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  1. Welcome 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. Elon Chorian's advisors: Steen Larsson (kabel) Sir Glorfindel (soccerkid6) 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
  2. MKJoshA

    Alistair's Forest Lair

    See the previous tales: Wyndor's Saga: Chapter 1 -What Has Past- Chapter 2 -What Has Past- Chapter 3 -What Has Past- Chapter 4 -Grevling Manor -House Raising Party -Survival -Grevling Manor Great Hall Not everyone who lives in Mitgardia is a law abiding citizen. Certain denizens call the frozen north of Historica their home, but they choose to live hidden away. Alistair's band of Minotaurs is one such group. They prey on local farmers throughout the area, seizing crops and releasing livestock. Many Minotaurs have come to accept that cattle can be used as beasts of burden without insulting the Minotaur race, but Alistair wants better for the animals that share such resemblance with his kind. They have made their home in a large cave about 20 miles outside Dalig Ulv. There they plan their next ventures.
  3. A group of various Mitgardian lords and leaders meets in Daydelon after hearing reports of Queen Ylspeth's new edict. Glorfindel quickly got down to business: "All of you represent different groups of Mitgardians. How do they all feel about these new regulations on taxes, public entertainment to be funded by the nobles, and grain from Avalonia?" There was a moment of silence as the council members considered their replies. Karsten and Glorfindel had already discussed the issue with each other before the council. And in the end it was Vagn, a wealthy merchant, who spoke up first. "Meddling with Mitgardian business, that's what this is! Never trust governments to get involved with trade, it always ends up costing you more than it gives. And ultimately this 'free grain' is just being paid with by our own taxes! Not to mention these taxes aren't just going to the crown, but into the pockets of those tree loving Avalonians!" Lady Alsnotr of the Strong Shield clan quickly responded: "Even if the grain is being paid for by our tax money, surely it's advantageous to receive grain before our tax payments are submitted? Many of our smaller clans and villages are struggling to maintain their food supplies, and we'll need good stocks prepared to make it through another tough winter." "You all act as if this sort of thing hasn't been done before," put in Brigor, an aged dwarf of Hradcanny. "Edicts on food, trade, and taxes were common place enough when we had a King in Cedrica; why should our Queen be any different? No, it's the inclusion of these public spectacles that makes me wary. What is Ylspeth trying to distract our people from? She's practically forcing nobles to put on these events with her tax requirements." "Surely she could just be looking to brighten the common folks lives?" Ovarr asked. As a well-known hunter and trapper, the young man was far from wealthy and passed through many small villages and towns during his expeditions. "Whatever our suspicions of her motives, we have no choice in the matter currently," stated Drottin Manaor, Mitgardia's Prime Minister and representative of parliament. "Though it may not be in our best interests, we are in no position to defy the Throne of Cedrica. Mitgardia badly needs some years of peace to regain strength." "I'm afraid Drottin is right, for now we will have to watch and wait to see how our new Queen handles Historica. Those of you with concerns are welcome to summarize your thoughts in letters which I can include in our next official correspondence with our representatives in Cedrica." Glorfindel sighed as he sat back in his chair. When Ylspeth had been inaugurated the country rejoiced, for it brought some much sought stability to the lands. And while many of the common people were excited by the promise of entertainment, the current sense of discontentment and suspicion among the nobles and wealthy was hardly encouraging.
  4. They had set the table at the eastern side of the vast rotunda, near enough to an opening that they got plenty of light, but not so near that the wind would blow all their charts and maps away. Here they spent many hours each day, deliberating on designs and consulting the records they had dug out of what seemed to be a library, several floors below them. This tower was the largest in the complex, ancient beyond all reckoning, and yet largely unspoiled by the long northern winters and the harsh salt winds that blew off of the Bay of Storms, and so it had been selected as the center of their operations as they went about exploring the rest of the ruins and establishing facilities to house, feed, and outfit the new garrison. Makny and his cousin Kjell looked over the many parchments again as Kjell reported on the latest surveys. "We have taken full account of the lower districts along the water, but only a portion of the central ruins have been fully charted. Of the openings in the cliffs in the upper district, we have found many, but I will not yet say that all have been discovered, nor have we had men enough to spare to determine how these caves and tunnels connect." "Thank you cousin," Makny replied, "It seems that we will need to request further resources from your father. How has work progressed to clear the pass?" The entrance to the bay was a narrow track that wound through the rocky hills of the Burial Isle in the south. In many places it had been obstructed by landslides or washed away by long-gone rivers, so that it was difficult to follow on foot, and nearly impassable to a wagon and a team of oxen. Supplying the settlement had been difficult in the summer months, and with winter approaching it would be nearly impossible. "Work along the trail is slow," Kjell admitted tiredly, "It seems that the only travelers it has seen these past years have been game." Makny rubbed his eyes and bent closer to the maps, as if on their thousandth viewing they would reveal some new path into the cove that had yet gone unnoticed. Suddenly they heard footsteps and heated words from below, and Makny turned as several men reached the top of the stairs across the room. At the front came a rough looking man with an air of importance, followed closely by several of his guards, and trailed by one of Makny's hapless lieutenants. "Sir, I've told you, the commander is busy!" the lieutenant puffed. He had obviously been trying to stop the men for several floors now, to no avail. "And I've told you, your head of the household guard can make time for a Rigr who is here on the Jarl's business," the man snapped back. Makny waved the lieutenant off as the visitors swept onward, and mustered up the most hospitable tone he had at his disposal. "My lord Hammel, welcome. It is good of you to come visit us in our new quarters." "Enough of your jests," the man cut in sharply, "We are both busy men." Makny's face hardened. "Indeed we are. I see your guards have come with you to these chambers; am I to bear this as an insult or to take it as a threat?" Hammel advanced toward the table, though his men kept their distance. "You are to see my men as the warning that they are. Word moves quickly in the north. Whispers abound that the Stromvakt seek for themselves a mighty stronghold, a seat from which to carve out their own lands." Makny nearly snorted. "Surely a man of your position and esteem would not believe such idle gossip. We are here at the order of my uncle, the Lord of Førstlys. After the city nearly fell to Raavage's forces, he saw the need for a place that might keep his people safe in a time of even greater peril." "I would expect you to have a good story to justify your presence," Hammel retorted, "But your words do not hold weight. The guild is wary of your work here." by "You speak of the guild as though we are not a part of it. Have you forgotten already who broke the siege of Duergvenn and rescued you and your garrison? And which colors do you see behind you on that standard? This is my uncle's land. He may do with it as he sees fit, as is his right, as is the right of any lord in this guild, in order to keep it secure against those who would do him or his people harm." "Do not speak to me of Duergvenn as if it solidifies reputation," Hammel sneered, "No victory serves only one cause. Your loyalty has yet to be truly proven." "Is that why you are here, then? To test our loyalty by telling us to leave?" "No, young lordlings," he said derisively, "I am here to present you with a summons. Your loyalty will be tested far from here, along the banks of the Antler and the shores of the Winter Lakes. The remnants of the enemy have crept from the shadows and gathered in the heartland, and now they threaten the Capitol itself. In the aftermath of these wars Chorian cannot gather enough men from his lands alone, so each true guildsman is called to go and eradicate this menace once and for all. If you indeed fight for all of Mitgardia, you are to sail for Northridge in a fortnight." Hammel ended with a smug smile. "If that is the case, I look forward to riding with you once again." "Indeed," Hammel scoffed before he whirled and swept out of the room. Makny waited until the Rigr was gone, then turned back to his cousin. "That was a strange visit." "Yes," Kjell nodded slowly, "I would have expected my father to send word of these happenings himself. The guild might have sent out the call to arms, but we may only go at his command. Of course, that is if the Rigr even speaks the truth..." Makny came around the table and the two walked towards the edge of the high battlement. "I am loath to send you away while your help is so sorely needed here, but I feel that we need to know your father's will on this matter." Kjell nodded silently. Makny felt a strange anticipation rising within him, while out over the bay the first high clouds of the afternoon drove landward. I didn't have the time to finish this before the Challenge 1 deadline, so I guess it's going to be a freebuild. My first attempt at an all-Lego scene, I still need to work on my lighting. C&C welcome on everything!
  5. Mitgardia is home to a diverse range of inhabitants, and each and every one of them has a place they call home. Whether that be dwarven halls, norse cottages, elaborate castles, orc strongholds, or any other personal dwelling. Dwellings of Mitgardia Community Build Open to all Mitgardians, here is a new community build to encourage the development of Mitgardian dwellings across our mighty guild. Task: - Build a home for your character, or another Mitgardian citizen - No minimum or maximum size - Any scale allowed (micro, minifigure, etc.) - Interiors are encouraged, but not required - There is no limit on the number of dwellings you can create - Post a link to your completed builds here Award: Each dwelling will be added to a illustrated index in this post to serve as inspiration for future Mitgardian builds, and also to give a good idea of the sorts of dwellings found in Mitgardia. Also, completing a dwelling will earn you the title of Citizen of Mitgardia. Example builds (from Book II): Index:
  6. soccerkid6

    Gardar's Cloth Goods

    I came up with the basic idea for this wall technique, and figured I should make a full building to see if it worked. Various builders like Simon NH, ~Cab~, and Marcel V. have used similar wall techniques before, though my execution is slightly different than theirs. The cobblestone street also uses an idea that has been implemented many times before – free floating pieces. There is a tutorial available on the wall and one for the cobblestone technique for this build will be posted in the future. It was fun to make another highly detailed building with full interior. Gardar has a fine cloth shop in Harburg, and supplies Lord Karsten with any fabrics needed for use at the castle. Today Eryl and Elise are paying for another order of textiles, and they enjoy chatting with the old merchant. "And father would like three more rolls of red wool for his troops' uniforms," Eryl stated as Elise looked around at the various fabrics on display. Sometimes Eryl was annoyed by being required to run errands for his parents, but a visit to Gardar's shop always meant fun as the old merchant was a kind man who well remembered what it was like being a young boy. Gardar replied with a cheerful smile that was all but invisible under his thick beard, "Certainly Eryl! Are you sure he doesn't want some extra cloth to make a proper uniform for you though?" "Maybe another time Gardar, Father says I'll beginning proper weapons training before long! But for today we just need those three rolls" "Well, I'm sure you'll be getting plenty of fine uniforms then. Just don't be too hard on your instructors, they're not as young as you are." Eryl laughed and said, "I'll try not to beat them up too bad," as he shared a conspiratorial wink with the merchant while giving him two coins as payment for the goods.. More pictures See all the details on Brickbuilt. Thanks for looking, your feedback is always greatly appreciated
  7. Rogue Angel

    Historican Settlements - HSS

    HISTORICAN SETTLEMENTS Historica is home to many towns, villages, hamlets, and even a few Cities. The Royal Cartographer's Guild of Albion and the Avalonia's foreign affairs minister wish to officially recognize the many settlements of Historica. As a prerequisite to official recognition and inclusion in the "Royal Registry of Historica's Locations of Note" and "Avalonian Sites and Monuments: a comprehensive guide" each settlement must prove that they contain the minimum facilities to provide for their residents. To establish your settlement, you must post MOCs from the following categories. These MOCs CAN be already completed, but they MUST not already be referenced to a different location. (if you try to alter a description of an existing MOC to fit this challenge, you will not be allowed to enter ANY settlements, so do not edit topics you already posted. you can add a post later on in your topic, but if I see that the topic was already posted before Feb 14th, but edited after Feb 13th, it will not be allowed as part of this challenge.) There are a couple of building types that can be counted for multiple types (a Fishery for example can be counted as a nautical AND agricultural). Here are the categories: REQ - Agriculture - Grains & Produce: Farm*, Mill, Granary, Orchard Agriculture - Livestock: Farm*, Cattle/Horse Ranch, Swineherd, Sheepfold, Fishery Nautical: Harbor, Shipwright, Quay, Fishery*, Ferryman REQ - Military: Keep, Barracks, Gatehouse, Tower, Castle, Fort Religious: Chapel, Monastery, Temple, Shrine Medical: Apothecary, Herbalist, Infirmary, Physician Hospitality: Food & Beverage: Bakery, Butcher, Winery, Brewery, Tavern REQ - Hospitality - Lodging: Inn, Stables, Coach House REQ - Laborers: Lumber Mill, Mine, Stone Cutter, Mason REQ - Craftsmen - General Goods: Cooper, Wainwright, Tannery, Dyer, Glass Blower Craftsmen/Merchant - Arms & Armor: Blacksmith, Bowyer, Fletcher, Armorer Craftsmen/Merchant - Clothing: Cobbler, Seamstress, Furrier, Woolen Mill Craftsmen/Merchant - Specialty: Candle Maker, Wood Carver, Bookbinder, Jeweler, Potter Services: Herald, Cartographer, Money Lender, Scribe, Courier, Shipping House Scholars: Observatory, Alchemist, Philosopher, Astrologer Entertainers: Minstrel, Fortune Teller, Performing Troupe, Theatre Administrative (Town or City only): Town Hall, Chancery, Forum, Courthouse Now, the examples provided are not the only things you can build in a category, they are just options. Also, the build must be substantial - showing an interior of one room, or throwing a bunch of bricks up on a plate will not be acceptable entries. Hamlet - There are 5 categories that are required for a Hamlet (the minimum recognized settlement) - Agricultural (either one), Military, Hospitality (either one), Laborer, and Craftsmen. Village - For a Village, you must meet the Hamlet requirements plus meet a total of 8 of the 16 categories. Town - For a Town, you must meet the Hamlet requirement, plus a minimum of 2 Craftsmen buildings, both Agricultural categories, and both Hospitality categories, plus meet a total of 10 of the 16 categories. City - For a City, you must meet the requirements for a Town, plus one administrative building, plus meet a total of 14 of the 16 categories. Port - For a Port, you must meet the Village requirements, including one Nautical building. For this task, there is no time limit, and again, is open to all Historicans. I will be starting a separate thread for this once I get home tonight where you can post a link to your topics. Each person should have only one reply in this topic, where they will post all of their entries. You can have more than one settlement recognized if you wish. You should only have one post per Settlement Feel free to ask questions, but I will delete them once they have been answered, and compile the answers in the thread below. Do not post for a settlement unless you have a build to post. I will delete any topics that do not contain a link to an existing MOC (no MOCs in progress allowed either) Let me know if you have any questions.
  8. On the Eastern edges of the Mitgardian Tundra a Guard Tower is being rebuilt. Although it suffered minor damage the importance of this watchtower requires it to be refitted and put back into operation as soon as possible to protect Mitgardias Eastern border. In the middle of a heavily wooded area an elevator is used so as to ease the lifting of the masonry required to rebuild the structure. PS I apologize for the background it was the best I could do. Eastern Guard Tower 1 by Nicholas Goodman, on Flickr Eastern Guard Tower 2 by Nicholas Goodman, on Flickr Eastern Guard Tower 13 by Nicholas Goodman, on Flickr Eastern Guard Tower 4 by Nicholas Goodman, on Flickr Eastern Guard Tower 11 by Nicholas Goodman, on Flickr Eastern Guard Tower 5 by Nicholas Goodman, on Flickr Eastern Guard Tower 12 by Nicholas Goodman, on Flickr Eastern Guard Tower 10 by Nicholas Goodman, on Flickr Eastern Guard Tower 9 by Nicholas Goodman, on Flickr Eastern Guard Tower 8 by Nicholas Goodman, on Flickr Eastern Guard Tower 6 by Nicholas Goodman, on Flickr Eastern Guard Tower 3 by Nicholas Goodman, on Flickr Eastern Guard Tower 7 by Nicholas Goodman, on Flickr
  9. (Luc)ky Luke

    Flockwood village

    This is my first build for the Guilds of Historica. It took me a long time to get the cottage right, especially the roof. I would really appreciate if people have suggestions or things that I could improve in future builds. Somewhere deep within the mountains of Mitgardia a small village called flockwood will stick out of the snow like a fallen warrior not ready to give up on life. The smoke of the chimney’s rising above the trees like beacons of hope. The lights of candles flickering in the nights and the reflection of the moon and the snow like a million diamonds. Life in this village is harsh and everyone has his or her own specific task; the butcher prepares the meat, the blacksmith repairs and makes tools, the carpenter makes all sorts of furniture, the hunters will catch most of the food and so on. When someone manages to reach the village they would describe the village not as a bunch of people but as one single organism. Flockwood is not just a village it’s a family. You can find more photo's on my flickr page here.
  10. The path out of the orchard leads Sir Loth Strongarm by the family's produce garden, lush with crops. There he sees his granddaughter Yura, the middle child of his son Stenon, harvesting vegetables. Hard working, strong-willed and beautiful as her mother. She is of marrying age but, like her older brother, does not seem to give much thought to it yet. Granted, the current small Vale community does not have many potential compatible suitors. Another thing that might change with the return of Lady Eleanor, with the possibility of the return of some of those who left the Vale and the arrival of new settlers.
  11. While out riding one day, Makny's horse spooked and veered off the road, galloping through a field of tall grass. Makny was irritated, but not worried; he had ridden fast before. He tugged on the reins and chided the horse, trying fruitlessly to steer her back to the road, not watching the ground in front of him, until suddenly the horse was rising beneath him. He lost hold of the reins. His legs flew clear of the saddle. He flailed and grasped at the air. Now he was worried. He coughed and sputtered on the ground, struggling to regain his breath after a thick tuft of grass had knocked the wind from his lungs. After a few moments his father was over him, still in his own saddle, with Makny's horse at his side. "You're lucky," he said, a smile playing at the corners of his mouth. "You just missed that rock." Makny grimaced and rolled over onto his hands and knees, coming face-to-face with the stone that could have killed him had his head fallen a few inches to the left. He stumbled to his feet, limped defiantly over to grab the reins from his father's hand, and clambered back atop his unruly mare. As they picked their way back through the field an old saying played at the back of his mind. "A man is not beaten until he stops getting up."
  12. Bracari

    AoM - Farm - Phase 1

    Sir Loth Strongarm walks through the Apple Orchard of his family's homestead and reminisces on the past. He lost his wife, daughter and most of his family when a volcanic eruption destroyed his home village, while he and his two eldest sons where on a mission patrolling the high passes of the mountain ranges that surround Bluevale. Luckily his youngest son, Stenon, survived the natural disaster. He stood by his Lord, Brius, when Brius' brother tried to usurp his place. In the ensuing conflict both his eldest sons died in combat. Although victorious Lord Brius departed to the Capital leaving Loth Strongarm as Steward of Bluevale and protector of its people, the few that remained after the hard times fell on Bluevale.He trained his youngest son as a tracker and warrior as himself, to one day replace him.When his son married Skyra they settled in a small clearing on the slopes of the northwestern mountains of the vale.In the intervening years the farm has grown and prospered and so has the family. Strenon now has three children of his own, Robb the eldest son, a daughter named Yura and the boy Tarrys. Returning his thoughts to the present and to Lady Eleanor, Lord Brius' grand-daughter, who is returning to reclaim her dominion of Bluevale. He sent Stenon and Robb to escort her party through the mountain passes. They should arrive soon and one thing he is certain of is that life in Bluevale will change yet again. A few more photos can be seen at https://flic.kr/s/aHskDb2fP2 Any comments are welcome. Pretty new to this world and eager to learn and improve my skills.
  13. The Stad

    Visiting Sorgheim

    The journey had felt long to Makny, though it was only a few days slow ride from Førstlys. He and his father had been through several towns and villages along the way, though they had kept to themselves rather than announce their presence. As his father said, it was far easier for them to learn the minds of the people if the people did not know who they were. So they had traveled alone, unannounced, and humble, observing what they could from horseback and making note of what directions they ought give along their return trip. They overtook an older fellow leading a cart laden with bags of grain just before entering the village of Sorgheim. As they passed through the gate, Makny saw what appeared to be a large lantern set in the center of a circle of eight carved stone columns. The glass inside it was broken, and its columns were worn and crumbling, with moss slowly climbing their bases. Makny watched the townsfolk pass the lantern indifferently, but he could not ignore it. “Father, what is that?” he gestured as he asked. His father answered slowly, seeming to concentrate on weaving his horse through the traffic around them. “A remnant,” came the reply, “of a people long gone from these shores. All but forgotten, I think... though we might see for ourselves soon enough.” There was a concealing air and a strange distance to his voice, though Makny barely registered it, caught up as he now was in the activity that swirled around them. Everywhere the village folk were hard at work, hustling to and fro, shouting greetings back and forth, while above it all the Jarl's soldiers stoically paced the barricade. They followed the sandy, well-worn path up the hill, past the flour mill and the low-slung storehouse, and deeper into the village proper. Overhead, the early summer sun was bright in a clear blue sky. As it shone warmly on his shoulders, Makny began to feel the drowsy weight of several nights spent in the dew on ground, and he hoped against hope that tonight might find him in a soft bed with a roof above him.
  14. CaptainAaron

    Arun's Adventures - Ch. 1

    Prologue Chapter 1 I recently joined and this is my first build posted. It was initially created as a backdrop for my character, then I started getting ideas. Looking at some other builds I was inspired by some of the captioned stories put together by people like Pombe and De Gothia. I decided to take it a step further and start a comic-style storyline for my build. Is this an acceptable image format for challenges or contests? Do I need to just use raw images with text captions if I want to include story? P.S. comments and critique are most welcome.
  15. Many buildings in Sorgheim were dug into the hills that rose at the feet of the inland mountains, but the storehouse was dug down even further than most, protecting its contents from the bitter cold of the long northern winters. Much of the building was made of timber, as this was easy to harvest and work into building material, but the foundations and columns were stone. The stone on the ground kept rainwater from soaking into the wood and causing it to rot, and the columns held up the significant weight of the slate roof and snow that often laid on it for months at a time. Inside, food was kept as dry as possible, and inventories were frequent to make sure nothing spoilt before it could be used to feed the village. The fourth and final section of a long project, I'll have pictures of the whole thing up later (they need a little polish before they're presentable). C&C welcome as always.
  16. As they toured the island, Makny and his father would stop in many towns and villages, making sure that local affairs were in order and speaking on behalf of the Lord of Førstlys when needed. One of the stops on their journey was to Sorgheim, an ancient village that stood at the base of the mountains where could be found many of the tombs, crypts, and barrows that gave the Burial Isle its name. In recent years Nocturnian raiders had begun to frequent the shores of the island, occasionally making their way deep inland. Thus, the people of Sorgheim, like so many others, had bolstered the defenses around their town. The gatehouse at the center of their palisade made use of an ancient, crumbling arch, which they had cleaned and rebuilt to an extent, and which the Jarl's men now patrolled. I've been sitting on this for a while because I wanted to post it as part of a larger assembly, but with the guilds being so quiet lately I figured I might as well post it now. I'll probably clean it up a bit more before I post the whole scene, but for now C&C are welcome!
  17. The man was beyond the age of pushing a plow, but not so old that this journey was too much for him, and so he was given the task of leading the cart into the highlands. While the fields in the lowlands had been quite fruitful last year, the mountains of the Burial Isle had seen little rain and yielded sparse harvests. Thus, to hold the inland communities over until their crops had begun to mature, the well-supplied granaries of the coasts had been instructed to sell their surplus to those towns and villages that were soon to face hunger. The old man didn't mind the task so much, though, for the sun on that spring day was pleasant, and the scent of the flowers around him made that of the oxen beside him almost tolerable. This was a quick, experimental build to try out the rock technique and give the tree (which I've had for a while) a place to go.
  18. Years ago, Reifnir Wave-Breaker left a humble hut and a pregnant wife to answer the calls of the Jarls and fight the Algus in the frozen north. Even after they were vanquished, there was always another fight keeping him away. At last he has returned and much has changed. He is greeted by the happy bark of a hunting dog that was once a pup, for it has never forgotten its first master. Inside, a boy hears the bark and it is different than usual. Could it mean... Inside, a wife dares not look up from her chores because she has long since given up all hope of seeing her husband again.
  19. The palisade around Sorgheim was erected in haste, though not without care, and its earthen ramparts were broken with bastions that allowed defenders clear sight along the outer face of every wall. If an enemy were able to make their way to the base of the wall, they would find little shelter from guardsmen's arrows. Another section of a larger scene, this goes with the gatehouse I posted last week. C&C welcome as always. Hopefully I'll find more time to finish the other sections soon...
  20. My first model of 2018, this is based off of the watermill located in Riverwood from the game Skyrim. It is meant to be viewed from all sides, and has a completely irregular border. I took inspiration for the landscape colors from Wochenender and his incredible Jernsteein creation, while the water wheel was based off of Brick’s design. The trees are again taken from the tutorial by Chris. Finally getting around to posting this model here. This completes the small storyline I had started a while ago, as well as finally finishing Age of Mitgardia! Previous story installments: 1st, 2nd, 3rd, 4th, 5th. Dedan, Glorfindel, and a new man dressed in dark blue robes made their way to the watermill at Firoir. A few of the villagers were around, and were obviously curious about the three visitors. Some had heard of a confrontation between Glorfindel and their Lord Tuinis, and wondered what it meant for the Officer of Valholl to have returned. Firm steps could be heard upon the wooden walkway over the river as Lord Tuinis approached, flanked by three Mitgardian soldiers. And it was obvious from the guard's gleaming weapons and armor that they were not any of the local troops under Tuinis' command. As he neared the small group, it was clear to all that his rage was barely contained. "What is the meaning of this, Sir Glorfindel," blustered the man, placing sarcastic emphasis on the term sir. "Invading Firoir with armed troops is no small matter, and I will have you brought before the Valholl Council and banished from Mitgardia!" Glorfindel answered with just a hint of a smile, "That will not be possible, Tuinis." "Further insults! Let everyone here be witness to the fact that this man has not even had the decency to properly address a lord of Mitgardia." "Your status as lord has been revoked, and the Parliament has also removed your control of Firoir." This statement from Glorfindel was brought with a fleeting moment of terror on Tuinis' face, before his usual arrogance returned. "Lies!" He spat back, "You have merely brought some of your own lackey troops, and used armed force to take this town!" At this point the oldest of the three soldiers spoke up: "I am Captain Mattr, and can assure you that this was all done on behalf of the Valholl Council, I am not on any orders from Sir Glorfindel." "You will find all of the legal documents in order," said Dedan, as he extended a sealed letter towards the former lord. "Those papers also instate Vigr here as the new lord of Firoir," added Glorfindel, gesturing the man robed in blue. Tuinis had a nasty glint in his eye as he made his parting statement before the guards escorted him to the prisons of Valholl, "I can see your trickery was thorough, but be assured that you will not escape this debacle unharmed!" The villagers breathed slight sighs of relief at the man's departure, though they dared not hope their new lord was any better of a man. In time Vigr did gain their respect, and also that of the neighboring lord's who were only too happy to see their troublesome neighbor replaced. See more pictures on Brickbuilt C&C always welcome .
  21. ...about 5 years ago, when things started to getting worse for the citizens of Euosmos and strange things where happening all over Mitgardia because of the rising hordes of Algus, a boat with a handful of brave men from Euosmos, sailed across Winter Lakes to the open sea towards East, far away from the known lands of Historica... They were looking for a safe place away from any Algus threats, to make a new start for their civilization and keep the soul of Euosmos alive. It took them about a month sailing before they finally saw land! The region was ideal to build a fortified city, so they immediately started working on it.... the city of "Salonica" Soon they had their first houses ready and about three year after, the fortified walls were ready too. The named "Kastra of Thessaloniki" were one of the toughest walls all over Historica and the citizens were finally safe, for once and for all. Hey there guys :) thanks a lot for hosting this great contest, it was the big period we had available to build, that made me think to finally expand the Kastra Gatehouse I had built and also build the interior village I wanted. (you can exclude the main gatehouse from judging) The project consists of 3x3 48baseplates for now and I aim to further expand it when I find time. The windmill at the hill is rotating with power functions, and there are also several lights at the tavern below it and around rockwork. I was also thinking to make more threads and link them here with the main buildings/baseplates better photographed (detached) but for the time being I will leave it as it is, all together. I am working on this project since the announcement of the contest, with a few months off and on, and the final moc consists of MANY parts as you can see xD I hope you like it Giorgos Solomonidis Gunman Kastra of Thessaloniki Military Parade Every year since the beginning of the new era for the citizens of Euosmos, they organize a military parade to celebrate their new hometown. Sir Gunman has left a clone of himself next to the King, because he has information that upcoming danger in incoming to the city of Salonica, and he has to prepare himself. Every citizen has a chance to see from close-up their brave military The coming of the citizens of Euosmos to this land, wasn't so peaceful... in fact, strange fleshy looking people were living here. All of them were captured and since then are kept on a small island on a lake near Salonica called Skyraloga to avoid any transfer of their illness to the healthy citizens. Every year, during the parade period, a few of them are taken from the small island and are forced to join the parade inside a wagon. Dragonslayer's Inn One of the top Inns in the City of Salonica, famous for its view from the balcony Dimo's Stable The stable, owned by Sir Gunman and his family, named after his grandfather. Some of the finest horses of Salonica and held there. Sir Gunman it getting ready to leave his house and go see if the rumors for incoming danger are true, Market Every Sunday, one of the finest markets of the city is getting place near the Monument of the Fallen Angel You can find from small fishes till one of the finest armors in the lands of Historica The Statue of the Fallen Angel dedicated to all the fallen Mitgardians, during the long journey from Euosmos to Salonica Dragonslayer Windmill This windmill is used by citizens and military people too. Normal citizens use it to produce their flour while military people are on duty and use it as observatory for incoming danger around the city. Next to the windmill, there is also a big Cross made out of stone, to threaten incoming enemies. Many citizens find this place very romantic, and choose it to get married. Lights ON Last but not least I would like to claim the following: Inn phase 3,Stable phase 3,Walls phase 3,Store phase 1 HSS entertainers.HSS Scholars,HSS Religious
  22. Far to the east of Historica lie the Great Wings, a series of vast lands that stretch for hundreds of miles, surrounded by innumerable smaller islands. Many centuries ago, the Pinnothen fled the calamity of civil war in their home in the land that would become Historica and conquered much of this place. They drove out the dark elves that had made their kingdoms there, built on the backs of slaves, and brought their worship of the Eight Children and their aspects (the Pinnothen's understanding of magic) to their new subjects. 1) Champion of the 8 The most elite warriors and magic wielders of the Pinnothen, Champions are considered to be the Children's most favored, and often hold positions of high honor at temples and among noble households. However, they devote their lives to study study and training, rarely intervening in the affairs of the world except in the most dire of circumstances. 2) Chosen Selected early in their youth to become highly versed in the Eight Aspects and their manifestations, Chosen are the most exceptional children of the nobility, trained with the sole purpose of attempting the Eight Trials when they come of age. The few who survive this ordeal are offered places in the Royal Household, to elevate the position of their families and strengthen the power of the ruling bloodline. 3) Officiant of the Eight Trials A master of their respective aspects, Officiants administer the Trials of the Eight to the Chosen. It is a position of honor, but also one of great solemnity, as many Chosen die at the hands of the Officiants. It is also a position of great peril, as the Chosen occasionally lose control of the aspects they wield, with disastrous results. 4) Pilgrim of the Eight Paths Like Champions, Pilgrims devote their lives to the study and application of the aspects. Unlike the Champions, Pilgrims do this while practicing a lifestyle of asceticism and travelling the length and breadth of the Great Wings. They are greeted with reverence in the towns they visit, and have been known to intervene with their abilities for the good of the commoners. 5) Heavy Phalanx The primary strength of the Pinnothen standing army, the long spears and stout armor of the phalanx, bolstered by their rigid discipline and zealous conviction, have kept the lands of the Great Wings secure for millennia. None withstood their advance during the Settling, and few have posed a serious threat to them in the time since. 6) Pinnothen Voicecaster Highly skilled in the Aspect of the Song, the Voicecasters issue commands at the front lines of the battlefield and relay information across great distances on behalf of the high commanders. The mastery of their aspect allows them to be heard above the chaos, and some of the greatest voicecasters have been known to compel their enemies to lay down their arms with the power of their words alone. 7) Order of the Hammer Acolyte The Order of the Hammer is devoted to building, forging, and crafting, though an acolyte is not allowed to do any of that until they've proven their knowledge of all the materials the order favors. Some acolytes spend years in the order before they're allowed to construct their own hammer. 8) Order of the Pestle Healer Superior The Order of the Pestle deals in the creation of medicines, foods, and even some poisons (though this knowledge is reserved for only a trusted few). The Healer Superior carries an over-sized pestle as a symbol of his rank, and spends much of his time teaching and demonstrating for less-experienced adherents in one of the order's many temples. 9) Order of the Stars Wayfinder The Order of the Stars studies everything to do with the skies, from meteorology to navigation. The wayfinders are renowned for their ability to find safe courses through even the most treacherous regions. They are invaluable to the captains of ships that brave the unpredictable swells and jagged sea rocks of the Shattered Coast 10) Forgotten Emissary A high elf dignitary from the Mystic Isles, sent to the kings' court on the Old Shores, before the Kinsunder. He followed the Pinnothen in their flight from the Faithless, then again across the shifting sea to the Great Wings, and has served as an observer and an adviser to every successive monarch in the millennia that followed. 11) Khashdin Animator The Khashdin are not born, hatched, or summoned like other creatures of the world. They are first shaped from stones and clay, and then granted life through means known only to the Animators. They grow slowly over centuries by consuming the minerals around them, some becoming so vast that they can be mistaken for geographical features. 12) Khashdin Pyre Carver As important to the life of the Khashdin as their creation by an animator is their transition from the moving stone back to the living stone of the earth. Pyre Carvers prepare the place of a Khashdin's death, where they return their spirits to the ground and become one with the stone again. Some among the Khashdin's few visitors mistake the figures that line the halls of their cities for statues, when they are in fact the honored dead. 13) Khashdin Axe Bearer The great leaders of the Khashdin are, invariably, colossal figures, slow-moving, and often unable to fit through even some of the grandest gateways. Thus, they often deal with outsiders by way of emissaries. These envoys, by bearing the axe of their ruler, show that they speak with his authority in all matters of trade, diplomacy, and war. 14) Eastern Drow Stone Crusher The Drow and the Khashdin, each living primarily beneath the surface of the earth, have been enemies for time immemorial. While the Drow prefer to combat the Khashdin through guile and sorcery, occasions sometimes call for a less subtle form of confrontation. 15) Eastern Drow Subversive When the Pinnothen first began the Settling, the Drow were at the height of their power in the Great Wings. Now relegated to a few strongholds among the Featherstones in the east, they have been readying themselves for centuries to retake the land that was once theirs. Subversives work in the shadows to sow seeds of discord among their enemies, making the land fertile for their reconquest. 16) Flatwater Fisherman The eastern reaches of the continent are broad, rolling grasslands, crisscrossed by ancient forests and vast, shifting river deltas. Hundreds of small communities live along the banks of each river, the fishermen and merchants plying their trades from atop agile catamarans. 17) Shattered Coast Slaver Their kingdoms overthrown by the first Favored King after he led a slave revolt, most of the ancient slavers were hunted down and forced to capitulate or be destroyed. A clever few, though, have managed to evade the Pinnothen for generations, hidden among the rugged cliffs and deep, rain-soaked valleys of the Shattered Coast. 18) Ancestor March The tradition of the march dates back to the Old Shores, before the Settling. When times are most desperate, the wizened elder warriors of a city don the black funerary armor and go out to stand between death and their descendants.
  23. In the months following the Historican Civil War, strange vessels were seen racing on the winds off the eastern coasts of Nocturnus and Mitgardia. No one knew their origin, and the folk that piloted them spoke in a strange and antiquated manner, if they ever came close enough to communicate at all.
  24. Thulgard by David de Rijke, on Flickr Few of the ships of the once so mighty Mitgardian expedition survived their voyage, but the brave survivors joined up and found land! On the vast continent of Vela, yet unknown to Historica, they founded their new home, Thulgard. As the wood of the ships was used for pallissades and watch towers, the crews went out to forage and build some structures to survive the incoming winter. They did not go unnoticed, however... Their new settlement of Thulgard seemed to be placed in the domain of the Empire, and some imperial officers already stood at the gates to reclaim it, diplomatically. Not a single change however that Mitgardian captain Amkyr will let that happen! Thulgard lays in the Westerlands, the -obviously- western region of the Empire, ruled by the house of Glainthes, who have their seat near Bunnock's Barn, half a day's march away. Bunnock manor by David de Rijke, on Flickr Thulgard might be my most detailed build at this scale. At least it has the best rockwork I have ever produced :p The mountain had been under construction for, like, a year, so I am kind of glad that I am done, for now I sorted out my lego, I can't wait to build much and much more! Alas I kind of forgot I am studying abroad now for some weeks, so I had to hurry with the photography before I left. I might wanna make better pictures when I am back!
  25. The Lord of Førstlys was in fact the lord of all of the Burial Isle, and its safety was, first and foremost, his concern. Thus, trusted members of his household were often seen traveling the length and breadth of the island, taking count of the defenses of the various communities set along the rocky coasts and nestled into the mountainous interior. Makny's father would often take him along when it was time to inspect, leading him on horseback through the hills and gathering news from every outpost they passed along the way. Inspiration for the rockwork came from @soccerkid6, particularly his recent Nordheim Watchtower. I might be lacking subtlety in my own application, but I generally like how it turned out. You're welcome to disagree of course.