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Cij Daoke

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Everything posted by Cij Daoke

  1. Cheer Mitgardian folks I come here to reinforce my wishes to build a Embassy in snowy Mitgardian, and also to offer a spot for a Mitgardian Embassy in Merodaquinas city, "the flourishing jewel of Nocturnus". We currently have two spots for Embassies, chek out spot Two and Three in the map below: I am anxious to have these things managed, so I can 'draw the land' for the Nocturnus Embassy. Don's spend a good chance to place your Embassy in the most growing city of Nocturnus! Please, notice me in the "City Guide" topic if you wish to come to Merodaquinas! You may find additional info about the city in the Nocturnus pinned topic! (roll down until you reach the thread about Merodaquinas) Thanks all
  2. Merodaquinas Nocturnian city is offering two spots for Embassies within our walled fields. Both spots are in the same area; Numbers Two and Three. One of them is reserved for Mitgardian Embassy, as desired for political issues. The other one is free to anyone. Main aspects of the land: dark green vegetation, some soil (brown) and rocky road. The road is important. You may all see that the stone road system is a main aspect of the burg. Anyone who chooses Number Two spot shall have to place the bridge beside, as it follows the stone road. Is a stone bridge boat, so it has to have proper height for small to medium vessels pass it by. Number Three spot has the same rocky road in front of it, but there's only undergrowth vegetation on the area. Also, I am Nocturnus Emissary for Mitgardia and I am currently searching for a city to receive the Nocturnus Embassy. Please contact me if you have something to offer. You can all read here why Merodaquinas is "The flourishing jewel of Nocturnia"
  3. This is a scene depicting my proud son, Cij Gränis, receiving the hand of Helen of Artrebus, to bring together these two houses, in order to get honour again to the decayed House of Artrebus and some more lands to the development of Merodaquinas city. You can see Helen arriving accompanied by her servant and a little Amazon Elite Squad to scort her way out, while Cij Gränis awaits holding two chalices of white wine - in agreement to the Traditions - him having the company of the notary and the scrivener, in front of the Town Hall, so papers are signed, and land possessions guaranteed. Merodaquian Town Hall par Felipe Descomplicado, sur Flickr Merodaquian Town Hall par Felipe Descomplicado, sur Flickr Merodaquian Town Hall par Felipe Descomplicado, sur Flickr Merodaquian Town Hall par Felipe Descomplicado, sur Flickr More pictures in the Flickr Album: My link You can understand more what's going on there here: [url/]http://www.eurobricks.com/forum/index.php?showtopic=62095&st=420 Hope you'll like it! C&C always appreciated!
  4. MERODAQUINAS BURG AND WALLED CITY Anything you desire - Nocturnus style! After a well deserved time enjoying the precious blessing of secret, Lord Malvadex has instucted me to finally disclose to the rest of Historica the limits of our 'burg', wich includes two villages and several fortified edifications. Lord Malvadex is a great Wizard, who has been wandering in these lands much before the very first whispers of Historica origins. I myself have been sharing his company, first as his Flag holder, than his Spokesman, and now pratically his Land Manager. It has been always a pleasure to serve and also to enjoy the benefits of the labour. Many winters passed on since Lord Malvadex inhabits the skirtings of Rakath Mountains. In a Ancient Era, before most Houses started to struggle their way on this continent, Lord Malvadex was the first born son of the Kunis House, which had its lands just under the sharpened peaks. But that was a long time before even the Labyrinths were placed. To shorten up a bit, that's why my men, with the knowledge of Lord Malvadex over the the lands, were abble to track the Obsidian Causeway, also known as the Dark Path, and so find our way out into the mountains and reach the beautiful land of Merodaquinas. With my master's instructions, we started earthworks to organize the cirty development. It came to Lord Malvadex's perception that the Nocturnus Guild is in need of more cities, and also that most Historica inhabitants from other Guilds may have problems with, let's say, 'culture clash'. So, we will provide a city with most thats required for Trade, Politics, Academics, Religion and even some Tourism. A wealthy city, with lots of options for you to spend your greedy Kaliphilin money, to trade your beautiful Avalonian daughters and to forget your rich Mitgardian halls. But, do you ask me, "Hey, what can I do i your city", well, there's a great list! Nymph Exotic Dancers, Warriors games and Theatre, Oracles and previsions, Potions and charms, Studies over Phylosofie, Teology, Politics and Masonry Engineering, Religion - Cult of the Gods of the Outer Worls, everything with my very accurate sense of organization by the politics of "Ruling with Iron Fists". We also have, just some miles off the burg heading north in the peaks, our recently set up "Rare Beast Hunting Reserve". What we've done was to introduct some fierce rare but foreign species of beasts (some Chimeras, Leecher Wolves, Hell cats and hell hounds, manticores and some giant worms - we're still trying to farm those, but we couldn't yet). This was one of my son's idea, Cij Rainar, who is a skilled hunter and beast tamer. Those, with the giant spiders and other creepy creatures that lurks through these mountains, guarantees succes for sure! Off course, we won't be responsible in case of your death, we'll only guide through the mountains. But, in order to get the City started, we had a little problem to solve, which was the presence of the decayed Artrebus House on this little hidden paradise at the eastern face of Rakath. Artrebus might have been a name of honour and glory in a lost period, but today their weak descendents are a poor image of their past. Their sons were lost in addictions and fears, and become lurky men with no reason for living. So, I managed to have them killed by law, with real acusations of murder, rape and treachery, which the Viper - my men of thrust, who holds the control of Merodaquinas with surveilance and Intelligence. All trained and skilled man with no need of any helmet, you will see when you come. After most men of Artrebus house who might cause trouble were 'took in care', I managed to find between the decayed leftovers of a once honourable family a hidden diamond, protected by a collection of fierce warriors: Helen of Artrebus, the last direct descendent from the ancient House, a sixteen years marvelous femme who was dwelling in the Artrebus Island, protected by a mighty little squadron of Golden Amazons. These warriors were the remainings of a cursed elite team who dared to cross Rakath to find the Obsidian Causeway and were caught in a spell who locked them in time for two hundred years. When the spell whore off, the last ten alive amazons returned and pledged alliance to Artrebus House, who in that time was still ruled by the matriarch Mary, the Wise - Helen's Grandmother - a now blind old woman, who seemed to be very happy with my offer to hunt, lock and send to the gallows her perverted grandsons. I managed to move the old woman to the Oracle's temple, where she could find some rest and also where the knowledge of such person could be usefull. Merodaquian Town Hall par Felipe Descomplicado, sur Flickr Well, to get things finished, I offered some oportunity of taking Artrebus House from the mud, by having Helen's hand took by my youngest son, Cij Gränis. The Matriarch proudly accepted the proposal and passed to me her Mansion's Keys, just before rushing to the Oracle of Storms. And so, my son will become Duke of Merodaquinas, and the land properties issues were already tied up. I'd say Helen is more than happy with her marriage, and also the Amazons too, as for a long time their only work was babysitting a young girl. (Man, what a Bible - and that's why I am the Spokesman!!) To get things wraped up, for me to be able to offer so much services and structures in my city, I hired or embraced some folks who fled from other Guild's territory. It's a fact that many ones weren't really welcomed in their own lands. So, I have hired Halfling Engineers (believe me, they can get in any kind of whole), I have dwarf miners, southmen goldsmiths, and believe, lots of peasants to work in my awesome crop area, an enormous gift that Lord Malvadex gave me in order to get the city in wheels. Magic and sorcery is fantastic when working to excavate and drag a river's bank. So, well, I don't really care for you past, once you're here in Merodaquinas, I just expect hard work, tax paying and respect to the City's Law. Act wrong, get caught, get hanged. It's simple and efficient. I an nowadays managing a safe passage through Kelra. That will be certainly great for business. I will offer daily scourting through the labyrinth, once I get things solved with reptilian folks. I am willing to share the incomes equally and I may offer some beast meat once a weak. I just have to wait for the wargs to grow a bit, I think their pack has few female and that's why they are not spreading as I expected. Merodaquinas is a walled city. You can reach it by land or by river. There are four entrances in the east section, where the wall is located. By west, and the skirts of Rakath Mountains, there is the Obsidian Barbican, a great gate enclosured in a mountain valley. It holds the entrance to the Obsidian Causeway, and you can reach Merodaquinas after a two day walk. But you can only have your way in if you already have the permission to enter the city, if you don't, you should have to go through the east entrances in order to get your papers checked and stamped. Uploaded with ImageShack.us Merodaquinas - The flourishing jewel of Noctunia 1. First Church of Nocturnia 2. Embassy (Mitardian) 3. Embassy (Non-exclusive) 4. Artrebus Mansion - Artrebus Island 5. City Hall 6. Village 7. Mill & Granary 8. Fertile/Crop Area 9. South Gate 10. East Barbican 11. North Gate 12. Obsidian West Barbican 13. Dark Wathtower over Haudh-en-Dúath 14. Witches' Village 15. Jäger Schloss - Hunting Castle 16. Black-Hearted Deceiver-Rose Field 17. Lord Snake's Castle - Cijs Schloss 18. Wizard's Tower 19. Market Square/Warehouse/Pawn shop/Currency Exchange house 20. Distrust Forest 21. Stables and Horse Dealer 22. Barracks and Garrisons 23. Merodaquinas Center Village 24. Academy of Phylosophy, Engineering and Arts 25. Wharf 26. Oracle of Storms 27. Arena (Gregor's Theatre) I am having the second MOC of it uploaded by now. It's a scence depicting Cij Gränis receiveng Helen of Artrebus in the City Hall, she accompanied by a small group of Amazon Warriors and my son besided by the Notary and the scrivener, to sign down the papers and get the marriage booked - as also lots of acres of lands so the Nocturnus Flag stands glorified in the wind. Now tell me, imagine the profits! Am I evil or not?
  5. Captain BeerBeard, As someone who carries the burden of hundreds of winters passed by, I understand thou fatigue. The Nocturnus Guild is a nice place to withdraw and start a more introspective journey to the Unknown...
  6. Life in Nocturnia is such a thrill! Deer hunting? That's for sissies! Excellent work. Great solution for the wings! Up the Evils!
  7. Lord Malvadex's sends Merodaquina's Champion, Akatos Kaos, the Hellwarrior, Bearer of the Kala Mace Akatos Kaos - The Pride of Merodaquinas par Felipe Descomplicado, sur Flickr
  8. Really cool and definetely with the eerie tone that Nocturnus gotta have! Reminded me of the first city that is passed by in Act III of Diablo II Game!
  9. Hail, fellow dwarves! I've been really missing some dwarvish builds in our Guild! Great MOC, and welcome in!
  10. I am truly amazed with thou work, Balthasar. Your cartography skills are amazing. I am glad that you relocated the labyrinth to the outskirts of our land. I believe this original position is approved by all of our Nocturnian fellows! I, Snake the Elusive, speak to you in name of the Ruler of Merodaquinas, Lord Malvadez the Evil Wiz. Merodaquinas is nowadays in great growth, and a tour will be given to our fellow Lords if they want to. Merodaquinas is a city located in a hidden valley in between Rakath Mountains, just after Kelshra. We grant access throughout the peaks using the Dark Path. Haudh-en-Dúath is a rocky hill located beside Merodaquinas, where the Nocturnian watchtower is placed. We are pretty close to Dr Rod's, just across the range's peaks. Where you could already feel the Mitgardian frosty breeze but still gets the meridional heat when the Sun is high on it's route. I will place the landmarks over the map soon. We are running fast to accomplish our deeds. And for the record: I like the feel of "The Nocturni" - but still, 'the Nocturnians' is a more direct and simple approach. Ehr, are we direct or simple?
  11. Nice embassy! You've got a very mixed group out there! Also nice to see as a comic! My charts are moving resources right now to snowy Mitgardia. Soon the Nocturnian Flag will shine upon some Mitgardian snowy camp. Some interesting deeds to solve, some secret chats to have, and misteryous goods to trade. Also, my master Lord Malvadex is a Golem Expert, and will like to talk about your golden golems with the Summoner itself.
  12. Regarding to the "other guildsmen torturing acts", when we found those poor bastards next to the gatehouse of Haudh-en-Dúath, they weren't assigned to any guild nor showing it's colours. I even offered a way out with an political apologie, but no one appeared. So, I jailed them and now they'll be working as slaves in the construction of Nocturnus Embassy. There are Dragons, Crownies, Lions, Orcs and Elfs all over Historica. It doesn't mean they are really assigned to any Guild. Any way, if you trespass any Guild's territory without announcement or invitation, pray for not to be caught!
  13. The First Church of Nocturnia will be devoted to the whole Evil Pantheon that inhabits the Outer Worlds. We'll try to be very ecumenic, hehe. Any Divinity that has something Nocturnus related is welcome. And I'll rather have their generic names rather than the proper one: is very dangerous to speak a Demon's name without knowledge. Anyone is welcome to add their deities to the Church of Nocturnia. I'm thinking about Gods like The Great Wolf, The Abyssian Tentacle, Azmodar the Stormbringer, and so on and on. As soon as I get the Church done, we'll have time to come up with our Evil Gods, I encourage anyone to get creative, and let's set up a number of Twelve Gods, so we can relate each one to a specific approach!
  14. Loved the farm! The green roof is amazing - very ecologic The farm is very neat and well done, just loved the cultures you're getting there!
  15. I'm excited too There's no mistery where my embassy will be: let's melt some snow at Mitgardia. Politically. I have no 48X48 baseplate. Is it allowed to work things out within two 32x32 baseplates? There should have been this option. If its forbidden, I understand, and I'll do as it is designated.
  16. So guys, I've noticed that most of us use Flickr as it's main image server. There are a few with Brickshelf and MocPages also. So, I think we should have one group ASAP! It would be easier to check all of our creations! Also, we should start tagging every upload with Eurobricks Historica and each guilds name! I considered making one group per Guild, but I think it would be better one massive group with tons of cretions! I would love to create the group, but as I am a kind of new guy in Eurobricks, I think it would be better if one of our Guild's Leader have it done! Let's work it out!
  17. Greetings, my black hearted friends! I've been noticing that, though our hosts are full of great builders and war chiefs, we couldn't yet figure out some of the issues that most Guilds are in advanced negotiation in this very moment. The first thing should be the territorial division. Our supreme and most beloved leader will surely let we, his humble followers, to settle wherever no one has done up to the frontiers of Great Nocturnia! Still, we haven't yet came up with a definitive version of our land's map, and some confusion might happen over sharing the territory. I understand that most of our brave black-hearted guildsmen may be the kind of people no one really wants as neighbors, and more: some of us might want some privacy to perform whatever we want to (dark rituals, summoning, sacrifices, all those creepy things that we love to do). I would like to do a proposition for our leader and guildsmen: As Nocturnians affiliates are few - though their powers and possibilities are much higher than the other unpalatable guilds - we could share the land, instead of just adding the Landmarks on the Map. What's the nature of my proposal? Well, though we might expect more new nocturnians adding on as Historica develops, the core of Politics on Nocturnia should start now! I think we should share the land into smaller units, and then set each Nocturnian Affiliate as a land-manager under the leadership of Lord Ssilyrrlith. I think that this is a nice way to redistribute land and rule better our territory. I was looking at our members - entries - and also their towers, and we are pretty distant from each other - but gotta say anyway that Mitgardian frontiers are well populated, and even well observed, by land or by water. So, it will be harder for us to control such a large territory with just a few noblemen, as the cities would be very far from each other. Inbetween, there will be plenty of space for a western invasion. Sharing the land into smaller countries - all of them united under Nocturnian flags - will give the affiliates the possibilitie of keeping themselves the control of the territory with a more accurate sense of defensorship. I find this way nice too So there are 'middle instances', and for example, If I am designated as land-manager of the section X, if someone who enters Historica late wishes to dwell in my lands, he will ask me, and than I will designate him a build that is necessary on these specific lands, for him to earn the right to settle there. Offcourse, something will be necessary for you to earn the right to be a Land-Manager (we can find a more suitable word). Lor Ssilyrrlith could maybe assign some smaller missions, but first one anyway should be 'do a Keep, a trade center and any kind of workshop". As our leader has good interpretation of our land, he could assign missions thinking about our Guild development and also, we gotta use what we have, so, if it's hard to farm here in this poor soil, maybe we could raise something more interesting, as worms, assassin vines and stuff. Another suggestion of mine that follows the distribution it's to start right now the building of the great Nocturnian wall. I do now that the mountains are a nice geological defensive strucuture, but we can't expect the beasts and the giants to hold on in case of a serious invasion. Each land-manager will be much more able to build our defenses in the south, north and west, if we have a more steady control on the land. Also, the provincial countries who doesn't need to build the wall, could help anothers to pay for this big and expensive labour, sending workers or resources such as stones, tools and metal. Also, Lord Malvadex will soon open the First Church of Nocturnia - the first as I suppose - devoted to the powerful Beast Gods that dwells in the outer worlds. Soon we shall have a place to pray for protection and strenghten our weapons with bestial power! [but I'll just have it finished by January]
  18. Congratulations, it's a great accomplishment, I'm thinking now about the very persons who founded this group! I had always came to Eurobricks searching for hot info and the great reviews from all of you guys. But what really made me sign up was Historica. Great project
  19. I digged the whole thing. Loved that you had put as much detailing as you could fit into it! The tower top is very nice, I find Mitgardian tower style the one who reached the best sense of guild-architecture so far, you should be all proud o that. Loved the hand-chart and the girl taking a bath. Small things, but very important ones!
  20. Great MOC indeed! Is nice to get touched by Christmas spirit even here in Historica! Task-elfs are just brillant. I loved everything about it! I also made a Christmas + Castle MOC this year. Just loved the combinations! I'll post here as it may shares something! Merry Christmas to everyone! Christmas Return par Felipe Descomplicado, sur Flickr
  21. Yes, we're kind of anxious here too, I thought I'd come here today and see Round 2 topic already on!!!! Well, I will relax, have a beer and a smoke, and than I'll come back to see later. I kind of lost my horizon the last days wondering what to build, that's why I want Round II so bad!!!!
  22. Yes. I am not really happy with this.
  23. :wacko: The foot-tower is a bizarre concept! That's quite clever
  24. Awesome! One of the greatest towers so far! The colouring was of a great choice! Congratulations!
  25. Guys, I came here cause I'm not sûre if this should be here. I kind of go only to the Historic forum, and didn't really explored all the Forums yets. 8W doensn't really belong to minifig scale, so I thought of looking at a more mixed up ambiance... So, let's show you this beast! Heavy -Duty Wrecker - Slider Rotator Boom par Felipe Descomplicado, sur Flickr Heavy -Duty Wrecker - Slider Rotator Boom par Felipe Descomplicado, sur Flickr Heavy -Duty Wrecker - Slider Rotator Boom par Felipe Descomplicado, sur Flickr There are more pictures in my Flickr stream. If you liked, please tell me so, and where to improve. I will tell you, the crane is not really tight, as I had to choose between a fixed set or to do the sliding action. But it may lift small choses. I've tested it always with 5 wheels+tires from the 8258 Crane Truck. It lifts it with the full boom extension - though we may find some bending from the plastic - without tipping. Still, nice model for displaying. The recovery body is quite bulky, but each side of the cab is fixed with only three studs...
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