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Serenity I woke to the constant slapping of the waves against my face. My head sunken in the black sand, bursting with the biting cold. To one side, the unstopping streams of an unknown river. To the other, trees I had never seen. A world I had never been to. Each breath was a frosty cloud dancing before my eyes. I rubbed my hands together, but warmth was nothing but a distant memory. Up in the North, winter is brutal, and I felt its cruelty in my soul. I stumbled through an untouched trail amongst twisting naked branches. The hissing wind whispered words of fear and doubt. Compelling and unquestionable, I dared to give up. It could have been weeks, months. I cannot say. For time is irrelevant when life slips away on every breath. But in the distance, amidst distorted and twisted trunks, the glimmer of a star caught my eye. And with it, the faint warmth of hope. Every step was a challenge, and every challenge, a new reason to move on. I stopped, not for being exhausted, nor for being drained. But for being amazed. For such beauty, such indescribable exquisiteness, was not from this world. Stillhettre, the tree of hope. Serenity. Louis of Nutwood
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My contribution for Challenge 11. It’s a simple build that brought back a lot of memories as most of the techniques are things I used frequently years ago. Which made for a straightforward and relaxing build process. Timber is in high demand as the guilds rebuild. Leading to many new lumber yards popping up in Mitgardia. Located along trade routes and near sawmills they constantly receive new loads of wood and in turn load caravans traveling between the guilds. Additional photos on Brickbuilt.
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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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Here is my entry for Challenge 11. In Mitgardia, deep in the Heavenly Mountains dwarves are mining. Very brave men who spend most of their time deep under a dangerous mountain. The mines are rich in iron ore and attract blacksmiths from distant lands. Their mined ore makes the best iron from which they make powerfull weapons for fearless warriors and strong pickaxes for hardworking miners. A real treasure of Mitgardia.
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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.
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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.
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- safe haven
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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!
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...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
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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.
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Every so often, Makny would go with his father to check on the stores that had been gathered over the growing season. The old warehouses had been dug into the hillsides along the fields to protect their contents. The earth kept the old burrows cool through the heat of the summer, but made sure they didn't freeze in the depths of the cold northern winters. C&C welcome as always!
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Makny's youth saw good times for Førstlys, and the village swelled in size. More people needed more food, and more food required that more fields be cultivated. Since Makny wasn't yet strong enough to handle the plow, he would follow his father and sow the seeds into the fresh furrows. Many days of his early summers were spent pacing the fields. When once he protested that it didn't seem like the work of a nobleman, his father reminded him that it was the duty of the lord to be sure his people ate, and what was the duty of the lord, was the duty of his son, and his son as well. I realized after this was dismantled that I didn't get the green and yellow in there, but I wanted to try the uneven base and banner seemed out of place in a field so...
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Though he likely would never rule Førstlys, Makny was a member of the lord's household, and would be expected to fight for him. So his father spent many hours with him, teaching him to swing a sword and hold a shield. They would often practice in dangerous corners of the island, so Makny learned to mind his footing and pay attention to his surroundings. His father never went easy on him, for as all Mitgardians know, the pain of defeat is a warrior's greatest teacher. http:// Comment and criticism welcome.
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Because he was the second son of the Lord of Forstlys, Makny's father was often responsible for helping expand and improve the lord's holdings. This meant everything from bolstering defenses to tilling new fields, and he always made sure the Makny was around to learn what he could. When he was very young, Makny's father would send him out before a new field was plowed. He would find the rocks and stack them along the side of the field, protecting the plow blades and fencing the field to keep the animals from trampling the crops that would be planted there. The walls he stacked as a child were crooked, with many small rocks; but as he grew, his fences became straighter, and the rocks he stacked unaided were much larger. This is my first build for GoH, and I'm looking for critiques. From here I'm thinking that I'll run through as many of the AoM categories as I can by starting with vignettes or small builds, as my Lego time is highly limited these days. But I'm hoping to get out enough freebuilds to crank out something for the fifth anniversary challenge. I've followed this story from the beginning (as a lurker in the shadows, while away from my collection in college), and now I'm really excited to participate!
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The Old Bridge Inn rests at the border of Mitgardia and the Historican Crownlands. Its architecture is thus a mixture, and the structure has been rebuilt over and over again. Once, the bridge was wider and the tower fortified with a stone gatehouse. Watchers on the Water used to charge a toll and keep out Mitgardian raiders in times long past. History hangs over the place, but unlike the haunted ruins of other regions, the Old Bridge Inn has remained a place of life, change, and the congress of ideas and strangers from all over the land. Alva Tyrnsdottir (remember her?) fought the Algus in northern Mitgardia and is now on a diplomatic mission to Cedrica to see the new High Queen Ylspeth on behalf of Asbjorn, Jarl of Arnarvhal. However, Alva has never been this far south or east. Thankfully, Barling has been far abroad and even has maps to help guide their way. Alva and Barling consult a map of the roads from the Old Bridge Inn, trying to determine the safest route. Sturlan is reluctant to leave the inn, however. They had rested here for a few days and he managed to meet himself a young barmaid, the inkeeper's daughter, who he took a shine to. He pleads with her to wait for him to come back. It's only going to be a few weeks... months? Maybe a year. Two at most! Times have been hard in Historica lately. Maybe things are changing, but not fast enough for this man. Maimed escaping the Algus at Hardhearth (remember that?), he is now a beggar... a very low position for a proud Mitgardian to sink to. He lost his arm to Algus ice magic, but a passing shield-maiden offers him a much needed coin. The pies at Old Bridge Inn are famous and now he can afford one. Times haven't been tough on everyone, of course. The rich fellow on the balcony doesn't have to worry about affording pies. He can afford all the pies and he passes the beggar from Hardhearth every day and offers him nothing. A merchant and traveler from Kaliphlin, he finds the cold of Mitgardia quite refreshing... especially with a nice glass of brandy. Just don't tell him that he would have to a lot further north to experience the REAL cold of Mitgardia. Below him, a young girl steals some fish for the cats. She'll get a scolding later, but the look on Mr. Whisker's face is worth it. Unbeknownst to the other travelers and locals, two very special women have been passing through. Astrid is still young and like Alva, she has never been this far from home. The colors of the flowers delight her, and her bodyguard Ylva cannot help but smile just a little even though she knows that if the wrong person should notice them, their perilous flight from the far-off kingdom of Blomgard will only get even more dangerous. Ylva is unused to humans who are so comfortable with having dwarves around. She and Astrid come from a land where dwarves and humans get along quite poorly. Astrid is so delighted with the garden that she doesn't even notice the regal tourney knight approaching the inn behind her. That boy sure does! He's never seen a sight so inspiring in his short life! The knight hopes that the crowning of Queen Ylspeth will reignite the floundering tourney circuit throughout Historica. All he has is his war-gear and his unadorned, but steady mount. Should the tourneys resume, he stands to win fame and fortune if he can trounce the little knights of the other Guilds. Perhaps that boy over there would squire for him. Every good knight needs a squire... Another boy, hiding from his mother in the rubble of a bygone time, would be very jealous if he knew what he was missing up above! The fisherman on the dock wouldn't care either way. He lived for fishing, ale, and warm days on the river. A rich Avalonian countess surveys her rooms in the tower suite. Who knew such a rustic and barbaric a place as Mitgardia could boast rooms so nicely furnished? Perhaps there was even good wine here. But then, she doubted it. This young elven woman appreciates the view. She and her husband seldom travel in human lands and it never ceases to amaze her what the humans are capable of doing with a few handfuls of chiseled rocks. Little does she or anyone else know that a grumpy old minotaur lives below the Inn. Though she is impressed, her husband is not. He preferred the forests and rivers and glades. When he came to human places, he found solace in wine. Now if only the halfling and dwarf at the neighboring table would make less noise! They argue and argue about politics until finally the halfling, scarred and scowling, asks for his opinion to settle the argument. Ugh! Why couldn't they just leave him alone. Of course the Queen was going to reopen diplomatic ties to Nocturnus. It was just a matter of time. What was there to even discuss! If the poor elven husband only knew that peace and quiet was just a few flights of stairs away. Fresh pies off the oven meant that Lisfala, the proprietress of the Old Bridge Inn, could count on the word to spread. Soon, with Historica hopefully entering a period of peace, that word would spread to every corner of the Guildlands and the Crownlands and travelers would pass through. Maybe then she could make some much needed repairs. As she watched the happy patrons eating and smiling, plans for expansion and renovation flew through her mind. But where was her daughter? Some day, this would all be hers. She had better not be outside talking to that Arnarvhalan scrub again! The Old Bridge Inn could someday become an important junction in journeys through Mitgardia to the other Guildlands. Already, river boats laden with dwarf-mined ores passed through. Raiders and robbers still plagued the wilderness, meaning it was often unsafe to stop if the cargo was precious. This boat can't stop, it's too risky. Lisfala had seen them approach and lamented that for all the armsmen, mercenaries, and knights that passed through she still didn't have any stable security. Perhaps very soon she'd be able to hire some. Builder's Notes: This is the second biggest build I've done (first was Anarvhal) and this is actually version 2. The first version was MASSIVE but modular and I couldn't properly attach the parts. This build is inspired by the Cockatrice Inn from The Witcher 3: Blood and Wine and I credit that with getting me back into Lego because after seeing it I just had to build something like it. I have tried to include some small updates for my previous Mitgardian "storyline" (always pretty loose) and some hints at possible future builds. I was in a hurry and forgot the new Historica logo. Sorry about that! I still don't have a very good lighting setup, especially for builds this size. Sigh...
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- mitgardia
- alva tyrnsdottir
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Victory is ours! Long and hard was the fight against the Algus. Many different ways were conceived to beat them but none really worked totally well - until today. Until Samuel Marron realized that all the different tactics had to be combined! You need the fire of the Mitgardian Dragon.... ("I love the smell of dragon fire in the morning") ... guided by magic rabbit gloves... ... with the helpful addition of burning Kaliphlinian oil... .. the magic of the Rainbow Spell ... .. and the freshness of the Mitgardian apple barrage... .. to defeat the Algus! And so it came that in the Battle of Green Field the Algus were utterly destroyed. None of them escaped. Under the force of the combined Mitgardian attack the power of the Algus waned, the cold disappeared, their snow melted, their bodies dissolved. So, the weather forecast was bad ... for the Algus. The End. Larger versions on flickr. There is a prequel showing where the Rainbow Spell came from. And there is a sequel showing the victory party. C&C welcome! One addition: As we have to show how the Algus change the weather, here is "WALK LIKE AN ALGUSSIAN": In the "Captain Braunsfeld's part of the Algus Saga" you are here: Part 9 1) The Beacon of Bruns Fall 2) Defending the North 3) Southern Comfort 4) Help from a Nobleman 5) Two Minor Victories 6) Water does not stop them! 7) What's that coming over the hill? 8) Where the Rainbow Spell came from 9) AppleCalypse Now! 10) The Victory Party
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- frozen beyond
- mitgardia
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... it's a monster... Created and controlled by Algus magic, the multi-eyed snow monster brings terror to Mitgardia! Run for your lives! What can be done to stop the evil Algus??? Some more. C&C Welcome! In the "Captain Braunsfeld's part of the Algus Saga" you are here: Part 7 1) The Beacon of Bruns Fall 2) Defending the North 3) Southern Comfort 4) Help from a Nobleman 5) Two Minor Victories 6) Water does not stop them! 7) What's that coming over the hill? 8) Where the Rainbow Spell came from 9) AppleCalypse Now!
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- frozen beyond
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The Battle for Red Brick Castle: The Algus are attacking deep in the South of Mitgardia ... and water does not stop them: Their freezing spells bring ice and snow - and soon they charge! Some defenders are scared... ... but the Mitgardian mage is fighting the ice with fire: And Major Marron is leading his men and heroes into the battle: ... and the fight against the Algus goes on... More pictures can be found on flickr. (Maybe you can spot some rabbit gloves. ) C&C welcome! In the "Captain Braunsfeld's part of the Algus Saga" you are here: Part 6 1) The Beacon of Bruns Fall 2) Defending the North 3) Southern Comfort 4) Help from a Nobleman 5) Two Minor Victories 6) Water does not stop them! 7) What's that coming over the hill? 8) Where the Rainbow Spell came from 9) AppleCalypse Now!
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- frozen beyond
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In times of danger a new hero is born. A Mitgardian dwarf, strengthened and lengthened by magic, is ready for the challenge (be it Algus or anything): CAPTAIN MITGARDIA He goes by the name of Stevor, son of Rogvor. (I thought of giving him a wooden shield first, but that might not have worked out ) C&C Welcome!
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Other Work: CDC2 CMF: socalbricks [Freebuild] Cobold's Crusaders (REVAMP) I'm back! After last year's fun CDC2 CMF, I was inspired to make more characters for the guilds. Enjoy! Geovana Guild: Mitgardia A sorceress who was adopted at a young age by amethyst-worshipping monks. Taught to harness the stones' power, she is now the last of her order. Despite this, she has vowed to defend the amethysts from pesky dwarven miners until her last breath. Boab Guild: Kaliphlin A blind naga assassin who can “see” through heightened senses of hearing and smell. His strongest ability is his sense of touch, using his hands, tail, and the hollow end of his spear to track nearby movements. A being of few words, he is steadfastly loyal to the Desert King (his mentor and first employer). Maridia Guild: Valyrio A mermaid who has made a small fortune selling the treasure she found at the bottom of Valyrio's harbors. Having learned water sorcery from her fellow merfolk, Maridia travels all throughout Valyrio's coastal cities, resting on a floating pool of water. She is currently making a sizable amount of money salvaging sunken treasure from Valyrian harbors and selling it in Canal Square. She has heard many tales of far-off lands from her customers; she plans on seeing all of them once she has enough money! Sko-Khan Guild: Nocturnus A soldier who was stranded in a massive pit during the war against Raavage, Sko-Khan spent weeks fighting off (and eating) giant scorpions (it was during this time that he ripped off a scorpion's claw and uses it as a weapon). After climbing out of the ravine himself, he became a muscle-for-hire for various Nocturnan warlords. He still carries the claw to this day, and has adorned his armor with matching scorpion imagery as a sign of respect for his old foes. Dombard the Doom-Bard Guild: Nocturnus Most bards lift the spirits with stories of bravery and heroism. Not Dombard - for reasons still unknown, he aspires to make his listeners as angry and miserable as possible. His lute (forged from and doubling as an axe) is unpleasant to the ears, and his voice is described as sounding like “nails on a chalkboard” and “a vulture being strangled” It is said that the latter is so grating that it can send members of races with “sensitive hearing” (such as elves and centaurs) into catatonic shock. Garrus Guild: Nocturnus Garrus saw his home of Abyssian turn to ice at the hands of Raavage’s forces. Though he survived the attack, his forearms did not, and he had them replaced with primitive prosthetics. Filled with rage, he decided to track down those responsible for the attack, adding massive swords to his prosthetics. Leaving a trail of bodies, he soon heard word that Raavage had already been killed (thus depriving him of his revenge). With no home, family, or outlet for his rage, the hulking reptilian became a brutal bounty hunter. Though he has mellowed with time, his infamous reputation remains unchanged (as does his enthusiasm for violence).
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A vignette with just 99 elements for the RogueOlympics. Always good to build in Mitgardia again, and this time I even gave Glorfindel an outfit change Sir Glorfindel enjoying the frigid beauty of Mitgardian winter. Thanks for looking, feedback appreciated
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- mitgardian freebuild
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The sun descended on my back and was lost under the pine trees. In its place, a black veil covered the world, and the faint light of a rusty lantern was the only thing guiding my steps. But the dim light I held close, faded, and faded until it was no more than a shy firefly in a winter night. Black walls closed in. The thick winds of the northern evening tightened on my neck, and a single step forward felt wrong, adrift. But there, up in the distance, amidst the dark mantle that wrapped the forest, a bright silvery gloom shone between the trunks. I followed the ivory light, until I reached its source. It gloomed as bright as the sun, poking out of the ground, twisted, and crooked. A bare skeleton of a long-gone beast. The thick roots sticking out from the ground felt rigid and warm to the touch. And as if washed by a blessing, darkness gave way to a path of pale trees made of bones. Suddenly and clearly, I saw the path I was destined to pursue. Louis of Nutwood ________ Really hope you liked it! I was looking for different techniques for trees, and came up with this bone-claw-toothy structure. A perfect addition to the Mitgardian lore. This is a 12x12 entry for the Brickscalibur contest as well. Skol!
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Kallstark Stronghold Amidst the frozen silhouette that divided the horizon, a wooden needle pierced the clouds. Once again, I knew I was close. And once again, I felt my heart ache. Iron rings clinked in my ears, and I stroke my wrists, heavy with the memory of captivity. I prayed I would never return to Kallstark... yet our destinies remain in the hands of the spinners. So, there I was, standing on a narrow path by its impregnable gates. Only this time, it was different. All was different. For once, I was armed. Spear in hand and boiled leather over my chest. And those would keep me for... a second? Ten? No. I was armed with a weapon sharper than any sword or spear. I was armed with the knowledge that there was only one thing the Jarl wanted more than my head on a spike. And that... was revenge. I was the only one who could grant him his wish. And I was willing to handle it in a platter, served with ale and music and dancers, so he would bathe in the sweet nectar of his revenge. The gates opened in a crackling sound... A smile crossed my lips. And the pain in my heart was no more. Louis of Valnötsträd ________ Really hope you like it! This is a contribution for the Castle category of the CCC. New pictures coming soon. Skol!
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Hired Hands of Historica Queens rule and warriors battle, but workers propel Historica forward. These are the hired hands of Historica. I created these minifigures for the Guilds of Historica 2nd count down challenge. There are members from all five guilds as well as Cedrica. Kaliphlin Jaffar the Monkey Trainer The aristocracy of Kaliphlin likes their monkeys trained, might as well collect extra profit while I’m at it Pouri the Attendant Fanning the king is exhausting Sesur-hat the Scribe Drawing one map is fun, a dozen copies is not Varlyrio Drad the Deck Hand After two months at sea, I long for the harsh Wastelands Sofia the Back Stabber If the poisoned apple doesn’t work, the direct approach will Elias the Net Maker Mending nets is better on my back than reeling them in full of fish Mitgardia Thodil the Ice Cutter I don’t know why humans don’t get their own ice, mining it is much easier than mining rock Aðalgeir the Furrier Harsh winters create the best business Gjertrud the Snow Shoveler I’d give half my wage for a sunny day Avalonia Ailmer the Lumberjack 𝅘𝅥𝅮 I’m a lumberjack and I’m ok… Fanes the Farrier My work is all the separates you from the ground Neddi the Gardener If you step on my flowers once, you won’t do it again Nocturnus Mudgul the Miner At least there is no ghastly sunlight down here Ruak the Bone Craftsman I’m the best in the over and underworld Koglodzar the Slave Driver I can’t believe I get paid to do this! Cedrica Esther the Chambermaid You wouldn’t believe what the Queen did last night!
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You could smell it before you could see it. That salty, damp, stench of rancid meat, exposed in the open sea. Fish. As far as the eye could see. Fish hanging from balconies. Fish hanging rom hooks. Fish rotting in boxes and nets. Fish guts, fish fins, fish oil. And everything smelled the same. Fish. Smugglers, wanderers, fugitives, fishermen, sailors, and outlaws, they all came to Skaldar Port looking for an opportunity to star over. And for some reason, dealing fish seemed like a good start. For me, something else was at stake. I wasn’t looking for a new start. I was looking for a man that has been hiding in the shadows for way too long. The sack of coins tinkled as I walked the narrow streets of Skaldar. Glancing at signs and banners, I tried averting those eyes filled with temptation that arise in the depths of misery, and searched for the place where the dealer said he would be. The Smelly Inn. Sounded just right. I had the coin and now a target on my back. I could only hope Res would have the information I craved from the moment I left home. But I couldn’t help but think... something smelled fishy. ________ Louis of Nutwood. Skaldar Port. Probably one of my largest builds so far. Really hope you like it. Let me know what you think. Skol!
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Guilds of Historica Collectible Minfigures: Homecoming Yes, I remember now... I don't know why, or if this is common, but I tend to forget where it all started. How I ended up doing what I do. But as I set out to write this topic, it came back to me. I think it was around 2014 that Guilds of Historica caught my eye. I'm sure it must have been one of the many awesome castle builds that guided me to this forum. I went over the New Member Guide, the Guild topics one by one, and saw the maps. And then I saw minifigures, unlike any I had seen before. Custom factions, armies, fantasy races, built from official lego pieces! Up to that point, my (teenage) creations were based on official LEGO themes, built to be populated by official LEGO minifigs. With Guilds of Historica, it all started to change. A new world opened up for me, a journey, and a place to belong. I started building custom figures myself, eventually a sigfig and his family, friends and foes, and joined the Guilds a year later. So looking back at it, the figures have always been there, sparking new builds and stories. Perhaps that's why I have this feeling of homecoming. Introduction by Exetrius Welcome to Historica, fellow adventurer! On my travels through this land, this mighty continent, I have seen many wonderful people, creatures and other beings. Of course I can't tell you about all of them, that would take days, weeks, months probably! But, don't worry: I have made a selection. Let me introduce you to some of those I have met, or heard about. From the cold North to the hot South, from the tumultuous East to the calm West, from the world above to the world below, and from places within to places outside the continent. Let's start with the four guilds on the continent, and Varlyrio. Mitgardia Magnus, Lord of Spróggefjell Keep "Staring at my armour isn't going to help you get through the winter, get to work!" Yffreya, wilderness hunter "A mercenary job? Sorry, but I don't hate humans that much. Do I look like I do?" Kaliphlin Madame Quarrat, mine owner "This deep pink sapphire came from the latest expansion. Work for me, and you might find one too..." Norri, badlands nomad "This is Bërtah, my favourite of the herd. She's a little shy around strangers, though." Avalonia Fiona, Mystic Isles messenger "It's mostly good news from Albion this time around, so I can afford to take the scenic route. You can join me for a while, if you like." Jerome, salvager-carpenter "You are leaving your old wagon in good hands, sir. And, on behalf of the trees in our forests, I thank you!" Nocturnus Pandemonium, 6th wizard of Zotharith "Yes I burned the town, got a problem with that? There wasn't a good soul in the whole rotten place anyway..." Umdurin, Vacunani scholar "If I'm not mistaken Volume 467 of the Recorin Orbi makes mention of such a tunnel exit. I'll check with the archives." Varlyrio Don Giullio, art dealer "100% genuine, for certain. This is a one-time offer: 13 silvers and it's yours." Rebecca, maid and assistant-chef "I'd love to chat, but the market will be closing soon. Later!" Outside of the Guilds, there is also plenty of interesting folk. Some of them I never met in person, for better or for worse... Ghost Islands of Yureishima Yoshintamaru Sasekageojima, Master swordsman "I see your spirit is fierce, but you lack technique. And away with those runes, they ruin the flow between you and the blade!" Miyuko of the Dawn, folk legend It is said that those who meet Miyuko die on the spot, and depending on her judgement either get sent straight to the realm of the dead, or are reborn from their former bodies. The Underworld Zugal defector and Demorian informant "The war really changed the Clan, you know. I tell you: flying up and down the Underworld is better than serving Raavage." K'sirtllhisqr, Drow mage "Where do you think you're going, surface critter? Trespassing this area is strictly forbidden, even for Drow..." Cedrica Sabrina, spoiled brat "Say hi to Marco, I got him for my half-year birthday! Hey, I'm not spoiled, you're just too poor to understand!" Lunarius the Formidable, archmage "A City of Magic, you say? Sounds like something I need to keep my eye on..." ---- And there you have it: 16 figures! I wasn't feeling very inspired from the beginning, but I had said I'd participate so I didn't go back on my word. I found a way to produce solid figures nonetheless. There are a number of little hints to previous builds or other references baked into the figs and their bios, tell which ones you like! I could do a breakdown later. Thanks for looking! Criticism welcome, hit me with all you got. @Henjin_Quilones I'm not going to keep this from you: Fiona with nougat skin and white elven hair looked glorious. For example as a Hesperian dragon rider. However, it just looked wrong next to the carpenter... Maybe a fleshie figbarf isn't all that unlikely anymore.
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