[TS3 custom world] Brynmar (EliOrni version) by EliOrni
The world I am releasing today is my version of Brynmar by Rope. It took around 7-8 months of building, and at one point, I almost gave up because I was exhausted, but I'm happy to have made it to the end. I've never built so many lots since I started playing The Sims 3 when it was released, and I don't consider myself a builder, but I'm satisfied with the result.
My version of Brynmar is slightly different from the original, mostly because I removed some lots and replaced them with larger ones to accommodate the combined rabbit holes; I also planted more trees and added a couple of lots that were absent from the original. Credits for sculpting, coloring, and routing all go to Rope, while the lots are mine. Credits to EA for the lighting (I used the Dragon Valley INI files).
This world is not a replacement of Brynmar, so you can have both my version and the original one installed in your game.
Details
Size: Large (2048x2048)
EPs: World Adventures, Ambitions, Late Night, Generations, Pets, Supernatural, Seasons, University Life (See the Requirements paragraph for more info)
SPs: none
Store content: Earth Day set (free)
Custom content: none
Lots: 101 (See the Lots paragraph for more info)
Populated: Yes (See the Population paragraph for more info)
DOWNLOAD: Exchange // GDrive
Requirements
This world requires the following expansion packs: World Adventures, Ambitions, Late Night, Generations, Pets, Supernatural, Seasons, University Life (so all but Showtime, Island Paradise and Into the Future). It does not require Stuff Packs, and there is no custom content.
In the library and some houses I used potted plants from the free Earth Day set released on The Sims 3 Store. It is entirely optional, and if you don't have it the plants will be removed or replaced with a base game one. Even if you are missing some EP, the items associated with it will be removed, but the world will still function.
The world has its own custom lighting, the same one you find in EA's Dragon Valley, but you don't need Dragon Valley for it to work. It's a very golden, warm light, and provides some pretty beautiful sunsets.
Lots
This world has 101 lots: 51 commercial, 32 residential, and 18 empty ones.
All rabbit holes from the base game, Late Night, Pets and Supernatural are included. Since the town is spread out across the island, there are two grocery stores/diners and two bookstores/spas.
The world features a library, a graveyard, a junkyard, an art gallery, a dry-cleaner, a consignment store, a nectary, a gym, a public pool, a horse ranch, an arcade/bowling alley, a beauty salon, a fire department, two cat jungles, two dog parks, three fishing spots, four beaches, and six parks of different sizes (including a festival lot). The town is roughly organized into neighborhoods, and I tried to include at least one hangout spot in each of them. All of the community lots are my original creations, but the salon might look familiar: it's a mirrored and modified version of the Serenity Retreat EA created for Sunlit Tides. The skating rink in the park near the nectary changes according to seasons.
Almost all the houses were built based on actual plans from various architectural sites (the credits for each are indicated in the lot descriptions). All of them are furnished and decorated. They come in different sizes (but mostly 20x30) and prices; 4 are starter homes, while the most expensive (Broken Bow) is around 236k Simoleons. Sometimes you may find empty rooms: it's by design so that you can do what you want with them. Some houses are already prepared to accommodate pets or even horses; in general, I'd say they are quite pet-friendly because many are single-story and have no stairs.
There is room in the world to add more lots, particularly on the road going to the nectary and the ranch area.
Population
There are about 60 Sims (evenly divided between males and females) and a dozen pets living in Brynmar, divided into 20 households each with its own story. Their ages cover all life stages from toddler to elder; none of them are occults. There are also 3 pregnancies in their early stages. Most Sims know at least one skill, have a job, and have relationships and friendships outside their household.
Not all the Sims were created by me: some families actually come from EA's Roaring Heights (say hello to the Capps and Thebes). Store content that came with them has been removed.
NPC Sims will be randomly generated by the game, so I recommend installing the Random Sim Fixes 2.0 mod by LazyDuchess to avoid them all looking the same.
Overviews
Cjplays
(All screenshots were taken during the testing phase, so there may be some slight differences with the final world, mainly regarding the number of trees. The snow looks a little different because I use the Snow but better! Mod by Liralei. Other than that, that is exactly how the world looks in-game.)
And this causes children to be perceived as failures (either by themselves, their parents and/or society at large) when they are not successful according to the logic of capital. It's one of many ways capitalism has commodified our relationships.
Engels expressed the general idea of this in "The Origin of the Family, Private Property and the State"
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The trâmbiță is a traditional long wooden horn, similar in form and function to the alphorn. It is primarily associated with Romanian and Vlach shepherd culture, especially in the Carpathian Mountains. It is also used in other Carpathian areas within Slovakia, Serbia, Poland, and Ukraine; in the last two countries it is known as trombita (Polish) and trembita (Ukrainian).
These instruments and their associated traditions are clear markers of the shared Carpathian highland pastoral culture, much of which was shaped by Vlach shepherd settlement between the 13th and 18th centuries.
It's used was traditionally for communicating between long distances between shepherds, announcing events, and as a community signal system with different sounds expressing different events such as births and deaths, alongside ritual purposes. One of those ritual purposes was the belief that it's sound lead the souls of the dead and ancestors through the mountains.
The Eyes of Sibiu are the iconic eyebrow dormers on the roofs of Sibiu's houses in Romania. Built mostly between the 15th and 19th centuries, the eyes, which were used as a ventilation system for the houses' attics, have given Sibiu the nickname of "The City Where Houses Don't Sleep"