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soccerkid6 posted a topic in Guilds of HistoricaWelcome to Mitgardia If you are new and want to join the fun here, you just think of a character/sigfig for yourself, post it here, and start building. For a signup example you can look at the members overview section. Green and yellow are the official colors of Mitgardia, so incorporating them into your creations helps show your loyalty though it is not required to have the Mitgardian colors in every MOC. Keep reading to find out more about the great Northern guild! Section One: Guilds of Historica Background 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. The arcadian land was thrown into chaos. When all seemed lost, a council of wise men and sages was summoned. From all the lands they came to convene in the old world’s greatest city: the fortress of Cedrica. To settle the grievances and end a millennium of bloodshed, the sages declined all the treaties of old and joined the clans into one mighty Kingdom: Historica. They founded the Four Great Guilds – 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 theatre 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 ruled the central lands of Historica for decades. But darkness and chaos had only been thwarted, not conquered. Magic was unleashed upon the land, magic that fell into the hands of Victor Revolword. Only in union did the Guilds find strength to defeat him and destroy the Elemental Helm that gave him power. Yet the struggle was not over, for out of the chaos magic had bred there arose a new threat: the Black Spire. Ravaage the Terrible, of whom no man ever spoke save with bated breath and behind closed doors, ruled the darklands of Nocturnus with a rod of iron and resistance glowed only in scattered embers. Meanwhile Drow invaded Avalonia, Algus from the north swept into Mitgardia, and the resurrection of the ancient Desert King threw Kaliphlin into confusion. Slowly, the heroes of the Guilds realized the truth: the fire that fueled the powers of destruction and chaos throughout the land burnt deep in the heart of Nocturnus. There Ravaage sought for the ultimate power, the Necromancer’s Helm. Only by once again uniting, this time against Ravaage, could Historica be saved from ashes and the rule of the undead. But who would unite the Guilds? The King had been slain by Revolword, his son murdered by Ravaage; no other family could command the respect of all the Guilds or ignite their loyalty and patriotism. Yet a rumor arose, a rumor of hope. An heir had appeared, under whose banner all who desired peace could unite. Heroes of Historica, rise up and fight the invader who brings discord to your realm! And rise the heroes did. Throughout the land, in every corner, evil and chaos were subdued. Rivals pledged allegiance to the new, unknown King, and sallied forth to battle Ravaage together. Old jealousies were forgotten. Each man felt that it was the dawning of a new day for Historica. By trickery, the mages of Historica defeated Ravaage and destroyed him, sealing the chamber of the Necromancer’s Helm forever. Leaderless, Ravaage’s army has crumbled, his plans and power vanished. Disorder remains, but the worst seems to be over. All eyes turn toward the throne of Cedrica, where the new monarch, Queen Ylspeth, reigns and rebuilds. Much needs to be resolved, many questions remain to be answered, but at last, Historica breaths free. 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… Section Two: Guild Background and Theme Mitgardia: Frigid Wonderland Landscape: From the Frozen Beyond with its secrets to the vast snowy lands of various clans. Where the clan territory ends the terrain starts with large pine forests and the heavenly mountains. After passing the mountains you'll find the tundras and finally there's the Demon's Ridge. That's Mitgardia. No one knows what lies in the Frozen Beyond, not many dare to go there. It is home to fierce creatures like ice dragons and blizzard wolfs, whom haven't crossed the Ebar stream for centuries which connects the Frozen Beyond to the Clan Lands. Recently the fearsome Algus made an attempt to overthrow all of Mitgardia, but have been pushed back into the wastelands of the Frozen Beyond. The Clan Lands are home to various tribes. The conditions are extremely harsh as there's snow whole year long, here real men are made. At the age of 12 boys are send into the cold by pairs, to make it on their own a whole year long to return as men. Even southern cities send their boys to the clans to learn the ways of the clans. South of the Clan Lands majestic mountains appear. The Heavenly Mountains, surrounded by pine forests these mountains are home to grand cities like Omurtag. These mountains are also Mitgardia's economical heart, because they contain iron, gold, coal and other treasures. Past the mountains you'll find the tundra, which holds plains and forests. These lands are Mitgardia's agricultural center and it's home to most of Mitgardia's inhabitants as it also contains Valholl, the capital. In the summer the tempertures can even go up as high as the ones they are used to in Kaliphlin, because of warm winds from Nocturnus´ vulcanoes. Most south lies Demon's Ridge. A natural barrier to keep unwanted guests out of Mitgardia. With its steep mountains, combined with the cold, you don't want to go through them without a guide. The Isles of Solitude are mostly uninhabited, though ruins of ancient strongholds still remain, and a few outposts of stalwart Mitgardians can be found. Standard: Green and yellow unite Mitgardia. Economy: Giant mines with Historica's best treasures, and of course Ale, are Mitgardia's most important economical resources. Timber is also plentiful Section Three: Recent Guild History Even Mitgardia fell prey to the disorder and discontent so prevalent in Historica recently, and nearly plunged into civil war as some of the powerful Dwarven houses looked to invade Avalonia. Ultimately, the crisis was averted, but tensions between some Dwarven families and the Mitgardian government remained. And then came the terrible invasion of the Algus from the Frozen Beyond. In the struggle to push them back to their icy lands much of Mitgardia was weakened. With a new heir to the throne in Cedrica, maybe now Mitgardia can rebuild its former days of unity and might. Section Four: Guild Leader Core Leader: soccerkid6, this is the member who you can go to for changes to this thread, member disputes, and game question about Mitgardia. Guild Leaders: These are the characters who lead the factions for story purposes. Mitgardian Faction- Sir Glorfindel (soccerkid6) is acting as the Steward of Mitgardia currently, while Elon Chorian (Ecclesiastes) attends to some important family matters. Sir Glorfindel's advisors: Elon Chorian (Ecclesiastes) Steen Larsson (kabel) Section Five: Current Guild Challenges. Guild sign-up: If Mitgardia sounds like the home for you, create a character and post your character in this thread! Community Build: Landscapes of Mitgardia, Dwellings of Mitgardia Mitgardia free-build-challenge: Age of Mitgardia Please post a link to each of your free-builds or challenge builds in this topic, as you complete them. It keeps things simple for indexing purposes. Past Books: Mitgardia Book I Thread, Mitgardia Book II Thread Section Six: People of Mitgardia. Mitgardia is home to a wide variety of people, below are some examples of the types of inhabitants you may find: Members Elon Chorian (Ecclesiastes) Titles and profession: Leader of Mitgardia Short Bio: Proud member of the house of Chorian who live in Ondylion for centuries which was destroyed by the elemental monsters. With the absence of the Jarl and his city destroyed, Elon is living in Valholl now as steward of Mitgardia. Hometown: Valholl Parts: Head, Head and Torso, Green Arms, Hips and Legs, Cape 1, Cape 2, Cape 3, Shields and Axe Blades, Bar, Plume, Steen Larsson (kabel) Titles and profession: Carpenter, Royal Architect, Vice-Admiral of the Mitgardia Fleet, Homeprovider for the Poor, Defender of Valholl as well as Doctus of Mitgardia. Short Bio: Steen was born in Helgestorp a small village near the city of Stoneroda, where, at the age of 7, he became a carpenter aprentince. Due to his military skills he soon rose within the ranks of the Stoneroda militia and his protector Lord Eric Grimmson became awere of him. Steen was eventually choosen to represent the Stoneroda carpenter guild in the Valholl Thing, the Mitgardian parliament. There he showed that he was able to do more than just fight and cut timbers and thus earned quite some titles. With the descrution of Helgestorp and Stoneroda, Steen relocated to Thorshaven, where his brother Lars Larsson currently serves as the mayor of the prospering young town. Hometown: Stoneroda Parts: Hair,¨Head, Cape, Torso, Arms, Hips and Legs, Spear Sir Glorfindel (soccerkid6 - previous sigfig) Titles and profession: Architect Regent of Valholl, Officer of Valholl, Treasurer of the Valholl Mason's guild, Economic Titan, Knight of Valholl, Mason Teacher, Shadow Rider, Rigr, Gentleman, Farmer, Innkeeper, Watchman, Protector, Frost Berserker, Eagle Eyed Danger, Manager, Gatekeeper, Vendour, Miller, Lord Mayor, Agrarian, and Strategic Heavy Weight Short Bio: Though Daydelon has been a small town in years past it is now expanding rapidly and Glorfindel is committed to keeping it strong. Glorfindel visits Valholl often to discuss current matters in Mitgardia with Elon and Steen. Among the dwarves of Mitgardia Glorfindel has many allies, and is always welcomed at the great city of Hradcanny. Hometown: Daydelon Parts: Plume, Green Hand Plume, Helmet and Visor, Head, Cape, Scabbard, Torso, Arms, Legs, Sword, Shield Eryl Storrar (soccerkid6) Titles and profession: Short Bio: Eryl Storrar of Harburg is already a staunch Mitgardian despite his young age. Which should stand him in good stead as he likely will be lord of Harburg one day. Eryl's parents, Karsten and Karin, are the Lord and Lady of Harburg, while his uncle is Sir Glorfindel - Karsten's younger brother. Eryl has a twin sister named Elise, and like most twins, they get into plenty of mischief together. Hometown: Harburg Parts: Hair, Head, Torso, Arms, Hands, Legs Mikkel Winter-Stone (mrcp6d) Titles and profession: member of the Jarls' engineering corps Short Bio: Mikkel is an engineer for the Jarl, hailing from the Mitgardian capitol, Valholl, and was traveling on a cartography expedition in the Northern Wastelands when Victor's machinations came to light. Since then, he has used his knowledge to improve on the crossbow, increasing its range and accuracy. Recently, in conjunction with the dwarves of Omurtag, he has begun experimenting with new fire-powered ballistic weapons. Whether this fire-breathing tube functions on science or wizardry, he knows not - he just knows it works. Hometown: Valholl Parts: Feather , Hat , Head , Scarf , Torso , Green Arms , Hands , Legs Sir Gunman the Lurikeen (Gunman) Titles and profession: Economic Titan Short Bio: Gunman was born in euosmos, a small city Southeast of tundra.Following his father's steps he became member of a local clan named DAOC at the age of 13. The clan was all about hunting wild animals near euosmos and exploring the lands of Mitgardia. Today at the age of 27, Gunman and his friends Hlias and Markus are core members of the clan and starting to plan serious adventures outside of the Mitgardian boarders. Hometown: Euosmos Parts: Arms, Torso, Legs, Sword, Cape 1, Cape 2, Head, Hair Wyndor (MKJoshA) Titles and profession: Leader of the forces at Dalig Ulv, Friend of the dwarves of Treacleheim, Bane of the Algus Short Bio: Wyndor lives in the northwestern portion of Mitgardia. During the Algus Saga he worked with Charlemagne from Kaliphlin to obtain a dragon. Now he spends his days patrolling the northern borders of Mitgardia with his dragon to ensure no Algus make their way south. Hometown: Dalig Ulv Parts: coming soon! Makny Annenson (The Stad) Profession: Commander of the Stromvakt Bio: Born to the second son of the Lord of Førstlys on the Burial Isle, Makny Annensen was never likely to inherit the rule of his grandfather’s holdings. Instead, he passed his youth learning the ways in which he could best serve his family and people. After his customary year in the clan lands when he came of age, which was just before the Elemental Crisis, he had many adventures and faced many trials, eventually coming into his own as a warrior and strategist. Following the wars against Ravaage, his puppet states, and his allies, Makny surrendered any claim he would ever have to the lordship and took his father’s place commanding the Stromvakt, the elite household guard of Førstlys. Hometown: Førstlys Parts: Hair, Head, Torso, Arms, Hands, Legs, Scabbard, Cape Alfadas Mandredson (Alfadas) Titles and profession: Rigr Alfadas Mandredson, Frost Berserker, Eagle Eyed Danger, Shadow Rider, Watchmen, Gatekeeper, Protector and Farmer from the North! Short Bio: Hailing from a small village near the Winter lakes in the south of Mitgardia, Alfadas grew up as the oldest son of the leader of said village. The village thrived in fishing (as they are close to the winter lakes) and the export of said fish to nearby towns. Alfadas didn't much feel like becoming the leader of a small boring village, so he took a couple of friends and together, with Alfadas as their captain, they traveled all across Mitgardia, aiding people and Mitgardia itself. Slowly coming to the conclusion he isn't invulnerable (mostly because he got one of his legs chopped off by a Cyclops) Alfadas grew up to become a more responsible person. When he gets tired of fighting, he will have a village to govern. Hometown: The Winter Lakes Parts: Hair, head, torso, cape (brown), sword, shield, legs (aren't official legs, they are regular green legs with a peg leg) Isengrin (meepinater) Titles and profession: Soldier, scaredy-cat, chicken, little mouse. Short Bio: As a child, Isengrin always wanted to serve as a soldier. When he became of age, he enlisted for a soldier. In his first battle, however, he witnessed his company murdered by orcs. He has never recovered since. Although he can still summon his courage, Isengrin often turns pale at the mention of orcs or goblins... or anything of the sort, really. Hometown: Omurtag Parts: torso: part #937 in dk grey with black hands. legs: part #970 in dark grey. weapon: part # 25111 in silver. Shield: part #22408. helmet: part #3844. armor: part #2587. head: part #326cpb2081 Arun Hilgrim (CaptainAaron) Titles and profession: none Short Bio: Arun is a novice explorer and aspiring wizard from Valholl. There, he recently completed university studies in archaeology and mystic lore. With the recent dangers facing the realms, he hopes to help by unearthing ancient artifacts and discovering long-lost secrets. Besides being a well versed researcher, Arun has some arcane skill. This is currently limited to two abilities. First, he can brightly illuminate his staff at will. The second is that he can comprehend the speech of his wooly goat, Grep. Arun is now moving into his family’s old cottage located in the foothills northeast of Valholl. From there he will have a safe haven for adventuring and can begin exploring the lands of Mitgardia. Hometown: Valholl Parts: Hair, Head, Torso, Arms, Hands, Legs, Backpack Lady Eleanor of Bluevale (Bracari) Title: Ruler of Bluevale Short Bio: The Bluevale country is Lady Eleanor's ancestral home. Nestled inside a mighty mountain range it is a long valley with a large lake in the middle, fed by a myriad of small streams which spring from the surrounding mountains. A river flows from this lake carving a small pass through the eastern part of the mountains. The southwestern region has hot springs and geysers due to volcanic activity, this gives the valley a special micro-climate. The valley is fertile and was famous for its Orchards whose Apples were then distilled into cider, appreciated throughout Mitgardia. The Lords of Bluevale prospered from this trade for centuries, acquiring land and businesses even in the Capital itself. Unfortunately a volcanic eruption followed by a war between brothers took a heavy toll on the community as many died or fled. Although triumphant against his brother, Lord Brius (Eleanor's grandfather) moved the family to Valholl being able to maintain a noble status due to his wealth. Eleanor was born there, her mother dying in childbirth, and raised surrounded by finery, a melancholic grandfather and often absent father. However, without the steady income from Bluevale's products, some bad investments and general squandering of money by Eleanor's father, Lord Firth, after her grandfather's passing the family lost most of its wealth. When Lord Firth died just a couple of years later, the family status gone and looked upon with a certain disdain by other nobles a young Eleanor decided to sell the little holdings she still had (even the family's house in the city where she grew up) and with a small retinue of faithful servants return to Bluevale to reclaim and rebuild the family's domain. Parts: Hair, Head, Torso, Arms, Hands, Legs and Hips, Cape. Ronan Lund ((Luc)ky Luke) Titles and profession: Blacksmith in training Short Bio: Ronan was born in the small village called Flockwood. This village high up in the mountains was founded, after the destruction of Helgestorp by a small group of former inhabitants. After a few days of walking haunted by freezing winds this small group found a spring in an almost hidden valley. The group decided to stay there and founded the village now known as Flockwood. Because of the dangers the group encountered in the mountains and the everyday treat of the freezing cold and the mountain’s wildlife, every boy and girl had to learn how to fight from the day they learned how to walk. Even though he lives in a rough place Ronan always tries to stay positive. Hometown: Flockwood Parts: Hat Head Cape Torso Pants Ygnvi Arnesson (Ayrlego) Titles and Profession: None Short Bio: Ygnvi Arnesson grew up in a small rural village set in the valleys of Mitgardia's southern mountains. His early summers were spent in the mountains tending to his families livestock and he seemed set to become a simple farmer. That was; however, until he was drafted into the local fyrd during recent troubles. Unlike many of his neighbours, he seemed to have a talent of fighting, and the taste of life outside of the village of his birth gave him a yearning for adventure. Now free of his service in the militia, he looks to make his name and fortune serving Mitgardia however he can. Parts: hair, head, torso (with green arms), legs Amos Lachlan (Spud the Viking) Titles and Profession: Clergyman, chronicler, scholar. Short Bio: Amos Lachlan is the second son of a farming family in the South lowlands of Mitgardia. He preaches within a small community and still has a soft-spot for agriculture because of his upbringing. Lachlan would like to venture out into surrounding settlements in order to get a general sense of the politics and needs of the people. He keeps notes of current events in order to provide written history. Along with him travels his dog; Kirk. Hometown: A small village on the West side of the Antler river Parts: to be updated Andros Graymane (A_Goodman) Titles and Profession: Blacksmith Short Bio: Born to a modest family on a farm outside of Valholl, Andros grew up in comfort while learning trades such as lumberman and agriculturist. However Andros always had a gift for forging. At the age of 15 Andros left home and joined a group of mercenaries called the Silent Scythe. They were known for taking odd jobs around the Tundra and occasionally making their way north into the Clan Lands. After several years, a job went bad and the few remaining members of the group disbanded. Upon returning home Andros discovered the family farm in ruin and no trace of what had become of his family. Taking the small amount of gold he had saved during his time as a member of the Silent Scythe he purchased a small forge south of Teridyan, on the eastern border of the Tundra. Here he creates some of the highest quality weapons and armor in all of Mitgardia. Although he feels more comfortable creating weapons than using them, as a former mercenary, he is always ready to suit up in his old set of armor and join some fellow guildsman on a quest. As long as there is some gold in it for him of course. Hometown:Valholl Parts:Will Add Virgil Faust (Blaze) Titles and profession: Captain of the Northern Rangers. A group of soldiers whose task it is to protect the most northern places of Mitgardia. Their speciality is hunting and taming dragons and big lizards, but are also excellent at capturing/hunting or sometimes even killing of other large creatures and monsters. Short Bio: A young ranger, but with already a great reputation, he is the youngest captain ever and also the gouvernor of Pikesteel village. If you have a big snake in your bathroom or a drake in your backyard, send a message to Virgil, he will know how to take care of them! Hometown: Pikesteel Village, at the foot of Pikesteel Mountain. Dargrin Galvinor (dathil) Short bio: The Galvinors go way back. Originating from Varlyria, Dargrin's ancestors came to Stagmont in Mitgardia looking for a new home, a place to follow their ideals. Within a few generations, they became a respected family, due to them using their coin investing in the expanse of Stagmont. The Stagmont Dargrin has been born and raised in, has become a serious town, and the Galvinors are accepted as its paramounts. Dargrin, his brother Edmun, and their uncle Drakk are focussed on solving the mysteries around the disappearance of their parents during the war, as well as on restoring the prosperity of their hometown. Hometown: Stagmont (sigil: Stag on a dark red and dark green field) Parts: Hair, Head, Torso, Arms, Hands, Legs, Cape Snorri Puvelson (Puvel) Titles and profession: Farmer - Protector Short Bio: Snorri Puvelson, son of Puvel the Hurn, is a veteran of the Alguswars. After receiving training from his father, Snorri joined the fight in the cold mountains. Even though he’s a battle hardened veteran at his young age, his aim is to lead a peaceful life and make his hometown prosperous again. Hometown: Kyllingfelt Parts: Hair, Head, Torso, Legs? Eoin Wallace (Eoin Wallace) Short bio: Eoin Wallace is a fierce warrior who lives in the woods just south of Dalig ulv, with his friend Douglas. From his house in the woods he mostly spends his time patrolling the wilds of mitgardia, discouraging bandits and keeping law and order. He sometimes goes into the cities but when he does its never for long, for he feels uneasy with all the people in one place. Home town: the woods south of Dalig ulv. Parts: head, legs, torso, green and yellow arms with flesh hands, scabbard, sword, cape, hair, brown stick, torch, gem. Louis of Valnötsträd (Louis of Nutwood) Titles and Profession: Young Karl; Aspiring warrior. Short Bio: I was born in a small village called Valnötsträd, famous for its timber. Father was a skillful carpenter and Mother was an audacious house builder. But I never aspired to work with them. My destiny was much grander. I dreamt of crossing the lands of the North, to seek for mysteries and great adventures, just like my grandfather, Föbvr the Wise. I wanted to fight alongside the bravest of men and build alliances with the wisest of them. On my father’s deathbed, I pledged to protect my family. And I swore to the gods that I would become a great warrior to fight and die for the people of Mitgardia. To Valholl. To Mitgardia! Hometown: Valnötsträd Parts: Hair, Head with freckles, Cape, Hun Cape, Torso, Dark brown left arm, Dark blue right Arm, Legs, Sword, Shield, Brown Stick. Sigrid Haraldsdottir (Aurore) Titles and profession : advisor and aspiring herbalist Short bio : Sigrid was the youngest daughter of the ruler of Horgaard, a tiny village nested in a secluded valley of the Heavenly Mountains. She spent a peaceful childhood bickering with her siblings and riding in the mountains, while showing an insatiable curiosity about...well, about everything and anything - but especially plants. And rocks. And animals as well. When her father and brothers went to war, Sigrid and her older sister Dagmar were left behind in charge of the village. Years later, none of the men have returned. Dagmar has become the de facto ruler of the village, and Sigrid acts as her advisor. HometownHome-one-horse-village : Horgaard Parts : Hair - Head - Cape - Torso (with white arms) - Skirt (alternate legs when mounted) Captain Arion (ForTheGreaterGood) Short Bio: My sigfig's name is Captain Arion, he's a Mitgardian army captain and he's from Teridyan. He's the second of five children, and prefers to lead his soldiers by example rather than by words. Parts List: hair, torso , arms are just regular green system arms, legs ,sword, shield, head Ava (Zarcania) Short bio : Has been recently discovered by a Mitgardian, lying on the floor near ruins in the south of Mitgardia. A list of name has been found in his pocket. It appaers that, at least some could be Mitgardians names. Until now, he has not really managed to wake up from the limb he is in, so we don't really know more. Title and profession : we don't know... Hometown : we don't know... Celestina StrongSilver (The British Brixter) Hometown: LilyOake Short Bio: Raised in the quaint village of LilyOake near the border of the Mitgardia tundra, Celestina would witness the brutality of the winter and the bloodlust of starved citizens. A famine blighted her crops and caused a famine so large that half the population died out, Lord Falx, the leader of LilyOake was only able to keep his domain by relocating his people to The Isle of Solitude where the people have begun work on building a new LilyOake from a large Fort called Fort Eaglefall. Celestina now works as a sergeant in the LilyOake guard, protecting her people from outside threats and overlooking the development of LilyOake
Trouble is brewing in Nocturnus. In the midst of the civil war that has engulfed the kingdom for years, a new power has slowly emerged: the Crimson Knives. Armed with weaponry far more advanced than their rivals, they have engaged in a scorched earth policy that has left large amounts of civilians dead. One such victim was an ambassador (and dear friend) of the Desert King. Knowing that his citizens would be hesitant to take part in an all-out invasion of Nocturnus, the King has put an incredibly high bounty on all of the public figureheads of the Crimson Knives (including Ulriq, Bastio, and Magda). The instruction are simple: he wants their severed heads delivered to him. Such a high bounty has elicited enthusiasm from bounty hunters and assassins all over Historica. Average citizens also have something to gain, as mercenaries from across the land have congregated on "border regions" to eat, drink, rest, and buy supplies before venturing into Nocturnus. Such an influx of money has been a boon for the local economies. Not all are as enthusiastic though. Someone within Ylspeth's circle has been secretly sending information to the Crimson Knives. In order to find out who the traitor is, Ylspeth needs Ulriq, Bastio, and the others alive. To accomplish this task, she has secretly enlisted the help of Cobold McTavish and his team of adventurers! From left to right: Gerard Renwick Sinclair III, Ayra Valken, Kars, Cobold McTavish, Charis From left to right: Cobold McTavish and Kars Cobold McTavish Kingdom: Kaliphlin Race: Dwarf Sex: Male Age: 96 (48 in Dwarf years) Height: 4'8" (1.42 m) Bio: A dwarf of many talents, Cobold was engineer/chemist/seasoned chef from the mountains of eastern Kaliphlin. A demolitions prodigy, he was recruited by the Cedrican royalty to create a bomb that could turn the tide in the war against Raavage. The result was a revolutionary design – though large and unwieldly (needing at least two people to carry it), it could bring down a wall and end a siege in minutes. The bombs would see deployment on the battlefield by Cobold and his commandos; it was on this crack team of elite soldiers where Cobold would meet Kars (a mysterious tracker from Avalonia) and Ulriq (a hulking refugee from Nocturnus). Somehow, Cobold’s designs (which were supposedly well-protected by the Cedrican Royal Guard) found their way into Nocturnus, where they were used by forces allied with Raavage to devastating effect. Cobold realized that he created a monster – not only were they being used against his own men, but if his designs proliferated enough, they would make the "simple act" of waging war more destructive than ever. As Raavage’s forces were obliterated and scattered throughout the Nocturnan wastelands, Cobold made a point of destroying every blueprint and model of the bomb he could find, doing so until he was satisfied that he had eliminated every trace of his creation. After the war, Cobold returned home with Kaliphlin, and decided to follow his passion of being a chef. After all that destruction, he decided it was time to pursue something creative. Several years later, Cobold is working as the head chef of a prominent restaurant. Though his job pays well, he chafes at controlling nature of his boss. Without a means for expressing himself, he feels like he is suffocating. In recent weeks, news had begun to trickle out of Nocturnus of a militia group known as the “Crimson Knives”, led by one of Cobold's former friend/protege Ulriq. Though they strike their rivals fast and disappear just as quickly (cleaning up any remains of their attacks), a few pieces of shrapnel have managed to escape their grasp. The indications are clear: Cobold’s bombs are back in production. With this revelation, Cobold has decide to assemble a team to venture into Nocturnus, defeat the Crimson Knives, and destroy every last trace of his creation. Having always had a flair for the theatrical, the dwarf has named his team "Cobold's Crusaders", much to the chagrin of his lieutenant Kars. Kars thinks its "too cheesy"; Cobold jokingly retorts that Kars is "no fun". Queen Ylspeth and Cobold are both aware that there is a traitor somewhere in her government. Directly funding his mission would require much manpower on her part (increasing the risk of the traitor being privy to their plans). However, she has referred him to the Sinclair family in Valyrio, who have agreed to bankroll his mission. For now, all the young Queen can give is her tacit support. Skills: master chef, demolitions expert, engineer, master tactician, skilled hand-to-hand combatant, small size obfuscates physical strength Hobbies: cooking, axe-throwing, military history Personality: boisterous, passionate, leads from the front, can be somewhat stubborn and impulsive (this is tempered by his lieutenant Kars), guilt over past actions Kars Kingdom: Avalonia Race: Unknown Sex: Male Age: Unknown Height: 6’4” (1.93 m) Bio: Kars is a quiet, enigmatic mercenary who uses his borderline-supernatural tracking abilities to hunt his targets. Having grown up on the impoverished outskirts of an Avalonian city, he befriended Bastio and co-founded the criminal gang called the "Krenwald Cavaliers". The two would eventually have a falling-out that left Kars drifting down a river on the brink of death. He was found and nursed back to health by the Valken family. It was the first time he had a healthy relationship with anyone, and he would never forget the kindness they showed to him. Kars would “lie low” on the isolated farm for over a year, helping out with various tasks. Though they were a family of centaurs, the Valkens accepted him as one of their own, with Kars developing a sibling-like relationship with Ayra. Searching for work, Kars would eventually join the Avalonian military in the fight against Lord Ravaage. His skills in tracking and wilderness survival would eventually see him transferred to a Cedrican Commando unit (nicknamed “Cobold’s Commandos) led by Cobold McTavish. After the war's end, Kars would return to mercenary work. Tracking everyone from bail jumpers and escaped criminals to kidnapping victims, he would acquire a fearsome reputation for "never losing a quarry". Some targets (upon discovering that Kars was tracking them) supposedly opted to surrender and spare both parties the trouble. Cobold had been a mentor figure for Kars, and the closest thing he has had to a father figure. He would leap at the opportunity to fight alongside him years later, with the two of them determined to 1) destroy every last trace of the former's creation and 2) bring in their former friend Ulriq alive. Skills: master tracker, wilderness survival, stealth, enhanced senses (especially sight), competent swordsman, lanky build hides surprising physical strength Hobbies: birdwatching (a hobby he shares with Ayra), tracking his targets ("if you love your job, you will never work a day in your life") Personality: introverted, analytical, obsessed with “professionalism”, intensely loyal, socially awkward, hates people who are "picky", occasionally lonely (Kars wants camaraderie, but couldn't bring himself bring himself to actively seek it until he met Charis; before that someone would have to approach him first) From left to right: Gerard Renwick Sinclair III and Charis Gerard Renwick Sinclair III Kingdom: Valyrio Race: Human Sex: Male Age: 35 Height: 5’11” (1.80 m) Bio: As the youngest son (and only bachelor) within a Valyrian aristocratic family, Gerard Renwick Sinclair III has struggled to stand out and make a name for himself. Having so far lived an uneventful life, he is the only member of his family without any heroic tales. This has caused him to worry about being the disappointment of the family. Since the War against Raavage, the Sinclair family have become steadfast (tacit) allies of Queen Ylspeth. The queen has referred Cobold's Crusaders to the aristocratic family, who has agreed to bankroll their mission. Gerard has also agreed to join them; he sees this as a golden opportunity to prove himself and avoid being a disappointment to his family. Though he is eager for adventure, he still has to get used to life on the road, where people sleep in the dirt and make-do without three meals a day. Skills: master fencer/sword-fighter, diplomat Hobbies: wine-tasting, fencing, classical literature/art Personality: gregarious, obsessed with manners, picky, desperate to prove himself, has an affinity for "the finer things in life" Charis Kingdom: Avalonia Race: Unknown Sex: Female Age: 25 Height: 5’9” (1.75 m) Bio: Little is known about Charis' life. According to her, it was "so boring that it isn't even worth recounting". All that can be gathered is that she used to bowfish when she was younger, leading her to expert marksmanship and skill in all forms of archery. No one knows where she came from or why she has purple skin, webbed fingers/toes, and a pair of gills. None of that matters to her - in her view, all that matters is living in the moment, so who cares what her past was like? Adventurous and thrill-seeking, Charis has made it her life's goal to "avoid boredom" - this led her to pursue a degree in monster-hunting. It pays well, and the excitement is a guaranteed. To pass the time, Charis likes performing "trick shots" with her bow (such as firing the arrow using her feet) and playing pranks on her friends. Charis and Kars met a few years ago when they encountered each other going after the same bounty: a Dreerack. With a snake-like body, armored head, and mouth full of teeth sharp enough to bite through chain-mail, the monster would have been nigh-impossible to take down alone. Charis and Kars agreed to work together and split the bounty. The pair made a perfect team, with their strengths and weaknesses complementing each other nicely. Kars was a great close range combatant with extraordinary tracking skills, whereas Charis made for an impeccable sniper. Both were "loners" who loved the thrill of the hunt. Charis drove Kars to become more extroverted, whereas Kars drove Charis to become more introspective. Skills: master of all forms of archery, can breathe underwater, stealth Hobbies: fishing (especially bow fishing), sports-hunting, increasingly elaborate jokes/pranks, performing "trick shots" with her bow Personality: extroverted, easily bored/distracted, has no "filter" when speaking, "daredevil", mischievous Ayra Valken Kingdom: Avalonia Race: Centaur Sex: Female Age: 28 Height: 7’5” (2.26 m) Bio: Growing up on an isolated farm in Avalonia, Ayra Valken had an simple and idyllic childhood. Her family (consisting of her father, a combat medic, and her mother, a former school teacher) were always willing to take in anyone passing through their neck of the woods, even adopting a young centaur named Brielle. While Mrs. Valken would homeschool them, Mr. Valken would instruct them both in the ways of combat medicine (a field which involved fighting off attackers just as much as tending to your allies). Brielle and Ayra had different takeaways from this: Brielle would eventually become a fierce knight, sworn to protect the innocent, whereas Ayra would become a gentle healer who avoids violence whenever possible. As a centaur, Ayra knew that a powerful kick could kill a man; all the more reason for restraint. A year before the war against Raavage, Ayra found a bloodied Kars on a riverbank near the farm. Taking him in, the family nursed him back to health. To repay their kindness (and "lay low" to avoid Bastio) Kars stayed on the farm for over a year, during which he developed a sibling-like bond with Ayra and Brielle. Around the same time, Ayra began showing signs of the "green flame"; an exceptionally rare magical power that could heal any wound imaginable, albeit at a great cost of energy to the wielder. The magic could also be used to perform impenetrable barriers and telekinetically move anything from fallen debris to injured people. In combat situations, the magic is only supposed to be used defensively. Ayra would subsequently be sent to the Green Order (an order consisting those who possessed the "green flame") within northern Avalonia, where her skills would be further honed. Nowadays, Ayra travels around Historica, helping those in need. When Kars approached her (on the orders of Cobold) and asked if she wanted to join his "Crusaders", she heartily accepted, both out of desire to help those suffering at the hands of Crimson Knives and out of loyalty to her brother. One of Ayra’s worst fears is her fear of being a burden on someone. When someone does a favor for her, she always insists on repaying that debt in some way. It’s a trait viewed as equal parts flattering and annoying. This fear also causes Ayra not to voice her misgivings regarding a particular issue - when repressed, this can sometimes lead to bitterness/passive-aggressiveness. Ayra has several other phobias, including claustrophobia, thassalophobia (fear of deep water), and acrophobia (fear of heights). These fears largely stem from her physiology (and are shared by many of her fellow centaurs). Centaurs generally do poorly in tight spaces (due to their unique proportions), are awkward swimmers, and prefer to have all four of their hooves placed firmly on the ground. Though she will travel anywhere she is physically able to help those in need, Ayra has a strong dislike for large cities. Their narrow streets and small shops are crowded with people (playing into her claustrophobia) and her naturally heightened sense of hearing (common among centaurs) makes it hard to tune out the constant noise. Though this leaves Ayra somewhat susceptible to “sensory overload” upon entering a city, she won't let it stop her from helping those in need. Skills: healing magic, "practical medicine" such as herbalism, heightened hearing (shared by all centaurs), can deliver "a mean kick" from her hooves (but never does so because of the potentially fatal results) Hobbies: bird watching (due to her heightened hearing, she can supposedly identify most birds by sound alone), herbalism, relaxing walks through the woods, cooking/food in general (something very dear to most centaurs to their physiology) Personality: kind-hearted, gentle/easy-going, avoids violence whenever possible, worries about being a burden/has multiple phobias, has a reverence for nature and all forms of life, unofficial "team mom" (Pictured Below) Ayra and her sister Brielle make a new friend... I think that bird likes you! You think so? (Pictured) The Crusaders "messing around" If you've made it this far and read through my "Great Wall of Text", then I applaud your patience! I've been working on these characters for years, starting with Ayra back in early 2019 (time flies). After a lot of writing and rewriting, I finally have a team (complete with characters and character dynamics) that I'm happy with! I was considering portraying these backstories through MOC's, but going to college in Germany as an exchange student made that unfeasible. I won't be back home until Spring 2022. Seeing as how I have been sitting on some of these stories for years, I wanted to "get the story out" now so that I can focus on the "present day" events in these characters' lives (I think Charis would approve of "focusing on the present" ). That being said, I am absolutely open to going back and building key moments of these backstories (in "MOC form") in the future! Enjoy!
A small but sturdy fort built to protect the settlements of the tribe of Ritzen. Untitled by mlarbconnor, on Flickr Overall view. Note the kaliphlin colors on the roof of the tower/ladder housing. Untitled by mlarbconnor, on Flickr View of the front gates. [url=https://flic.kr/p/rxtNXp][/url]Untitled by mlarbconnor, on Flickr View of one side, part of the wall there is natural cliff, the short tower behind it has a ladder to get up. Untitled by mlarbconnor, on Flickr A guard relaxing in the crossbow nest. Untitled by mlarbconnor, on Flickr View of the ground level with a weapons stash and beds for off duty guards. Hope you like it, feedback is appreciated.
Built for the Heroes Guild of LCC, Level: Journeyman(2) "Your hero slaying a monster." Mark of Falworth won a major victory in the Siege of Lost Souls, The Outlaws were thrown from the massive walls and the fierce Dragon was finally forced to flee before the swarms of knights. The casualties were numerous on both sides. And the Castle was soon abandoned by the crusaders as they didn't want to leave a garrison behind in enemy territory. A fortnight later, Mark of Falworth and his companions Vaasco Suariz and Gonsaluus Petri (both valiant knights of the realm) were on a simple reconnaissance mission, when they spotted a huge object in the sky. They quickly realized it must be a Dragon, indeed it was the very one they had faced only a little while ago. It was careening right towards them! Vaasco shouted, "Forsooth, my liege! Let us with due expedience make our way towards yonder thicket that we mayest avoid the fierce Dragon, which would seek to do us grievous ill!" "Nay," replied Mark, "For yonder dragon did accept battle on my terms, so will I accept battle on his terms..." Gonsaluus interrupted, "But sir, verily even the bravest of knights would not dare to battle a dragon single-handedly, especially considering every knight's life is needed for the cause." “Thou speakest wisely Gonsaluus, but this dragon, surnamed ‘the cunning’ for his shrewdness of brain, can still be defeated by clever stratagem.” Mark winked at his companions, then dismounted from his horse in one fluid motion and marched alone towards the beast. The dragon, with a great flurry of its wings, landed a few yards away and breathed a blast of flame at the knight. But Mindarus the dragon was too far away for the fire to have any effect. Especially since Mark of Falworth was clad head-to-foot in steel plate armor... Mark jeeringly called out to the monster, "I bid thee good day, fine fellow. But, sink me, I cannot feel the heat of your fire! are thou still out of breath from the beating I gave you two weeks ago?" Hearing this rebuff, The Dragon lunged forward with a furious snarl, And inhaled deeply so as to scorch Mark to a crisp! Mark leaned back as if about to be struck... And at that instant, just before the Dragon breathed forth the flame, he hurled his sword straight into the throat of the vile creature! The monster reared back in shock and pain. Then, turning its head to the heavens, let loose a roar which shook the earth for miles around as blood and fire shot towards the sky. With a low moan and a deep shudder, the beast slammed into the earth, its head at the feet of the triumphant knight. As the brightness faded from the dragon's eyes, Mark said "Take no offence, sir dragon, But thine head will make a most worthy present to the King." And so the evil dragon, Mindarus the Cunning, was defeated by the equally cunning Mark of Falworth For the Glory of Loreos! Thanks for viewing and have a great day!