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  1. DISCORD: https://discord.gg/4UPpRSdCsW Revision History: Guilds of Historica New Member Guide Hello fellow adventurer, it looks like you have decided to move to the land of Historica to join us in our quest to flesh out one of the greatest Lego stories ever told. I have prepared this guide to help “ease” you into the guilds project. Perhaps the first question we should answer is “What is the Guilds of Historica?” The simple answer is that it is a building community on Eurobricks that is open to all who wish to join. We tell stories about a land called Historica which currently has five guilds. Each member joins a guild, and builds to win points (Gold Darics) for their guild and to better their building skills. At any given time of the year there may be one or more building challenges that a builder may win recognition and sometimes prizes for themselves. The current official description by ZCerberus is: “The Guilds are a Castle MOCers paradise where builders can connect with other castle fans to build in a connected world of five distinct Guilds, each with their own territory, history, and geography. The world grows as builders compete in challenges to win prizes, enhance their building skills and progress the official lore of Historica. Guilds score gold by competing in challenges and by "free building" in their own guild to grow their world.” Table of Contents 1.0 Choosing a faction 1.1 Choosing a Signature Figure 1.2 Common starting questions 2.0 General Guilds of Historica Guidelines 2.1 Where are we now? 3.0 Some links to important Guilds of Historica information. 1.0 Choosing a Faction The first thing a new builder needs to do is choose a faction. Sometimes guilds are closed for official membership, but you may still build there (see below). Avalonia – A land of that reminds us of Arthurian legend and classic European medieval style. Kaliphlin – A land where desert culture has become king, but also one of the more diverse styled guilds ranging from Mediterranean to Middle Eastern, and from the Far East to pre-Columbian American. Mitgardia – The northern guild, which is more akin to Norse tradition along with some of the other northeastern European styles. Varlyrio - the western island guild, similar to the Mediterranean on the east, dry wasteland in the west, the Venetian capital is closer to Renaissance in feel then the rest of the Guilds. This was closed for Books I and II. CLOSED GUILDS - While members can still build here, new members can no longer join this Guild, and it is no longer included in challenge participation. Nocturnus – A guild of pure and dark fantasy for the most part, but elements of each of the guilds in its own twisted style. This was closed for Book III. As a new builder you should decide to join the guild which you feel the most akin to. Are you looking to step outside of your building comfort zone? Are you looking to stay within the bounds of your own collection? These are all questions you might want to ask yourself. For example, conventionally, you may need a lot of tan pieces to build in Kaliphlin, you may need a lot of white pieces to build in Mitgardia, or a lot foliage to build in Avalonia. (There is no rule that says you need any of this, but there is a common consensus that these elements make it easier). If you think your lack of a certain type of piece will slow you down, maybe another guild is right for you. I personally would suggest joining the guild that most interests you and to start building your collection in that direction. Others will suggest the opposite. Varlyrio is the newest Guild, first opened to members in mid-2018. 1.1 Choosing a Signature Figure After choosing a guild, it is time to choose your signature figure. This figure represents you in the builds that you will be making and in the builds of others (with your permission, of course). You will need to introduce your signature figure in a post in the homepage thread of your chosen guild. Most members post a backstory to their “sig fig” in their initial post. This can really be anything, that is the beauty of the Guilds of Historica – although there is some “cannon” history, it is open enough that whatever you make can stand. If you want to be an ex-slave looking for a new life, you can. If you want to be a high lord of Avalonia, you can! If you want to be a peaceful farmer, you can! Please remember that your signature figure doesn’t have to appear in your builds, but you do need to have one for scoring purposes. (It is also good to have an “In Character” voice to speak with.) 1.2 Common starting questions: Can I have more than one character? Yes! Although one should be your sig fig, and your main character, you can have as many other characters as you wish. The world needs to be populated after all! Can I join Nocturnus? No, Nocturnus is no longer available to new builders for Book III. That guild is available for anyone to build in, but it does not have an open membership. This Guild is no longer included in the active Challenge and Build system of Book III. Can I be a wizard, mage, witch, omnipotent death god? Well, errr…. Yes? You have to remember since this is a community, it might be hard to get everyone on board with a superhuman being that could “consume the Avalonians with fireballs from his eyes, and bolts of lightning from his bum.” ~ Victor Revolword. Which guild is the best to join? They are all the best! Pick whichever you have the most interest in. What kind of challenges are there? 1) Overarching story line challenges: For Book II, this was civil war in all the guilds in turn which give you a couple of months to build. For Book III, this included many builds to further a storyline set forth by the challenge prompts, and a large one near the end that allowed for more direct storyline writing on the part of the participants. 2) "Mini challenges" set as a contest within your guild in between the civil war challenges, with (sometimes) lower stakes. Typically these have shorter deadlines, such as the Sultan's Gate community build, or the Avalonian monarchy challenge. 3) Ongoing skills development challenges like the ages of Mitgardia, the Albion community build, or Historican Settlements. These are basically open ended and which are measured by your own progress rather than in competition with other builders. Participation in any of these is entirely optional and up to you. Some people do all of them, some do one only, some do one and skip a few and then do another. I am lost, there is so much history to learn! There is already a lot of history, but the Wiki along with our very helpful membership base is willing to help you out along the way. The Wiki has not been updated much recently, but is open to anyone who might wish to update it. A good place to start is the Story and Challenge Index. Also, as I said before, there is so much Historica, if you just start creating, it is unlikely you will come into conflict with other storylines. Lastly, there is always some good bedtime reading buried in the many threads of the forum. If you really want to dive in, the actual history is somewhat daunting, but was compiled here in its entirety. Some people here have a shield tag with the colors of their guild. What do you have to do to get such a tag? Those builders participated in Book I challenges. We are currently in Book II, but those who participate in these challenges should also have a chance to earn a special shield. Wow, I want to get into GoH, but I would like to learn more, where can I go? I am glad you asked, here are some helpful links: The Historica City Guide The GoH Wiki(not a Eurobricks link) Nice Marmot's map-making guide A good post by Gabe on how to get your small collection to a more useful collection when just starting off with GOH (this link is broken, need to fix it) Some fun, ongoing projects that you can join right away! The University of Petraea's Doctorate of Historica Program (and the University Tracking Thread ) Age of Mitgardia List of Historican Settlements Current Gold Standings for the Guilds (As of Bk. III Ch. III FB Period 3 8-4-2019): Avalonia: 678 gold Mitgardia: 501 gold Varlyrio: 409 gold Kaliphlin: 331 gold
  2. My entry for the Summer Joust 2022 "12 x 12 Vignette" category! In the coastal waters of northwest Avalonia lie dense forests of giant kelp. Fueled by long daylight hours and cold, nutrient-rich waters cycling in from the north, they provide a bountiful ecosystem supporting all forms of life, from giant stingrays to diminutive hermit crabs. The forests are also home to large populations of merfolk, who harvest the kelp for food, garments, medicine, and much more. Merfolk communities will often have designated “kelp harvesters” (a prestigious position due to its importance), who go through the forests with ivory sickles. Other merfolk forage for clams. One such mermaid is Katalina, who has spotted a large one under a rocky outcrop. Excitedly reaching under, she fails to spot a lobster next to the clam – the crustacean will make sure that she pays for her carelessness! From left to right: Petra A kelp harvester with a love for the dark red algae that grows on the kelp forest's rocky terrain. It can be found in her wardrobe (such as her skirt and cuffs) and even in her hair! Some merfolk chafe at the “monotony” of harvesting kelp all day, but Petra actually enjoys it, as it gives her time to think and “unwind”. Plus, the prestige for holding such a valued position doesn't hurt! Katalina Young and headstrong, Katalina's recklessness has often gotten her into trouble with the village elders. They figured that assigning her to clam harvesting duties would teach her patience and keep her out of trouble – they were wrong! More Images: I finally found the time to post this to Eurobricks! I had a bad case of COVID during the end of the Summer Joust - thankfully, I had already completed the MOC, so I only had to photograph it! I've made a full, so I figured I would belt out a backstory for it! Background This MOC was inspired by the kelp forests that line the west coast of North America - particularly those off the coast of Southern California. I snorkeled amongst these kelp forests while on a school trip to Catalina Island (also the inspiration for the "Katalina" name). Most of the creatures in this MOC are inspired by the local wildlife, such as garibaldi (represented by the orange fish), hermit crabs, the giant pacific octopus, lobsters, various anemones/starfish, and stingrays. Katalina's accident with the lobster was actually inspired by an incident involving one of our snorkeling guides. We were night snorkeling, and our guide (seeing a lobster in a burrow) wanted to dive down, grab it, and bring it up to show it to us. As he was about to reach into the burrow, he noticed (at the last possible second) a scorpion fish next to the lobster! He quickly drew his hand away; had he not noticed it, he would have likely been "stung"! I was inspired to create the "ocean surface" when I saw Grant Davis's "Seaside" at Bricks Cascade 2022! This is the largest MOC I have ever posted online. I've mostly stuck to "figbarfs" in the past, but I'm trying to broaden my horizons. Creating it was a lot of fun, and it has inspired me to add even more to it. I have already created several more merfolk, and want to develop a village scene of some kind! This challenge was incredibly fun, with some great entries from everyone. As we continue into the "judging period", I wish everyone the best of luck! Previous MOCs: Cobold's Crusader's (REVAMP) Citizens of Historica Figbarf CDC2 CMF: socalbricks
  3. Around the time of the Winter Solstice, many in Historica's cooler regions will decorate pine and fir trees with a star and various ornaments. Ayra and Kars (wearing a scarf knitted by Ayra's mother) plan to continue that tradition, with Ayra rearing up to top the tree with a star. No ladders needed - only balance (something Ayra is struggling with). Meanwhile, Gerard is savoring his mulled wine, and Cobold is trying his hand at a snowman, all while a rabbit bounds outs of the snow! What a year this was - I slapped this MOC together for Christmas. I know its a day late, but there are people around the world (including my relatives in Austria) who are celebrating St. Stephen's Day (Stephanitag) or Boxing Day. So it's technically not late! None of the characters had any major changes, except for Ayra. I really like how her winter attire turned out, especially with the fur collar and leg bindings. This has been a great year. I hope you all had a Merry Christmas, and I look forward to seeing what the New Year brings!
  4. Built for Brickscalibur (Labor of Love category) as part of a collab with @Sympatik Brick One beautiful summer morning on the coast, a man named Nemyk (wanting to beat the “morning rush”) went down to his favorite fishing spot. What he found instead was a basking mermaid named Lorena, who wanted to take advantage of the first rays of the sun while out of the sight of “land dwellers”. Both caught off guard, the two engaged in some awkward small talk before parting ways. As fate would have it, the two would encounter each other again the following morning, and the morning after that, and so on. Gradually warming to each other, the two poured out their hearts, and (after a few months) were deeply in love. On the anniversary of their meeting, both decided to surprise each other with a gift. Nemyk sought a rare flower that was only found deep within the inhospitable Rakath mountains, while Lorena sought a crystal in the cold abyss of the ocean. Neither were prepared for the dangers that awaited them… Here's @Sympatik Brick's half of the collab! About the Giant Valyrian Anglerfish: Additional Images: Brickscalibur has just reached its epic conclusion, and it's time for me to start posting my entries. This was my first-ever collaboration, and it was an absolute blast! Best of luck to all of you who submitted entries!
  5. Trouble is brewing in Nocturnus. In the midst of the civil war that has engulfed the kingdom for years, a new power has slowly emerged: the Crimson Knives. Armed with weaponry far more advanced than their rivals, they have engaged in a scorched earth policy that has left large amounts of civilians dead. One such victim was an ambassador (and dear friend) of the Desert King. Knowing that his citizens would be hesitant to take part in an all-out invasion of Nocturnus, the King has put an incredibly high bounty on all of the public figureheads of the Crimson Knives (including Ulriq, Bastio, and Magda). The instruction are simple: he wants their severed heads delivered to him. Such a high bounty has elicited enthusiasm from bounty hunters and assassins all over Historica. Average citizens also have something to gain, as mercenaries from across the land have congregated on "border regions" to eat, drink, rest, and buy supplies before venturing into Nocturnus. Such an influx of money has been a boon for the local economies. Not all are as enthusiastic though. Someone within Ylspeth's circle has been secretly sending information to the Crimson Knives. In order to find out who the traitor is, Ylspeth needs Ulriq, Bastio, and the others alive. To accomplish this task, she has secretly enlisted the help of Cobold McTavish and his team of adventurers! From left to right: Gerard Renwick Sinclair III, Ayra Valken, Kars, Cobold McTavish, Charis From left to right: Cobold McTavish and Kars Cobold McTavish Kingdom: Kaliphlin Race: Dwarf Sex: Male Age: 96 (48 in Dwarf years) Height: 4'8" (1.42 m) Bio: A dwarf of many talents, Cobold was engineer/chemist/seasoned chef from the mountains of eastern Kaliphlin. A demolitions prodigy, he was recruited by the Cedrican royalty to create a bomb that could turn the tide in the war against Raavage. The result was a revolutionary design – though large and unwieldly (needing at least two people to carry it), it could bring down a wall and end a siege in minutes. The bombs would see deployment on the battlefield by Cobold and his commandos; it was on this crack team of elite soldiers where Cobold would meet Kars (a mysterious tracker from Avalonia) and Ulriq (a hulking refugee from Nocturnus). Somehow, Cobold’s designs (which were supposedly well-protected by the Cedrican Royal Guard) found their way into Nocturnus, where they were used by forces allied with Raavage to devastating effect. Cobold realized that he created a monster – not only were they being used against his own men, but if his designs proliferated enough, they would make the "simple act" of waging war more destructive than ever. As Raavage’s forces were obliterated and scattered throughout the Nocturnan wastelands, Cobold made a point of destroying every blueprint and model of the bomb he could find, doing so until he was satisfied that he had eliminated every trace of his creation. After the war, Cobold returned home with Kaliphlin, and decided to follow his passion of being a chef. After all that destruction, he decided it was time to pursue something creative. Several years later, Cobold is working as the head chef of a prominent restaurant. Though his job pays well, he chafes at controlling nature of his boss. Without a means for expressing himself, he feels like he is suffocating. In recent weeks, news had begun to trickle out of Nocturnus of a militia group known as the “Crimson Knives”, led by one of Cobold's former friend/protege Ulriq. Though they strike their rivals fast and disappear just as quickly (cleaning up any remains of their attacks), a few pieces of shrapnel have managed to escape their grasp. The indications are clear: Cobold’s bombs are back in production. With this revelation, Cobold has decide to assemble a team to venture into Nocturnus, defeat the Crimson Knives, and destroy every last trace of his creation. Having always had a flair for the theatrical, the dwarf has named his team "Cobold's Crusaders", much to the chagrin of his lieutenant Kars. Kars thinks its "too cheesy"; Cobold jokingly retorts that Kars is "no fun". Queen Ylspeth and Cobold are both aware that there is a traitor somewhere in her government. Directly funding his mission would require much manpower on her part (increasing the risk of the traitor being privy to their plans). However, she has referred him to the Sinclair family in Valyrio, who have agreed to bankroll his mission. For now, all the young Queen can give is her tacit support. Skills: master chef, demolitions expert, engineer, master tactician, skilled hand-to-hand combatant, small size obfuscates physical strength Hobbies: cooking, axe-throwing, military history Personality: boisterous, passionate, leads from the front, can be somewhat stubborn and impulsive (this is tempered by his lieutenant Kars), guilt over past actions Kars Kingdom: Avalonia Race: Unknown Sex: Male Age: Unknown Height: 6’4” (1.93 m) Bio: Kars is a quiet, enigmatic mercenary who uses his borderline-supernatural tracking abilities to hunt his targets. Having grown up on the impoverished outskirts of an Avalonian city, he befriended Bastio and co-founded the criminal gang called the "Krenwald Cavaliers". The two would eventually have a falling-out that left Kars drifting down a river on the brink of death. He was found and nursed back to health by the Valken family. It was the first time he had a healthy relationship with anyone, and he would never forget the kindness they showed to him. Kars would “lie low” on the isolated farm for over a year, helping out with various tasks. Though they were a family of centaurs, the Valkens accepted him as one of their own, with Kars developing a sibling-like relationship with Ayra. Searching for work, Kars would eventually join the Avalonian military in the fight against Lord Ravaage. His skills in tracking and wilderness survival would eventually see him transferred to a Cedrican Commando unit (nicknamed “Cobold’s Commandos) led by Cobold McTavish. After the war's end, Kars would return to mercenary work. Tracking everyone from bail jumpers and escaped criminals to kidnapping victims, he would acquire a fearsome reputation for "never losing a quarry". Some targets (upon discovering that Kars was tracking them) supposedly opted to surrender and spare both parties the trouble. Cobold had been a mentor figure for Kars, and the closest thing he has had to a father figure. He would leap at the opportunity to fight alongside him years later, with the two of them determined to 1) destroy every last trace of the former's creation and 2) bring in their former friend Ulriq alive. Skills: master tracker, wilderness survival, stealth, enhanced senses (especially sight), competent swordsman, lanky build hides surprising physical strength Hobbies: birdwatching (a hobby he shares with Ayra), tracking his targets ("if you love your job, you will never work a day in your life") Personality: introverted, analytical, obsessed with “professionalism”, intensely loyal, socially awkward, hates people who are "picky", occasionally lonely (Kars wants camaraderie, but couldn't bring himself bring himself to actively seek it until he met Charis; before that someone would have to approach him first) From left to right: Gerard Renwick Sinclair III and Charis Gerard Renwick Sinclair III Kingdom: Valyrio Race: Human Sex: Male Age: 35 Height: 5’11” (1.80 m) Bio: As the youngest son (and only bachelor) within a Valyrian aristocratic family, Gerard Renwick Sinclair III has struggled to stand out and make a name for himself. Having so far lived an uneventful life, he is the only member of his family without any heroic tales. This has caused him to worry about being the disappointment of the family. Since the War against Raavage, the Sinclair family have become steadfast (tacit) allies of Queen Ylspeth. The queen has referred Cobold's Crusaders to the aristocratic family, who has agreed to bankroll their mission. Gerard has also agreed to join them; he sees this as a golden opportunity to prove himself and avoid being a disappointment to his family. Though he is eager for adventure, he still has to get used to life on the road, where people sleep in the dirt and make-do without three meals a day. Skills: master fencer/sword-fighter, diplomat Hobbies: wine-tasting, fencing, classical literature/art Personality: gregarious, obsessed with manners, picky, desperate to prove himself, has an affinity for "the finer things in life" Charis Kingdom: Avalonia Race: Unknown Sex: Female Age: 25 Height: 5’9” (1.75 m) Bio: Little is known about Charis' life. According to her, it was "so boring that it isn't even worth recounting". All that can be gathered is that she used to bowfish when she was younger, leading her to expert marksmanship and skill in all forms of archery. No one knows where she came from or why she has purple skin, webbed fingers/toes, and a pair of gills. None of that matters to her - in her view, all that matters is living in the moment, so who cares what her past was like? Adventurous and thrill-seeking, Charis has made it her life's goal to "avoid boredom" - this led her to pursue a degree in monster-hunting. It pays well, and the excitement is a guaranteed. To pass the time, Charis likes performing "trick shots" with her bow (such as firing the arrow using her feet) and playing pranks on her friends. Charis and Kars met a few years ago when they encountered each other going after the same bounty: a Dreerack. With a snake-like body, armored head, and mouth full of teeth sharp enough to bite through chain-mail, the monster would have been nigh-impossible to take down alone. Charis and Kars agreed to work together and split the bounty. The pair made a perfect team, with their strengths and weaknesses complementing each other nicely. Kars was a great close range combatant with extraordinary tracking skills, whereas Charis made for an impeccable sniper. Both were "loners" who loved the thrill of the hunt. Charis drove Kars to become more extroverted, whereas Kars drove Charis to become more introspective. Skills: master of all forms of archery, can breathe underwater, stealth Hobbies: fishing (especially bow fishing), sports-hunting, increasingly elaborate jokes/pranks, performing "trick shots" with her bow Personality: extroverted, easily bored/distracted, has no "filter" when speaking, "daredevil", mischievous Ayra Valken Kingdom: Avalonia Race: Centaur Sex: Female Age: 28 Height: 7’5” (2.26 m) Bio: Growing up on an isolated farm in Avalonia, Ayra Valken had an simple and idyllic childhood. Her family (consisting of her father, a combat medic, and her mother, a former school teacher) were always willing to take in anyone passing through their neck of the woods, even adopting a young centaur named Brielle. While Mrs. Valken would homeschool them, Mr. Valken would instruct them both in the ways of combat medicine (a field which involved fighting off attackers just as much as tending to your allies). Brielle and Ayra had different takeaways from this: Brielle would eventually become a fierce knight, sworn to protect the innocent, whereas Ayra would become a gentle healer who avoids violence whenever possible. As a centaur, Ayra knew that a powerful kick could kill a man; all the more reason for restraint. A year before the war against Raavage, Ayra found a bloodied Kars on a riverbank near the farm. Taking him in, the family nursed him back to health. To repay their kindness (and "lay low" to avoid Bastio) Kars stayed on the farm for over a year, during which he developed a sibling-like bond with Ayra and Brielle. Around the same time, Ayra began showing signs of the "green flame"; an exceptionally rare magical power that could heal any wound imaginable, albeit at a great cost of energy to the wielder. The magic could also be used to perform impenetrable barriers and telekinetically move anything from fallen debris to injured people. In combat situations, the magic is only supposed to be used defensively. Ayra would subsequently be sent to the Green Order (an order consisting those who possessed the "green flame") within northern Avalonia, where her skills would be further honed. Nowadays, Ayra travels around Historica, helping those in need. When Kars approached her (on the orders of Cobold) and asked if she wanted to join his "Crusaders", she heartily accepted, both out of desire to help those suffering at the hands of Crimson Knives and out of loyalty to her brother. One of Ayra’s worst fears is her fear of being a burden on someone. When someone does a favor for her, she always insists on repaying that debt in some way. It’s a trait viewed as equal parts flattering and annoying. This fear also causes Ayra not to voice her misgivings regarding a particular issue - when repressed, this can sometimes lead to bitterness/passive-aggressiveness. Ayra has several other phobias, including claustrophobia, thassalophobia (fear of deep water), and acrophobia (fear of heights). These fears largely stem from her physiology (and are shared by many of her fellow centaurs). Centaurs generally do poorly in tight spaces (due to their unique proportions), are awkward swimmers, and prefer to have all four of their hooves placed firmly on the ground. Though she will travel anywhere she is physically able to help those in need, Ayra has a strong dislike for large cities. Their narrow streets and small shops are crowded with people (playing into her claustrophobia) and her naturally heightened sense of hearing (common among centaurs) makes it hard to tune out the constant noise. Though this leaves Ayra somewhat susceptible to “sensory overload” upon entering a city, she won't let it stop her from helping those in need. Skills: healing magic, "practical medicine" such as herbalism, heightened hearing (shared by all centaurs), can deliver "a mean kick" from her hooves (but never does so because of the potentially fatal results) Hobbies: bird watching (due to her heightened hearing, she can supposedly identify most birds by sound alone), herbalism, relaxing walks through the woods, cooking/food in general (something very dear to most centaurs to their physiology) Personality: kind-hearted, gentle/easy-going, avoids violence whenever possible, worries about being a burden/has multiple phobias, has a reverence for nature and all forms of life, unofficial "team mom" (Pictured Below) Ayra and her sister Brielle make a new friend... I think that bird likes you! You think so? (Pictured) The Crusaders "messing around" If you've made it this far and read through my "Great Wall of Text", then I applaud your patience! I've been working on these characters for years, starting with Ayra back in early 2019 (time flies). After a lot of writing and rewriting, I finally have a team (complete with characters and character dynamics) that I'm happy with! I was considering portraying these backstories through MOC's, but going to college in Germany as an exchange student made that unfeasible. I won't be back home until Spring 2022. Seeing as how I have been sitting on some of these stories for years, I wanted to "get the story out" now so that I can focus on the "present day" events in these characters' lives (I think Charis would approve of "focusing on the present" ). That being said, I am absolutely open to going back and building key moments of these backstories (in "MOC form") in the future! Enjoy!
  6. Built for 10C "Miscellaneous" Category and for Brickscalibur "Frozen Wilds" Category! Amir had spent years gaining the trust of his employer. When he finally gained access to his massive vault in Barqa, he made sure to pocket some on every "accounting check". Sure, the old geezer was nice, but he was also gullible, so Amir reasoned that he deserved it! He planned to sail away to Valyrio once he had enough, and buy a quiet villa overlooking the sea with his ill-gotten gains. As it turned out, the old man was not as senile as Amir thought. Noticing a discrepancy (and hiring his own investigator), he discovered the plot and ordered Amir arrested. Amir was able to get out of town with only a sack full of the pilfered gold. It wasn't ideal, but it was better than being imprisoned or worse - authorities in Kaliphlin did not take such offenses lightly. Now he was on the snowy slopes of Mitgardia. Nice and far from Kaliphlin, but he wasn't safe. He recalled his response when he heard the news. Sitting in a tavern a few hours prior, he overheard from some travelers that a massive bounty had been put on his head. As if that wasn't bad enough, it turned out that Kars was one of the many hunters vying for the reward. Amir had heard stories of Kars for years - a tall, lean man of few words with a bizarre mask. It was said that his silver eyes pierced the soul and drove his quarries to regret the choices that led them there. Nicknamed "the Bloodhound", he was said to be the best tracker in all the land. Countless stories told of his incredible feats - Amir never fully believed them, but the news still caused him to panic. Making an inconspicuous exit from the tavern, he made his way further north. Rounding a bend, he froze in place. There he was waiting for him. All the stories were true. Drawing his dagger, Amir lunged at Kars. Faster than lightning, the bounty hunter responded with his own sword: a massive saber. In the hands of anyone shorter it would have been unwieldily. Kars dodged Amir's thrust and slashed him the back. Though only a shallow wound, Amir still cried in pain, and tumbled down the slope. Propping himself against an old birch tree, he watched as drops of blood colored the snow a bright red. He turned his head to see Kars approaching him, sword still drawn. Amir locked eyes with the bounty hunter. From behind his wooden mask peered two silver eyes; sharp as needles, they had hungry yet calculating look to them. More importantly, they peered into Amir's soul. For the first time in years, Amir felt shame and guilt for what he had done. He regretted everything that had led him to this point. Before he could beg for his life, Kars spoke. "You're lucky your employer wants you alive." More photos:
  7. Built for the "Old but Gold" category! It is a (very loose) update on this MOC of mine from 2019! I rethought the concept over the years, and I thought a chariot might be even better for a centaur-human duo than simple riding. I understand that it's quite the aesthetic departure. Even if it gets disqualified on those grounds, I still had a lot of fun bringing this concept to life! 700 years ago, The Akmaddian Empire sprawled central Historica. With its formidable cavalry's lightning tactics, it was able to conquer a massive area ranging from the cool steppe of southern Avalonia to the arid scrublands of northern Kaliphlin. Among the many races that fell under its domain was a large population of centaurs. Military cooperation between centaurs on non-centaurs (referred "two-legs" by the former) was historically limited. There rare instances of archers sitting on the backs of centaurs to operate as "tail-gunners", but these were rare. The Akmaddians implemented a new role for their centaur soldiers: drawing chariots. A centaur didn't need to be controlled by whoever was in the chariot, allowing those inside to focus on the battle. Passengers could include archers or pike men. Usually fighting in duos, these teams were trained for years to master their craft, something which would pay off as they blazed a path across the continent. The Akmaddian God-Emperor would eventually fall in battle, and the empire would fracture as his children battled for the throne. Though the empire only lasted 20 years, its effect on "central Historican culture" and ingenious tactics are still studied by military strategists to this day... The original MOC:
  8. Finally got around to posting my revamp of one of my Brickscalibur (Trading Places category)! Horses are the dominant mode of transportation throughout much of Historica. Farriers are never short of work, with entire families taking up the trade. One such family are the Ogden family, with all three generations of men taking part in the family business. Though advanced in years, Josiah Ogden still has the prowess needed to tend to horse hoofs. His son, Johan Ogden, focuses on preparing horse shoes, while also teaching his own son, Jeremiah, the tools of the trade. Many farriers will also accept centaur clients, with one such client being Brielle Valken on one of her (much needed) days off. Healthy hoofs make a healthy centaur! From left to right: A weary traveller named Tomas and his steed, Ochre Jeremiah Ogden Johan Ogden Josiah Ogden Brielle Valken Comparison: Original vs Revamp The original MOC was cobbled together at the last minute. I submitted entries for every category, and this unfortunately suffered from having the least amount of time allotted to it. I'm glad I was able to revisit it! More images of the revamp:
  9. Previous: CDC2 CMF: socalbricks [Freebuild] Citizens of Historica Figbarf I made a whole post about a group of adventurers called "Cobold's Crusaders" back in October. I've made a few changes (more on that at the end) - everything in this post is now the new "canon". Enjoy! From left to right: KarsKingdom: Avalonia Race: Unknown Sex: Male Age: Unknown Height: 6’4” (1.93 m) Bio: A mysterious (if not “eccentric”) bounty hunter with tracking abilities that border on being supernatural. Little is known of his early life - what is known is that he was found drifting down a stream (on the verge of death) by the Valken family, who nursed him back to health. During his time on the farm, he developed an unbreakable sibling-like bond with their youngest daughter, Ayra. Records indicate that Kars would leave the Valken farm after a year (for "their own safety") and join the Avalonian military in the war against Raavage. His skills in tracking and wilderness survival would eventually see him transferred to a Cedrican Commando unit led by Cobold McTavish. After the war's end, Kars would return to mercenary work. Tracking everyone from bail jumpers and escaped criminals to kidnapping victims, he would acquire a fearsome reputation for "never losing a quarry". Some targets (upon discovering that Kars was tracking them) purportedly opted to surrender and spare both parties the trouble. It was during this time that he would receive the nickname "Silver Eyes" (as his steely gaze "cut like a surgeon's knife into your soul") and "the Bloodhound" (due to his uncanny senses). During the war, Cobold had become a mentor figure for Kars, who would gladly answer the call of duty when Cobold would form the "Crusaders" a decade later. With the group in desperate need of a medic, Kars would recruit Ayra to their cause, who was more than happy to help. Due to his personality, Kars has very few friendships/relationships. The few he does have are incredibly valuable to him, though. Skills: master tracker, wilderness survival, stealth, enhanced senses (especially sight), proficient swordsman, lanky build hides surprising physical strength Hobbies: birdwatching (a hobby he shares with Ayra), tracking anything/anyone ("if you love your job, you will never work a day in your life") Personality: introverted, analytical, intensely loyal, socially awkward (has no understanding of sarcasm), hates people who are "picky"/"high maintenance" Cobold McTavishKingdom: Kaliphlin Race: Dwarf Sex: Male Age: 96 (48 in Dwarf years)Height: 4'8" (1.42 m) Bio: A dwarf of many talents, Cobold is engineer/chemist/toy maker from the Rakath Mountains. A demolitions prodigy, he was recruited by the Cedrican royalty to create a bomb that could turn the tide in the war against Lord Raavage. The result was a revolutionary design – though large and unwieldly (needing at least two people to carry it), it could bring down a wall and end a siege within minutes. The bombs would see deployment on the battlefield by Cobold and his commandos; it was on this crack team of elite soldiers where Cobold would meet Kars (a mysterious tracker from Avalonia) and Ulriq (a hulking refugee from Nocturnus). Cobold hoped the bombs would be used to bring down walls, and nothing more. Doing so would end a siege much quicker and save the lives that would've been otherwise been ground up by slow progress. Somehow, his designs (which were supposedly well-protected by the Cedrican Royal Guard) found their way into Nocturnus. They were used by Raavage's forces to devastating effect, who targets them at soldiers instead of walls. Cobold realized that he created a monster – not only were they being used against his own men, but if his designs proliferated enough, they would make war more destructive than ever. As Raavage’s forces were obliterated and scattered throughout the Nocturnan wastelands, Cobold made a point of destroying every blueprint and model of the bomb he could find, doing so until he was satisfied that he had eliminated every trace of his creation. After the war, Cobold returned home with Kaliphlin, and decided to follow his passion of being a toy maker. After all that destruction, he decided it was time to pursue something creative. In recent weeks, news had begun to trickle out of Nocturnus of a militia group known as the “Crimson Wind”, led by one of Cobold's former soldiers Ulriq. Lending out their services to the highest bidder, they strike fast and disappear just as quickly (cleaning up any remains of their attacks). However, a few pieces of shrapnel have managed to escape their grasp. The evidence is clear: Cobold’s bombs are back in production. With this revelation, Cobold has decide to assemble a team to venture into Nocturnus, defeat the Crimson Wind, and destroy every last trace of his creation. Having always had a "flair for the theatrical", the dwarf has named his team "Cobold's Crusaders", much to the chagrin of his "lieutenant" Kars. Kars thinks it sounds "silly" - Cobold jokingly retorts that Kars is "no fun". Queen Ylspeth and Cobold are both aware that there is a traitor somewhere in her government. Directly funding his mission would require much manpower on her part (increasing the risk of the traitor being privy to their plans). However, she has referred him to the Sinclair family in Valyrio, who have agreed to bankroll his mission. For now, all the young Queen can give is her tacit support. Skills: toy making, master chef, demolitions expert, engineer, master tactician, skilled hand-to-hand combatant, small size obfuscates physical strength Hobbies: toy making, cooking, axe-throwing, military history Personality: boisterous, passionate, leads from the front, can be somewhat stubborn and impulsive (something tempered by his lieutenant Kars), intense guilt over past actions Ayra Valken Kingdom: Avalonia Race: Centaur Sex: Female Age: 26 Height: 7’5” (2.26 m) Bio: Growing up on an isolated farm in Avalonia, Ayra Valken had an simple and idyllic childhood. Her family (consisting of her father, a combat medic, and her mother, a former school teacher) were always willing to take in anyone passing through their neck of the woods, even adopting a young centaur named Brielle. While Mrs. Valken would homeschool them, Mr. Valken would instruct them both in the ways of combat medicine (a field which involved fighting off attackers just as much as tending to your allies). Brielle and Ayra had different takeaways from this: Brielle would eventually become a fierce knight, sworn to protect the innocent, whereas Ayra would become a gentle healer who avoids violence whenever possible. As a centaur, Ayra knew that a single kick from her hind legs could kill a man - all the more reason for restraint. Some time before the war against Raavage, Ayra found a bloodied Kars on a riverbank near the farm. Taking him in, the family nursed him back to health. To repay their kindness (and to "lay low") Kars stayed on the farm for over a year, during which he developed a sibling-like bond with Ayra and Brielle. Around the same time, Ayra began showing signs of the "Emerald Flame"; an exceptionally rare magical power that could heal any wound imaginable, albeit at a cost of energy to the wielder. The more severe the wound, the more energy required. The magic could also be used to create impenetrable barriers and telekinetically move anything from fallen debris to injured people. In combat situations, the magic is only supposed to be used defensively. After this revelation, Ayra would travel throughout all of Historica, helping those in need. She would accept no monetary payment for her services, only being "paid" in food and lodging. When Kars approached her (on the orders of Cobold) and asked if she wanted to join his "Crusaders", she heartily accepted, both out of desire to help those suffering at the hands of Crimson Wind and out of loyalty to her old friend. One of Ayra’s worst fears is her fear of being a burden on someone. When someone does a favor for her, she always insists on repaying that debt in some way. It’s a trait viewed as equal parts flattering and annoying. This fear also causes Ayra to not voice her misgivings regarding a particular issue - when repressed, this can sometimes lead to bitterness/passive-aggressiveness. She also has several phobias, including claustrophobia, thassalophobia (fear of deep water), and acrophobia (fear of heights). These fears largely stem from her physiology (and are shared by many of her fellow centaurs). Centaurs generally do poorly in tight spaces (due to their "unique" proportions), are awkward swimmers, and prefer to have their hooves placed firmly on the ground. Though she will travel anywhere she is physically able to help those in need, Ayra also has a strong dislike for large cities. Their narrow streets and small shops are crowded with people (playing into her claustrophobia) and her naturally heightened sense of hearing (common among centaurs) makes it hard to tune out the constant noise. Though this leaves Ayra somewhat susceptible to “sensory overload” upon entering a city, she won't let it stop her from helping those in need. Being so well-travelled means that Ayra has been to an endless number of restaurants, taverns, and inns all throughout Historica. As a centaur, she has a large stomach, with a large appetite meaning that she can take several items from the menu in one sitting. This has left her uniquely suited to being a restaurant critic, and she is currently compiling a book with her reviews. Skills: healing magic, "practical medicine" such as herbalism, heightened hearing (shared by all centaurs), can deliver "a mean kick" from her hooves (but never does so because of the potentially fatal results) Hobbies: food criticism, bird watching (due to her heightened hearing, she can supposedly identify most birds by sound alone), herbalism, relaxing walks through the woods Personality: kind-hearted, gentle/easy-going, avoids violence whenever possible, worries about being a burden/has multiple phobias, has a reverence for nature and all forms of life, unofficial "team mom" Gerard Renwick Sinclair IIIKingdom: Valyrio Race: Human Sex: Male Age: 31 Height: 5’11” (1.80 m) Bio: As the youngest son (and only bachelor) within a Valyrian aristocratic family, Gerard Renwick Sinclair III has struggled to stand out and make a name for himself. Having so far lived an uneventful life, he is the only member of his family without any heroic tales to tell. This has caused him to worry about being the disappointment of the family. Since the War against Raavage, the Sinclair family have become steadfast (tacit) allies of Queen Ylspeth. The queen has referred Cobold's Crusaders to the aristocratic family, who has agreed to bankroll their mission. Gerard has also agreed to join them, seeing it as a golden opportunity to prove himself to his family. Though he is eager for adventure, he still has to get used to life on the road, where people sleep in the dirt and make-do without three meals a day. Gerard often butts heads with Kars, who has little patience for his complaints and "fussy" behavior. Due to his aristocratic upbringing, Gerard received a massive education, making him the team's resident negotiator, historian, etc. Skills: master fencer/sword-fighter, master negotiator, knowledgeable historian, knowledge of "aristocratic etiquette" Hobbies: wine-tasting, fencing, classical literature/art Personality: gregarious, obsessed with manners, picky, desperate to prove himself, has an affinity for "the finer things in life"
  10. 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).
  11. The Nest of the Fying Tiger God An entry for the Ancient Wonders category of the second countdown challenges. High up in the Rakath Mountains, close to the roof of the world, lies the Nest of the Flying Tiger God, a monastery and temple complex devoted to the worship of the deity who is said to have once dwelt in Tiger's Nest Cave. The structure is built above, around, and even in the cave, which is very ancient and filled with the marks of the claws of some giant beast. Numerous experts from the University of Petraea over the centuries have come and explored the scored furrows in the rock, and all agree that they appear to be the marks of very large tiger claws, claws larger than any tiger ever heard of. The experts could not agree about whether such a mighty tiger could have existed, or whether a flying tiger had ever existed (for of course, the only way out of the cave is by flying, since the drop from the cave mouth is a thousand feet or more to the valley floor below). Some suppose that it could have been an extremely large and striped gryphon, but no further evidence supported such a claim. But the inconclusive opinions of the experts have done nothing to quell the fervor of the followers of the Flying Tiger God who tend the shrines, nor quench the ardor of the pilgrims who brave the arduous and often deadly trek up into the highest peaks of Kaliphlin through bandit (and dark beings come south from Nocturnus) infested passes. Some say they have seen the Flying Tiger God far over head as they hike the mountains and heard his voice roaring in their dreams. Fresh claw marks occasionally appear in the cave, and shakes caused by his roars have caused parts of the temples to be rebuilt over the years. It is no wonder that this deity is one of the most popular in eastern Kaliphlin and even beyond. ____________________ ......................................... Based, of course, on Tiger's Nest Monastery in Bhutan, a real-life place. But it seemed too good to not include in the Guilds somewhere.
  12. The Guilds of Historica 10th Anniversary Collectible Minifigures By Henjin_Quilones Avalonia: Benjamin Stenlund Chronicler, poet, and philosopher from the Royal Guild of Letters in Albion "No, I don't do autobiography." Quickroot Butterfly-loving Grent of the Enchanted Forest "I am Grent?" Ayriel Greenbough Centaur princess, who sings to the birds while she frolics in the meadows "You want turtledoves? I've got twenty! But who cares, no big deal, I want more!" Thom Mayne Weather-beaten North Coast lobster fisherman and sea captain "Catching lahbsters is a pinch, Ah mean, a cinch!" Kaliphlin: Kyrival Ithi Humble innkeeper from Mophet, serving traders along the Oil Road some of the best distilled spirits "You want another round, Sweetcheeks?" Jairus Hippokles Cosmopolitan centaur hairstylist and barber from Petraea "You'll be the mane attraction after I'm done with you!" Kan Tork Nomadic desert shaman from the Siccus Badlands "The smoke from my green fire's the thickest, I'm the best shaman in the whole dry Siccus..." Mitgardia: Logh MacThror Champion caber tosser and ax thrower "Ach, just a wee dram more o' this aqua vitae, thank you very much!" Dworthi Forkbeard Stunning dwarven beauty, once named Miss Mitgardia while representing Omurtag, and now a skilled miner "What are you looking at, Babyface?" Jelsa Ice witch from the Frozen Beyond who just wants her father to let her make her own decisions "The cold never bothered me anyway." Nocturnus: Pickface Purple hobgoblin from the magical crystal mines deep beneath the Rakath Mountains "You know what would be a really kick-megablocks name? Pickface!" Bautor de Sange Noble vampire warrior from the city of Shadowmere and fifth cousin, twice removed, of Lord Vladivus "I promise not to bite..." Laeon of Katton-on-the-Marsh Lionell who makes a living collecting mushrooms with his pet pig, Baekkyn, in the Moruth Swamplands "I'm pretty sure the red one is edible, and the tan one poisonous. Baekkyn, what do you think?" Varlyrio: Hai Sairuk Centaur archer and warrior from the western Wastelands "Looks like meat's back on the menu, boys!" Moussi di Tacci Bravo and thrill seeker from Illaryian, known to do most of his thinking with the tip of his sword "Stick her with the pointy end, er, I mean, stick them, ahem, haha..." Noim Venqi Gnome inventor and chemist, famous for having both of his eyebrows despite his advanced age "Eurekaaaaouch!" ___________________________________________ I love collectible minifigures. I love minifigures in general. So of course this challenge is always one of my favorites. I went a bit centaur-heavy on this one, probably should have swapped one of them out for an elf, but oh well. Yes, I know there is still time. But my kids separated some of the figs and now the heads are lost somewhere in the massive pile of unsorted ABS on my building tables, so it's just too daunting to consider. Better luck to me next time, I guess.
  13. Here is my entry for CDC2 Category 1: Populating Historica. Enjoy! Cedrica and Valyrio from left to right: Queen Ylspeth: The Queen of Historica in her “ceremonial armor”, which she wears at certain military functions/ceremonies. Though she rules securely from Cedrica, she worries that she might one day need to use it... Marilla Danza: a tiefling and former slave who freed herself after leading a revolt. She and her crew of freedom fighters have been disrupting the underground slave trade between Valyrio and Kaliphlin, raiding slave ships and freeing their captives. Gerard Renwick Sinclare III: Second son (and the only bachelor) within a powerful family of Valyrian aristocrats. He is the only one in his family without any heroic tales to tell. Having lived an uneventful life, he seeks adventure in an effort to prove himself. Mitgardia Ivar Lonswain: an “eccentric” sea captain who ferries “unscrupulous people” between Mitgardia, Avalonia, and Valyrio. His pet lobster, Claudette, is blood thirsty and capable of surviving out of water indefinitely. She has a body count large enough to fill a multi-volume book. Ivar is the only one who can pet her without being dismembered. The Ivory Priestess: a mysterious priestess who collects bones. Her methods of acquiring these bones vary from rummaging around in the waste piles of butcher shops to brazen grave robbery. Her intentions for said bones are currently unknown. Zapato: a Minotaur butcher of few words. How a member of a usually herbivorous race became an expert on meat is anyone’s guess. People ask him if it "ever feels weird for him to be serving beef" - they receive a death glare in response. Avalonia Gertrude "Gerti" Eilinger: a prominent cultural anthropologist from the University of Albion. She travels all around Historica with her team of researchers. Having just finished a thesis on Cyclops cultures of the southwest Mitgardian lowlands, she has now set her sights on a group of “camel centaurs” (cameltaurs?) that some allege to exist in the Siccus Badlands. This has elicited controversy among her fellow academics, who claim that her theories are “absolutely preposterous”. This has done little to deter the enthusiastic anthropologist, though. Brielle Valken: adopted older sister of Ayra Valken, and captain of the Knights of Duranya. Described as a “natural born leader” who leads from the front, she has earned the respect of her fellow knights time and time again. The same cannot be said for her relationship with the bureaucracy. In a field where nepotism and “favors” leads to promotion, Brielle’s polite refusal to “brownnose” has left her without many allies in the upper brass, and without many means to progress her career. Though this sometimes frustrates her, she would ultimately rather be "on the ground" then cooped up in some office. Shriana: an elven sorceress who betrayed her kind before being banished to another plane of existence. Bargaining with dark powers, she has returned in a cursed, spectral state (neither alive nor dead) to exact revenge on her fellow elves. Kaliphlin Jalla Vaswani: a naga bounty hunter and assassin engaged in a fierce rivalry with Kars. A top earner among Kaliphlani mercenaries, she has become a minor celebrity in parts of Kaliphlin, flaunting her success with expensive silks and the best weaponry. Keeper Radina Roshti: the dedicated (if not slightly aloof) keeper of the Queenscross archives. Located deep beneath the sand, she oversees and guards thousands of years worth of knowledge. Ranging from "schematics of buildings that don't (officially) exist" to "forbidden spells", the texts would prove dangerous if they fell into the wrong hands. Armando Sabatheel: bar tender at the Tipsy Tree. Applying excessive amounts of pomade to his hair (down to his “trademark curl”), he can be smelled from meters away. He claims to be popular with the ladies (proof needed). Nocturnus Magda: a mysterious chemist with an entirely unknown past. There are no records of them or their work in any of the five guilds - their age, gender, race are all a mystery. Ulriq has deduced that, if those records ever did exist, they were likely wiped from existence by those in power. Magda is too experienced in their field to have not had a history. The only things that are unquestionable is their expertise in their field and their complete sociopathy. Recently, they have joined the Crimson Knives after being offered "career opportunities" by Ulriq. Bastio: an orc soldier who fashions himself as a “survivor”, allying himself with whoever he thinks is the most powerful. He has allied himself with Ulriq, but will betray him at the first sign of weakness. Unbeknownst to Bastio, Ulriq is well aware of this fact; he only tolerates Bastio because he “drives him to be better”. Ulriq: the mysterious and charismatic leader of the Crimson Knives. Hailing from an influential Nocturnan family, he was sent to Avalonia before Raavage considered the family a threat to his power. With his family subsequently purged, Ulriq was the lone survivor. A year later, he would join a Cedrican commando unit, fighting alongside Kars and Cobold. Parting ways after the war, Ulriq returned home to his native Nocturnus and claimed his family’s hidden wealth. With Raavage’s purported death creating a power vacuum, the whole kingdom is now in chaos, and Ulriq has sought to make a name for himself by any means necessary. Countess Irina Vachau: living in her isolated castle in northern Nocturnus, she has a prized collection of "vintage bloods" in her cellar. Visitors to her castle also have a nasty habit of disappearing. She insists that she definitely isn't a vampire, though. ___________________________________________________________________________________ When I heard that CDC2: Category 1 would involve a CMF, I knew that I just had to take part! Given my small workspace and limited parts collection, I've never been able to build larger MOC's - instead, I've focused almost entirely on minifigures these past few years. Something like a CMF challenge was one of the few Guilds of Historica challenges I could feasibly participate in. Some behind the scenes info on this series: I had a lot of fun working on this series and watching what the other contestants have/will come up with - I wish you all the best of luck!
  14. The Long Discussion A prelude for Challenge II of Book III Word of High Queen Ylspeth's decree has spread far and wide across the four realms. A mixture of excitement, relief, and unease accompanies the decree, depending on the one hearing the message. In Avalonia, the Mistress of Dragons, Lady Galaria of Druidham, has brought together some of her fellow nobles to discuss the news and plan a way forward. Lady Gwenllian of Prenmôr and Lord Arthur are with her today, brought to Druidham by a short ride on dragonback, ready to be brought back home by another short ride with little interruption to daily life. They are walking in the loggia off of one of Druidham's many courtyards in the late morning, conversing. "I am not sure that we can do anything particularly extravagant in Prenmôr, of course," Lady Gwenllian was saying. "We are only just getting the settlement built up a bit more as it is, so coin is tight. And I'm afraid we are still some years away from being profitable with our farming, it being tedious labor just to break new fields, plant, and harvest, let alone shipping it across half of a continent!" "Of course, no one expects you to be selling your grain," Galaria assured her. "We here in Druidham will also not be selling any grain, since we have very little farmland working as of yet. Like Prenmôr, Druidham is a new settlement, too." Lady Gwenllian bit her lip in thought. "But we should still have a sort of mass entertainment, you think?" "Yes," Arthur and Galaria said at the same time. "It need not be extravagant," continued Galaria alone. "What is important is that you show the common people of your land that the High Queen is not so high above them that she does not care about them; that High Queen Ylspeth indeed wants them to be happy and fulfilled. Surely you have musicians and storytellers, yes?" Lord Arthur said, "Everywhere has musicians and storytellers, Lady Galaria, even Nocturnus. I'd reckon even the Drow have musicians and storytellers, though I've never been to one of their underground cities to find out." Lady Gwenllian smiled. "Nor I, Arthur, but yes, we have such professions, and we have cooks to throw a feast; would that be enough?" "Yes, as long as there are stories and songs that praise High Queen Ylspeth and the Unicorn of the royal house of Cedrica. Have your bards come up with something new, have your cooks try something exciting, and pull out all the stops that you can possibly afford to pull out. Here in Druidham, Henjin has already had our musicians begin composing a whole score for a new epic saga, which the poets have been tasked with composing. The events of Raavage's downfall have already been turned into countless ballads and tales, and those should be played and performed, too. Injini and the other gnomes will be putting on a light show with all sorts of explosive powders; the dragonriders will be doing aerial stunts, perhaps with some sort of skills competition; my husband's druids will be doing something with the deep magics to awe and delight; even the children are putting some plays together. This is not Kaliphlin, where we might watch some sort of gladiatorial combat or ostrich race; we have our own ways of having a festival, every city, town, and village of Avalonia knows how to celebrate in its own way. This is the time to do so!" * * * At the same time, the serving folk of Druidham were busying about as usual, doing their daily tasks around the island keep. "Have you heard?" asked Dervin, the steward of the household, as Hylena, the lady's attendant, approached carrying a tray of bowls from the brief luncheon the lady had had with her guests. "Heard what, Dervin?" asked Hylena. "You know I hear everything, same as you. To what are you referring?" "We're having a party, a big one, in the next month or so!" said Dervin triumphantly. "Old news, you know. Old news. Besides, who will be responsible for throwing the party except us, as usual? Nothing changes for a servant; parties are just another occasion for work, except on a bigger scale." "You're no fun," scowled the steward. "We get to have fun, even if there is work before and after the fun. I, for one, am excited. I hear that there will be dragon races around the island, and magic shows. All I have to do is make sure that everyone is fed and housed, and that there is money for it all, which I do all the time anyways, so this is a real treat for me. You should lighten up, Hylena. My son will be over the moon at the news." "I'm sure he will be," the lady's attendant said. "In the meanwhile, I need to bring these bowls to the kitchen to be washed. The party can wait for another day." __________________________________ .....................................................................
  15. The Queen's Council A prelude to Challenge II High Queen Ylspeth sits on the throne of her father in Cedrica, the unlikely victor in the war against the forces of Lord Raavage. The combined might of the battered guilds was enough to secure her rule, but now the young and inexperienced monarch must find a way to keep the guilds united in relative peace. She has assembled a council to help her in her duties, to advise in difficult matters, and to guide her through the complexities of politics. Each of the four guilds has two representatives on the council; they are second sons, old uncles, pensioned war heroes, and strong-willed daughters passed over in the inheritance in favor of younger sons, chosen by guild leadership to represent their interests and secure the future prosperity of each realm. Also on the council are a few ministers, of war, of finance, and of state, drawn from ancient political houses of Cedrica itself or else having arrived with Ylspeth when she came to seek the throne. Today, HIgh Queen Ylspeth and her council have convened to discuss the rumors of discontent that are circling throughout the lands... Ylspeth surveyed the room, meeting the eyes of the members of her council cordially. Some of them she enjoyed tremendously, and some, well, not so tremendously. They all meant well and were devoted to serving the realm. She took a deep breath, uneasy with the topic she knew they must discuss, ever since the reports began coming back that her people were not completely happy with their new ruler. Where to begin? "My lords and ladies," she began, "I called today's council session to discuss the negative reports that we have been hearing. Why are the people upset with the crown?" Amar was the first to speak up; she was a decorated soldier from Kaliphlin, the veteran of many battles in the civil wars despite her relative youth, and the third daughter of one of the more powerful lords from the High Council in the south; rather than marry her off to some man against her will, her father had petitioned to have her sent as a representative to Cedrica. Her advice was always action-based and typically fiery. "Your Majesty, if I may be so bold, perhaps it is because they are feeling oppressed by the Desert King's tyranny, who is no subject of yours, I might add, and military action to relieve them of his cruel rod would bestir them to think kindly of you." Khufu of Sultan's Gate, beside her and the other representative of Kaliphlin, glared at Amar; he was the Desert King's personal appointment to the council, and thus he was always quick to contradict anything said by his guildmate. "His Divine Majesty is not a tyrant, and does not rule under a cruel rod. Perhaps the people of Kaliphlin need to be liberated from the lies of the High Council's treasonous supporters, and an army should be sent to crush their last remaining strongholds!" "No one is sending an army anywhere!" interrupted Faluiel, an elf princess from the Enchanted Forest of Avalonia. "After the civil wars, the last thing the people want is another army being raised from their menfolk and sent off to die on some foreign plain. What they long for is something to mend the wounds done already and build the land up again. The elves have been doing as much work as they can to renew the deep magics, but these things will take time to come back to a semblance of the balance they had before Revolword and Raavage upended them." "My people need food, not magic," growled Thurl, an old dwarf from Mitgardia, the uncle of one of the kings of one of the mountain clans in the north. "The tundra came down farther than ever when the Algus attacked, and our fields have not thawed properly yet for growing; the reserves of many Mitgardian keeps are dangerously low, and there is little hope of filling them from this season's harvest." Faluiel nodded. "But restoring the deep magics' balance would push the tundra back and restore your croplands, and thus give you more food next year." "But the North is hungry now!" yelled Thurl. "I hear every day about families leaving their farms, gaunt with hunger, desperate for a crust of bread from their local jarl or thain." Eckbert, a grey and balding old general from Avalonia, cleared his throat. "If I may interrupt, my good Dwarf," he said, his old voice still strong and always polite, "the eastern plains of Avalonia have reported a bumper crop of grain this year, more than they have room to store, even. I know many of the lords there, such as my old messmate de Gothia of Sionnach, have been selling it to Varlyrio at a hefty profit, but surely with they would be willing to sell to their northern neighbors, for slightly less, even, due to reduced shipping costs; though the extra coin from the Varlyrian market has been much needed to repair the ruined cities and pay the pensions of soldiers and their widows." Cortucius Amancio, one of the Varlyrian councilors, agreed. "That grain has been cutting into the profits of our own farmers on Varlyrio. I know much of the discontent on my island guild is about how Her Majesty has opened up trade, threatening many of the leading families' lucrative monopolies. They would certainly be amenable to those goods being diverted elsewhere. And anything else from the mainland, too." Ylspeth nodded to each of her councilors' thoughts, mulling a way to try to meet each of their needs without upsetting the always precarious balance that was the Guilds of Historica. She could not seem to favor one over the others, lest the others be jealous and hurt. Surely there was a way to make everyone happy. While she was still pondering, N'ri, one of her closest advisors, second only to Kars, the commander of her bodyguard and Minister of Defense, stood up. N'ri was one of the warrior monks who had taken her in at their monastery on the far-western island, just a bit to the north of Mwamba, where she had taken refuge after the death of her father. He was wise in many ways, and his approach to matters was always fresh, not clouded with the self-seeking agendas that the rest of the councilors held. "My fellow councilors, this is a difficult moment, and perhaps it will be impossible to make everyone happy;" he paused and looked at the bickering Kaliphlinian representatives before going on, "but I think we can do something. Back in my home, long before I left for a new life at a monastery, the king used to throw public games, free to all comers, whenever discontent and unrest fell upon his people. He also made liberal use of handouts of food, particularly that lifeblood of civilization, bread. His philosophy, it seemed, was to fill the belly and soothe the soul with those two tools. My advice is that we use the funds of the crown to purchase the surplus grain from the Avalonians at a fair price -- perhaps not what they could get at open market, but we would not swindle them -- and then distribute that grain to the hungry in Mitgardia and Kaliphlin, especially our northern brethren. If we need more, perhaps the farmers of Varlyrio could supply a bit extra, too. At the same time, we should encourage, perhaps with a promise of lower taxes for those who agree, the wealthier nobles of the different realms to put on spectacles for the enjoyment of their peoples, in the name of our High Queen. Every lord knows what his people would enjoy most, and so he could provide that, encouraging the common citizens to be grateful for such beneficence from Cedrica." Ylspeth thought the advice sounded good, though she was concerned about the price and the state of the treasury. A murmur of displeasure swept the room, though, which surprised her. She walked around a bit trying to hear snippets of conversation as her councilors talked amongst themselves. Thurl was upset, grumbling about how the Mitgardians were being given charity, treated like the destitute, while the tights-wearers were only getting richer. Eckbert was certain that the Avalonian lords would in fact be swindled on the grain price, for bearded women, no less, in addition to balking at being expected to pay for lavish entertainments from their own pockets. Amar and Khufu were still arguing about the best way to fix Kaliphlin, though both were certain that their nobles would refuse any handouts from the tree-huggers at a minimum. Cortucius was silent, looking over the whole affair with smug superiority. Finally, Thurl pounded on the table and said, "This is a terrible plan!" N'ri held out a hand to pacify the old dwarf. "May your beard grow ever longer, my good Dwarf," he said in a conciliatory tone, "but I think it is important to think of matters beyond just the pride and pockets of the nobles. They are very few, but the common people are many; if there is no bread in the bellies of the peasants, how much longer with the lord sit on his throne? Will not the people revolt? Or whom will he rule if they all die of hunger, being good and obedient subjects? Yes, everyone will need to sacrifice a bit to make it work, but is it not worthwhile to secure the happiness and contentment of the people as a whole? This is about the poor child starving in the street, the veteran whose life is nothing but a hollow shell; what is a pile of gold in a locked room compared to those? Let's bring them bread and circuses, to improve their lives!" High Queen Ylspeth nodded in agreement with N'ri. She stood next to Thurl and said to the whole council, "This is what I decree: grain shall be purchased from the Avalonians to be distributed to the hungry in the north and south, as needed. My own treasury will handle that expense. Nobles of the different realms shall also, to the extent that they are able, contribute to the morale of the commoners by hosting some sort of grand entertainment. Those who do shall see a reduction of their tax burdens of ten per cent, and those who do not will see their tax burden rise by five per cent. Each guild shall provide a list of those lords and ladies who have put on a spectacle, enumerating the type and price, in order to qualify for the tax easement. Any further details will be worked out by the Treasury Minister and his aides. Am I understood?" "Yes, Your Majesty," came the words from each mouth, though not all of the faces showed agreement. Such is the life of a monarch, thought Ylspeth as she swept out of the room. _____________________________________ ...........................................................................
  16. Equos Valley - The Valley of The Horses A free build for Avalonia Task 3. Front by The Nev, on Flickr The Equos Valley is home to one of the few remaining villages of the Equicius Clan, Vallis. Nestled amongst the rugged cliffs is the river known by locals as the Equos River, the namesake of the valley, and source of one of the valley's landmarks; the Tonitrui Falls. Waterfall by The Nev, on Flickr The other primary landmark is an ancient staircase, carved into the side of the cliffs by the hands of men long past. The stairs serve the village as a useful route to the lush plains upon the plateau where they can foster their herds when feed is scarce among their usual ranges in the plains below. Cliffs & Stairs by The Nev, on Flickr The cliffs are rumoured to support other, less wholesome forms of life as well; legends of old tell of trolls that inhabit the cliff-side caves. Although no one has encountered any such creature to the knowledge of the villagers, there are tales of some brave few who ventured out, seeking the trolls, to never return... As for the village itself, a strong wall surrounds the buildings within, protecting its inhabitants from any external force. These inhabitats are mostly distanced members of families within the Equicius Clan, although there are a few residents foreign to the clan. The village sustains itself on the breeding of horses, regularly engaging in trade down the river, as well as along the roads to the north and south. The local blacksmith forges shoes for the steeds and tools for the farmers, as well as armour and weapons for the troops that guard the gate. The market serves as a place for villages to buy, sell and barter goods amongst themselves, occasionally even hosting a trader or two from downstream who ventured to the valley to sell their wares. labelled village by The Nev, on Flickr River by The Nev, on Flickr Extra views of the whole build: Wide View by The Nev, on Flickr Back by The Nev, on Flickr OOC: Overall I'm pretty happy with this, my first large build. I wanted to draw emphasis to the cliffs and topography of the land, without crowding things with too much busy noise.
  17. After the Heroes of Mitgardia, here is a new GoH custom minifigure serie! This time all the Guilds are featured, seen through the eyes of little Solveig, 8 years-old - the niece of my Mitgardian sigfig Sigrid. So be warned : the depictions of the characters may be biased! Italic text indicates in-character descriptions. Hidden sections contain back views of the minifigs. Custom Collectable Minifigures : Ladies of Historica Avalonia 1 - Forest Kid If I were from Avalonia, I would live in the forest and my best friend would be a Spriggan. 2 - Beastmaster Snorri the Skald says that Avalonian Druids are able to tame all living creatures - even dragons and direwolves! 3 - Mermaid A fisherman once told me that the mermaids from the Mystic Isles lure sailors to shipwreck with their enchanting bagpipes. I have already heard bagpipes and did not find it enchanting - I think the fisherman lied to me. Kaliphlin 4. Fire Dancer I went to the Erikson fair once, and there was a Kaliphlini fire dancer! 5. Efrit We have ice sprites in Mitgardia. Do Kaliphlini have fire sprites? 6. Illusionist Snorri the Skald says that Kaliphlin is more than just a desert, and that there are beautiful temples in the mountains where mages practice a very fine and elegant kind of magic. Mitgardia 7. Shieldmaiden We Mitgardians are the most fearsome warriors of all the Guilds! 8.Shaman We also have some of the most powerful sorceresses. 9. Huntress There are centaurs in the Clan lands. I have never met one, but I'm sure they're awesome! Varlyrio 10. Messenger I don't know Varlyrio very well. Do Centaurs live there too? 11. Swashbuckler Snorri the Skald has never been to Varlyrio, but he has heard that Varlyrian ladies can be fearsome too! 12. Harpy Snorri has also heard that a group of winged warrior women lived in the Varlyrian mountains. It should be so great to be able to fly! Nocturnus 13. Necromancer The men who went to war against Nocturnus said that even the greatest, the fairest of all people could fall into evil. 14. Strix My dad never came back from the war. He was killed by a stone creature called a Strix. 15. Mermaid The men also said that in Nocturnus, merpeople hunt fishermen. And last but (definitely) not least... 16. Queen Ylspeth I have never really seen our Queen, only on silver coins. Auntie Sigrid says she's a very clever lady!
  18. Lady Galaria, Mistress of Dragons, and Daeara the Earth Dragon A freebuild for Avalonia Lady Galaria, Mistress of Dragons, is the wife of Henjin Quilones and co-ruler, with her husband, of the Isle of Druidham in the Mystic Isles of Avalonia. She was exiled from the High Elvish kingdom of Hesperia by her father, King Fingolë the Golden, for joining with her fellow guildsmembers in defeating Raavage, rather than sitting back and doing nothing like her father wished. In her exile, she journeyed aboard the Nagra Luca, a swift Elvish ship, far to the west and south, to the city Bandari and the land of Mwamba. There, amongst the equatorial High Elves of that land, she learned much about elemental dragons and how to best raise and train them. In a gesture of unequaled generosity, King Mfalme allowed Galaria and a few of her companions to form soul-bonds with young Mwamban dragons, who then, after a few years of training under Kufunzi, returned all together to Avalonia, where they settled on the Isle of Druidham. Now Galaria and Daeara, her soul-bonded dragon, lead the other dragonriders of Druidham, teaching a new generation of dragonriders how to manage their companions, and protecting Avalonia from elemental threats. They fly here and there, meeting the people of the land and bringing messages, and sometimes passengers, from one corner of the land to the other. _____________________________________ .......................................................................... I had originally built this months ago for the Summer Joust, but never posted it since I wanted to build an all-LEGO scene in which to place Daeara, rather than the stand-alone display base here. I never got around to that all-LEGO scene, however, and decided instead to just post it now as-is. Ah well. Daeara is the same size (frame-wise) as Hewa and Moto, despite being female like Kijani and Maji, due to growing to full stature in earth-magic-rich Avalonia rather than Mwamba. C&C welcome.
  19. Previously in the story: Bull's Eye (Prelude) This still takes place long before Raavage Davok: "We gathered our forces rather quick, and then marched for Falconstone. The supply train would arrive later, 'cause I wanted my vanguard to move freely.". "We were only halfway through the Frozen River fords, when some riders blocked our path." Unpleasant encounter (1) by David de Rijke, on Flickr "Three riders from unknown origin where standing in the river. One of them was their leader, obviously. He seemed to be some sort of wizard scum, given his hat and his staff from which icy sparks were coming. Never liked this kind.. The worst part, was their faces. They did not seem to have any..." "The wizard could speak, however. Immediatly when we saw these fellows, I raised my shield and took a defensive position. I saw my men do the same while my chieftains looked at me what to do. But the wizard told us about that messenger I spoke at the Bull's Eye. He said they were sent to help us. They lowered their weapons to prove it. I started to get an uneasy feeling about this whole mission. Who was our client, and why did he venture with wizards of this kind? Might he be some sort of wizard himself? And WHO is this stranger, if his value is so big these... powers... are sent in to deal with it?"
  20. The Chronicles of Hesperia Vol. 1: The Sky Man Ch. 2: The Crash Site The previous chapter: DISCLAIMER: For those of you who may be extreme GoH purists, the following build may be disturbing, as it does contain some Sci-Fi elements. To ease your concern, however, let me assure you that after this chapter those elements are gone and a pure medieval fantasy vibe is all that will remain. The unwholesome elements are my way of introducing a character that I had been using for many years in builds with friends, in a different galaxy, far, far away... [edit: Druidic magic is behind these events and causes the non-Historican elements of them to be erased from the memories of the participants after they happen, so do not be concerned that they will be entering into Historica on a full-time basis; such 'pollution' is not, and never was, my intention.] Galaria peeked through the trees and bushes at the sight before her. Her wolfsteed, Laika, she had left back in a small meadow with the wolfsteeds of her fellow Hesperian Wolf Rangers, so that they could approach closer without being seen. Some of her rangers climbed trees for a better vantage point on the smouldering mass in the clearing. The fireball had landed in the center of an ancient ring of druid standing stones, erected long years before the first elves had come this far west in the world. The druids themselves were gone for many centuries before Galaria's father, Fingolë the Golden, first established the kingdom of Hesperia, and that was an age ago in the land of sunset. The smoking hulk did not look like any meteorite that Galaria had ever seen before nor like any she had heard tell of; if she were not certain that it could not be true, she would have said that it looked like metal, a giant steel cylinder that fell from the sky. As she watched, a panel on the side opened, revealing a brief glimpse of the interior as a man stepped out. The man was clad in tan robes and wore a brown cloak over them, and carried in his hand a metal tube that vaguely resembled the hilt of a sword, though no blade was attached. His tousled, wavy brown hair framed a handsome face with a roguish grin. His eyes moved over the landscape swiftly and Galaria shrank back into the bushes instinctively. Soon the man was fully out of the sky-cylinder, and another, also clad in tan robes and brown cloak, carrying the same type of metal tube followed, and then came a small army of helmeted and armored figures carrying some sort of black thing in their hands, held almost like she had seen a crossbowman hold his weapon during a marksmanship contest two summers before. Weapons of some sort. With the exception of two of them, the armored figures were clad in greens and browns, camouflaged for thick forests. They quickly made a defensive perimeter around the sky-cylinder. The two cloaked figures examined one of the druid columns, together with one of the white-and-green clad figures. Galaria could hear their voices talking in a strange tongue, one not spoken in Historica, at least not by elves, dwarves, men, orcs, drow, or any of the tribes of Nocturnus that she knew of. The other white-and-green figure came over, and both armored ones took off their helmets, revealing a brown-haired man and a golden-haired woman. The woman clearly thought that they ought to move away from the crash site, by her hand gestures, and followed that up by stepping past the Druid column. To Galaria's amazement, her clothing and gear changed the instant she passed the standing stone, looking like a typical human warrior woman with a bow and quiver. The armored man, amazement on his face, also stepped past and underwent a similar transformation. "That was incredible," the man said in perfect Hesperian Elvish. "I cannot believe what just happened, Thorra; can you?" "No, Gree, I cannot," replied the woman in equally excellent Hesperian. "Henjin, Bu'kanjin, you two step across now and see what happens." The robed-and-cloaked men also stepped through and were transformed, the one called Henjin now wearing ancient druidic armor and Bu'kanjin wearing a different style of the same. The others wearing armor gathered around the edge of the stones and began to take off their helmets, revealing more men, of colors more familiar to Kaliphlin traders than Avalonian forestmen. Suddenly one of Galaria's Rangers, Ankeria, stood up and drew back her bow, letting an arrow fly. In the blink of the same moment, the man called Henjin caught the arrow that was aimed for his heart in his hand and Bu'kanjin fired an arrow of his own, piercing Ankeria in the neck and killing her instantly. The humans were on high alert with arrows nocked on taut bowstrings, with more of them stepping across the stones and transforming all the time. Galaria's small band was vastly outnumbered and, by the signs of it, outmatched in skill. She stepped out from behind the foliage she was using as cover, right in front of the Henjin, the Sky-Man, and said, "Put down your weapons, we mean you no harm." Henjin smiled at her and she felt her fate entwine with his as his voice spoke to her. "Greetings, we are strangers here in this land. My name is Henjin Quilones, son of Henjin Quilones, and this is my brother, Bu'kanjin. We have journeyed far across the heavens, called here to this land by the Force." Galaria nodded. "And I am Galaria, daughter of Fingolë the Golden, the king of Hesperia. If you have been called here, it was not by us, but perhaps by the power of the druids in whose circle of stones you landed and whose armor you bear. There is an ancient prophecy that said that the true king of Historica, the great and vast land of which Hesperia is but a tiny part, would arise, after a star fell from the heavens, to battle and defeat the dark scourge of the land. Are you he?" asked the elf maiden. Henjin shook his head. "No, I know nothing of your prophecies, and I am no king. A humble Knight am I, not yet even a Master. But I shall gladly join you and your father the king in the battle against that dark scourge. My sword and bow are at your disposal." "And mine," said Bu'kanjin. "Thank you both," said Galaria. "Now, you had better follow me away from the stone ring, called Stangraf by the Druids, O Knights of Stangraf, before any orc or drow patrols come and investigate. I shall take you to Istolia, the city where my cousin governs." "Very well," said Henjin Quilones, the newly dubbed Knight of Stangraf, and he and his companions followed the fair elf maiden into the eaves of the forest. ________________________________________________________________________________________________________ ................................................................................................................................................................................................................ Thanks for looking and reading! It has been a long time since my last Hesperian build, but much has happened between then and now (moving twice, starting a new job, etc.) so it is good to be back building in the Guilds again, C&C welcome!
  21. Category C It was a splendid day in the kingdom of Historica. All the guildmasters as well as the king of all Historica, whom had been unseen by many until this day, were gathered for the Tournament Of Kings, which would decide the next king of Historica after the soon passing of the current king. The guildmasters had chosen their champions to fight for the title of king of all Historica and were ready to begin the battles. Elon Chorian- Ahhh it has been so long since we have all been together without fighting amongst each other. Lord Artorious- Yes old friend not since we banded together to fight Algus, and even then we still had our constant bickering. Dextrus Flagg- I agree but this peacefulness among us is quite sple… Lord Raavage- Speak for yourself fool. This peacefulness makes my body ache. I would rather be watching the battles and the blood and death.You are lucky I have decided to cooperate insted of taking the throne by force. Don't test my patience though, I'm still considering that idea. I have my men outside the stadium as we speak so tread lightly. Artorious- Oh Raavage you haven’t changed a bit!! Dextrus and Elon chuckle and Raavage gives a growl. *The King enters* Dextrus- Ah your majesty, shall you start the battles? King- Of course we shall, who shall fight first? Raavage- I Lord Raavag, the ruler of the black spire and Nocturnus, would like to present the power of one of my warriors. Artorious- As do I my lord. King- So it is settled Nocturnus against Avalonia in the first battle of the day! ____________________________________________________________________________ __ *Cheering and shouting among the crowd breaks out as they see Avalonia and Nocturnus’s gate opens allowing their fighters to step out* Raavage- This is where the fun begins. You will see Artorious, the power of Nocturnus. Artorious- I hope so old friend. Or else it would be such a bore now wouldn’t it. Raavage-Watch your tounge boy before I cut it off! *The the Avalonian warrior comes out from his gate and the Avolonians give a cheer* Artorious- avast Redirst show this Nocturnian your power! *The warrior lifts his sword in reply and the crowd screams louder* Raavage*to himself*- Where is Nioxo he is supposed to be fighting! Artorious- What is the matter Raavage? Did your Nioxo get scared off by the pure might of his opponent. *Suddenly the crowd falls silent as they see the severed head of an ogre roll out from the Nocturnus gate* Raavage*in outrage*- WHAT!!! You cheat you killed Nioxo so your fighter can get the win!!! I will see you killed by my hand you filthy cheat!!! Artorious*in shock* W-w-what?? Raavage I did no such thing. I have been up here with you the whole time remember?? Raavage- Liar!!! You killed Ni… *Just then a figure steps out from the Nocturnus gate. He is covered in all black and a purple aura radiates from his body* Raavage-You killed my Nioxo you will die!! Artorious- Don’t worry Raavage. Redirst, destroy this disruption of the battle!!! *Redirst charges at the man sword in hand and in a flash he is stopped in his tracks.The crowd stares in horror as they look upon the battlefield. The cloaked man had thrusted his hand through Redirst’s body and taken his life force from inside of him. The man pulled his hand from Redirst’s body, Redirst’s life force in hand. Then with a sudden movement crushed it in his hand. A scream left Redirst’s mouth and his body was engulfed by darkness and disappeared.* Raavage- W-w-what is he…. ____________________________________________________________________________ __ *The cloaked man removes his hood to reveal his identity which is still unknown to the crowd except to one man* King-Thradak… Thradak- Yes it is I, I have grown since the last time you saw me haven’t I sir. King- I thought that… Thradak- I was killed? No no. You see father… *The crowd gasps* Thradak*continues*- That night when the Hand attacked forcing you to leave me alone as a baby in the castle, a female orc came across me. She was a soft hearted woman and she took me and raised me as her own. I lived with a tribe of orcs on an island off the coast of Nocturnus and that is where I remained the majority of my years. On my 18th Birthday I left home and set out on my quest for power and to have revenge on you for abandoning me.One day on my travels I came across a cave and inside the cave was a tomb. I opened the tomb to find a skeleton with a locket in the shape of an eye around its neck. I felt a strange sensation pulling me towards it and I reached out and touched it.The eye opened and I was instantly encased in chaos. It covered me and changed me into what you see before me. Then I heard a voice, a female’s voice. She spoke to me in an almost enchanting tune. She told me she was “The Mother”, she told me she would give me the power I needed to obtain my revenge but in return I must awaken her from her slumber. Now alas that is my tale and that is as much as I am willing to tell as of now. It is time at last to do what i have wanted to do for 17 years. *He draws a massive sword glowing in a dark aura from the folds of his cloak and aims it at the King* Royal Guard- Protect the Ki..!! *In a flash a bolt of black and purple magic shoots from the tip of the blade and strikes the king in the heart. The king clenches at his heart as the chaos spreads through his body taking the color from the king’s body and constricting him but not enough to kill him.* Thadrak- What I came to do is done, for I am now ruler of all Historica and this is just the beginning. Just wait once you see what I have you will all tremble in fear. Even you, guildmasters… I tell you this, in order to awaken the mother I must create 5 lords of chaos and for each lord, a monster of chaos of their choice. After all 5 are awakened the portal to unleash The Mother opens and she is set free. I will select the 5 Lords one from each realm of Historica at random and one from a land a sea away from Historica. I will unleash one at a time and if your 4 best champions manage to defeat all of my lords then I shall allow them to have the way to challenge me but be warned I am 50x stronger than the final chaos lord. With that I bid you all farewell and good luck, you will need it. *With that wings of bone emerge from underneath his cloak and expand and he flies off. There is now much commotion and fear among the crowd and guild masters themselves. Raavage jumps from a top the colosseum down to the battle arena where the kings crown laid. He picks it up and he thinks to himself "If I can get close to this new threat, maybe I will be able to use his power to conquer Historica and when the time is right I will kill him myself and Nocturnus shall rule all of Historica!" To be continued…. ____________________________________________________________________________ __ What will be the fate of Historica? Will it fall under chaos or will the champions defeat Thadrak and his chaos lords? If this so happens to win category C I shall write the rest of the story and continue the next chapter as “The Rise of Chaos".
  22. Since departing from Baron Lonnidas, night had fell, and Remington wandered through the lamplit streets almost aimlessly. "You can't miss it; they say all paths in Rockwail lead there." Remington was dubious as to wether Lonnidas's statement was true, as he had been walking for several hours and the only thing he'd found that even resembled the mausoleum was a small undertaker's shop, the owner of which was convinced that Remington must try out one of his coffins. He also noted another peculiar thing about Rockwail; while there were quite a few people out and about during the day, it was nowhere near the amount of people on the streets at night. It seemed the entire city was nocturnal- even cold-blooded creatures like snake and frog people. Somebody around must have known how to get to the mausoleum, but asking for directions was more than difficult with no voice... If he could curse under his breath, he would have. Eventually, the bard came to a cross in the roads. He looked down the pathways and saw that they all seemed to diverge out into more and more roads, all expanding outwards from his point. So where was the mausoleum? Suddenly, Remington was distracted by the sounds of a struggle, and peered down the unlit path where the noise came from. Out of the darkness ran a snakeman, clutching something in his hand. Under the light of the lamp beside him, Rot could make out that it was some sort of yellow gemstone. Then another figure burst out of the shadows, wearing a leather cuirass, and a large helmet. "Stop that man! My diamond!" cried the figure. Remington shrugged. What was the worst that could happen? As the snakeman passed him, he swung his loot into his nose, knocking him down onto the ground. The other figure caught up quickly and stumbled to a stop, panting heavily. Once he regained his composure, he picked up and pocketed the gemstone, then turned to Remington. "Good sir, that was a mighty swing for a bard! I do hope your lute is undamaged." He spoke loudly and with a regal accent. Remington looked over his lute and ran his gloved fingers across it. Other than a small blood stain, it seemed to be ok. He raised his thumb to the man. "Excellent! That is good news. My name is Sir... Sir Knight... Ahem, Sir Knightington!" The bard raised an eyebrow. "Sir... Crownknight?" "Fine," he sighed, dropping the accent to reveal the ragged, hissing voice of an orc, "it's Keel. That diamond is a family heirloom. Listen; I owe you, big time. If there's anything you need, I'll do it." With a smile, Remington pulled the letter out of his pocket, wiped a droplet of blood from the snakeman's nose, and scrawled 'mausoleum' on the back of the paper. "The mausoleum? It's right there... How did you not notice it? Anyway, if you're going in there, I can help you out. It's pretty dangerous, but I've been before," Keel responded. "So... What are you waiting for? Let's go!" --- Sorry about the poor quality of some of these photos, I didn't notice until after I'd taken them. Some more pictures of the moc: I'm not as happy with this as I was with my last moc, because when I built it I was pretty low on parts from being too lazy to break down my previous builds. I'm probably going to build some more Rockwail stuff in the future, but this should be one of the last builds of the Rockwail streets for a while. The next build you can expect from me will be of the catacombs beneath the city... C&C are welcome, have a great day!
  23. My phase 3 for the Gate category of AoM. I hope this is sufficient for the title :D I had fun making this, because I did not plan anything, and just looked how it would turn out. The building has some interiors, but the bad part of not planning, is that I couldn't really make pictures of the inside :P Im quite happy with how it turned out, especially with the stonework. I need to work on the roofing though, yet thanks for the guide SK :P I spent most of my salary on lego this month, but maybe I should go for a suitable camera one time. One way, I feel the money used for a camera could have been spent for bricks, but the pictures will probably improve a lot :) Usually I edit the photos with photoshop, but due to me quitting my studies, I do not have the license to use it anymore. Im starting an IT study this year, so I might get the licenses at discount :D Gatehouse phase 3, AoM by David de Rijke, on Flickr
  24. Across Avalonia, disagreements are traditionally solved in duels if words do not prove enough. In Mitgardia, the equivalent is usually drinking contests, and in Kaliphlin they often use the strategic board game Jeddar to settle disputes. However, in the wild lands of Nocturnus, it is not uncommon to see arguments solved the old fashioned way. No finesse, no wit, and certainly no rules are involved; in Nocturnus, they prefer to brawl. Of course, brawling is more than just a way to settle arguments nowadays. In fact, many consider it a sport (of course, many innkeepers who have to break up the brawls would argue otherwise). Drunken or otherwise, brawling is a part of Nocturnian life in many areas. In Rockwail, they do it differently. Across the sprawling city exist several buildings marked with red rings above the doors, telling those in the know that the building is home to silent brawlers. One such building is the Black Rat Inn. Silent brawlers do it differently to most- instead of stopping when the opponent submits, the fight stops and the winner is decided when someone makes a noise. Most claim to fight for pride and glory, but it does help that winning a silent brawl can yield a good deal of prize money. Red ringed buildings- usually taverns- also feel the benefits of hosting the brawls, as many customers flock to watch and bet on the fights; and, of course, drink. Two fighters stood on a raised wooden section of floor by the bar. One was a snarling red orc with tied back hair and fists wrapped in bloodied rags. He was huge by human standards (though terribly average amongst orcs), and covered in muscle. Broader than the door to the inn, his opponent wondered how he even got into the place. The red skin on his bare chest seemed to be scarred and mottled, in some places discoloured, due to a skin condition. His opponent was a heavily tattooed Kaliphlinian man of medium height with wide shoulders and toned body. Though he looked strong, he was not nearly as fearsome as the orc. His hand wraps were crisp white- they had not yet seen a fight on that day, whereas the orc was on a long winning streak. "Go on," one of the onlookers hollered, "hit him!" "Alright, silence now!" yelled the barkeep, and quickly the audience's murmuring died down until the Black Rat was silent. "Begin!" The orc moved fast despite his size, but the man had been watching his previous fights and knew to expect it. Smoothly, the underdog feinted to the left then strafed to the right, avoiding the huge, scarlet fist of his opponent, then swiftly jabbed at his stomach with his fist. The orc smirked ravenously, and the underdog knew this would not be easy. He swung again, but all his fist hit was air as the Kaliphlinian ducked under his punch. The only way to beat someone bigger than you is to be faster, this the Kaliphlinian knew, but it was proving difficult to dodge the swinging hammer arms of the orc. As he swung again, he scraped the face of his opponent, who glided towards him and landed a strike on the orc's shoulder. Without so much as a grimace, the orc shrugged off the hit and used his newfound nearness to his adversary to his advantage, forcing his arms under the human's shoulders and clamping his hands onto his head, then lifting him from the ground. The Kaliphlinian winced, but knew better than to make a noise, and drew his legs upwards, then kicked back into the orcs knees. The titan's legs buckled and he fell backwards, releasing the human from his grasp. With a slam he hit the floor, and the Kaliphlinian grinned broadly. He raised his leg above the orc's head, preparing to stomp him, but the orc grabbed hold of his foot. The man kicked back against the crushing grip, hitting the orc in the face with his own hand. With a snarl, he then fell onto the bloody-faced orc, landing elbow-first onto his heaving, scarred ribcage, which let out a dreadful crack and caused the orc to grunt in pain. "That's a noise! The challenger has won," the barkeep announced, to the roaring cheers of many amongst the crowd.
  25. Remington Red was once the greatest and most famous bard in all of Historica. He was well known for his talent across all instruments, but he favoured the classic lute when he sung his songs. His talent was so great, that it is said he could beat any challenger in a musical duel; however, this turned out to be more of a gift than a curse, and many other bards from across the country grew to despise him. Red's ego grew and grew until he started to get noticed by forces greater than himself. A great and powerful demon, Zoroaster Bombaster, challenged Red to a battle of the bards and, using his demonic talents and trickery, managed to beat the bard at his own game. The price for losing was his soul, and Red died soon after. However, in Nocturnus, death is only temporary. Theophraster Bombaster, the half-brother of Zoroaster, brought the bard back to life as Remington Rot, in hopes that he would defeat Zoroaster so that Theophraster could take his throne. Upon death, one generally finds that they lose their ability to talk- and despite no longer being under the ground, Remington Rot had no voice. Thus, he found himself in the swamps of Moruth in search of Baron Lonnidas, one of the few people he knew would be able to get him his voice back. After all, how could Rot once again become the greatest bard in Historica without being able to sing? --- This is the start of the adventures of my sigfig, Remington Rot, and my first set of mocs for GoH! C&C is appreciated :)
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