The realm
AN ARCHIVE,NOT A SHOP
Emberhold began as a question about why fantasy objects are almost always badly made. The answer, usually, is that nobody expected them to be used. We build them the other way around.
Est. in the long dark
Origin
WHERE ITSTARTED
The first piece was a shelf, and it failed. It looked correct in photographs and sagged within a fortnight, because the bracket had been designed around the sculpture instead of the other way round. We kept it.
Emberhold is an invented world, and we would rather say so than let the lore do work the manufacturing should be doing. What is real is the making: sculpted originals, cast bodies, welded steel and a finish applied by hand.
What we hold to
THREE RULES
- 01
The object must survive its own theatre
Judged twice — once for how it looks in a dark room, once for whether it still works after six months of ordinary use.
- 02
Structure is metal, casting is skin
Nothing that carries load is resin. It is the least visible decision we make and the one we will not move on.
- 03
Say the measurement
Fantasy in the copy, precision in the record. When a figure has not been confirmed we leave it blank rather than estimate it.
On originality
Emberhold is an original world. Nothing here is licensed from, based on, or intended to resemble any existing film, television, game or publishing property. There are no house sigils, no character likenesses and no borrowed marks — the dragons, thrones and chambers in this archive were designed for it.
If you believe something here comes too close to work you own, write to the archive and a person will look at it properly.
Commissions
We take a small number of commissions each year — usually a variant of an existing artefact at a different scale, occasionally something new. Lead times run to several months and we will tell you honestly if the idea will not work.
Write to the archive