Nightstalker

Eurobricks Knights
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Posts posted by Nightstalker


  1. So, I've never actually built a castle before, so I decided I'll build one for BFVA 2017. I'll just post what I have now, expect to see more in the coming weeks.

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    This is module one. An Ankoran Castle/Fort is going to be built here. I'm not focused on making an interior, but rather making a strong fortification. Pieces are currently loose for the sake of being able to make quick changes. A layer of plates and supports will fill the insides of the wall, keeping everything nice and sturdy.


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    The Great Pits of Azerak
     
    Azerak, a great city in the Savadjik Desert, is known for being the bloodiest city in all of the lands. It is home to the Great Pits, which is a massive series of blood pits, used for the new seasons of combat. Here, great men from all lands may gain fame and gold by slaying many in the arena, and rise to the rank of grand champion. But unlike other seasons, this season, a woman has risen through the ranks, slaying both rookie and veteran alike. Her sights are set on claiming the skull of the grand champion.

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    Hope you enjoyed the MOC. I tried combining multiple 8x8's to try and create something a bit different. 
     
    As usual
    Decals by Saber-Scorpion
    C&C is always welcome and appreciated!!!

    :classic:


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    Assault on Vankret Keep.
     
    Lead by Prince Melanes of Ankora, this assault was made to reclaim a crate of goods for the Kingdom of Faermoore. Many lives were lost, attempting to reclaim the experimental cannons from Dakerion. But keeping them away from powerful technology was worth the losses.
     
    Experimental Cannon

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    Battle in the Halls

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    Reclaiming the Goods

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    Wall Food?

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    Hope you enjoyed the MOC.
     
    As usual
    C&C is always welcome and appreciated!!!

    :classic:


  4. The Kingdom of Faermoore

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    Geography
    Directly above Hislith and Ankora lies the Faermoore Mountains. These mountains are home to both the Gnomes and the Dwarfs. The climate in the mountains make living outside very difficult. Because of this, the Dwarfs and Gnomes live deep inside of the mountain. Faermoore is home to large deposits of ores, making it a center for metalworking and blacksmithing. The mountain also contains a very hot core, which keeps the capital city, Drakkenheim, very warm. The flora and fauna of the mountains are cold resistant and provided plenty of natural resources which are unique to the mountains. Various rams, deer, bears, and wolves make the mountains a prime location for hunting. Other creatures such as elementals, giants, and crags can also be seen wandering in the coldest parts of the mountain.
     
    Economy
    Faermoore's primary resource is the ore that lies deep within the mountains. Because of this, they excel in blacksmithing, jewelry crafting, and mining. Along with the resources of the mountains, dwarven breweries are well known throughout the west as they make the best alcohol in the western continent. Some would even say it beats Nordic mead and ale.
     
    History
    1E01: Magestones erupt in Faermoore caverns, awakening powerful golems, which forced the dwarves to retreat to the upper mines.
    1E02: The capital city, Drakkenheim, is constructed under the leadership of Gillem Hawkwind; Drakkenheim also begins to send expeditions to form villages outside of the mines.
    1E04: Within 2 years, the villages of Haven, Frost Peak, and Sergum are established; Gillem also unifies the dwarf clans into one single clan.
    1E05: The expeditions continue which lead to the 1st contact with the gnomes of Faermoore; an alliance is forged by Gillem Hawkwind and Iuyn Farstrider, leader of the gnomes; the gnomes move to Drakkenheim bringing gnome inventions and engineering to the dwarves. 
    1E06: Ankora Natus and a contingent of the Dakerion Rebellion flee into Faermoore; she attempts to persuade the rulers of Faermoore to aid the Rebellion; during this same year Hawkwind forms the Council of Faermoore, which is made of nine different gnome advisors.
    1E07: Hawkwind sends an advanced contingent of soldiers to aid the Rebellion; war in Eastern Dakerion begins.
    1E10: Following the Battle of Rivvenguard, the dwarfs return to Faermoore; after returning, the dwarfs and gnomes enter into a massive period of construction.
    1E11-1E22: Magestone Construction period begins. New uses for the magestones, mined from the mountain, arise.
    1E22: With the use of gnome constructs and dwarf siege tanks, they begin to spread out into the deep mountains; towards mid-year, ancient ruins of an unknown civilization are discovered.
    1E24: The ancient city awakens, unleashing an old army of ice elementals into the mountains.
    1E27: Hawkwind and an elite group of gnomes and dwarfs make a dangerous trek into the deep mountains; they return to the ancient city and seal away the ice elemental's leader, Volmarren. Unfortunately, Hawkwind is slain in battle.
    1E28: Hawkwind's forces return with his helmet and a story of great battle; Gillem's son, Giles Hawkwind becomes the next king; in honor of his father, Giles forms Hawkwind's Guard, an elite group of dwarf warriors, formed to protect the king.
    1E30: An emissary of Ankora requests King Hawkwind's aid against the troll and orc war bands at Veracross; the King reluctantly agrees and sends an army of five hundred to assist
    1E34: King Natus of Ankora travels to Faermoore and requests further assistance against the war band; the Council of Faermoore come to a unanimous decision to assist King Natus; within the year, constructs and siege tanks are sent to further assist in the battle.
    1E42: Gnome mages join the battle, hoping to counter troll shamans; during this year, the war band gains the upper hand.
    1E43: First contact with the Avarian Elves; a temporary alliance is formed between man, elf, and dwarf.
    1E48: The troll general is slain and the war band is forced to leave Veracross Isle.
    1E49: In the elven city of Fallgrad, Giles Hawkwind, the Council of Faermoore, James Natus, and Syven Justinian form the Fallgrad Alliance.
    1E50: Second meeting among the rulers to establish trade agreements and tactics amongst the Fallgrad Alliance.
    2E00: A 2nd expedition is sent into the deep mountains; ancient runes are discovered, linking to a buried treasure in the world.
    2E05: After years of study, the dwarfs reveal a location called, "Titan's Bane" ; they address the Arcane Council and are given the needed supplies to make the journey.
    2E06-2E12: Titan's Bane: First Expedition
    2E20: The 1st expedition returns with several runic tablets; the tablets bring greater advances to dwarven runesmithing; towards the end of the year, gnome constructs become altered and attack the city.
    2E21: Construct Rebellion emerges with the death of Giles Hawkwind at the hands of the gnome, Eilum Wizzlefiz.
    2E21-2E25: Construct Rebellion.
    2E25: Eilum Wizzlefiz is killed by Ivan Stonebeard and Hawkwind's Guard; the constructs return to a normal state in the city; Ivan Stonebeard is also made king for his heroics.
    2E25-2E40: Reconstruction of Drakkenheim begins; major improvements are made in the city and a new mining tunnel is made into the heart of Faermoore.
    2E42: Kantus Valley Fortress is set up in Eastern Faermoore to guard the sea entrance; the Kingdom of Ankora also stations a garrison of soldiers at the fortress.
    2E45: More runic tablets are deciphered, further pushing the power of runesmithing; Council of Faermoore becomes worried with the news regarding the 2nd Ankoran expedition.
    2E50: Dwarves are ambushed at Frostbrim Bay; the dwarves are obliterated; one survives bearing the emblem of the Dread Army.
    3E00-3E31: Deadlock of Kantus valley; In 3E12, King Stonebeard dies in battle; with no heir, the Council of Faermoore takes control.
    3E31: The town of Haysborough falls in Northern Ankora, but with the aid of the former Dread Commander, Kain Talon, the Dread Army is pushed back to Kantus Valley.
    3E33-3E35: Dwarf and gnome forces back the elves and humans at Gutterstone port in Ankora; Gutterstone is eventually retaken.
    3E35-3E40: The council of Faermoore starts mobilizing the Grand Army of Faermoore; the Council also begins to aid the Arcane Council's research in hope of finding a way into the Dark Terrace; Armenik Bronzebeard is appointed King of Faermoore.
    3E43: King Bronzebeard authorizes the creation of the Thunder Gunners.
    3E45: Micisoni Bronzebeard, the King's brother, departs from Faermoore with Kain Talon, Fenix Vae, and Mongo Blackheart to find the artifact needed to enter the Dark Terrace.
     
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    Units

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    Dwarven Axemen (25 units)
    - These units are the primary fighters of Faermoore's army. Each unit comes armed with a battleaxe and shield and a full set of plate mail. While they are not known for their speed, their ferocity in battle is unmatched among the Fallgarad Alliance. Their sturdiness also makes them excellent at defense

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    When designing these guys, I really wanted to have the typical, axe-wielding dwarf. However, I needed them to carry a nice armored look, so I primarily relied on the LotR dwarfs to provide this. Helmets and weapons are from Brickforge; I managed to grab these for virtually nothing thanks to the 30 under $.30 monthly sale (seriously, keep an eye out for some awesome items).

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    Dwarf Thunderers (25 units)
    - Several facts are well known about the dwarves. One of them happens to be that they like booms. These units are a testament to that fact. Thunderers typically sit near the front lines, and they pack a big punch. Armed with blunderbusses with axe bayonets, they can quickly put down heavily armored targets, allowing for the rest of the front line to finish them off. Thunderers are masters with their weapons, and do not choke, even in the heat of battle. They are also quite nimble, allowing them to re-position themselves in the battle as soon as possible.

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    - If you know me, you know I'm a huge fan of Warcraft. I love the idea of black powder in fantasy (when done correctly), and decided that the dwarves needed it. The blunderbuss is from BrickWarriors. I upgraded them with a TLG axe head, which allows the Thunderers to still be able to fight in close quarters. Seeing as how they needed to move quickly, I decided on a lighter armored chest piece then added dark red arms to continue to represent faction colors. The beard on the far left Thunderer is from Brickforge. For those looking for alternate dwarf beards, they have a good selection and they are great for mixing it up.

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    Dwarf Pistoleers (25 units)
    - If Thunderers were meant to punch holes in armor up close then Pistoleers were meant to take out lighter targets. These units are armed with dwarf flintlocks and small pike shields. Ideally, Pistoleers are meant to be the answer to bows and crossbows (although their range is significantly reduced). Similar to Thunderers, they are light armored and fairly mobile units. A combined group of Pistoleers and Thunderers can turn charging armies into piles of bodies real quickly.

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    - Following the same style as the Thunderers, Pistoleers also have axe bayonets on their flintlocks. In addition, I used the basic radar dish, combined with a harpoon to create a small, spike buckler for them, just to make close range fights a more survivable. However, the main area where these guys stick out is their unique torso. Huge props to Saber-Scorpion for creating yet another fantastic decal to make Faermoore's army stand out! The emblem for the tabard comes from the CMF Evil Dwarf's belt.

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    Dwarf Sentinels (25 units)
    - Despite the love of big booms, to many armies, the Sentinels are the most dangerous part of their army. Armed with pikes, tower shields, and the heaviest variant of plate armor, these dwarfs are the front line of any army. Their shield wall tactics allow them to block most frontal charges, while their pikes do most of the work. Their formation only splits, long enough for the Thunderers and Pistoleers to take shots at incoming attackers. Once they finish, the gaps close, and they take out the rest.

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    - This was a real tough choice to make. I wanted a division of spearmen, but I needed them to look more armored than the typical melee unit. Unfortunately, no one has come up with armor that allows big, dwarfy beards. Furthermore, with the limited number of helmets that work with beards, I decided on the full armor look, with no beard showing. The shield was also an interesting choice. I wanted to find something that could protect them, but not look ridiculously huge. After much time looking at shields, I decided on the BrickWarriors Pavise Shield. Overall, I think they look quite fearsome, but don't be surprised if they look different one day.

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    Dwarf Scouts (25 units)
    - These are the fastest dwarves of Faermoore's army. They are generally deployed prior to battles, with the primary goal of determining the enemy's strength. Their secondary objective is to lay traps on the field, and set up positions of power before the battle begins. They are given packs full of traps, shovels, pickaxes, hatchets, and war axes to help them accomplish their tasks. Once the battle starts, they rely on their traps, and are usually used to flank ensnared opponents.

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    - Rather than have the typical scout, I decided that the army of Faermoore needed a unit that could provide a lot of utility. These guys are capable of fighting, but they really work well before battles start. It was an odd choice, but one that I was willing to make, just to add some more variety to this army. The knapsack is the British Knapsack from BrickWarriors. The small hatchet is the Hatchet from Brickforge. The shovels are also from Brickforge as well. Again, I swapped out arms to continue to have them represent faction colors.

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    Dwarf Berserkers (25 units)
    - They are commonly referred to as the, "Madmen of Faermoore." These dwarfs have no fear of death, and have a will of iron. Their bodies are magically enhanced with runes of stoneskin, magic skin, heat skin, and cold skin. They rush into battle swinging axe and mace feroiciously, tearing down targets, both big and small. They will never rout, choosing to fight till they draw their last breath. Only those who are born with the will of iron are accepted into their ranks. Though their casualties are typically high, the stories of their battles travel far throughout the kingdom, making them some of the most revered dwarfs.

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    - Believe it or not, these guys were not suppose to have helmets. They were originally intended to have mohawks and Brickforge ponytails. However, given my bad luck at finding them, I settled on TLG viking helmets with BrickWarriors Curved Horns. Everyone of them needed two powerful weapons, so I grabbed a Battle Axe and War Hammer from BrickWarriors. After all, if they are going to be running into battle, they might as well have the best in weaponry.

     

    That does it for the regulars.

     

    Now, onto the really interesting part of the army...

     

    Special Units

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    Dwarf Battle Maidens (10 units + 1 leader)
    - While women do fight in Faermoore's army, their visibility is generally pretty low. However, for those that are exceptional fighters, they are called to the Battle Maidens. Battle Maidens have the ability to lead regiments of troops and they also serve as the personal guard for the Dwarf Queen. Each one is armed with a halberd and tower shield. These women are given the highest honors by the troops and they are equally as fierce as the forces they command.

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    - Commanding the Battle Maidens is none other than Queen Isilien Bronzebeard. She is equipped with the Crown of the Queen, the Aegis of the Faermoore, and the Emerald Smasher. Long has she ruled beside her husband King Armenik Bronzebeard. She is a kind queen, but a fierce warrior. Emerald Smasher was a gift from the Avarian elves. The mace is reinforced with tough emeralds that do not crack, meaning the weapon will never break. The amount of strength needed to wield it is a testament to the might of the Dwarf Queen.

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    - I love the idea of female fighters. And female, dwarf fighters are no exception. They needed to be battle ready, and revered among Faermoore. I decided on a more royal look for them, just to make them stand out. The CMF Goddess torso was perfect! Adding the winged CMF Winged Warrior helmet and the Chima gold armor allowed me to make them look ascended. Overall, I like them. Castle/Fantasy needs some more female warriors!

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    Hawkwind's Guard (10 units + 1 leader)
    - Hawkwind's Guard is the most elite unit of the Faermoore army. These dwarfs are armed with specially forged armor and powerful, two-handed War Hammers. In order to be in Hawkwind's Guard, a dwarf must have proven themselves in battle countless times. They must also pass a certain set of tests, proving that they are worthy to carry the name of Hawkwind's Guard. Those that succeed, stand among some of the greatest dwarfs. In addition to being the most elite unit, they also serve as the royal guard to the king. It is not uncommon to see them working closely with the Battle Maidens.

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    - The active battle master of Hawkwind's Guard is Bolfir Ebonbeard. Over the years, Bolfir has proven is valor in battle time and time again. He also serves as the king's closest war adviser (other than the Queen). Having been a veteran of the Dread War, Bolfir is well known for his short fuse and anger. Despite this, his anger proves to be his most valuable tool, allowing him to fuel his ferocity in battle.

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    - Since the arrival of the CMF Evil Dwarf, I always knew that this was going to be the look for Hawkwind's Guard. Their only additions are the pearl, dark gray, spiked shoulders and BrickWarriors War Hammers. As for Bolfir, he has a custom face, Brickforge Dwarf Beard, BrickWarriors War Hammer, and a cut up cloth piece from TLG. Yes, he's a black dwarf. They exist in my world because they typically don't exist in any other world (but that's a topic of discussion for another day).

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    Dwarf Thunder Gunners (10 units)
    - As the newest unit in the Faermoore army, Thunder Gunners have begun to prove their effectiveness in battle. Their rifles are called thunder guns. These guns utilizes a magestone power source which, when triggered, emit a powerful force, capable of sending objects and people across the battle field (think of the Force Gun from Dead Space). At close range, the thunder gun's force is powerful enough to crush even the largest and heaviest armored of foes. At longer distances, it possesses the ability to push people across fields, which can easily break up battle lines and slow enemies down.

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    - These guys are primarily an inspiration from the table top game Mage Knights. I have always liked the idea of magic based technology, and this is how the dwarves do magic tech. They are armed with BrickWarriors Steampunk Rifles. Their armor consists of Brickforge Silver Vambraces (these things sell quickly) and Brickforge Utility Belts with the Lightning Lens Cap piece. They turned out perfectly, and I love having them.

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    Dwarf Rune Lords (10 units + 1 leader)
    - Dwarf Rune Lords all hail from Clan Greybeard. Only the Greybeards may utilize runic magic. Each rune lord carries a satchel, filled with rune stones, which allows them to cast magic. In addition, their weapons have the ability to apply runes to surfaces, creating traps to destroy opponents. These dwarfs also possess the ability to reinforce standard gear with runes, allowing basic weapons to become powerful, magic weapons. The oldest of Rune Lords is the Rune Master, who is directly responsible for crafting the King's Arms. These dwarfs are also fight at close range, typically reinforcing a buffing nearby units.

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    - For many years, Rune Master Cargrim Greybeard has lead the Rune Lords. Since the discovery of runes, he has excelled at his craft and knows just about everything there is to know about runes. He is also responsible for the King's Arms, which are powerful runes of untold power, bestowed upon the weapons of kings. In his offhand, he wields the Scepter of the Greybeards, an ancient artifact which is capable of preserving runes indefinitely (up to two at a time).

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    - The Rune Lords needed a mage kind of feel, but at the same time they still needed to be feel dwarfy. I decided a small amount of armor was necessary, so I gave them Brickforge Dwarf Helmets. In addtiion, they were given BrickWarriors War Hammers for close range. I originally planned on having decals with various runes in them for the runestones, but I figured they would be a pain in the @$$ to get on. So, I decided that 1x1 round tiles would have to do.

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    Dwarf Lords (10 units)
    - The most powerful of dwarfs rise to commanding ranks, and don the best of armor and weaponry to lead their forces into battle. Dwarf Lords are armed with two-handed, frost axes, and are recognized by the reinforced, gold armor they wear. Only those with the most combat experience may rise to these ranks. In addition, they are the only mounted units of Faermoore. Each one must brave the harsh cold and tame a Faermoore ram. Once they are tamed, the ram is brought back and armored up for battle. These trusty mounts never fail them, and are a symbol of status in Faermoore's army.

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    - While the Dwarf Lord is basically made from all TLG parts the ram is my pride and joy here. For starters, I took inspiration from a LEGO Ideas set that I saw while browsing Google. The design was fairly simple, but gave enough room for me to modify it. The result is the creation above. I added the barding and other metallic bits to create an armored ram. I did not want the dwarfs to have to rely on infantry only. To make their commanders stand out, they needed to be mounted. The ram is slightly bigger than them, and smaller than a horse, making them the perfect riding size. As you can see from the pictures above, the ram also has head, horn, and leg mobility, allowing for the builder to pose the ram. I think they came out pretty darn well!
     
    That's it for the special units. Now, onto the uniques (not including the few shown above)!

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    General Loghan Grimbeard
    - As the main general for the axemen, General Grimbeard fights alongside his men as he pushes forward in battle. He is quite fearsome, and is known for the high amount of kills he has earned. It is rumored that he keeps the skulls of his victims in his house, but these tales are all fabricated. He is also known for his survivability as well. Many blows which would fell most dwarves, he has survived, making him tough to kill in battle.

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    Gunner Commander Leifouldson Brownbeard
    - Leifouldson is the active commander for the Pistoleers and Thunderers. His knowledge of multiple terrains and ranged tactics allow him to easily support the other officers. He is known for his calm demeanor, and his ability to think clearly even when outnumbered. Many battles have been won because of the quick thinking of this commander.

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    Grand Sentinel Grund Ebonbeard
    - As the brother of Bolfir Ebonbeard, Grund is typically compared to his younger brother. Having refused a position in Hawkwind's Guard, Grund leads the Sentinels in the front lines of Faermoore's army. The two frequently argue with each. While Bolfir is far more aggressive, Grund follows turtling tactics, and waits for the enemy to advance, knowing that their shield wall will hold. He is very relaxed and jovial.

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    Spymaster Talia Bronzebeard
    - The Princess of Faermoore is also the spymaster for the kingdom. She has utilized her scouts so effectively that most battles are won before any dwarfs actually appear on the battle field. Despite her intelligence, she yearns to prove herself and become a Battle Maiden, and often requests to join the battles. However, her father continues to deny, believing she is far too valuable for her intelligence, despite how good her swordsmanship is.

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    Glarfold Boombringer
    - The most renowned berserker in all of Faermoore. Boombringer is the toughest, craziest, most insane dwarf to ever live. He earned the name, "Boombringer," from the time he smashed a live barrel bomb into a crowd of trolls and lived through it. His signature weapon is the experimental, "Boom Hammer!" The Boom Hammer! is a unique melee weapon that works in conjunction with a torch. the back of the hammer is lit, which allows for a fiery hit, which is capable of generating an explosion. The explosion is small enough to not harm the wielder. This weapon ignores armor, and requires an inhuman amount of strength to wield. Faermoore awaits the day for this weapon to go into production.

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    King Armenik Bronzebeard
    - 3rd King of Faermoore, Armenik Bronzebeard has ruled since the Dread War and has become a force to be reckoned with. Wielding the Twin Greataxes of the Mountain, the King frequently leads his forces during the war, alongside the Queen. As King, he is slow to action, but when he makes his move the earth shakes. Known for being a wise ruler, he often provides great council to the Fallgrad Alliance and offers ideas which frequently elude the Kingdom of Avaria and Ankora. Faermoore thrives under his rule, and looks forward to his reign.
     
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    Holy cow, that's a post!
     
    Well folks...

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    2/4 armies of the Fallgrad Alliance have been made. Here is the quick unit breakdown for Faermoore (uniques not included):
     
    25x Axemen
    25x Thunderers
    25x Pistoleers
    25x Sentinels
    25x Scouts
    25x Berserkers
    10x Battle Maidens
    10x Hawkwind's Guard
    10x Rune Lords
    10x Thunder Gunners
    10x Dwarf Lords
     
    200 Units Total
    400 Units Total for the Fallgrad Alliance.
     
    Hope you enjoyed the army.
     
    As usual
    Decals by Saber-Scorpion.
    C&C is always welcome and appreciated!!!

    :classic: