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Tales of Thalia 1

Here is another story attempt. At first the story was planned with the Fleetmaster Delayar as protagonist, but I thought the landlady Thalia could be an interesting protagonist (mostly because she can have several customers to interact in her Tavern). It's a try to fit in some official GW stuff into the story as well as some bits of my own creations. (After I mix Frostaelfs, Fyreaelfs and Shadowaelfs in this story I wish I hadn't split the Projects into two.) Character Description Thalia   Delayar's Loss  

EMMachine

EMMachine

 

Troggoth Hag painted

I finally finished my Troggoth Hag. Very nice model, but a pain to put together - lots of mold lines and hands didn't fit together at all, plus the joints left great gaps. I used a lot of greenstuff to fill in the gaps and make it okay to look at. But otherwise the model has many opportunities to try out different painting techniques and colour scemes. Blending the belly, trying to give everything slight greenish tinge was very challenging.  Base is Deathworld Forest with Athonian Camoshade, drybrushed with Karak Stone and Ushabti Bone highlights. Slough is Averland Sunset plus Reikland Fleshshade, tipped with watered down Ushabti Bone. Bag is covered with several layers of green glaze. I'm pretty happy with scales - Sotek Green with Biel-tan Green shade and lightly drybrushed with Leadbelcher. The latter gives metallic shine to scales. It's not seen on pictures, but if you turn the model, then the shine "moves"; so that sometimes you don't see metallic at all and scales are greenish-blue, but at some places there is metallic shine.  

Kessler

Kessler

Looking Back: 2018 NICon

Last weekend I took the rats to the North Island Convention (NICon) tournament in Napier, New Zealand. The event was a competitive matched play tournament utilizing scenarios made out of the Games Workshop Open War cards, so they were not like anything most competitive players were used to and made for interesting list building.  I myself took the usual list of Verminlord Corruptor, 2 Plague Furnaces, 3 Plague Priests, 2 units of 40 allied clanrats and filled the rest of my list with as many Plague Monks as I could (8 groups of 10, 1 group of 20). I finished on 3 Major Victories,  2 Major Defeats. My victories were against Mixed Destruction, Blades of Khorne and Seraphon (remove the lizards). My defeats were against the Sylvaneth and Clan Skryre. I finished 5th out of 12 people, keeping up with my goal to always be in at least the top 5 no matter how many players, but regrettably fell short of my goal to stand on a podium once again. Lessons Learned While we are reaching the end of AoS in it's current iteration as we know it, and therefore any tactics I explain may be short lived, there were definitely a few takeaways from this tournament. Clanrats remain without a doubt a vital ally choice to any Skaven clan, being able to squat on objectives or conga line around the table to prevent the opponent teleporting or using alternative deployment abilities is phenomenal, and at 200pts for 40 of the wretches why wouldn't you? Minimum size unit spam with Plague Monks is the superior way to utilize them, they are fine without having buffs stacked on them and they can easily mobilize around the board. Also abusing the plague scroll by having one each in 10 units mean potentially pinging every enemy model within 13 inches with 10 mortal wounds is pure cheese. Speed is not this force's forte, and any scenario that sees you having to walk across a table for several turns probably isnt going to favor you. Consider deploying as close to the enemy as possible and running your units wherever possible if they won't arrive ag comfortable charging distance.  
 

Girls going wild

So, I painted my first 5 Wildrider models for the all female maidenguard today. I know, the actual warscroll doesn't have shields (while they are in the sprue from 8. Edition WHFB). I think the shields are quite fitting for them. Now I have to paint the other 5 models I have, that are containing the Champion (after I switched the head, so the champion could have a sword instead of a spear) and the banner bearer.  
 

A Tale less Told...

I've begun the start of the Suneaters background, it tells a very different tale of Gorkamorkas rebellion that has been told to date and is the tale from the Ogors of old, Sigmars "truth" is a lie...   THE SUNEATER TRIBES Deep within the Realm of Fire the drums of war echo with resounding beats as the fanatical Ogor and Grot acolytes of the violent and fire-born god The Suneater march to war. Putting all that stands in their path to the flame that every realm might one day reflect the broken and charred world that birthed them.   There are many who tell the tales of righteous victories of Sigmar, those that would tell of his heroic deeds and noble intentions to creation a unified pantheon of the gods, all equals in their own right who would form a bulwark agaisnt the tides of chaos that sought to seize upon the Realms. But the words of men are weaved of lies and weighted by the egos of their kind, such tales are little more than the fanciful reimaginings by the poets and politicians of Sigmars realms, their lies woven into the very fibres of every building and the muscled sinews of every Soldiers in his armies.   The terms of Sigmars alliance with Gorkamorka are oft glossed over in the telling of the pantheons founding, such details do not fit the narrative of Sigmars tales and thus who chose to share it with nobody, the feeble Man-God promised the Lord of Destruction a war unlike any other… he told tales of a tide of chaos encroaching upon the realm and a mighty battle to dwarf anything the mighty Orruk god had ever experienced before. The weak god sought to whet the appetite his rival, but where he offered war he hide his desire for a peace without end, when he spoke of battles in glory he wove a leash to keep Gorkamorka to heel, and when he spoke of an empire that spanned corner to corner of the realms he meant only his own. And thus when Sigmar lay the first bricks in the foundation of his grand alliance it was on a crumbling foundation built of lies and deceit, doomed to fail.   To leash the Lord of Destruction is to try and cage the very wind or lid the volcano, for every day that passed for this mighty beasts beneath the heel of Sigmar his temper grew and his patience shortened. Years of enforcing a peace he had never wanted renegated the only glorious creature to little more than the attack dog of the man-god, sent out to wage wars no other god was willing to risk there people for only to return and find yet more idols and cities erected to the weaker gods of the pantheon. As his realisation of this injustice grew Gorkamorka began to unravel the leash he had been caged by, he saw the lesser gods for what they were, false idols feeding off of the belief of their peoples seeking to impose their wills upon the realms that neither asked for nor wanted them. Gorkamorka however was born of the primal winds of the realms themselves, every brick laid tore just a fraction more of that primal wind away, every mighty beast caged fed the other gods and syphoned away his powers. All this while Sigmar thought himself just and glorious, he saw no ill in the cage he had built for the Lord of Destruction, and in his arrogance he failed to see the last threads of his leash unravel until it was too late.   The Gods of Order had thought Gorkamorkas power had diminished beyond reckoning, but the explosive force of his temper caught them all off guard, as the last strands of his leash decayed he erupted forth in a tide of destruction unlike any that had gripped the realms before, he gathered to him every Orruk and Greenskin and those Ogors that would heed the call. It is said by the scholars of Sigmar that every creature of destruction fell beneath the sway of Gorkamorkas petty rebellion, they do not tell of the Ogor tribes that wanted no part of the endless wars that Gorkamorka sought to instigate, but these truths are often found to be inconvinient in light of the war Sigmar waged against Gorkamorkas kin. In retaliation to the tide of destruction Sigmar gathered to him an army of man, aelf and dwarf to enforce his word of Order across the realm, such a combined army marched that the very grass beneath their feed was crushed away to darked dirt, their hunger was so ravenous that they stripped whole regions bare off livestock yet all these things were blamed on the kin of destruction.

Melcavuk

Melcavuk

 

Oh deer, a little Building a little painting.

To give a little update here. Thursday I painted the deers of the first 5 Wildriders Still haven't painted the Female Riders I showed last time. Today I build some new stuff for the army. I build another 5 Sisters of the Thorn (didn't make a picture). Build another 5 Wildriders I build my first 10 Eternal Guard, after having my Tribesmen. At the end I thought, maybe I should have some more heroes when the new Edition arrives, so I build something that could be a Waystrider

EMMachine

EMMachine

 

Faction Focus: Suneater Tribes

So here's a light hearted faction focus for my Suneater tribes for AoS 2.0 FACTION FOCUS: SUNEATER TRIBES Its time for another Faction Focus today and one I'm sure all of me has been waiting for! We'll be looking at who the Suneater Tribes are, with tactical insight from "Totally not me wearing a different hat" along with how they'll evolve into Age of Sigmar Second Edition... WHO ARE THE SUNEATER TRIBES
Fanatical, obsessed and enraged the Suneater Tribes are the city burners of the Destruction faction, they are ruled over by Ogor Prophets who play the role of Barbaric Kings and Seers of the tribes, driven by the will of the Suneater (A Volatile aspect of Gorkamorka) to burn the cities that seek to bring order to the wilds of the Realms. The Suneater tribes are an enemy of Sigmars own making, a result of his armies being left to enforce their own concepts of civilization without restraint across the realms, conquering tribes who would otherwise have taken only their fair share of meat and lives from weaker races. The relentless expansion of Order cities pushes the tribes to the edge of extinction, and in this moment of cataclysm a mighty Prophet walked forth from the blasted deserts at the edge of Ghur, a living avatar of their Gods firey temper. To the Suneater tribes every city in the realms is a taunting reminder of the dominance that Order sought to show over their people, it is a blight on the face of the Realm, they believed that when walls are broken and shelters burned the natural order of things will resume, with Ogors (and their grotkin) resuming dominance over the weaker man-things of the Realms. The Suneater tribes fiery temper is matched by their abundance of pyrotechnic weaponry, wielding flame as easily as blade or club in their onslaught, they bring what few other destruction factions can... the ability to break wall and burn fortress. To this end they are often slower moving than many of their destruction kin but make up for it with a plethora of ranged weaponry and a first for destruction: Priests. A Suneater tribe migration is a literal scar upon the realms, hundreds of miles of woodland in Ghyran is now little more than a blackened wound referred to as "The Scorch" where a rogue Suneater migration was eventually brought to a halt by a combined Order alliance. Whilst the Suneaters themselves were destroyed the wound they left on the realms has yet to begin to heal, either through intense heat or magical mean no seed will take to the burnt soils they left in their wake. PLAYER PERSPECTIVE
Ricki-in-a-Hat is one of the most devout players of the Suneater tribes, more to the point is definately not me in a hat giving the tactical overlay of my custom faction, at all. Interviewer: So what attracted you to the Suneater Tribes
Ricki-in-a-Hat: Well first of all thanks for having me Tim.. Interviewer: I'm not Ti...
Ricki-in-a-Hat: Good story Tim, I found the original factions of destruction to be lacking something, they all encapsulated the wilds of the Realms but it lacked that emotional aspect that I find ties me better to collecting and playing a faction. There is a visceral rage to the Suneater tribes, they are not acting without reason but avenging centuries of abuse and onslaught by the cities of order, in their minds they are the good guys here, fighting to reclaim lands and lives lost when Sigmar decided that his armies would take what was theirs in the name of "Good" Interviewer: So what're your tips for Suneater Tribes players?
Ricki-in-a-Hat: Stoke the Pyres, the inferno marker ability is a fantastic way of delivering massively impactful abilities on a turn by turn basis, all from the hugely thematic concept of burning down the terrain that makes up the battlefield (could anything be more destruction?) You'll want a couple of Gothi Fyri priests using their Cowardly rule to avoiding incoming fire to stoke pyres across the battlefield. Most Suneater Tribes units are better when near, or targetting an enemy near an Inferno Marker, use their to control the battlefield either by having troops Firewalk using the Waaaghkart or delivering an unrelenting artillery bombardment. Interviewer: What advice would you give to a new Suneater Tribes player?
Ricki-in-a-Hat: Start with a character, these are the lynchpins of the Suneaters story, every tribe is shaped by the will of its Volsungr prophet from their fighting style, appearance all the way down to their motivations. In developing your tribal leader you'll understand and connect better with the rest of your force. Some will be led by Ogor centric Volsungr who trust the Gothi Priests as far as they can throw them (which admittedly is still pretty far, especially if you crush them into a ball first) so will focus on Gullveig and the mounted Ogors to deliver much of their blow. Others might listen a little too much to the Gothi whispering in their ears, a force comprised of cowardly Grots with minimal Ogors present but bringing in much more artillery. IN THE NEW EDITION So GREAT NEWS... I'm still writing the Battletome (see procrastination is for WINNERS), what this means is it can evolve and change with the new edition, first of all this faction packs in some of the most reliable combat Wizards in the game with a Volsungr on Magmadrake packing in over 20 wounds and enough mobility to delivery him where you want your endless spells to originate. Your Inferno Marker will also take on new life in AoS 2.0 as the excitations of flame elementals focuses around the Pyres of the Suneaters, you'll have to decide whether to use your Pyres to enhance your fighting capabilities or extinguish them to unleash volatile and capricious flame elementals on your foes and drown the battlefield in living fire. Points will ofcourse be reviewed as we enter the new edition, with a couple of units already seeing points drops (Slatr Warbeast), but moreover whilst over factions relish the new "Look out Sir" mechanic your Gothi priests take it a step further with their Cowardly rule keeping them entirely safe from enemy shooting when hidden near other Suneater units. You'll also be able to take advantage of some of the massively thematic new relics from Ghur and Aqshy, realms the Suneater tribes have the bulk of their Migrations in, this way you can tell the tale of your tribes conquests through treasures captured along. Combining Pyre Markers and your Waaaghkarts ability to launch units up the field you'll be able to target enemy characters seeking to hide in the backfield, or bring your slower units to bear in the prescence of your Volsungr on Magma drake, locking down the enemies most potent units with your own viscious combat units and controlling the battlefield from an early stage. IN SUMMARY The Suneater tribes and their world burning migrations are looking set to bring the cities of Order to heel in the new edition...

Melcavuk

Melcavuk

Gods given form...

Chosen of a god borne of Fire and Destruction, the Prophets of the Suneaters rule not by might alone but by Divine Right, they are chosen, elevant and gifted beyond any of their kind that they might be the fists of the Suneater beating down against the cities of Order. Every Volsungr is a warrior of reknown, a capable wizard (though intensely destructive in the nature of their spells) and a competant tactician, those who have not passed their trails of the Suneater cannot challenge them for rule of the tribes as none would follow a creature so unloved by their God.  The Volsungr In the guttural dialect of the nomadic Ogor tribes the word Volsungr "Vol-Sun-GHUR" roughly translates to Chosen one or Chooser, both of which apply aptly to the great Volsungr of the Suneater Tribes. They are the highest authority within the tribe, seconded in potency only to the great Suneater himself, they have walked the blasted wastes and faced the great trials in the same way the very first Prophet of this kind did and emerged the stronger for it. Each nomadic tribe has but a single Volsungr, the most potent of their Ogor wizard that has risen to dominance, often the oldest and strongest of their kind their skin is rough and blistered from decades walking the flames of their Gods glory, adorned with trophies of civilisations that they have incinerated. To pass the final trial to become a Volsungr each aspirant must tame one of the great drakes of Aqshy, walking alone and unarmed into the Scorch fire Chasm as their prophet had done so long ago. So seldom does such an aspirant emerge from the Chasm successful (or intact) that there are but a handful of Volsungr roaming the realms, each at the head of a great host of the Suneater tribes who recognise their glory. Volsungr ride into battle mounted atop their Magma Drakes, a rippling beast of scorching heat and burning hot scales. Their hides are thick enough to deflect even the best of Duardin blade and their great wings allow them to race down the battlefield even carrying to burden of their master atop their backs. In the heat of battle they can unleash boiling brimstone flame from their wicked beaks, boiling blood and shattering bone with the intensity of the molten magma that erupts from their gullet. Tribes form around the Volsungr, seeing them as the prophets of the Suneater and his embodiments within the realms, as such each tribe takes on features of their Prophets, often mirroring his garb and trophies with priests screeching out their new masters interpretation of the will of the Gods. For this reason should a new member of the tribe seek to take on the position they are cast out into the blistering wastes, for no prophet can endure the word of another, if the Suneater finds the challenger worthy he will protect them and allow a tribe to form around their new interpretation of his will.     Exalted Volsungr:  It is said that from the day they are chosen the Volsungr, great prophets of the Suneater tribes are gifted with the touch of the volcano, indeed many have been witnessed in battle belching forth great gouts of flame and magma to douse their enemies and leave them to an agonising death. Such things (the gothi say) are the blessings of the Suneater, that his mightiest warriors might one day rival the destructive powers of the volcanic mountains of the realms). They are seemingly untouched by flame from the day of Ascension, feeling no heat nor pain at its prescence. Indeed many take to bathing in the Magmaflows to cleanse their unsightly crevices of parasites that no Gothi can even be convinced to remove. As a Volsungrs migration spreads across the realms, leaving a blistering scar of scorched earth in their wake, they share in the power gifted to the Suneater with every pyre to his glory lit, the further they travel and more pyres they ignite the more powers bestowed upon them, to some comes the choking cloud of ash that shadows their every movement, choking out any foes who would dare approach. To others the calloused and coarse skin becomes as hard as the stone of the mountain itself, yet more manifest a mighty bellow that can fell trees and shattered the most hardened rock as though the power of a volcanic explosion. It is said that the most aged of the Volsungr reach such power that they need no migration to follow in their wake, they have become the mountain and their Gods chosen warriors, in time these ancient warriors leave their tribe to the next prophet, migrating across the realms to rest at the Maw of the Suneater, the birth place of their tribes and await their gods command. They take no guard with them, nor trophies or treasure... such things mean little to these mighty avatars of their god, instead only their most loyal of Gothi priest are permitted to (and insisted upon) accompany them to their holy site. As years turn to decades these warriors fade to myth, yet now as tremors of change ripple across the realm the Suneater stirs from his pit, with a mighty bellow his chosen warriors march forth once more. This once mortal forms changed entirely as their hardened rocklike skin has grown to immense size, no longer can they merely belch the flame, their entire visage has eroded to the rippling orb of flame to drown out even the Sun itself, so much has their power intensified that every crack and crag in their rocklike skin seethes with blistering heat. They are accompanies, as all Volsungr, by their most loyal of Gothi borne high above the battlefield on the shoulder of their prophets. These Gothi are perhaps the most unsightly of the pair, a Grot unlike any other... one that has allowed to both grow fat and old, feasting on the food and treasures their champions no longer require.

Melcavuk

Melcavuk

 

The Lady from the hidden clearing

So, for my current project I plan to customise my sylvaneth and wanderer army. And what is an army without some awesome big bad boys...or ladies Drycha is one of these awesome models. And I always wanted to have a celestant prime in my army. But since the style of the original model doesn't fit so well with sylvaneth (at least thats my point of view), I started to build my own one in sylvaneth style The base of the model is build from the Drycha set. I rearranged the leg and arm parts for a more epic pose. I  exchanged the torso and head with some leftover bits from Morathi. The weapon is supposed to be a big hammer, but I'm not quite happy yet. The basing should resemble the celestant prime pose - some magic lifting her in the air. I used the whirlwind parts from the Yncarne (40k), which I will pimp with some leaves to look like a autumn storm InShot_20180527_222204552.mp4 I plan to build a modular base, so I can use both the oval base for Drycha or a treelord/lady and the big circular base for the prime.   More updates will follow soon
 

Suneaters Artillery (Or how to fling fire)

One of the key weakenesses in the destruction faction to date has been a lack of real ranged fire power which can cause the faction to struggle against tough ranged armies or those factions able to out maneuver them. Whilst the gitmob faction has a number of unique artillery options they are buried within a small and as of yet un-updated faction that lacks real allegiance benefits, and the Bonesplittas whilst able to fire enough arrows to blot out the sun themselves lack other methods of putting fire down the field.   Why do Suneaters Have Artillery? The Suneaters take every walled city, every monument to a pathetic order god and every Order settlement eroding away their domains as a personal insult. In the time before time it was the rule of strength that dictated status within the realm, but as Sigmars pathetic council of gods has curled a mailed fist around the throat of every beast they have come across, choking the very life out of the realms as they seek to erect cities of stone and felled wood to bring civilization to that which ought be left wild. The Sunaters are driven by the desire to put flame to every stone hewn insult of a city that defaces their realms, that they might in time light the very fuse to bring down Azyr itself and restore the nature order of destruction to the Realms. 
The Suneaters are masters of flame and the exotic fyrepowders of Aqshy, long have they travelled through the realms of fire and beast perfecting the art of destruction and there are few walls in all the Realms that can withstand the full might of a Suneater bombardment.   Tactics: The Burnin Bomb Catapult - This ramshackle siege machine is forced through dirt and undergrowth by a crew of ashen grots, filling its cup with a volatile mixtures of squig "extracts" and aqshy fire powders to launch down the field. The improvised nature of the explosives means it is far less than reliable and can just as easily splatter harmlessly against the walls of a city as shatter through them, but it is the maniacle determination of the crew that sets the machine apart loading the cup time and time again in ever increasing volumes of explosive until they get to rejoice in the thunderous roar of the Suneater as their payload finds its mark. 

These catapults come in cheap at a mere 80 points, designed to be purchased in units of upto three what they lack in potency they make up for in numbers, a number of these catapults in the backfield accompanied by a Gothi can lay down serious bombardment to deter enemy units from approaching vital objectives and cover the approach of your melee units. The Pyre Belchers - This great beast from Aqshy is a bloated and tormented creature gorged on the industrial runoff from the cities of man. Its form has swollen and mishapen with the volatility of the chemicals it has been fed but in return it has developed the ability to spit forth huge gouts of flame in the course of a battle. It is forced forward into battle by its Grot handlers, poked and prodded and gorged on lesser squigs that it might launch its payload further forward setting flame to all in its path. This unit produces variable levels of fire each turn, whilst this can limit how much you depend on it it also makes the unit an unknown variable to your foes. The fear of its large volume of fire and relatively high damage output coupled with the ability to improve accuracy through immobility makes this a fantastic addition to the arsenal of the Suneaters.

Melcavuk

Melcavuk

 

A little reconstruction

Okay, after all the time I did nothing about this project, I did some reconstructing. At first I planned, using mostly Freeguild Warscrolls for them, but there is quite a little to much Wanderers Style in them. For a little organisation, I structured the Army in "Order of the yellow Rose", "Maidens of the Yellow Rose", "the Forelorn", "Tribesmen" and the "Allied guard of Mitrilfels"  First here is the List Orden of the Yellow Rose Sister Christina (100) Loremaster 10 x Glade Guard (120) 10 x Glade Guard (120) 10 x Glade Guard (120) 20 x Bleakswords (200) 20 x Swordmasters (360)   Total: 1020   Maidens of the Yellow Rose Waywatcher (100) Spellweaver (80) - Heartwood Staff 10 x Sisters of the Watch (220) 10 x Sisters of the Watch (220) 5 x Sisters of the Thorn (220) 5 x Wild Riders (140)   Total: 980   The Forelorn Excelsior Warpriest (80) Warrior Priest (80) - Sigmarite Warhammer & Shield Warrior Priest (80) - Sigmarite Greathammer Witch Hunter (60) - Pistol & Silver Greatsword War Altar Of Sigmar (250) Warrior Priest (80) - Sigmarite Warhammers 20 x Flagellants (160) 20 x Flagellants (160)   Total: 950   The Tribesmen Shaman (100) Battlemage - Specialisation: Jade Tribesmen (160) 20 x Freeguild Guard - Spears and Shields Tribesmen (160) 20 x Freeguild Guard - Spears and Shields Total: 420   The Allied guard of Mithrilfels Freeguild General (100) - Great Weapon 6 x Demigryph Knights (320) - Lance and Sword 5 x Freeguild Outriders (130) 5 x Freeguild Outriders (130) Total: 680
Total: 4050 Order of the Yellow rose is a little mess, because Sister Christina and the Paladins don't really fit as a Waystrider and Wildwood Rangers and I had some guys with Sword and Shield that don't fit as Eternalguard or better saying anything of Wanderers. So  this is an Order group with a Loremaster, Swordmasters and Bleakswords for the moment. And the Glade Guard is still missing Banners and Hornblowers because Archers didn't have them. The List which Units are painted, which are WIP etc will be found in the Headpost of the Blog. Another thing, quite new are my Maidens of the yellow Rose. Those of you, who know my Twitteraccount (@EMMachine27) will already know that they are because I made some posts about them already. It's a Wanderers Force, completly in the Stlye of Sisters of the Watch and Sisters of the Thorn. 20 Sisters of the Watch + Waywatcher Kitbash   Waywatcher Kitbash Closeup   Kitbash Spellweaver   Wildrider Conversion.

EMMachine

EMMachine

 

Herald of the Blizzard Queen

Skaddi's Own Haakon hadn't consumed any Blue-shroom Brew since he finished the last keg a week ago. And his newest batch, though potent as he expected it to be, was just beginning to ferment. Haakon grinned as would a child who knew he had gotten away with a particularly risky prank, thinking of his banned homebrew warming him from the inside out. It would be a welcome relief from the icy winds that swirled around him as he drove his sled through the night. His uncle’s jaw was as stone and his chest ever-full, but in his eyes there had been a look few had ever seen in the revered ruler. They were slightly wider than usual, unblinking and fixed directly on the object of their attention as though they could hold it tightly in place. Hakkon noticed. “I will not be alone, Uncle. My pledge-kin will join me, and the goddess will watch over us. Haggrax the Rememberer is to come along as well,” he had tried to assure his worried mentor. And so off they had charged towards the Horn of Endruul, Haakon riding ahead of the march so as to hopefully intercede before any desecration. The beastherds should be starving on the Ice’s Teeth by now, but when they set themselves to a purpose, they were far swifter than the dwarves. “They will still be many, and there is no shortage of wild thing for them to enslave in that harsh range. Keep your wits,” the elder had cautioned. Their warrior’s embrace would hopefully not be the last they'd share, but if it was, that was the cost of Haakon’s connection to the goddess. The war dogs strained against their bonds, whining and yipping with excitement; all but the lead pair, his alphas. Closer to domesticated wolves than pets or working stock, these creatures had served the Undissons for generations. But it was Haakon who first taught them to pull a sled. It was Haakon who trained them to respond to his subtle shifts of weight, rather than the harsh command of the whip. Behind him, the smell of the first night’s fire had faded, but Haakon did not notice. All he could hear was the slicing of runner through ice as his sled raced down the trampled track of the herd. By morning, he’d have reached them and could begin choosing targets. The pack alphas, driving the sled of Haakon the Mad His fellow Oathsworn would be on the trail before sun-up. Heavily-muscled and thick of bone, they wouldn’t travel fast, but by evening his campfire would again smell of bloodbrew, weapon-polish and dreamer’s chew. Haakon’s heart pounded in his chest with the excitement of leading his comrades on the hunt. So many sacred lands had been defiled, it was time these grudges were settled and peaks cleansed. Hakkon’s blood surged in an unusually persceptable pulse through his body, his hands tightening on the reigns. He noticed the edges of his vision blurring rapidly and forced his eyes wider. He inhaled the cold mountain air in a sharp pull, flooding his consciousness back into control and using this brief moment of clarity to pull his sled to a rest in a drift not 3 feet off of the trail. As he released the clasps that confined his team, a dark-furred head presumptuously if half-heartedly snapped at his hand, only to be bowled over and pinned by a growling alpha. Remembering the teachings of Master Haggrax, Haakon lowered himself into a deep squat. He sunk from a spring-loaded crouch into relaxing balance. Haakon measured his breathing, finding a steady rhythm that soon faded into the background as his vision took over. Bloody tracks, first scattered but getting more dense until they culminated in steaming puddles of mud and gore… A spear of gleaming blue ice with gruesome offerings heaped at its base or tied round its shining surface… Heavy bodies stomped about on cloven feet, guttural utterings in the place of speech… Closest to the stone were several hooded figures, each taller than a man but not thick like the goat men… There was a melodious nature to their chanting and he could feel himself drawn to it… The enemy were too, as the gors began to walk towards the stone, many shedding their armor as they went. They began to rock forward and back, breathing in the thickening purplish fog that had begun to creep all about them, rising in snaking tendrils from their ankles until it slithered into their nostrils. His vision began to shimmer. He was losing hold. The beasts moaned both in pleasure and pain as armored scales sprouted across their shoulders. Just then, one of the hooded figures turned towards Hakkon and loosed an awful screech from its avian beak. The vision quaked violently before dissolving. …   … …   … …   …   … …   … …   …   … …   … …   …   … …   … …   …   … …   … …   …   … …   … …   …   … …   … …   …   … …   … …   …   … …   … …   …   … …   … …   …   … …   … The pack strained silently, but maintained their discipline, poised to attack just outside the ring of brush that surrounded the camp. Haakon’s eyes darted from furred hulk to cloven foot to horned mantle until he caught a glimpse of his prey. Unnaturally iridescent feathers, seemingly shifting from the green of the deep jungle to the teal of a glassy sea to a mystical pink, most comparable to the scales of a young summer wyrm, with every step of the cloaked form. The lithe figure was not touched or approached, but every beastman it passed watched it intently. Haakon unstrapped the twin hammers from his back, drew in a deep breath, and let out a high whistle. The pack alphas of Haakon the Mad War cries surrounded the camp as fur-clad duardin emerged from behind boulders and out of dense cover. Weapons were slammed into the earth in a challenge that was soon met by hungry growls and horned charges. With the slavering herd spreading out to meet the directionless attack, Haakon’s pack charged through an opening, lunging for the soft throats of even the newly scale-plated bestigors. All manner of death cry could be heard, but none took root in the mind of Skaddi’s champion. Though his visions were so often embedded within spells of dizziness and crippling pain, Haakon knew the lesser-goddess empowered her chosen alpha. Nothing distracted the predator as he strode through the fracas.     The war dogs of Haakon the Mad …   … …   … …   …   … …   … …   …   … …   … …   …   … …   … …   …   … …   … …   …   … …   … …   …   … …   … …   …   … …   … …   …   … …   … …   …   … …   … …   …   … …   …  He wore scant armor and no boots, great plumage and a single high ridge affixed to an otherwise plain iron skullcap. His ruddy pink skin was not aglow with runic tattoo or mystical fire… Could this truly be the challenger who interrupted his transformation ritual? That was clearly a hero. His eyes had glowed with power. A furious heat had radiated from his densely muscled figure. No, this could not be the immortal he had seen. Xcryx’trynct the Temptor threw back the hood from his head and shook out his locks, allowing them to untangle from his crown of curled horns. He let the rest of the shoddy woolen cloak drop from his broad shoulders, admiring his gloriousness as the morning sunlight stabbed through the snow clouds to shine off of his multicolored feathers. The vain shaman hardly noticed his warband being cut down all about, for he was already imagining the taste of this upstart’s blood. Drawing a scimitar in his right hand while leveling his staff with his left, the Temptor gave a clicking chortle, taunting his foe. …   … …   … …   …   … …   … …   …   … …   … …   …   … …   … …   …   … …   … …   …   … …   … …   …   … …   … …   …   … …   … …   …   … …   … …   …   … …   … …   …   … …   …  Haakon had never seen such a beast. Frenzied half-men of all shades adorned with claws, fangs, bony growths or even hooves were the norm. Some, more blessed by the dark powers were more goat or bull than man and had the might to tear through a city guard. The creatures his pack had surprised were even larger and possessed odd scales and bulky growths, mutations that seemed more design than organic… And now this bird-man, glowing with an eery light… But there were many things the champion wished he could unsee in Ghyran since the arrival of the plague bringers. These were just more of the same. As the creature pranced and whirled, it made hissing and clicking sounds that had an oddly self-assured tone. Haakon sank his toes into the trampled snow, making sure each step had full traction and the push could be felt from the extension of his ankle through to his hip. Bounding from side to side with each stride, he noticed the widening of his prey’s eyes. Just outside the range of a staff’s swing, Haakon shortened his step right, hopped, and then gave a full push off. While feeling the air flow from the scimitar stab where the creature expected him to be, the sneering dwarf unloaded a hammer blow that crunched into the underside of the serrated beak. His second hammer strike shattered the staff hand, causing the weapon to fall into the snow and quickly lose its glow. With a roll and wheel, Haakon squared himself to the reeling enemy. A block and counter swing was all it took to drop his foe. Stepping closer to stand over the fallen defiler and examine it one final time before he finished his work, Haakon was annoyed to hear it begin to cackle again. Before he could strike down, it's body burst into a flutter of tiny birds, each scrambling into the sky with their misshapen wings. He tried to kill them, but only was able to fell a few which quickly turned to shapeless pulp. Letting out a roar of frustration, Haakon was answered by cheers. It appeared his comrades had finished their work and were satisfied that there would be no further defiling of this holy ground… ... Haakon suspected this was just the beginning of the atrocities he would see.     Haakon the Mad's sled being pulled through mud and snow by his pack of war dogs. _______________________________________________________________________________________________________________________________________________________________________   The Trap is Sprung Their whining had stopped and paw-strikes gone silent. The hunting dogs strained into their harnesses, working in tight coordination with their alpha’s example. Soon the pungent musk of the herd was noticeable, it's accompaniment by the stench of decay, a sign that this herd had earned favor of the grotesque one and would likely be more formidable than the last. If they traveled with knights, Haakon feared they might be beyond his prowess. He could feel the beating of his own heart, faster and faster, but he forced it to steady. There was no time for a dream now. Bursting from a brush line and joining a trail, Haakon's team was confronted with gruesome signposts made of dismembered limbs. Hands forced to point in conflicting directions were crudely nailed to stripped thigh bones and topped with decapitated heads, the edges of their mouths sawed into gory smiles. The effigies lined the way in both directions but seemed to extend more densely to the right, so instinctively he prompted the team to turn in that direction, only to come face to face with the stuff of nightmares. He pulled in the reigns hard, tipping the sled and rolling out from under it as it tumbled to a halt and the team attempted to keep free of the weight. Blocking the path were the bodies of his fellow hunters. Their limbs, where still attached, were broken into sharp angles. Cracked ribs protruded from their sides and guts were slashed open to reveal torn entrails. The bodies hung limply by nooses braided from the hair of their shorn beards. Haakon roared in fury. When it's echoes faded, he heard the cackling. The Oathsworn lashed out with his twin warhammers, striking out in wide circles to the left and then right, but the enemy could not be seen. Sinking to his knees, the warrior-priest’s growls gave way to sobs. How could he not have seen the perils facing his brothers earlier? The defilers and their bestial followers had spoiled yet another prestige wilderness, this time fouling it with an offense made from his own brethren. Haakon preparing to strike with his twin hammers. Gathering himself, Haakon bowed his head in prayer to Skaddi. He asked forgiveness for allowing such an insult to her kin. He vowed to settle this grudge or be destroyed in the attempt. But most of all, Haakon pleaded with Skaddi that she might accept these Oathsworn into the ranks of her mountains’ protectors. He begged her to see the purity of their hearts and to bestow upon them the honor of pledging their souls to her spirit-guard. Silence. Haakon sat in the complete silence only a practiced devotee could manage, waiting for a gust of icy wind to dry his tears, the howl of a wolf to guide his hunt… Any sign the goddess might send him. But for an agonizingly long time, there was nothing. And so he sat. Haakon would not entertain the thought that they could have been abandoned; not by Skaddi. When Grungni had pointed his children to refuge in the thunder-king’s heavens it was Skaddi who had denounced his cowardice. It was Skaddi who had sent the storms and the beasts to aide the Undissons in defense of their homes. And most recently, it was Skaddi who had sent her blessed out to secure the sacred sites within these ranges. She would never turn her back on her little brothers and sisters. Just then, an unseasonably warm rain began to fall. Though the air felt still, thunderheads moved overhead with force, blocking out the light save for their own electric flashes. Haakon felt no dizziness or dream-state coming, rather his benefactor simply appeared to him from within the storm as though she had walked out from the brush in plain day. Pale of skin and emanating a blue glow as she was in constant communion with the spirits who lived alongside the duardin of these icy mountains, Skaddi looked down upon her tiny warrior-priest as rivulets of pain flowed from eyes as pure as fresh snow-cover. “I was deceived little brother, and now I have lead you astray. A trickster sent forth by the dark gods drew my attention towards the Horn of Endruul and the kinstone sheltered within. Your wise teacher Haggrax the Rememberer has removed the stone from it's icy armor and carries it from the reaches of the defilers.” “But goddess, surely the stone will be safer in hiding with Haggrax than undefended as the bringers of sickness continue to befoul the mountains?” “That would be true little brother, but several of the players have only recently shown themselves. In the shadows they have managed to gain advantage that I fear we cannot recover from.” Haakon was stunned. His clan had worshipped Skaddi since the Age of Myth when she alone spoke to the connection between the mountains and the spirits of their ancestors. It was Skaddi who had helped them to settle the icy heights of Ghyran all those centuries ago, and who had taught them to use the natural energies coursing through ice and stone to commune with their predecessors. To this day, Skaddi spoke loudest to the Undissons, more clearly than to any other clan in Realm of Life. She had resolutely called Haakon and his brother Oathsworn to arms just the other night, sending them forth to preserve these sacred lands. He simply could not fathom the demi-goddess of mountain blizzards leading them astray. “In my suffering at all our losses, I was too hasty to try and prevent further corruption. The Mountainsson Grove ceased it's song. When I saw the twisted husks of the young tree-kin, I thought they had died of disease, but now I know they were bathed in warpfire…” “Warpfire?” Repeated Haakon in confusion. “That does not sound like the work of the plague-carriers or the beast herds.” “No, in fact it was not. It was simply a ploy to disarm the holy mountains, for the mature war groves are entangled in battle, and the few children of the wood that managed to survive have had to be ushered into hiding, or risk the extinction of their line.” Skaddi paused, gathering herself under the weight of her shame. “So too was there a ploy to spur Haggrax’s removal of the kinstone inside Endruul’s horn, thus dampening the communication between devoted and ancestor. The purple lightning that shattered the prayer-ledge of little brother Draketongue was not of Sigmar nor my creation. Dorbus the Shepherd even went about burying his totems for fear of what they could be used for if desecrated. Alas young priest, all these attempts have done is tear apart the webs of power that course through my once majestic ranges…” Haakon was beginning to understand, and the truth was far more grim than he had imagined. “You have not spoken of befoulment…” “For this was not the plague demon’s doing,” replied the glowing goddess sadly. “Then who?” Wondered Haakon aloud. “The god of lies and deceit has played his first hand. The trickster has manipulated me into severing the ties in our network of power. This has left my devoted, such as your clan’s Oathsworn, isolated and vulnerable. The secret-trader could prey on any of you he chooses now, and I would hardly see it at its peak, let alone in time to intervene.” “We did not pledge ourselves blindly great sister,” Haakon insisted. “If we fall, you will reshape us into blessed beasts to continue fighting alongside our brothers, in the service of our mountain temples.” “I wish it was still so…” Skaddi’s voice trailed off. After a pause, she gathered pulled her mind back from whatever was haunting her thoughts. “Another threat has been growing, and it's vile mechanations have begun to take hold. Nagash, ruler of the dead, has called to claim the souls of the fallen and his power has swelled as the tides of war have swept in. Though the ancestors are firmly rooted in stone still, your newly fallen brothers are beyond my reach.” Haakon of clan Undisson, driven mad in his hunt for the souls of kin “But you taught that sacrifice for the clan would bring the reward of ascension to the mountain’s pantheon of defenders. The other teachers and myself, our own teachers… We have preached this to those we trained since they were babes…” “It appears the treacherous one knew of Nagash’s growing reach and sought to take advantage. We thought we only fought against one evil, but cultists and bird-faced abominations have harried our flanks and forced us to stretch beyond our limits.” Blood filled his muscular frame as Haakon’s entire body tensed. The blizzard queen saw the fury in the warrior-priest’s eyes, the white of the storm flashing in her own as a warning to him. But he was no longer concerned with the demigoddess’ powers. She who had once taught them how to navigate to safety seemed to have lead them to their doom. The plague god’s minions corrupted once pristine wilds. The god of deception was slowly undermining their defenses, with what foul purpose he did not want to imagine. And now the god of the dead sought to enslave his clan for his own devices. There was only one question left to ask. “And who will protect our clan while I hunt the great necromancer?” “You know that answer already.” “She’s not ready, especially as fever overruns the range.” “And that is why the princess is leaving, your whole clan in fact,” replied Skaddi in a measured way, as though gauging the warrior priest’s reaction to each word as she spoke it. “Your uncle will of course remain king, but he has spent his strength protecting these lands. His daughter, however, has a yet unrevealed strength about her. She will join with a renegade king from Azyr and establish a new home range, one where the ancestors can once again find peace under the mountains.” “And I am to trust this upstart from another realm?” “No sweet brother, you are not. You have a different purpose…” Haakon the Mad of Clan Undisson, crackling with ancestral fury _______________________________________________________________________________________________________________________________________________________________________   Riding into Darkness: Tattered leather coverings flapped furiously as the opac wind raced alongside them. Haakon ranted and muttered to himself but could not collect his thoughts. It had been a week since the he entered the shadowlands, the longest he had gone without communing with Skaddi since she had first reached out to him as a beardling. He was delirious, haunted by grinning skulls in his dreams and taunted by the echoes of cackling birds when awake. She had entrusted Haakon with the greatest of missions, so grand in scope that Haakon assumed he would meet his doom in the attempt. First he had caught up with Haggrax, tracking him by the feigntest of scent trails. The ruffian had ceased his cursing when Haakon’s panicked words registered. Equally disturbed by the demi-goddess having been lead astray and his greatest pupil’s sputtering tale of massacre and conspiracy, the old master had reached out a gnarled hand and placed it on his pupil’s shoulder in an attempt to comfort him. The Rememberer then revealed a plan to reunite long lost brothers under common banners. If he survived, Haggrax said with a wild-eyed grin, he'd meet Haakon in the clan’s new halls. Next he sought out Brother Draketongue. The feral duardin had sacrificed any semblance of a normal or traditional life long ago, even by Undisson standards. But it was a price he'd happily pay again for the ability to commune so fluently with generations of long-dead ancestors. They gave him the strength to accomplish feats that had made him famous from mountain temple to Ironwood keep. But even as he nodded in agreement with Haakon’s strategy to send the hermit into Shysh first to chart a path and set a rallying point for their forces while Haakon rode into Uglu to bring the clan’s most potent weapon into their plans, Draketongue knew they likely all would fall under the shambling hordes long before they could assemble for the battle they sought. Afterwards, Haakon had hunted down Eliriya Tree-sister and Dorbus the Shepherd. The mystics each had taken note of the way his eyes flashed with lightning and he voice seemed to roar as thunder. He might have only recently reached teaching-status in the priesthood, but this Haakon was quite obviously the instrument of Skaddi herself. And he was now emerging as the herald of great things to come, despite rumors that a madness had taken hold of him. Finally, he had traversed peak to valley, gathering the scattered questing knights of the Undissons. Rebellious and determined the lot, they had eventually agreed to his demand that they ride into Shysh when they heard that Elendor the Scarred would be meeting them at the portal. The legendary warrior-priestess had honored the gods time and again with her heroic deeds, and these babes were filled with pride at being invited to fight alongside her, no matter how grave the odds. Following a woodland trail through a darkness that no starlight nor fog-covered sun could penetrate, Haakon had completely lost his sense of time, but he was still acutely aware that something watched he and his team. What, or who, he could not tell. But Haakon the Mad knew one other thing with equal certainty - Even if Draketongue was able to assemble their band of heroes tomorrow night under the lone ironwood standing in the Garden of the Fallen, they would likely fall as the last of the Undisson mountain guardians to have defended Ghyran, if not simply the end of their clan’s line entirely. And so Haakon the Mad plunged deeper into the bewitching fog, following the invisible trail of spirit-power. His dogs’ surging legs never tired, for they had been hardened to the mountain’s strength. His blazing purple eye noticed what could not be seen because they had been blessed with the blizzard’s sharpness. With these gifts he had a chance to find the mother of bears and her duardin companion. ...But the real question was how to prevent the creature from tearing him apart on sight.

Rungi

Rungi

Unit Focus: Gothi Priests - How to screech till your god listens

Today I'm looking at who the Gothi priests are and what role they play not only within the Suneater Tribes faction but in the Destruction faction as a whole. To begin their name comes from the very first Grot to discover the Great Prophet of the Suneaters, it was a meagre and mildly deranged grot picking clean the corpses of those who had fallen victim to the blasting sun of the Shattersands that witnessed the mighty ogor climb forth from the Maw of the Suneater. At first young Gothi chose to follow this Ogor through the desert in the hopes of fresh meat when his new found companion fell dead and yet as the days dragged on his insanity began to slowly shift and attune with the strange new power eminating from the Ogor. Those visions that had once been a tidal wave of destructive thoughts coalesced into a burning dagger of righteous destruction, a fine needlepoint to drive through the hearts of the enemies of his god, and as his visions changed so too did the form of the Ogor he followed, no longer did the creature look bedraggled and half starved, instead Gothi now saw him wreathed in rippling tides of flame as a glorious Avatar of the Sungods will. Gothi was a constant companion to the Prophet from there on out, it was his cunning that aided the might of the Ogor in uniting or dominating the tribes that fell before them, and his constant screeching whining that lent caution where needed to root out those who did not believe in the Suneaters cause that they might make an exampe of them. Where as the Prophet had the raw strength to harness the raging flames of destructive magic it took considerable physical and mental exertion with every effort, such primal energies would have torn any Grot attempting mastery apart in seconds, but Gothi had a different gift. The Great Suneater was said to reside sat on the lip of the greatest Volcano in the Realms, so volatile was the volcano that the deep reverberating prayers of Ogors blended with the seismic rumbling and were lost to the ears of their god, time and time again Ogors would pray to their deity but found no reply, it was however the high pitched, screaching prayers of Gothi that pierced through the rumbling to find the ears of the Suneater. Whilst other priests might pray and beseach their god with kind words and flattery Gothi was not a creature of such finery, instead his prayers were constant nagging, whining, screaching until the god was whipped to fury enough to respond, and in time Gothi mastered exactly what to say to trigger specific furious responses from his god to tailor his prayers. It is unclear at exactly what stage the first Gothi passed on, various rumours say the Prophet sat on him months into their conquest, others that he survived years before falling into an oil vat and burning alive, what is known however is that rather than face the wrath of their Prophet in telling him his favourite pet had died the Ogor elite simply scraped what they could of the first priest out of the robe and shoved the next most annoying grot to hand into them. And in this way the order of Gothi Priests was born, what started as a bunch of spares for each time the main Gothi died grew and grew, Grots eager for the one role in Suneater society that merited any rank or prestige were willing to risk the beatings and eventual torturous death if it meant gaining just a small amount of power and stature.

Gothi Fyri -  It is said in Suneater tribes that no Ogor has ever held the rank of Priest to the Suneater, they claim that their deep and booming voices are too like the sounds of volcanoes erupting for the mighty god to distinguish them from the volatile realm of Aqshy and hear their pleas, meanwhile it is the shrill and piercing cries of the Grots that are unlike any other within the realm, able to pierce through the seismic rumbling and volcanic eruptions to irritate the god enough to earn his attention. It has been this way since the very beginnings of the tribe, those grots of particularly loud, shrill or annoying voices picked out from the crowd at a young age and thrown out into the wastelands to earn the attention of their God. Each is forced to live in exile until they return with a convincing token of their gods favour, though what is considered convincing is often left open to interpretation, some hunt the great phoenixes of the realm to try and carry off a cloak of flaming feathers as the warm (and burning) embrace of the suneater. Others climb to mountains top to pluck a shard of the great salamanders burning rocks from the very lip of a volcanoes edge. Of course many more simply band together in a conniving mob and wait for a more competent grot to complete such a heroic feat, then as their soon-to-be victim heads back to camp the mob descend on them in a flurry of rocks and fists to savagely beat them to death and steal their prize. Such acts often amuse the Suneater enough to let pass... and in doing so he loses but a single priest and gains a handful more as their victims trophy gets divided up between them. In battle the Gothi Fyri cut small figures, often able to hide behind the ranks of Suneaters that they might search for favour and blessing from the great god, it is this cowardice and cunning that makes them particularly adept at their jobs, often finding the resolve to channel the gods will when it benefits them most. Aside from their divine talents the Gothi Fyri act as mouth pieces for the great chosen ones of the Suneater, barking out their orders in a shrill and piercing cry to the rest of the tribe, though such cries often boil down to the annoying and hardly helpful “He's right you know”   Gothi Heralds -
  Some Gothi priests can be seen riding to battle atop a weedy scavenger dragon known to feast on the corpses left in the wake of the suneater tribes known as the Scorch. The Carrion Drake is a lesser dragon in the realms, lacking in the brute strength of its greater kin and unable to produce volatile breath to drench its foes it instead finds its feasts in the wake of greater creatures, using its acidic maw to burn through cloth, armour and stone to feast on what meats the other predators could not reach. Its cry mimicks that of the deathwails of its victims, known for capriciously toying with its food before it feasts, often if it can seperate a weakened mortal from their people it will strike and retreat, leaving rents gouged in their flesh and relishing the scent of their blood spilling into the dirt as they try and make good an escape. Time and time again it will claw at its victims until eventually sweeping from on high to feast. It is said the first Gothi to ride a carrion drake subdued it quite by accident, when scavenging weapons and armour from the corpses left in the Scorch the grot opted for an impromptu break to consume mushrooms to sait a growing appetite (and due to immense laziness), cracking open the breastplate of a fallen human soldier he packed it full of mushrooms before starting a blaze beneath the corpse, relishing the scent of fresh meat blending with the narcotic smokes of the mushrooms. Alerted from his mushroom induced stuppour by the cry of a carrion drake above the little grot scuttled across the ground, secreting his small form in a crevice between two rocks and uttering a shocking array of curses as he was left to watch the serpentine dragon feast on his meal. However as the acidic maw sunk into the crumpled breastplate the vicious liquids merged with the mushrooms, the two combining into a heady haze of madcap madness which was quickly followed by the resounding thud of the now unconcious drake landing on the ground beside it. The Gothi saw he opportunity, this new beast would raise him high above the other grots, its guaranteed status, respect (for a grot atleast) and most of all meant he'd be a good distance further away from getting stabbed, shot, sat on, fallen on or generally crushed on the field of battle Gothi Heralds fly ahead of the great hosts of Suneaters, where their lesser kin are the spark that will burn down all in their path it is the Heralds task to break the will of the people ahead of the host, they are masters of the long hunt, scratching and screaching at their foes until huge trains of refugees march for the safety and refuge of the mighty fortresses of Order. The Heralds ensure that every human, duardin or Aelf in their path cluster together to hide within their stone walls so that when the main host arrives all of the meat is in one place, in this way they ensure that when the Suneater consumes the souls of the fallen he is now fed meagre scraps but a banquet fit for a God of his magnitude.   Prayers -  1)       Wrath of the Blackened Wyrm – A priest channels his will into the thick black smoke billowing from the pyres, coiling it like a serpent to obscure the Suneaters from their foes. Pick one TERRAIN feature within 15 inches of this priest and roll a D6, on a roll of 4 or more enemy models may no longer draw line of sight through or over that terrain feature.

  2)       Judgement of the Suneater – The best blades are formed in the hottest of flames, pick a friendly unit within 12 inches and roll a D6, on a 4 or more that unit immediately heals D3 wounds. On a roll of 1 however they are found unworthy and instead the target unit suffers D3 mortal wounds.

  3)       Volcanic Blows – Pick a friendly unit within 3 inches and roll a D6, on a 5 or more that units weapons are charged with the force of a volcanic eruption. Until your next hero phase whenever your target unit rolls of a 6 or more to hit resolve their attacks at a rend of -2.

  4)       Under the heel of Gork – Select an enemy unit within 18 inches and roll a D6, on a roll of 5 or more that unit counts its SAVE as its movement value until your next hero phase (A unit with a save of 3+ now has a move of 3) as they feel the weight of Gorks mighty foot pushing down upon them.

  5)       Burning Blood – Select a friendly unit within 3 inches and roll a D6, on a roll of 4 or more  that unit is enchanted. Until your next hero phase, if at the end of any combat phase that unit has lost wounds in close combat their attacker suffers D3 mortal wounds as their foes blood burns at their skin.

  6)       Burn it all – Select a friendly INFERNO MARKER and roll a D6, on a roll of 5 or more your prayer has been successful. Roll a dice for every ENEMY model within 6 inches of that marker, on a roll of 6 or more that model suffers a mortal wound as the pyres flame suddenly erupts outwards.   Tactics -  Gothi Fyri are a staple of the Suneater tribes force, their unique prayer is one of the most reliable ways of ensuring the factions Pyres are lit turn after turn to progress through the rewards table for offerings to their gods. Their small size coupled with the "Cunning not Brave" rule make them hard for your enemies to take off the board aslong as you keep them away from close combat. This means you can tailor their second prayer to benefit your force, either healing your mighty warbeasts from a distance to keep them in the fight or giving volcanic blows to large mobs of Ashen Grots to rend through even the toughest of armour. If you opt to take the Draken mount you lose a degree of resilience gifted by their small stature but now gain the speed to keep up with the advance of cavalry and beasts from your list, ensuring that by the time your monsters reach the enemy lines they are still within their first wound bracket and more importantly lighting pyres to boost your army much further down the field.   Gothi Heralds serve a different function, they are faster than almost anything else within the Suneater tribes giving you a massively mobile model to deliver your boosts as and when you need it. Their bravery debuff aura coupled with their unique Spark of Despair spell lets you weaken the resolve of even the toughest of foes, whilst their ability to pick off specific models in units you fly over and help pickout unit leaders or banners that would otherwise have lived through your onslaught. If you are running a large number of Grots within your list then the Herald makes an ideal pick for General, his unique command ability lures grots out of hiding to pick off weakened foes on the battlefield allowing you too keep your units in the fight longer, and if gifted with the Volcanic Shield relic will always strike before his enemies in close combat allowing you a far better chance to get off your Strike and Circle ability without taking any attacks back from your victims.      

Melcavuk

Melcavuk

Starting in the Middle

Good Evening!   So many people (I hope) will of seen my work in progress on a shiny new destruction faction for Age of Sigmar:   THE SUNEATER TRIBES   The Suneater tribes are comprised of fanatical Ogors and Grots who worship the Suneater aspect of Gorkamorka, following the teachings of his Great Prophet they seek to tear down all civilization that seeks to steal the realms away from the Wilds and to feed the souls of their victim to the Great God. It is the Suneaters belief that all that is built must be torn down and rendered to ash, and that by feeding the souls of their victims to the Suneater he will one day swell in size until he can read the very Sun itself and rip it from the skies above them.    They are a fire centric faction with a unique allegiance trait centred around setting terrain features ablaze in great Pyres to the glory of the Suneater, it is through these pyres and their priests that they can earn the attention of their volatile god and rain havoc down on the battlefield.    As I progress, shape, test and reshape the faction in terms of models, rules and background they will likely pass through many incarnations until I reach such a stage as i am happy with them. But for now here are those I have completed thus far!  

Melcavuk

Melcavuk

 

UK Number one and the London GT!

Thats right read all about the thoughts of the UK's number one player... Well the player who has been to the most uploaded events anyway if you don't know how it works it only polls your best four results for the current season and the small one dayer 3 round events like am about to write about even when won don't give many points, my chase for masters won't really get going now until Sigmar 2.0 comes out now besides London GT this coming weekend. Justice Series 6&7 These are JustPlay's bimonthly tournaments small 16-20 player events but with a high standard of play all tables have mat nice terrain and its only £10 to enter plus you get £5 store credit. These have really picked up recently selling out each time now which has been great for getting some nice practice in during the quiet months. In Justice Series 6 I managed 3rd place finish with 2 major wins and in the final a major loss this event I was still playing double ship list that I took to heat 1 you can read all about this in my previous article Game 1 was vs one of my main practice partners Nathan playing Bonesplitterz. It's a weaker list compared to others as its more of hobby project and includes a Rogue Idol, cool but not very competitive at 400 points. I got to go second and a simple double turn wrapped this up pretty quick. Game 2 I played a Archeon Tzeentch list this was my opponents first game vs Overlords with all his points in a few flyers it was over pretty quick, LOC and the Skyfires dead T1 Archeon a few turns later as I kept him tied up with sacrificial boats. Game 3 it all went wrong overconfidence got me big time I drew Ogors on Duality old army on my best mission did not kill his troll hag turn 1 ended up far far too close to the rest of his army so he just massacred my whole army which took him on to the win! A good event overall that last game really showed me I needed to stop messing about and get the models I needed painted to play the one ship list below. Allegiance: Kharadron Overlords Skyport: Barak-Zilfin - Additional Footnote: There's No Trading With Some People Aether-Khemist (140) - General - Trait: Fleetmaster Aether-Khemist (140) - Artefact: Aethershock Earbuster Aether-Khemist (140) 10 x Arkanaut Company (120) - 3x Light Skyhooks 10 x Arkanaut Company (120) - 3x Light Skyhooks 10 x Arkanaut Company (120) - 3x Light Skyhooks 9 x Endrinriggers (360) - 3x Grapnel Launchers 12 x Skywardens (400) - 4x Aethermatic Volley Guns - 4x Drill Cannons Arkanaut Ironclad (440) - Main Gun: Aethermatic Volley Cannon - Great Endrinworks: Aetherspheric Endrinds (Barak-Zilfin Skyvessel) Total: 1980 / 2000 Allies: 0 / 400 Wounds: 105 It was only a few weapon swaps for the Endrinriggers and 5 more models to paint pretty easy so once that was done I got ready for Justice Series 7. Game 1 I played a Skaven list in a game that is half the reason people hate this army so much pick second double turn him and I had killed everything besides a artillery piece. Soft horde units just turn on all your guns even the pistols the amount of fire it can put out is insane.   Game 2 This was a whole different kettle of fish I played against a VERY resilient Stormcast list with the minimum 3 archer units a Stardrake and a massive Dracoth unit. Mirror Shield, 1+ saves etc along with the ability to "deepstrike" also mean this was going to be very different to any game I have played before and was super excited to play this one. He pulled the the trigger first bringing down all but one archer unit scoring 5 and killing all but one Arkanaught very luckily for me most his army was pushed up on my objective at this point. I came down took 6 points of him and killed all his archers he then sneaked his third archer unit back on one of the centre objective scoring himself taking a big 8 points 13/6 to him. My first big play of the game came at this point as I tried to kill the Star Drake with my riggers I had managed to splash 4 Drill Cannon exploding damage on to him so felt confident. It never worked but I did take a centre objective back scoring me 6 this time 13/12. From here I had kept massive range on him so he could not push without needing the double turn and I could threaten his objectives as he only had 2 units left at this point scoring was becoming difficult for him max 6 a turn it was a stand of now until the final turn were I made the hail mary play and broke the deadlock taking 8 points ending it 32/31 to me. Game 3 With me killing basically nothing in my last game I ended up playing down hoping I could overtake the other two players on 2 major wins and I had drawn myself up against another Overlords player on Starstrike I was one less drop than him and won the roll which I really wanted so I got a extra unit on the board. I was lucky he failed two run rolls to grab the objectives and they had fell well for me so I took the lead and he was forced to blink and bring down his Ironclad first a major disadvantage I struck in return killing units of value and getting better board position, eventually the win. When the final scores came I had managed to jump ahead of Tom the other player who finished on 3 Major wins I was made up to see him finish so well having attended all our previous events. Winning your own event is a little lame but really happy I got my first event win. SCGT Warm-Up Time for another road trip this time with my partner in JustPlay Ian and along for the ride another Liverpool player Craig I played the same list as the previous event I took part in. Game 1 Perfect first match up taking on a new face playing Nurgle one of the armies I most wanted to practice against. 30 Plaguebearers, Blight Kings with the flanking hero, Rotigus, GUO and some Blight Drones. I took second in this and put my Ironclad in the sky mostly I wanted to see were the flanking unit came on and deal with it. In previous games testing they caused me some major problems this went to plan pretty well double turn went my way when I was done all he had left was his two boxed in big guys and a few Plaguebearers still some work todo grabbing the win as he went first and scored big and I never got many turn 1 and 2 but I got there. Game 2 Funnily I later found out that my opponent this round Ellis should be number if heat 2 was uploaded. This was also the first of the two Malign Portent missions which meant I was going to be playing with -6 inches to my range all game not ideal. It never mattered how ever as Ellis had a huge brainfart and thought he would be going first meaning terrible deployment and most his army in Graveyards I went first all his heroes got killed bar one and Ellis conceded when I won the dice roll for turn 2. Game 3 Playing for the win against my car mate Craig playing a heavy Skyfire/Enlightened list another dream match up to practice shame it was on the second Malign Portent mission with long deployment and me again having -6 range. Craig deployed with this in mind but had not played my army either and left me a small window to get into his back lines and in range I killed 12 Skyfires not that it really helped those Enlightened murdered my whole army but slowly. I snuck a couple of Khemists back on the Ironclad and last turn dropped them off in his deployment giving me the win as he only had the Enlightened in my deployment. Another win! Super pleased this time I got a lovely box of chocolates to ruin my diet (all devoured on the car ride home) event was brilliant also nice bit of lunch in a lovely little village on a nice sunny day with great company. The Malign Portent missions however pretty lame, poor at just the mission level compared to the rest of the matched play scenarios and the Portent points thing is just messy and clunky I mentioned me having -6 inches to my range but on the flip side I had +1 to hit every turn on my massive Warden unit a bit to good. 4 Events in the bag at this point and I had managed 10 Majors, 2 Minors and 2 Major losses really happy with that heading into the midseason and some big indy two day events. London Grand Tournament It feels like forever waiting for this event to come around especially with the SCGT happening last weekend shame I could not make that one with the LGT being already booked it was a bit to much time away from the family to close.   It's finally here I am writing this after packing up to make the trip down different list however! 3 Khemists is just a waste and I should have known that earlier really but what else to take? 10 more Arkanaughts is a obvious choice but then you properly don't want a 40 point bid so also drop 3 Wardens and make it 30, great target for the Khemists. I spotted however a great list in the top finishes of Adepticon. Allegiance: Kharadron Overlords Skyport: Barak-Zilfin - Additional Footnote: There's No Trading With Some People Leaders Aether-Khemist (140) - General - Trait: Fleetmaster Aether-Khemist (140) - Artefact: Aethershock Earbuster Battleline 10 x Arkanaut Company (120) - 3x Light Skyhooks 10 x Arkanaut Company (120) - 3x Light Skyhooks 10 x Arkanaut Company (120) - 3x Light Skyhooks Units 6 x Endrinriggers (240) 9 x Endrinriggers (360) - 3x Grapnel Launchers 3 x Skywardens (100) - 1x Aethermatic Volley Guns - 1x Drill Cannons 3 x Skywardens (100) - 1x Aethermatic Volley Guns - 1x Drill Cannons 3 x Skywardens (100) - 1x Aethermatic Volley Guns - 1x Drill Cannons War Machines Arkanaut Ironclad (440) - Main Gun: Aethermatic Volley Cannon - Great Endrinworks: Aetherspheric Endrinds (Barak-Zilfin Skyvessel) Total: 1980 / 2000 Allies: 0 / 400 Wounds: 106 These gets even more out the now only 2 Khemists adds more of our best unit and gives us MSU for objective holding that I loved in my early lists it does lose some shooting and I would say is much harder to play two units going into combat not just one simple alpha strike makes things more interesting. That though is were this lists main strength is Nurgle is making up a huge percentage of tournaments right now, great in the game along with lovely models and fun to paint means I expect to have to deal with Plague bearers a lot more. You can see this in Heat 2 luckily Admiral Gary Percival had the same idea and took this to Heat 2 finishing in 3rd place he however grouped the 3 Warden units together after talking to him and getting a few games in I agree still having the option to buff those Wardens Drill cans and safely use Damned on them has been crucial in practice. Nice to see that it worked and other Overlord players have the same faith in the list. I am hoping to carry on my winning streak but really I just want to know I played well and put a strong 4 win finish in. If you are local to Liverpool or even just fancy a trip our first AOS 2.0 event is July 14th you can get a ticket here Well thanks very much for reading and say hello if you are at this or other events in the future.
 

Troggoth Hag in action - battle report

There is an upcoming small 1000 point tournament, so no Braggoth Beast Hammer this time, but for a long time I have wanted to paint and play the Troggoth Hag. So I squeezed her into my 1000 points and had a couple of test games. Both against Ironjaws and with slightly different lists. First game we played the scoring wrong and it was a short game, second was bloodbath. No pictures, because Troggoth Hag has not arrived yet, so I used a proxy. Summary is at the end. 1st game Battleplan: Scorched Earth Armies: Destruction vs Ironjaws
Points: 1000
Ironjaws:
1 Weirdnob Shaman
2 x Warchaner
10 x Brutes
20 x Ardboys
Troggoth Hag Destruction:
Allegiance: Destruction
Troggoth Hag, general, Might is Right, Rockeye
Grot Shaman
3 x Orruk Gore Gruntas
3 x Orruk Gore Gruntas
10 x Orruks
10 x Orruks
1 x Grot Rock Lobber
Pre-battle strategy: use 1 unit of Orruks for holding an objective, put Rock Lobber on center objective to score points and bombard enemy heroes, be on the defence with line of Orruks and keep Troggoth behing them to stop first charge, the puke and pile in. Gore Grutas as mobile distraction/sacrificial units/small tarpits. I t was a rather short game:
First round I moved a little, positioned my Orruks and Troggoth a bit, moved my Gruntas a bit. Ironjaws ran forward, except 20 Ardboys who were just sitting around due to Mystical terrain. Second round 10 Brutes charged my Gruntas, one was left standing. Troggoth's vomit was pretty good, but failed with all her casting rolls. Rock Lobber killed the Warchanter. Third round Troggoth killed some more Brutes, failed casting roll and at the end of the round it was clear that Ironjaws have lost pointwise.   2nd game was longer and the lists a bit different: Battleplan: Knife to the Heart Armies: Destruction vs Ironjaws
Points: 1000
Ironjaws:
1 Weirdnob Shaman
1 x Warchaner
10 x Brutes
10 x Ardboys
4 x Ironskull's Boys
3 x Fellwater Troggoths (they really should be in MY list!)
Troggoth Hag Destruction:
Allegiance: Destruction
Troggoth Hag, general, Might is Right, Rockeye
12 x Ogors with two clubs
3 x Ogors with two clubs
1 x Gorger
1 x Gorger Pre-battle strategy: try to get charge vs Brutes with my 12 Ogors, ambush and kill Weirdnob and Warchanter with Gorgers. As the battleplan requires 5 models to control the objective I had to table him - not enough models to score. 1st ROUND
Ironjaws: I gave initiative to Ironjaws. They moved carefully forward, nothing special. Troggoth:  Troggoth cast Mystic Shield on herself, Inspired 12 Ogors, but failed with Destruction move. Ogors moved on, Hag stayed right behind them. Gorgers came out of ambush. Gorgers failed with 12" charge, so did the Ogors, which put them dangerously close to Brutes. And initiative roll was 5 for both of us. And the 5 again for both of us. Then I rolled 2. 2nd ROUND
Ironjaws: Fellwater Troggoths moved and vomited on 12 Ogors, killed one. Boys moved to defend heroes against Gorgers. Ardboys charged 3 Ogors, killed one. And Brutes charged 12 Ogors, killed 5. I think I saved one wound... Troggoth: 6 Ogors were dead and I was quite unimpressed with them. They hit back, but did 2 wounds. Other Ogors did no damage at all. Gorgers ran and charged, but even two of them couldn't kill the Weirdnob. Hag failed with a spell, but vomited and charged the Brutes, was extremely lucky and did 16 wounds. 3rd ROUND
Ironjaws: From now on it was simply rolling the dice. Weirdnob retreated, Boys killed one Gorger. Brutes killed an Ogre, so did the troggoths. Ardboys killed 2 Ogors. Troggoth: Troggoth failed the casting roll, vomited on Fellwater Troggoths, killed one, killed Brutes (last one ran away). And we called it a day, because Ironjaws had no chance to win. SUMMARY: Troggoth Hag was super fun and good, but mostly due to command ability and artifact that gave +1 to hit and +1 to wound for melee rolls. Her spell is nice on paper, but hard to get, as it I failed ALL casting rolls with her, maximum I managed was 6. Her vomit is really really good against high armour opponents, in melee she's not that good, without artifacts just bad (4+ to hit and only few hits). 12 Ogors were nice tarpit, but offencively didn't perform - while damage 2 is good, the lack of rend and 4+ hit... don't know. Probably they need a Butcher to hope for that +1 to hit lucky dice roll. Also, the Iron Fists are also outdated and two clubs better, because it's rare to meet a unit without rend. I still have a feeling that I could get the same tarpit for 240 points with Savage Orruks. Gorgers were total waste of points, they weren't even a good distraction. Out of the two lists first was definitely more versatile and the other lacked units - it's too hard to play objective game with only 3 units. And while waiting for Troggoth Hag, here are my Gore Gruntas, just for illustration :

Kessler

Kessler

 

Lion Rangers - there are some hot Kitties

So, this is more of a WIP Post. At first I thought making a Scar like Theme, but this didn't worked out, mostly because of the light underbelly. At the end I got a little inspiration of @kenshin620 Lionpictures in the Fanmade Lion Rangers Battletome Thread. The Idea could be that my lion ranger aelfs could be some sort of firealefs (or fyreaelfs if we take the wording of fyreslayers) living in aqshy having Blaze Lions. Actually I'm writing something about a Lionlike Godbeast, that isn't translated yet, don't know if it is even finished, yet.

EMMachine

EMMachine

The SwampBound Hunt

Hello All, I find myself feeling that sharing some might be a good idea, so here goes! Unfortunately, I don't think I'm quite lined up to share about that Great Unclean One who's images I shared in the blog description, so that will have to wait. Instead I have a finished diorama of mine, based around my SwampBound army (Swamp themed Khorne Bloodbound). After completing the blog entry I've popped back up here to give warning that a lot of what I've chosen to write about in this is what this piece makes me think about. Not many words on the crafting itself, much more focused on the thoughts. If there is interest I'd be happy to try to do some explaining with WIP pics in the future (on an unsure time-line, of course). But for now, what I've written here is what I was interested in writing. Feel free to skip the words and simply check out the pictures if you wish!   I intend to get some much better photos with a black backdrop in the future, but my desire to share this now leads me to post what I have at hand.
Here below are a couple of overview shots:     I actually received a Khorne Bloodbound Start Collecting box by accident, when my sister ordered me a Sylvaneth one for my birthday a couple of years ago. Before receiving it, I don't think I would have ever picked up any of the army, as it never really resonated with me. After working through the shipping issues, I was allowed to keep the improperly sent box along with receiving a now properly shipped Sylvaneth one, which was quite awesome. I decided that it felt pretty important to me to make the most of it, these boxes are expensive in my eyes and I really wanted to help myself find some meaningful experiences in the process. Because I wasn't particularly attached to the box, or initially invested in it, I decided that a great way to move forward was to let myself make some significant changes (significant to my abilities and experience, haha). So with this project, after some personal musings, I decided that I would do my first kit-bashes by purchasing some wolf mounts (as I really dislike the normal skull crusher mounts, on a personal level. Technically speaking they look very impressive to me.). I would also modify the khorne helmets and instead replace all of the sticking out bits with antlers. The antlers come from chopped up Wild Riders deer antlers (thus the hunted deer not having its standard crown of bone).  This process of antler-izing the helmets was done for all of the blood warriors as well as the skull crusher riders. Moving away from the SC box as a whole, and focusing more onto this display, I have found that a significant portion of my personal joy with this hobby is seeing miniatures within landscapes. In a shared space, I enjoy the gameplay with a friend, but some very deep internal joy comes from seeing dioramas. After completing a display for my first two Start Collecting boxes, the Khorne Swampbound came next. Previously I had designed displays that fit the whole army, similiar to Armies on Parade, but cut down to the size required for only the miniatures included in a SC box. This display, with its focus solely on the wolves and deer is major shift from presenting 'everything' to presenting a selection that tells a story. I'm a big fan of the duality of the worlds that are art meaning something to the viewer and art meaning something to the creator. I just love how I can look at something and it can have such depth of meaning to me in one aspect of my life and someone else can look and have it touch them in some other way. I certainly like the experience of shared appreciation, but I don't think that all of my joy is lost simply because someone experiences something in a different light than the way I presented it. I believe that in part this comes from me often not knowing what I'm trying to present while I create things. I like finding out as I go, mostly because I simply often don't know when I start. But please, reader, as I share with you the connections I make as I look at my work, try and pay attention to what may speak to you. Or at the very least, please don't let my interpretations squash out alternatives. The swampland, for me, brings up feelings towards physical life, often. My mind, imagination, emotions, and ideas can feel so fluid and quick at times, that moving these ideas into a more physical realm of creation and action, even communication, can feel like a very sluggish experience. Combined with a medical condition that I've needed to turn lots of my life's attention towards managing, which in itself leads to symptoms causing my body and mind to feel 'mired in mud', this swamp as physical life feels like a very apt connection within myself. There is life in this swamp, clearly. Plants I imagine are uniquely situated to grow in this sort of environment. Mosses, algae, and water plants. And there are ruins, buildings perhaps abandoned when the swamps overtook this area? The hunt happens within and through these ruins, as if the leftovers of these human creations are simply part of the landscape that exists here now. The riders of the wolves almost blur into the background for me, as I look at this piece. When I draw myself to them, I see protected humans who are emulating nature, with their green armor and antlered helms. They ride powerful wolves, and by doing this, they must recognize the power within the nature of these beasts. Interestingly, they do not have reins nor saddles. I wonder if the riders are simply at the will of the wolves, then. For them to need to go where the wolves take them. Perhaps they want this, much rather holding onto their chosen tokens; weapons, shields, standards, horns, than spend their attention and strength guiding their mounts to a destination of their choice. Hah, perhaps they don't even have a destination in mind, so the idea of reins hasn't come to their mind! I enjoy the idea of the riders finding pleasure in the skill required to stay on top of a mount that moves of its own mind. Or perhaps that wolves and riders are more connected than it seems, sharing some link that helps them intuit each other's desires and work together towards goals. I'm enthralled by the primal movements of the wolves. Enraptured by the fierceness of their facial states. I'm surprised by the graceful gait of the deer. Her determined and wary, yet unfazed-looking stare towards the future while these wolves surround her from behind and the sides. These two, the deer and the wolves, feel like the focus of this for me in my life right now. Sometimes the wolves feel like primal sides of me. Anger, Hunger, Ferocity. Operating off of instinct, moving towards food, using the skills that are practically part of the wolf to get them where they need to be and to try to take what they are after. I can see them working together, working as a pack to hunt. And yet in each of the wolves' faces I see personal desire for the kill. The prize that is within their reach. Their feet move upon the dry ground that they find, planning a course that limits the amount of time they must run through the muck (and also, fortunately, makes it so that I can choose to re-base them if I want! No solid resin stuck to their feet!) I see each of the wolves in different poses, states of action. The middle is mid-pounce, taking the chance for a quick take down. The fellow on the right seems almost thoughtful, planning where to be to meet the deer at a certain point in the future. And the one on the left is mid-run, clearly working towards keeping up with the prey, acknowledging that more distance needs to be made before any direct action on his part needs to be taken. The deer seems to frustrate me in ways that light my insides on fire. How can it possibly be so graceful, so... collected given its surroundings? How can it not be freaking out and darting every which way for the sake of a slight chance of escape? Does it truly have such self-confidence that it is not worried? I can see the determination, that it is clearly focused on a goal, but still... When I consider the deer being the spiritual sides of life, or perhaps the spiritual ideas of female energy, then my frustration seems to make a bit more sense. If I'm in a place to identify with the primal male wolves, then of course the opposite side of the spectrum, the graceful female deer would feel at odds with my understanding.  Sometimes I interact with the deer side of myself, in those times the wolves are less frustrating and more... 'givens'. Pieces of the whole. Knowns. I find that interesting. I like that the deer dances upon the ruins. Using the sureness of the cut stone, the work of previous developments, to make trusted steps. The hoof itself is in mud upon a cut stone, so it clearly isn't operating from a place of trying to stay pure or clean. It simply is what it is, moving as it will.   Stepping back from the description of what these images bring up for me, I have one last photo to show. This is of the base without the miniatures inserted. I do like to play AoS, and I do like to not feel trapped within one set of choices. So being able to remove and replace these miniatures was an important step of this process. It would have been A LOT easier to go through this without trying to create these slots for the resin to not fill in. Even completed, the bases require a bit of jimmying to get in and out. But I'm pretty dang proud of it overall!     Okay, so that is the end of blog entry 1. I'm not really sure what future ones might look like, or when I might next take the time to write one up. But I hope someone out there finds either the pictures, the words, or both interesting!   Oh, and here is a shot from behind, haha.   -ScarsnStuff
 

Slapping (paint on) the queen: Morathi WIP

Sooo spent practically my entire day today working on Morathi. Building her and then beginning to paint her! She's certainly shaping up nicely   looking forward to seeing her when she's done. I'm a bit unsure on the pink scales but well they'll do! Unless I can find a better colour to add my second drybrush coat with. Drybrushing them wasn't too bad and makes it a faster process!

Lightbox

Lightbox

 

Greenskinz and Necromancer

I managed to finish all the odds and ins details on the first 8 orrruks that I managed to salvage from my Bitz. One even has googles from a deff kopta pilot.   I also decided that the necromancer Arborius will be a deathlord much like the woman from Lord of the Undead novel.  He being tasked with the spread of blood cults for the Legion of Blood on Arranoc.   Secreted onto the island through the years from various realms Arborious has gathered vampire husks  and hide them all around Arranoc.  New death cults arise everyday as the influence of Shyish has taken its toll on this Season of Renewal.  Plagued of the walking dead spread quickly through cramped cities only to to swiftly put to the sword by thr various militant factions.   As a deathlord he would still be represented by a normal necromancer but I am going to theme the army to be around him and his Legion of Blood allies.  The dead do not stay long on Arranoc so legions of skeletons would have been reused by the ravenous Life Magic that permeates the island always sprouting new growth, hence zombies and the recently dead or spirits of the damned as well as either soulblight or ghouls to fill some of the roles the army is lacking like a hammer unit and more expendable troops like zombies that can tie units in place for a turn or two.

Gorthor21

Gorthor21

 

Lion Rangers. The beginning

So, the beginning of my Lion Rangers were mostly models I had in my old high elf army, rebasing some of them and buying a new box of Lion Rangers to get new Command Units, leaving some old models I started painting (so I didn't have to decolor them) and building an hero for them because GW didn't. The result was this: 1 Lion Noble (using the Dragon Noble Warscroll) 3x10 White Lions 3 White Lion Chariots 6 War Lions (don't having a Warscroll at all)     After that (mostly because at the moment the War Lions don't have an Warscroll or a real hero) I started to work on my Fanmade Lion Rangers Battletome: In the next stage I give my army some new Units like the Lion Lord on Emperor Lion (made out of a Manticore) and the Lion Riders Cavalry.   The next goal will be finding a interesting color theme for them that will fit into the fantastic world called "the mortal Realms".

EMMachine

EMMachine

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