Most welcome Mitgardians! Ofourse we also welcome new members: If you are new and want to join the fun here, you just think of a character/sigfig for yourself and start building. Don't forget to put in our green and yellow, the fierce Mitgardian colors! If you have any questions don't hesitate to ask. To get an impression of Mitgardia just read along.
Origins of Historica
The bard’s song tells a tale of a world long forgotten,
Race against race, clan against clan, shields clashed with swords; long ago when Men of the Lion fought Men of the Falcon, and human armies succumbed to Orcs and undead. Each group clashed with its neighbor for power, unleashing upon the world a great scourge, and the arcane land was thrown into chaos. When it all seemed but lost, a council of wise men and sages was summoned. From all the lands they came to convene in the old world’s great city; the fortress of Cedrica.
To settle the grievance and end a millennium of bloodshed, the sages declined all the treaties of old and joined all the clans into one mighty Kingdom; Historica. They founded the Four Great Regions- each one a realm in itself; - Mitgardia in the North, Nocturnus in the East, Kaliphlin in the South and Avalonia in the West, so that trade routes would spring up and clans would meet in the markets and not in the theater of war. The wise men chose a family of great honor, to uphold the truce and to keep the four guilds from dispute, and descendants of that mighty kin to this day rule the Central lands of Historica. So goes the legend. For ten decades the races of old have migrated and spread through the world, following the trade routes, establishing cultures and prospering towns.
Today, it is a world of wonder and natural beauty; a realm where a man and a woman may find peace. But peace is short lived…
Treacherous assassins have tried to murder the King! The capital is in shock and there will be repercussions; the Four Regions assemble their forces as the balance of power shifts, and blame is passed around. For the first time in a century, the guilds of Historica build up old defenses and prepare for the inevitable confrontation; everything hangs in the balance, and Historica is on the verge of chaos once more…
Guildsmen; this is the world you inhabit, this is the place where you will make your fortune, build a mighty empire and battle for the glory and honor of the banner…
Mitgardia: The Northern Guild

Mitgardia Background:
Mitgardia is the northern-most realm of men in the world of Historia. It is a chilly, mountainous region covered from border to border by great mountain ranges, pine forests and frigid lakes. From the temperate climate of the Capitol City of Valholl, to the chilly Mountain Passes in its heart, all the way to the Frozen Tundra of its Northern Wastelands, Mitgardia is a beautiful and perilous place, inhabited by a multitude of settlers, indigenous tribes and creatures. This wonderland of frost is the home of the Great Guild of the North.
Guild Origins:
The Mitgardia Guild settled the Northlands in the last two centuries, following trade routes and seeking resources that were becoming scarce in the heartland of Historia. The first Guildsmen were pioneers and traders who bought and sold skins, timber and ore to the local Norsemen Clans. As they accumulated wealth, they founded small fishing villages along the coasts and rivers and soon the seeds of a mighty Nation were sown. Expansion brought territorial conflicts with the clans of the North, the cities of the Dwarves in the Mountains, and the Goblin and Orc tribes that scavenged the forests, but the well-funded and technologically superior Guildsmen managed to hold their own. Today the city of Valholl is major settlement, and well-fortified fortress of the Guild.
Religions/Major Gods:
Native Norsemen believe in a distinct hierarchy of old Gods, while settlers have their own official religion; an offshoot of Avalonian faith.The major God of the Norsemen is Gyhnran, who is worshiped and celebrated by Natives and Colonists alike. The native orc/goblin tribes have their own deities, and Dwarves believe in a type of ancestral worship. Although religion is a major part of people's daily life, it plays little in politics and ideology.
Inhabitants:
Guildsmen and women are colonists from the west who have become accustomed to living in the North; they make up the major population of Mitgardia, but the land has a diverse populace. Norse Clans, Dwarves, Goblins, Orcs and Barbarians inhabit the mountainous region, and each group has major settlements usually in the mountains or near river banks. Of note is the dwarven City of Omurtag in the Frosty Mountains; the largest such Dwarven city in all of Historia. Monstrous trolls, drakes and giants are said to live in the mountains; encounters with these is the major challenge to colonizing the frontier.
Terrain/Climate:

Largely mountainous, covered by pine forest with big human settlements near rivers and Indigenous Villages in the Frozen Wasteland. The capitol Valholl is significantly warmer and farming prospers behind its colossal gates. Fishing Villages are a common sight along the shores, and small towns that thrive off of timber are scattered throughout the Great Forests. Numerous towers and fortresses guard the Mountain passes in and out of Mitgardia; it is a land “fortified by the Gods” as the locals say.
Make sure to check out the Traveller's Guide to Mitgardia
Guild Leadership/ Membership:
The Guild is led by the monarch Jarl Nibelung who was born of both the native Norsemen and the Western Settlers, gaining him the support of both groups. He has ruled for three decades as a diplomatic and strategic mastermind, who tactfully weighs every option before making a judgment. He rules with his mind, and employs best of warriors as generals to inspire with heart. Rarely leaving the Guild fortress in Valholl, Jarl Nibelung is nonetheless well informed of all matters thought Mitgardia and the rest of Historia because of his extensive scout network. The Parliament of Mitgardia is a group of representative that help create Legislature, adress domestic issues, represent the common people of Mitgardia and share power with the Jarl. The group is led by a Prime Minister who is democratically elected by Guildsmen.
Membership is extended to all who wish to embrace the lifestyle of the Colonist Spirit, and take a little piece of the northlands for themselves, regardless of race, creed or previous alliance. Each member is sworn into allegiance by the Knights of Valholl and dedicates his life to expanding the realm and glory of the Mighty Guild of Mitgardia. Standard perks for joining include a large land grant for Guildsmen to build whatever structures they wish, be they towns, economic buildings, or structures of defense and offense. The might of the Mitgardian army is also at the back of any member who swears loyalty.
All Guildsmen must fly the colors of the Guild when completing structures; the banner of Nibelung. The green represents the emergence of new life from the snowy ground in which crops give rise to economic prosperity. The yellow is symbolic of the sunlight; the life force of the farmers in the North, as well as the symbol of illumination of the dark regions of the frontier through colonial settlement.

Jarl Nibelung - Guild Leader
Valholl: (The Mitgardian Capital)

Current Prime Minister:Besdarc Menteno (Ecclesiastes)

This is what I will do:
-Ministry for Defenses: I will set up a special ministry for defenses. So that our borders are as well protected as the strong walls of Ondylion. There will be more border patrols and garrisons along the borders and roads. Beacons will be all across Mitgardia not only from Ondylion to Valholl. This way we can act fast and strike hard. You think it's not important? Look around you, nothing more is needed now.
-Social Security: I will also give Mitgardia a system that provides everyone to live in health. Not less taxes just a better system. So that the poor have more money to spend on food and clothing and the ritch do not spill that much on to much clothing and food that is just making them fat. The taxes for rich people will be max 55% of their income, starting by people who own two acres. No higher because a famous Mitgardian once said: "The problem with socialism is that eventually you run out of other people's money."
Challenges and challenge info:
Round 6
Current score:
Mitgardia- 3,119
Nocturnus- 2,935
Kalphlin- 3,180
Avalonia- 3,292
Current Tasks:
Valholl community build: http://www.eurobrick...showtopic=72986
Challenge 6: http://www.eurobrick...showtopic=62242
Title overview:
Military Elite:
*Khorne; Hersir of the Norsemen
*Ecclesiastes; Hersir of Valholl
*the Inventor; Hersir of the Northern Legion and Dwarves
*Stash2Sixx; Hersir of the Foreign Legion
Official Guild Cartographer:
* Viceroy
Guild Ambassador:
* darkdragon
Head priest of Mitgardia:
*Ecclesiastes
Trade/Economy Titans:
* the Penguin; Minister of the Treasury
* Ecclesiastes
* Viceroy
*Gunman
*Soccerkid
Royal Architects:
* Ecclesiastes
* kabel
*Infernum
*Garmadon
Siege Masters:
* Fat Tony
* rucorder
* Ecclesiastes
Round One Defenders of Mitgardia:
* Viceroy
* rucorder
* Ecclesiastes
* Dan Church
* Busboy489
Lore Master:
* rucorder
* Flint
Admiral of the Mitgardian Fleet:
* Ecclesiastes
Vice Admiral of Mitgardian Fleet:
* Kabel
Mitgardian Bard:
* Ecclesiastes
Doctus:
* Kabel



















































