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One of the key lessons for any growing noble is the history of Historica. Such lessons are often taught by tutors retained for that purpose, but even they cannot know everything. And so often the young nobles make a trip outside the castle walls, to visit some knowledgeable fellow who can give insight into less known aspects of guild history. Supervised by the young Lady Reyna Anjou, today they have made a visit outside the castle walls to the town archives of Thanesford. Lessons sometimes bore this group, but weapons are guaranteed to grab their attention. ‘An Axe of Mitgardia!’ said Felix Allothan. ‘These fine treasures were given by the leader of our guild to various lords and towns, in the old days. Clad in our colours, they were – although the handle of this one has been replaced. Need to get that repainted…’ Chief archivist of the town of Thanesford, Felix has been in his profession for over fifty years. In his youth, he collected lore and artifacts from all over Mitgardia, writing about them and teaching others about their significance. Though not his main job, he will also sometimes give young nobles of the town lessons on important matters of Mitgardian history. In his retirement he enjoys telling tales of those days. His skills also extend to using various sharp objects, and not just on trees. While no contender for the Master-at-arms post, he can teach them the proper way to care for blades. I dropped the border for this one because of the size restriction, and I think it turned out better because of it! It was thrown together from the leftover parts I had after Challenge A. Although it doesn’t count toward HSS requirements, I still wanted to explore more of Thanesford and establish characters. I’m very proud of the carpet – it’s a reuse of parts that were intended for a city apartment kitchen. I added the Mitgardian colours and it seems right at home!
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The Raven tavern, Thanesford The Raven is a tavern in the town of Thanesford. Located in the northern part of the town, it was converted a decade ago from a meeting house and serves a clientele of largely local citizens. Other Mitgardians are always welcomed as well, but those from other guilds generally find more comfort in taverns closer to the docks. The watchmen occasionally make patrols, but generally this is a quieter part of town. The owner insists that the sign over the door is a raven. Most think otherwise… but he will not hear it! Few raise that question anymore, after a decade in business. Regardless of this minor issue, the colours of Mitgardia fly undisputed over the fireplace, as a show of loyalty to the guild. Recently returned from touring the outlying villages, Jennessa Anthor is the singer in residence at The Raven. She has been intermittently traveling central Mitgardia since the Queen’s rule and peace was proclaimed, and is well known to the people of her hometown. Her training is more informal than those of the Univeristy of Petrea, in the traditional manner common in the northern guild. Often Jennessa plays in the town squares as well, and at other establishments, but The Raven is among her favourites. The tavern is usually generous, especially for songs of Mitgardia’s history and great deeds of the guild. And there are many to choose from! Tonight the opening song is a traditional poem about a brave couple from the clans, who searched for the way through a mountain pass in the height of winter to deliver a grave warning. ...stones covered in snow white and windy all about trees buried and torn mist, fog, and stinging ice flooded the valley floor making it a mountain. Such high drama is often a favourite in the north. Patrons have hearty discussions over their food and drink. In one corner can be found adventurers celebrating a successful job, and a couple is delivered their bottle. Dwarves feast on crab, and a clansman from further north enjoys his ale. Bonus pic – with the people and most furniture removed. So, here is my introduction to the town of Thanesford! It was different than I had planned, since it had to meet the challenge requirements. The black border stands out too much to me, so I will probably make less noticeable borders in the future. I ended up having to remove the roof to get enough light in to take pictures. Not sure about how my poetry turned out, but I can’t imagine a bard of the north without it. The ‘raven’ came about because I wanted to use the name for a tavern, but didn’t have any of the minifigure series shields available. So I used it anyway and came up with a story for why.
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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. The list below captures almost all of the various ideas that have been used over the years in this thread. But again, even this extensive list is not exhaustive; if you think your build qualifies for a category, put it there. Creativity is always encouraged! Additionally, some items could go into other categories. For example, a wizard might be a scholar or an entertainer. An astrologer could be scholar or religious. An adventurer's guild could be hospitality food, or lodging depending on the offerings, etc., so ask if you have questions, but don't be too worried about the category. Build something awesome to your imagination and we will find a category for it. Agriculture Grains and Produce Farm Garden Mill Granary Marketplace Vineyard Orchard Foraging grounds Irrigation system Livestock Farm Cattle/Horse ranch Dairy Swineherd Goatherd Sheepfold Marketplace Kennel Beekeeper Fishery Hunting grounds Pastures Nautical Harbor Shipwright Quay Fishery Ferryman Port Dock Lighthouse Military Keep Barracks Gatehouse Tower Castle Fortified Bridge/port/manor/etc. Wall Beacon Cavalry Stables Ballista Tower Fort Religious Chapel Church Monastery Tomb Crypt Catacombs Cemetery Temple Mosque Shrine Monument Medical Apothecary Herbalist Infirmary/Hospital Mortician/Necromancer Torture Chamber Barber/Physician Hospitality Food & Beverage Bakery Butcher Winery Kitchens Brewery Café/Street Food Tavern Adventurer's Guild (and/or lodging depending) Pizzeria Shisha Cellar (wine, cheese, etc.) Lodging Inn Stables Coach house Celebrations (fits into Food or Lodging, depending) Wedding Festival Laborers Lumber Mill Grain Mill Mine Stone Cutter Wood Cutter Mason/Adobe Maker Stable Hand Cleaning Workers Field Hands Foresters Carter Diggers Quarry Wheelbarrower/Hauler Trapper (fur, etc.) Craftsmen/Merchants General goods Cooper Wainwright Tannery Carpenter Dyer Marketplace Fishing Rod Merchant Farrier Arms & Armor Blacksmith Bowyer Fletcher Siege workshop Armorer Clothing Cobbler Seamstress Textiles Furrier Woolen Mill Specialty Candlemaker Wood carver Stone Carver/Sculptor Goldsmith Bookbinder Florist Jeweler Horse Tamer Merchant's Hall/Guild Coal Merchant Magic/Potion Vendor Tinker Potter Luthier Mushroom groomer Glassblower Services Herald Cartographer Money lender General Store Scribe Courier (incl. Pigeons) Trading Post Shipping house/Warehouse Falcon trainer Scholars Observatory Alchemist Philosopher Library University/Academy Astrologer Astronomer School Wizard Entertainment Minstrel Fortune Teller Street Musicians Performing Troupe Brothel Sports Arena Theatre Presdigitator (magician) Fighting pit Ostrich racing Puppeteer Administrative (Town or City only) Town Hall Chancery Forum Council Building/chamber Administrative Building Meeting Hall Customs House Palace Embassy Courthouse
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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. 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 Gunther van Hal (Captain Flint) Titles and profession: Huntsman. He is a mercenary who mostly works alone and hunting witches, monsters, various creatures and discovering many strange and unexplained things. Short Bio: He was born in a small village in the Clan Lands. He lost his mother very young, his father had to leave and left him with old Helmut, who was a blacksmith and a good friend of his father. Helmut trained him how to wield a sword. He quickly showed skills and with a lot of hard work and exploration of the unknown, he became the best huntsman in the area. Hometown: Snowy wilderness
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http://[url/https://flic.kr/p/2j1WRDw][/url]20200514_101038 by pope.dt06 , on Flickr Beleg the Ranger, after returning from a long trip, finds the Mitgardian peasants around Thorshaven severely lacking in training. He brings several of the young ones who dream of fighting to his private sparring ground, centered on an ancient shrine to the War God. He aims to train them into a professional mercenary force that might eventually be hired in the rapidly developing Nocturnian Civil War... I am going to document the adventures of Beleg and his band of mercenaries, who you will get to know better, after I finish moving. This is a build that I made a while ago, and the story was a little hasty, but I hope you will enjoy it! Click on the photo, and you will see a pic of the shrine in the corner. I am moving, so you'll not see a lot of me on the Forums. I hope to get back into building in a month or two.
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Previously: A New Post at Gammeltårn Party Supplies Perils Old and New They had spread themselves around the low stone table at the center of the chamber, contemplating the map that had been expertly tooled into its surface. Kjell, the restless second son of the Lord of Førstlys, had rarely spent time in this room as a boy, preferring to adventure around the city with his cousins rather than study charts in the keep. His role in the conflicts of the past few years had made him all-too-familiar with this room and its centerpiece, but this was the first time that the colored pieces on the table differentiated between the Mitgardian forces from the mainland and the local levies of the Burial Isle. "The garrison at Duergvenn is considerable," Kjell's father pointed at the piece nearest him. "Half of their number could be spared to march upon the Rigr's camp without leaving the city exposed. If they join with the men from Soldengang, their combined strength could be at the pass in eight days. Such a show of force should be enough to convince the mainlanders to stand down. The Rigr is haughty, abrasive, and now apparently treasonous, but he is no fool." "No," replied Kjell, "he is no fool indeed, and he has undoubtedly taken this time to strengthen his own position at the pass. From the north that way is unassailable. He could hold his camp against a force ten times his own. The western levies would be too little, and far too late. We have here at Førstlys by far our greatest strength of arms, but the Jarl's garrison is camped at our gate, and their loyalty remains unknown. I fear we cannot muster men enough for this task without recalling my brother from his adventures." "What of the pathway to the south of the pass?" asked the lord, not acknowledging the mention of his eldest son. "Is it so easily defended? Or, were he to be reinforced, could your cousin break this siege on his own?" "Makny is a cunning warrior and a hardy fighter. From his position he could handle the Rigr with merely another two-score men. But there is no way to get them to Gammeltårn, save for the path on which the Rigr is camped." "What of the harbor?" the lord asked, his eyes glancing to the golden-clad elves in the room. "Father," Kjell began skeptically, "the South Coast is naught but towering rocks and churning swells. Gammeltårn cannot even be seen from the sea, let alone reached by it." At this his father sighed and shook his head. "It seems I should have had more rigorous tutors for you in your youth. There are places on this island that do not yield their secrets to the unlearned, but the knowledge of which is your birthright, had you taken the time to know it." "My lord," spoke the dark-haired elf, "I see now that you have guessed at my history with this land, and I can guess why you have allowed my intrusion upon this council." The Lord of Førstlys remained silent, though a faint smile played at the corners of his mouth as the elf strode to the desk and picked up a block in the Førstlys livery. "Allow me to offer my knowledge of those same secrets, and my own strength of arms in this errand. To hear account of your situation, I suspect this task aligns with my larger duty on these shores. As such," he placed the block on the map to the south of the island, "we are yours to command." Kjell, utterly confused by the turn in conversation, took the offered hand. "My lord, we are grateful for whatever aid you can provide, though I fear I cannot yet guess at what that might be." "My young friend," smiled the elf, "All things shall be known in due time. But now make haste and prepare your retinue, for we sail at noon."
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Last weekend, my husband challenged me to create something that would make me happy, and that I would actually finish by sunday evening. I decided to go on with Age of Mitgardia, and here is the result! __________________ Spring had come in Mitgardia. The snow had already melt in the southern foothills of the Heavenly Mountains, and the deep forests around Horgaard were slowly waking up after the harsh winter. Sigrid usually woke up early at this time of year, and enjoyed going on a ride around the village. She listened to the birds, observed the vegetation, and sometimes stopped just to pick something interesting. This morning, she had noticed the bright breen, tender tips that were blossoming on the fir trees. Perfect to make cough syrup....or some flavoured beer. __________________ As usual, more info on the featured flora and fauna below. My herbalist sigfig could soon create a "Natural History of Mitgardia" encyclopedia...
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While I still have several old models that need posting, this is my first new GoH build since moving to Billund! Quite a simple scene, but I do like how the walls of the bridge flare slightly thanks to the 1x2 rounded plates. Eryl goes for a walk outside Harburg with one of the loyal family dogs following along. More builds to come
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The cobblestone design was borrowed from Jonas Kramm. Sent off on another errand in Harburg, Eryl and Elise get some fresh eggs from a vendor in the town square. See more pictures on Brickbuilt. Been far too long since I posted a build here, but have been doing some new stuff for Mitgardia
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Lady Eleanor has chosen a site to build a new fortified village to act as the center of her activity in Bluevale. It lies on a fairly flat island, in the North-East of the vale. The island is bordered on the south by the South Lake, on the west by the Ridge River and on the north and east by a flood channel. A small river runs through the channel which overflows extensively during the Spring thaws. A series of small Watchtowers have been build on the bluff between the flood channel and the Island to overview the approaches to the new building site. Sir Loth Strongarm and his son Stenon the High Ranger are inspecting one of the completed towers and discussing general concerns of the Vale, the new constructions as well as possible threats to the Lady's attempt to establish her rule. Meanwhile Stenon's oldest son Robb is leading the dwarf brothers Surwid and Norwid on an expedition to an abandoned mine to assess its potential for iron extraction and creating an iron, steel and related products manufacture hub.
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Introduction : Sigrid's journal "We were called to a meeting with the other village leaders yesterday. Jarl Elisif wanted us all to know about the victory at the Enchanted Forest. Of course, the word had already spread, and everyone was already talking about how Jarl Thimolir's bear cavalry saved the day. After months of tensions, even the most ardent sceptics now seem to veer to the side of the Queen. And that's great news. Instead of worrying about a possible war, we can now hope for peace. Instead of focusing on arming and training our people, I can now step back and also plan for the long term. It's time to rebuild Horgaard." In order to assist my sigfig's efforts to rebuild her village, I'm going to build a mead hall. And given that this is the first time I'll build such a MOC, I expect a lot of thinking, a lot of trial and error, and a lot of time. During the months by the housewarming hallwarming party, here is the thread where I'll track the progress of the construction and all the thinking behind. History Chapter 1. What could it look like? Chapter 2. Of roofs and doors Chapter 3. Woodworking Chapter 4. Construction delays Current state
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Deep in a Dwarven city.... All across Historica there was suspicion and rumor while confidence in Queen Ylspeth reached new lows. In Mitgardia, the dwarves were arming themselves as their underground war industry restarted anew years after a failed invasion of Avalonia. The dwarven dissatisfaction with the humans and other races above ground had reached a critical point and the small, individual kingdoms were discussing banding together for raids against the sun-washed world above. But, at some point prior to anything regrettable transpiring, a Mitgardian lumber merchant stumbled upon a group of dwarves training in axe throwing. After turning to a dwarf leaning against a stone-carved door jam and instructing, "here, hold my beer!", the merchant--who was an experienced lumberjack and thus well acquainted with axes--started up an informal competition. Unknown to the merchant, the dwarf holding his beer was the lord of the dwarves in the area and after watching his warriors and the lumber merchant battle all night to a tie (while drinking a refreshingly strong Mitgardian beer), he came to see greater opportunity for his people through peace than through war. Before the merchant left that dwarven conclave, deals had been struck for the exchange of lumber, fish, and bread from the surface for axe heads from below and rules had been drafted for the first open axe throwing tournament to be held in the dwarven cities. Thus began the warming of relations between humans and dwarves during the reign of Queen Ylspeth. As other dwarven cities and human settlements heard of the tournaments and the profits in terms of gold, goodwill, merriment, and further trade agreements, both sides realized there was more to be gained with unity than with discord. After endorsement from both the Jarl in Vaholl and the various dwarven lords, many communities created their own axe throwing leagues along with increased human-dwarf trade agreements. My entry for Category A, long live the Queen!
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"So come take a drink and drown your sorrows And all of our fears will be gone till tomorrow, W'all take a pint thus for all it's a win, Here in the Royal Elk's Inn" The Royal Elk
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Following the uprising in Mitgardia under Sir Uldain, Lord of Bleywood, the Northen Guild was is turmoil: To strengthen the popular support of his rebellion, Lord Bleywood sent out a group of men to seek out a shaman in the distant Clan Lands. Shaman Noiddi was considered mad by many, but during his episodes of trance he had vision of both past and future events. Rumors had spread of his vision of the old chieftain Krix the Cruel from many centuries ago that ruled almost all Mitgardian territory. Persuaded by Lord Bleywoods men, Noiddi seeked out the bog where the infamous chieftain had been buried the old-fashioned way in the dark, murky waters. With ancient rituals the shaman raised the bones of Krix the Cruel, and with them the last crown worn by something equal to a Mitgardian king. The antique artifacts were quickly transported the Lord Bleywood and presented to his son and heir, Sir Urdraigh. With the symbolic power of the chieftain of the olden times and the strength of the growing rebel forces, the Mitgardian people were ready to break free from the tyranny of the southern Queen… * * * It was finally time to face the battlefield for Lord Bleywood’s rebellion. So far they had succeeded in the political and tactical arena by gathering more and more lords and cities to their side, while at the same time the guild leaders in Valholl had been divided and undecisive in their actions. The support from the people had grown as well, and Lord Bleywood and his allies had increasingly became the true leaders of the lands of the Northern Guild. The threat to their success came now from the outside. Queen Ylspeth would not let a fourth of her kingdom slip away with out a fight. An army of loyal knights, mostly Avalonian nobles, and their levies marched north and set course towards Valholl to join up with the remaining royalist Mitgardians that were still holding out. The Bleywood forces made their stand at a bridge across the Whistling River in the southwest… The battle ended in a great victory for the rebellion. The Avalonian knights were lured out in the woods and picked of one and one, the footmen and archers tried to outflank the Mitgardians but got stuck in the mud, and the bridge was held by the elite troops of Theodore Bruin. The beaten royalists retreated to the south and the claim to the Northern lands by Lord Bleywood was now unquestioned. Sir Urdraigh took some noble prisoner to ransom and gave orders his soldiers: “Burn the bridges! We will have no use of them now that Mitgardia is once again a sovereign land. We want nothing from the southern lands anymore. The border is closed! Queen Ylspeth can try to salvage what little pride she has left, but one thing is certain: she is no longer Queen of Historica, because Historica as a unified kingdom is no more. The other guilds will soon follow us in their quest for independence.” More pictures can be found at my Bricksafe account: https://bricksafe.com/pages/Etzel/guilds-of-historica-
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Chapter 10. The large oaken gates of the keep opened to a cleansing wind that pierced through my leather jerkin and made my guts stop twisting. My cloak pulled and flapped behind my back, giving farewells to the nauseating stench inside those thick stoned walls. - The Lions will be here soon enough. We must leave this place. – said one of the prisoners, running towards the stables. His messy hair flowing over his grey eyes. The sky was painted in pink as the sun rested among the trees. Delicate white specks fell from the sky, adding layers on top of the snow covering the ground. The stable’s wooden roof was torn and rotten, and barely protected the horses from the falling snow. Hob ran his hand across the long nose of a chestnut-colored mare, to calm her down. Frozen icicles fell from her humid mane. I approached the brown stallion and patted him on the neck. He neighed and a cloud of frozen air came out of his nose. There, there. I fastened the bag of coins to the saddle and jumped up on his back. Hob’s companions entered the tower that neared the stalls – looking for more lion guards, or just food, I could not say – but both left with chunks of frozen apple and carrots, horse provisions, inside their mouths and sacks. I figured they hadn’t eaten for the past days. - Where we headed? – I asked and they exchanged wary looks. - The boy can be trusted, Balduin. If it wasn’t for him, you wouldn’t be out of that stinking cell – said Hob. I didn’t have much choice, but I guess it was true. Balduin fastened the saddle on a velvet-black Appaloosa and pulled himself up. - Follow me. We won’t stop until we get there. It is best that we ride through the night. – He pulled his hood up, covering his face, tucking his ponytail and shielding himself from the cold. The horses moved one after the other, into the forest. Behind us, a red trail of blood tainted the snow and the leaves and the air, though apparently the only one who could see it was I. ... and the gods. I turned my head and glanced at the keep. Its walls sinking behind the trees; its lanterns fading into a distant glow, smaller and smaller with the gallop. The sun set on our backs, so we rode in the shadows, listening to the blowing wind between the branches of the trees, singing in our cold ears. The keep was left behind, but I could hear the desperate screams loud and clear. ________ The stables lean on the walls of Svalg Keep, situated on the lower part of the Bay of Storms, in the cold lands of Mitgardia. This is a continuation from the previous chapter 9.2 Payback. Hope you all like the story and the build. This is the first time I actually used GIMP to treat the photos as a recurring recommendation. Please, let me know what you think. Your feedback is always much appreciated. Entry for Age of Mitgardia - Stables Phase II. Thank you! Sir Louis of Nutwood.
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Here is my entry for Book III Challenge IV, Category B "The Crown in Daily Life". It was a bright, sunny autumn day in Horgaard, but Sigrid was worried. The rulers of the nearby villages had gathered to discuss the rumors that kept being relayed and amplified. Bards from the south sang the greatness of Queen Ylspeth, her wisdom, and how pleasant and prosperous life was in Avalonia under her rule. Scalds from the north sang her weakness, her ignorance, and how hard and barren life was in Mitgardia under her rule. Some of Horgaard's neighbours wanted Queen Ylspeth down, while others were ready to take up arms to defend her. The debates had been heated, to say the least. And Sigrid had no idea of what was the right thing to do. The information that reached the tiny, secluded village of Horgaard was so inconsistent and distorted that she felt unable to make an enlightened decision. After an endless, sleepless night, she needed to empty her mind. She had neglected her precious garden lately, and there were many things to do to prepare it for the winter. As with my previous MOCs, the hidden text gives more information about the featured flora.
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Prelude: The Winter of Despair All across Mitgardia, rumors and rumbles were rising and bubbling. In the far north, the weather was beginning to turn cold, but hearts everywhere across the guild were becoming cold towards Queen Ylspeth in Cedrica. Many said she was deliberately weakening the northern guild in favor of their southwestern neighbor, lining the coffers of the treehuggers, building up their walls, nourishing their fields, while at the same time turning an icy eye towards the struggling farmers of the mountain valleys. Lords were plotting rebellion against the leadership in Valholl, vassals against yarls, friend against neighbor. Many an old alliance was being cast aside as the new political climate became clear: it was every Mitgardian for himself. The Dwarves in particular were feeling slighted and overlooked. Humans in charge of everything was beginning to get old, since humans only ever thought of themselves. "How can she claim to be the queen of all Historica, when she does not even begin to understand the many races in the realm?" they were saying. "We need to cast of the shackles that the humans have placed on us and be independent once again. Perhaps the Drow - may they be eternally cursed - have had it right all these years, fighting against the Kingdom of Historica and acknowledging no overlords." And so, in deeply delved tunnels and hewn halls armies were forming. Bands of Dwarves, even independent of any king, gathered to perfect axe throwing and other ancient arts used against taller races in war; for they would soon be needed again. Rumbles in the deep were felt throughout the land as the engines of war began to churn once more. But in the mountain passes, once the lifeblood of the trade routes into the southern markets, brigands were also gathering. The inability of anyone to drive them out or keep the merchants safe only furthered the discontent against the crown. "How can she claim to be the queen of all Historica, when she does not even bother to protect the Queen's Roads or protect us from highwaymen?" the people were saying. "It is because she is young and weak, and a woman. We need a strong man, a true warrior, on the throne to drive away the bandits and restore trade, and through trade bring prosperity back to us common folk. Mitgardia needs to be great again." There were even talks of an independent Kingdom of Mitgardia, rather than just a guild, with a king who understood the needs of the northern people. And so, from the deeps to the heights, all of Mitgardia was astir. Something was about to change. Something had to happen. Things could not remain as they were in this winter of despair. More images of the dwarven scene available here. More images of the bandit hideout here.
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I deeply enjoyed creating last year's advent calendars and sharing them here with all of you, so I decided to set myself a similar challenge : create a Mitgardian Custom CMF series. But, in contrast to the advent calendars, I chose to follow strict rules - which are listed in the spoiler section below. Now let's get to the heart of this topic (warning : long post ahead). Heroes of Mitgardia Note : the spoiler sections contains a back view of each minifig. 1. Völva Mitgardian seeresses are renowned all over the Guilds for their clear-sightedness, their wisdom and their knowledge of powerful rune-based spells. Inspired by the Norse Völur (sing. Völva). 2. Elite Marksman It is often said that dwarves lack the necessary finesse and precision to be good archers. Funnily enough, those who have encountered dwarven crossbowmen rarely say so. 3. Pathfinder Even in the thickest fog or most violent blizzard, Clan Lands pathfinders always know where they are and where they go. It is said that this uncanny sense of direction is due to sunstone, a magical mineral they always bear as a talisman. Inspired by the Viking sunstone theory. 4. Weird Hermit In a crooked hut deep in the deepest forest of the Heavenly Mountains, lives a jolly old man. He spends his days chirping with the birds and philosophizing with the hedgehogs, but he'll always be there to help travellers in need. 5. Geologist Yes, dwarves do have thousands of words for stone. Thanks to the rigorous classification of minerals continually enriched by their tireless geologists. 6. Bear Tribe Shieldmaiden Many sagas tell the exploits of the She-Bears, a legendary tribe of all-female warriors who still inspire young ladies today. 7. Dwarven Blackguard Didn't we talk about dwarven finesse previously? Well, this definitey does not apply to the Blackguards. 8. Svellbjorn Captain Svellbjorn, the mythical bear-people from the Frozen Beyond, are among the toughest people of all Mitgardia. 9. Icemage Dwarves are not natural-born wizards. Nonetheless, some of them are able to stand up to the best Avalonian elven mages. 10. Outlaw Heroic outlaws, who rob from the rich and give to the poor, are popular characters of Avalonian and Mitgardian folk tales. 11. Ulfhedinn Shieldmaiden Ulfhednar are shamanic warriors, able to shape-shift into a frightening wolf-like creature during combat. Inspired by the Viking Úlfhéðnar (sing. Úlfheðinn). 12. Ulfhedinn Warrior Unfortunately for their opponents, Ulfhednar figth in packs. 13. Frost Sprite It's not just monsters who live in the Frozen Beyond. 14. Fisher King According to the old sayings, the secret of eternity is held by an old, wounded king who peacefully lives in a castle somewhere along the river. Many adventurers have sought him, but only a pure heart can find him. Yes, he's inspired by this Fisher King. 15. Kobold Miner Kobolds are discreet underground creatures who excel in mining. Many dwarven kings and mine masters owe their wealth to the intelligence and hard work of an unselfish Kobold counselor. 16. Valyrie in Training All heroes were once just small kids.
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As I really enjoyed all the custom Advent calendars that can be found all over Eurobricks, I decided to create one for Mitgardia. Starting from this Sunday, I'll update this topic with one build or minifig per day! Note : for family reasons, I also built a second Advent calendar - only minifigs and with a Fairy Tale theme. It can be found here. Week 1 Week 2 Week 3 Week 4
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Located in the swampy lowlands which straddle the Mitgardian and Nocturnus border, Stormholme Castle is an ancient fortification which has long stood as a bulwark against the evil forces plaguing Historica. The high castle walls, defensive towers and secure water source have allowed Stormholme to withstand numerous sieges. These days, in more peaceful times, the castle serves primarily as the residence of Jarl Baldar Yuengling (photo not available). A small but dilapidated village has cropped up around the castle and swampy lowland. Despite these more quiet times, Stormholme stands guarded and ready to protect the Mitgardian heartland. What's up y'all! Yup, as usual, I'm late getting this on GoH. Mostly out of shame, however. You're probably quick to notice the lack of even a single minifig in this display. That was not completely intentional, as though I believe minifigs can bruise the aesthetics of a build, GoH is all about people and their stories. Unfortunately, my collection of GoH minifigs went home unknowingly with the wrong person following a public display of this castle. By the time we had realized what happened, I had already photographed this creation and precipitated its destruction. So, the human element is implied for the time being until I can finish up a few more builds to properly introduce Jarl Yuengling and his manor. A few fun facts: Took nearly a year to build. Rough guess, 40,000 pieces. Splits into four sections for convenient handling. Didn't originally plan to include the swamp but it saved me from a lot of landscaping and turned out kinda nice. I've been building in the castle genre for years, but this is my first true castle. Good to see you guys again, and thanks for looking!!! If you're interested, here is a video from Beyond the Brick when they interviewed me over the castle at Brick Fiesta 2019:
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‘One task that did actually intrigue me was one of the last ones I had to do. For a couple of days I was working with one of my father’s closest friend, Karspart. He is in charge of the hunt and supplies the village with a constant fresh supply of meat, wild berries and other things that are needed in the village. Hunting with Karspart brought me further away from the village then I had ever been before. Even further than I had ever imagined to go. It first seemed like an easy and relaxing task, but this is far from the truth. Karspart’s hunting task is full of danger so I had to be careful with everything I did, as packs of trolls, wolves, bears and sometimes enchanted beasts could be encountered whilst hunting. Not to mention the avalanches and cold that where even deadlier. I did learn how to defend myself and avalanches and the cold were part of my life just like any other child in the village so I wasn’t that worried. Still I do not see myself fighting against some monster, I would rather run for it. Luckily in those two weeks I only encountered some wolves that didn’t even come close to us.’ -Ronan Want to read the previous part of the story: here
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On the northern slopes of Pikesteel Mountain, nestled among the trees that blanket its basalt crags and sandy gullies, a complex of ancient structures lay. Seemingly untouched by time, and well hidden from prying eyes, its pure white walls had sheltered generations of Great Elk clansmen when their forest homes were menaced by immeasurable threats, then sat unoccupied in times of peace. But in the wake of the devastation wrought in their lands by the Algus, the elves sought to keep a permanent presence in this haven. The Pikesteel dwarves, for their part, had never been able to find the stronghold on the borders of their domain. Thus, they regarded it as a rumor or legend, and were surprised when the elves requested it, and even more surprised when the elves showed it to them. Some among the dwarves argued that they should claim the fortress for their own, given its situation upon their own domain, yet when scouts were sent to find it without elven guides, the hapless dwarves searched the forest fruitlessly for several weeks before stumbling back through the gates of the mountain, perplexed and looking rather worse for wear. Still, the Pikesteel dwarves were eager to have an ally to shelter their northern flank, and so they ceded the land and even committed to aid the largely nomadic elves with settling into their new, well-fortified home. The expert dwarven craftsmen, guided by elven design sensibilities, seamlessly integrated the elves' improvements with the existing structures. In little time the numbers of the tribe swelled, their kinfolk flocking eagerly to the flourishing citadel, which they called Herfin Telosuren in their tongue, or the Haven of the Great Elk. Travelers pays their respects at an ancient shrine to a god whose name has long since been forgotten to these lands. Admiring the tribe's motif, newly affixed to the Great Tower. The elven chieftain thanks the leader of the dwarven craftsmen for his efforts. The fountain tower looks out over the forested slopes that descend to the great lakes and flat lands to the north.
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previously Eoin had been living at Fort Cander for three weeks now, and had an escaped thief, an orcish sorcerer, a blind archer and some wolf thing called a Gnoll who had shown up on the second week he was there. It was a huge step down from having dozens of soldiers and a massive castle under his command. He was also very far away from any civilization but he was excited because he had just gotten last week's issue of the Weekly Mitgardian! Eoin had enjoyed all of his saturday morning reading the paper when, he heard a commotion coming from the woods! And he recognised Erdan running across the rickety bridge from the woods being chased by mitgrdian soldiers! "Help!" screamed Erdan, as he hopped gracefully off the falling bridge. Against what most would probably say was his better judgement, Eoin attacked the soldiers who were chasing his old friend. So after a chaotic battle, Eoin questioned Erdan about the whole event. Erdan told Eoin of how Queen Ylspeth had recently been to Nocturnus to practice necromancy. "I saw it all with my own eyes!" he said. "She was trying to summon her dead brother back from the grave, but the power corrupted her and I am on a mission to stop her from destroying Historica from within!" And Eoin agreed to help him. Here is som additional pics: Hope you like it,C&C welcome!
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Chapter 09. The Keeper. As fast as I could, I ran down the narrow steps of the spiraling stairs. Jumping every two sets, I had to lean my body against the wall, cautious not to trick or fall. The small corridor leading to the dungeons was only lit by erratic torches nailed to the walls and the irregular stonework on the steps would not allow me to go any faster. I felt my stomach pressing against my throat and had to reduce my pace and recover my breath just before reaching the lowest level of the keep. The dungeons. To the flickering light of the torches, the golden lion seal in a white and red vest was highlighted once again before my eyes. Not again, I though. But this time, it wasn’t a bearded battler or a savage soldier that stood in front of me. To my surprise, a thin and fragile young man, who was no older than myself, stood tall in between the cell doors. He held a rusty old sword with undeniable difficulty. His vestments were torn, a number or two larger than the ideal, and held loose against his malnourished body. His prominent cheekbones and lean forearms showed he had little to eat for days. His red and weary eyes widened over his darkened eye bags and his breath fastened, forcing the air in and out. I reached for the grip of my sword. He looked at me, motionless as a statue, as I unsheathed my blade. His mouth trembled and his eyes filled from within, turning smaller and smaller with every breath. His sight moved away from me and stopped starring through the thick air that separated us, and into the cold ground, as if his sight could no longer deduct what was right in front of him, lost in his own thoughts. It seemed as if his soul had flown away from his body. Somehow, he seemed even smaller and weaker. He’s just a frightened boy. The dead silence of the room was broken when his sword fell from his hand and hit the stoned floor, emitting a loud clanging sound. He kneeled, put his hand over his face and sobbed, while struggling to contain his tears from falling. From a pitch-black shadow, two silhouettes, each in its own cell, approached the bars and into the light. Two cavernous men arose from the dark. Their arms stretched away from the black and materialized from between the iron bars, as if coming out of a painting, and I felt their invisible eyes still covered in the shadows, staring at me. I shook and took a step back. The cell doors opened in a shrieking sound. The two men walked away from their cells, looked at each other for a moment and headed to the stairs leading to the armory. As they walked me by, the prisoner with black hair and a ponytail stopped and stared at the young soldier kneeling in the dark. He then looked at me and touched my shoulder, noticing I still had my sword in hand. - You will take care of him, right? It hit me. I could not give him a straight answer. Before I could say anything, he left behind his companion through the spiraling stairs. Kill him? I turned to the boy and tightened my fingers around the grip of my sword, trying to contain my arms from trembling. I felt drops of sweat dripping down my forehead. His head sank between his legs. Below him was a small pool of water, which I could not and would not describe if it was tears or his own piss. I felt weak, as if something was pulling me to the ground. The sound of metal scratching against stone echoed through the room as I walked to him, dragging my blade beside me, feeling its burdensome weight, perhaps for the first time. - Get up – I said in a feeble voice. He did not. If anything, he clinched even more. I then, grabbed the bunch of keys and open the cell door behind him. - Get in. I will not ask again. He turned himself facing down and crawled inside the cell. He took a deep and long breath, as if he realized it would be his last, and stood up, facing the dark stone wall in the back of the room. His knees stiffened and his back straightened, when he held the air inside his lungs. The sound of metal echoed again through the emptied dungeons as the door to the cell closed. I turned the keys, locking the boy inside that cold and wet cell. Moving away from the bars, the weeping, the darkness of that damp dungeon, I couldn’t help but wonder if by leaving, was I keeping that boy's life or making his death more long-lasting and painful. I tossed the keys aside. ___________________ Louis of Nutwood Chapter 09. The Keeper
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This is an entry for Age of Mitardia - House Phase I. Orri Ingvarson, Horgaard's herdsman, was a happy young lad. Every summer since his coming-of-age, he would lead the small herd to the high mountain pastures. Up there, everything was quiet, everything was peaceful. He enjoyed being alone above the tree line, watching the clouds drift by of listening to the eagles' shriek. This year was a special one : the old, decaying shed where he used to spend his nights and seek refuge during thunderstorms had been demolished. With the help of all the villagers, a new one had been built a short distance further. And Orri felt there was something...odd with his new home. The floor seemed to clean itself. The dishes seemed to wash themselves. Flower bouquets seemed to appear out of thin air on the table. And his goat milk supply was depleting. Like with my previous build, you'll find below a few details on the featured flora.
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