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Tavern at the End of Time

Forest Dragon

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There are many taverns in the world, most of them perfectly ordinary, which is precisely why this one is so suspicious. It sits at the edge of the barrow‑lands in the sort of location that cartographers politely label Here Be Something because they can’t agree on whether it’s a crossroads, a boundary, or a clerical error in the fabric of geography.

Travelers arrive here with the usual assortment of excuses — wrong turn, bad map, questionable life choices — but every so often someone steps through the door wearing the expression of a person who expected to be somewhere else entirely, possibly several centuries from now, and is only just realizing their mistake. The barkeep has stopped asking questions. He’s found that anyone confused enough to arrive here is usually confused enough to buy a drink.

The tavern itself is older than it looks, younger than it feels, and exactly as large as it needs to be at any given moment. On quiet nights, the regulars swear they’ve heard the building sigh, as if it’s trying to remember which world it belongs to. On louder nights, it simply pretends not to notice.

What matters is this: from this room, the world opens in several directions at once. Some paths lead to shining regiments and humming sky‑shards. Others wander toward chivalric banners, grim corridors of metal and shadow, or the uneasy politics of sovereign crowns. And somewhere far above all that — though no one can agree on how far — lies a place where the stories narrow into something personal, mythic, and inconveniently emotional.

For now, though, it’s just a tavern. A warm fire. A battered table. A few unlikely allies deciding which road to take next.

And if the universe occasionally pops in to check the specials, well… it never stays long enough to settle its tab.

Crown Wars Path

Some doors in the tavern lead to distant stars or forgotten wars, but a narrow side‑path near the hearth opens onto something far quieter. The air there smells faintly of tilled earth and woodsmoke, and the floorboards creak as if remembering footsteps that never belonged to travelers. Folks say that if you listen closely, you can hear a dog barking somewhere impossibly far away — not in alarm, but in the resigned way a creature barks at something it’s seen too many times.

Grimdark Path

Some doors in the tavern lead to quiet fields or humming void‑ships, but one battered hatch near the bar rattles as if something on the other side is arguing with it. The hinges shake, the floorboards vibrate, and every so often a muffled shout of triumph or confusion leaks through. Patrons pretend not to hear it. The hatch is marked with a hand‑painted sign that simply reads: “DON’T.”

Classic Sci‑Fi Path

Some doors in the tavern lead to fields, void‑ships, or rattling star‑hatches, but a narrow metal stair near the back descends with a steady, rhythmic clank. The sound is too precise to be accidental — the measured tread of boots drilled into obedience. A faint draft carries the scent of machine oil and recycled air, and every so often a clipped voice barks an order no one in the tavern quite understands. The regulars say the stairwell leads to “the Marches,” and they say it with the weary respect reserved for old empires and older grudges.

Classic Fantasy Path

Some doors in the tavern lead to quiet farms or rattling star‑hatches, but a tall archway near the hearth glows with a warm, flickering light. The scent of pitch and oiled leather drifts through it, along with the distant clatter of hooves and the unmistakable ring of steel being tested before a march. Travelers say the light brightens when a contract is about to be signed, as if the fire itself is leaning forward to listen.

Silent Reliquary Path

Some doors in the tavern lead to places that are merely dangerous, but one corridor at the far end carries a different weight entirely. The air there feels older, thinner, as if the world itself is holding its breath. Travelers who glance that way swear they hear a faint metallic hum, like a ship dreaming in its sleep. No one admits to taking that path on purpose. Those who do usually claim they were “called,” though they never agree on what did the calling — only that it sounded terribly polite.

Whichever road you’ve chosen, the tavern gives a polite nod as the door swings shut behind you. Worlds have a habit of rearranging themselves the moment you stop looking at them, so don’t be alarmed if the air smells different or the horizon has developed unexpected features. This is normal. Well — normal for here.
 
Additional Lore
The War Council Triad represents a rare moment of unity in the borderlands: a grizzled dwarf captain, a human scholar of the Emberline archives, and an elf wizard whose counsel is sought only in times of true peril. Bound by necessity rather than trust, they gather around the carved strategy table to weigh ancient grudges, forgotten lore, and the shifting threats pressing in from the wilds.
 
Tactics
On the tabletop, the Triad excels as a command‑support ensemble, anchoring your battleline with leadership, buffs, and scenario utility. The dwarf provides steadfast morale and defensive auras, the human scholar offers rerolls, intel, and objective manipulation, and the elf wizard brings precision magic that can tilt key engagements. Together, they form a flexible command node ideal for narrative play, siege scenarios, or any force that thrives on coordinated synergy.
Because these models originate at 10mm scale, they retain strong shapes and readable detail even when scaled down to 8mm or 6mm and scaled up to 15mm, 20mm, or 28mm. Painters appreciate the smooth surfaces and expressive poses, and gamers value how easily the models stand out on the table. The set fits seamlessly into all Crown Wars factions and works naturally with most fantasy wargame and RPG systems.
 
Options & Scale Selection
 
Choose your preferred scale using the dropdown menus above. All FilamentResinHunter kits follow the standardized multi‑scale system.
  • Available Scales: 6mm | 8mm |10mm True | 10mm Heroic | 15mm True | 15mm Heroic | 20mm | 28mm
Native Sculpt Scale: 10mm True
Pose Consistency: Identical silhouettes across all scales
Material: Photoreactive resin, print‑to‑order
Price Adjustment: Automatically updates based on scale
Kit Contents
Included in this kit:
  • 1 Tavern Scenic Base
  • 1 Dwarven Merchant
  • 1 Human Scholar
  • 1 Elven Wizard
Model Features:
  • Single‑pose sculpts
  • Some assembly required
  • Clean, bold shapes ideal for fast painting
  • Compatible with all Crown Wars factions and most fantasy wargame systems
Detail Note: These models are natively sculpted for 10mm play, giving the larger scales a clean, classic fantasy style with strong silhouettes and easy‑to‑paint surfaces.
 
Scenario Hook
A richly detailed command‑table diorama featuring a dwarf captain, a human tactician, and an elf wizard gathered around a carved strategy table. Ideal as a display centerpiece or as characterful command figures for your fantasy wargames, complete with environmental details like a stone hearth, books, scrolls, and miniature terrain pieces.
 
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