Motif: Clockwork warriors, magitek House Name: Kardov House Type: Magical/technological House Head: Lord Engineer Azar Kardov House Sigil: A white seven pegged cog on dark green background lined by two black lightnings House Race: Kardovian (Humans with dwarven ancestors of the Kardov line). House Motto: Steel and the arcane - as one. (official) Men of flesh perish before men of steel (unofficial) House History: The house of Kardov has throughout history prided itself on craftsmanship - be it shipbuilding, armor and weaponsmithing - or as it was before the Kardovian dwarves began to breed with humans - mining. Kardov was originally a clan of very gifted dwarven smiths and miners, but over the past three or so centuries there is very little left of their dwarven ancestry. The men are a bit shorter and stronger by average than those of most other Houses, most growing quite large beards in honour of their ancestry. Unlike most dwarves the Kardovians had a more tuned connection to magical arts - or arcana as they called it. It did not take them long to combine their arcana with their other crafts. House Commodity: Massive complex of iron mines and their skill in magitek. Land of House: The lands of House Kardov are situated on a quite remote area in the east which is lined by two mountain ranges - the God's Spine and the so called Iron Mountains - which have perhaps the largest concentrations of iron in the entire world under them. The Kardovians have only one city under their control, but it's surrounded by six villages - Pigsty, Arn's Folly, Cold Harbor, Blue Harbor, Eagle Field and Darok's Forge. Pigsty as it's name implies has housed several generations of pig farmers, Cold Harbor and Blue Harbor mostly deal in fish and other such foodstuffs of the sea. Darok's Forge used to be famous for it's namesake's forge some centuries ago. House Base: The fortress city of Iron Mountain. Originally the place that took it's name from the range of mountains was just a mine, but over the years the miners began building more and more elaborate buildings to the tunnels and eventually it ended as simply too large a complex for just the House Kardov. People from all walks of life are welcome to Iron Mountain, but heavens help the poor fool who decides to try and cause any harm to those living within it. House Magic: Kardovian magitek Side: Neutral House Theme: https://www.youtube.com/watch?v=BgzRPGTPZQw CS Name: Azar Kardov Age: 56 House: Kardov Position: The Lord Engineer Race: Kardovian (Human with dwarven ancestry of the Kardov line). Weapons/Gear: Due to his age Azar prefers to move around on a specially made walker of sorts - a bit like powered armor of sorts, or a walking throne, a mix of the two to be exact. The quadrupedal contraption is a fine show of Kardov craftsmanship. Skills/Magic: Azar is a very skilled magican and blacksmith. The Kardovian arcana doesn't rely on any kind of offensive spells and it's just used to power their metallic creations. Appearance: Azar Kardov stands barely over 5 feet, his right arm has been replaced with a magitek one that can extend several tools from itself. Despite his advancing age Azar is still a quite handsome man - unlike most of his clan he keeps his beard trimmed to a neat goatee that was once black, though these days it is more gray or white. His short hair has turned mostly gray, but simply refuses to thin with age. His eyes are a very pale shade of blue and possess a very piercing stare. Background: Azar became the Lord Engineer of House Kardov at the age of 22, back then he was a bit of a gloryhound and even a bit of a warmonger - after all if there would be a war going the Kardovians could easily sell their magitek warriors to the highest bidder. As he grew older Azar changed his stance on things - he made Iron Mountain a sort of a safe haven, a neutral zone of sorts where people could gather without fear of being prosecuted over their past misdeeds. Ofcourse if someone would dare to break the rules set up by the Kardovians the metallic guardians of Iron Mountain would make short work of any troublemakers. Opinion on War: Wishes to remain neutral, but would be fully willing to take all monetary advantages from the situation.