable disposition is not easily discouraged. Generally he is a very hard worker at the stables, though sometimes his mind does wander to more noble occupations: his dream is to become an Adventurer, Dragon Tamer, Knight, or whatever else enters his mind, really. 9. Goren the Miner Unlike many Dwelfs, Goren is extremely serious - to the point that he has many theories of Goblin invasions (not that he knows what a Goblin is), fire coming from the sky and destroying all of Alnya, and similar such things. However, his work underground provides plenty of metals and gems for which the Dwelfen craftsmen happily put up with his pessimistic attitude. 10. Faelar the Carpenter Wood is the most oft used building material of the dwelfs, and Faelar is a master of carpentry. His workshop is always kept busy making cabinets, furniture, or even shaping larger timbers for houses and barns. Faelar himself is a rather quiet Dwelf, but is never happier than when working on a new project. 11. Jastar the Fisherman It takes a great deal of food to keep the Adventurers' Guild fed, which keeps plenty of farmers and fishermen like Jastar prospering. His fishing boat was built by Faelar, and Jastar is quite proud of its maneuverable qualities. Few fishermen are as successful as Jastar, as his knowledge of the coast allows him to make large catches of fish consistently. 12. Reinhold the Adventurer Reinhold is one of the original members of the Adventurers' Guild, and has vast amounts of experience in many different areas. An expert huntsman and swordsman, he is one of the most respected fighters in the guild, but he is also quite astute and rarely loses his temper. Although it's rare for him to go on expeditions anymore, when Reinhold does leave his administrative position at guild headquarters on an especially challenging expedition, he is usually in charge of a party of Adventurers. 13. Tanja the Falconer While women are not as common as men in the Adventurers' guild, anyone proving their competence can become respected in the guild. Tanja has done just that, and her skills as a falconer are rivaled by very few. Her personal falcon, Bolt, is fierce and agile and can be a deadly force in battle, or as a scout. Tanja and Bolt have an incredible understanding of each other, and have developed their own way of communicating with each other. 14. Jorn the huntsman Jorn the Huntsman has been at the Adventurers' guild for a number of years now, and specializes in hunting dangerous predators. Always serious when on the job, Jorn surprises many with his sense of humor when he isn't on the hunt. Although he isn't one of the younger members of the guild, he can cover ground quickly when needed, and is extraordinarily stealthy. 15. Gurukk the Warrior "Gurukk did not mean to hit so hard." Orcs, like any other race, can enroll in the Adventurers' Guild. Gurukk is surprisingly tender-hearted, though also armed with brute strength and a love for a good fight. Thus practice bouts in the arena sometimes can get a little out of hand. He is still working his way up to attain the full Adventurer rank, but is not someone you want to cross swords with. 16. Okano the Rice Farmer The wetlands along the coast of Alnya where the Adventurers' Guild is located are ideal for growing rice, and as such, it is one of the staple foods of the guild. Okano runs a good sized rice farm, though he once was an apprentice Adventurer before realizing his love for agriculture. Now he is an experienced farmer, and has plenty of tips and techniques to share with anyone looking to improve their own rice fields. 17. Turgan the Guardian Turgan the Guardian is an Adventurer always willing to safeguard caravans, convoys, or even specific people. Fiercely protective, trying to harm any of his charges will likely be the last mistake you make. Any of his friends would gladly recommend his services, as they know his loyalty is unbreakable. 18. Thorsen the Cartographer With all the islands and unexplored lands around Alnya, the services of a cartographer are highly prized. Thorsen is a veteran of the trade, and his maps are worth quite a hefty stack of gold coins. Unlike some map-makers, he is also adept at surviving in the wilds which make his services even more valuable. -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- More pictures on Brickbuilt. Whew, it's been too long since I posted something in the guilds! I have some builds already up on other places that I plan on posting here, I just haven't had time to do so recently. I had a lot of fun with these guys, and with developing the Isle of Alnya, though unfortunately I was only able to complete one actual build for it, which I'll be posting here soon. As always, C&C is very welcome
  11. This was the last of my Colossal Castle Contest entries (number 6). The Fantasy Fortress category really intrigued me, and I hoped to have more time to make an entry for it, but still had fun with this small citadel. The colorscheme was definitely inspired by John’s Gondolin build. You will also want to see John's CMF series, and Forest creation, which both give more detail about the Isle of Alnya. Not all Dwelfs (a smaller than average people with pointed ears who are skilled in craftsmanship and animal husbandry; they are also fun-loving to the point of being mischievous) live in the forest, and the nobility of the race often have beautiful palaces built. Such is the case for the Norya family, who have long dwelt in a fine citadel built on Posel Lake. Today Oryn and Ailas had visited The Green Goblet in Allanar Forest. Tanelia was scheduled to perform, and it had been a few months since they had last heard the minstrel's lovely melodies. And while they were there they also enjoyed some of Nyna's delicous dishes - even bringing some home for their father Arun. "You should have come along, Ryfon," called Ailas as they approached the dock. "Another day I would have been only too happy to visit The Green Goblet, but you know I am on duty now," replied Ryfon. He had served the Norya family for years, and was now the head of their men-at-arms. Oryn quickly winked at the soldier and stated, "Well, we brought some fresh treats back from Nyna, and gave her your regards. Rydel said to let you know you can hunt with him tomorrow if your old legs can still keep up." The three continued chattering about the trip as they docked the boat, and headed up the steps into the palace. More pictures on brickbuilt. I was hoping to get more built for the Safe Haven challenge, but unfortunately wasn't able to complete anything else. Still, it was a lot of fun creating Alyna with John, and I'm having just as much fun admiring all of the other new lands!
  12. Folk of Historica, the Crownlands and the Guilds, allow me to introduce you to an ancient and haunted new land, the Ghost Islands of Yureishima. Yureishima is a cluster of four major islands surrounded by smaller (mostly) uninhabited isles. It is a land dominated by humans, but also filled with creatures, spirits, demons, and inhuman races almost beyond description. It is an ancient land where every rock and tree is alive, both with meaning and with the local spirits and gods that the folk of Yureishima recognize. Because the empire that has long ruled the islands has had a policy of hostility to foreign visitation, no trade or diplomacy has ever been established between Historica and Yureishima. However, times are changing and the Empire is in disarray. The Imperial Family has fallen and the cohesion of the realm has drifted into civil wars, clan feuds, and power struggles between their feudal lords, which they call "daimyo". It is possible that soon, commerce and diplomacy will be possible with the Ghost Islands, leading to a great potential for adventure, fortunes, and knowledge. Though dominated by humans, the Empire is also home to nonhuman peoples broadly referred to as "yokai". Depending on context, yokai can refer to evil demons or benevolent demigods. The yokai are not collectively organized into a political body, kingdom or otherwise, and instead live within or at the edges of human civilization. The more numerous and humanlike yokai can be exceptions, such as the oni who are orc-like in appearance and dwarf-like in industry. Other yokai are difficult to categorize, especially since many of them are said to be shapechangers and tricksters, possessing supernatural powers and mercurial, alien personalities and motivations. Whether this is true or whether these "yokai" are mortal creatures we might find familiar remains to be seen. Here is some information gathered by the few Historicans who have manages to reach Yureishima and return alive: t Builder's Note: These pictures are MUCH bigger and clearer on Flickr. Please check them out there if you want to get a little more detail. I was worried about posting overly large photos here... Group Shot: groupmastershot2 by mccoyed, on Flickr