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Twisted Firaun

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Posts posted by Twisted Firaun

  1. 8 hours ago, KnaveOfScribes said:

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    “The capacity for cruelty lies within us all. Some are just more comfortable with their malice than others, and embrace the relief of not having to pretend anymore.”

    Follies; Everard Hemp of Hammerhal.

     

    “I don’t care what anyone says, those things are as bad as the Ruin-beasts that they took such glee in tearing apart.

    Collem Worl, veteran of the Cold Iron Brigade, Free Peoples Militia of Harrowdown.

     

    ~

     

    Mother Aldwynter leaned on her crooked staff and watched as the Spites slipped from the breach like half-seen shadows and came back into the cold embrace of the Darkwood. The cold air filled with whispers and hissing laughter that danced around the old woman with a quiet malice. The great twisted boles and branches of the blackened trees that formed the frame of the breach, like some immense dark wooden doorframe, seemed to shiver and move against one another in ways that they should not as the thorned and skeletal Spites emerged from it. One of them, a slender female bearing curling horns upon her brow, stepped forward through the gently falling snow and inclined her head in greeting.

     

    “Hello grandmother. It’s nice of you to welcome us back. This cold must be awful for your bones.” There was a playful spitefulness in her voice, a touch of mockery in her glittering eyes. Mother Aldwynter ignored it, as she always did when these maddened tree-folk spoke to her. They couldn’t help their nature, after all.

     

    “I welcomed this cold into my iron bones long before you were even a seedling in warmer lands, Nilith.” Mother Aldwynter tightened her grip on her crooked staff, the hanging skulls swaying and clacking against each other above her head. “Now tell me, did you find it?”

     

    “Oh come now grandmother, you know we always worry about our elders,” crooned Nilith, reaching out with one slim talon towards the ratty grey hair hanging over Mother Aldwynter’s face. “Tell me, beloved Crone, does your eye still ache? Do you still feel the gentle touch of our Queen?”

     

    “Touch me,” snarled the old woman with iron in her teeth and voice, “and I will set you to burn like I did the last of your foolish kin to touch me.”

     

    Nilith smiled widely and turned to look at another Spite emerging from the twisting breach. Thick ironbark covered most of his form, lending him a bulk that seemed out of place amongst his slender kin. More out of place still was the graven obsidian mask that covered his head, a howling visage crowned with crudely carved horns.

     

    “Ah yes, the Kurst.” The she-Spite sighed dramatically. “Such a shame, he had such a pretty face as well. Still, it was amusing watching him make that primitive little duardin craft that mask for him. I gather his face still pains him as much as your eye pains you.”

     

    “Enough, little tree-******. Remember who I am and what I have done for you for you and your kin, and your King. Now, did you find it?”

     

    “Well the Anathema’s kingdom is very big, and of course we couldn’t stay there for very long….” Nilith gestured towards the breach, where the Kurst had reached back with cruel hands and was now dragging something through.

     

    It wailed as it came through, screamed as nothing in the Darkwood had screamed before, and was wrapped in sheets of blinding ethereal light. It was hard to see exactly what lay beneath the harsh glare of the deadlights it wore and behind the sawing screams that cut through the frozen air, but something twisted in chains of briars and thorns. Something slender and feminine.

     

    “But yes Baba,” sighed Nilith, mockingly nonplussed. “We found her.”

     

    ~

     

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    “We have been called the Gentle Folk, though there is nothing gentle about us.”

     

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    “You say we sing beautifully, but you would not wish to hear our song.”

     

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    “You say we are the grace and wonder of life, but we are the pain and cruelty of nature.”

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    “We are the spite and malice of the failed harvest, the stillborn infant, the long winter.”

     

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    “Hear our whispers and know our madness.”

     

    ~

    What cruel horror are you going to release upon that poor girl? also will it be another sylvaneth or an ally?

     

  2. 1 hour ago, TristanGray said:

    Thanks for the kind words! 

    Got a bit of work done on Ahomtep. 

    He looks like hell right now, but soon he’ll be a dandy. Doing a lot on him because I think he deserves it. Going to be going back and forth with red and blue on his armour. Fancy boy needs all his little accoutrements picked out.

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    I don't know what your talking about man, he looks great.

    • Haha 1
  3. 17 hours ago, Kyriakin said:

    The fact that GW decided to keep, say, Firebellies or Thunderscorn as a faction, but couldn't keep a small faction of sphinxes, Tomb Guard, Ushabti and snake surfers in production.

    I see your point, I am personally fortunate to have found two sphinxes(war and necro), an ushabti, stalkers, and tomb guard, via ebay. But do not be disheartened that GW has stopped making models, it just means we get to exercise our conversion skills. 

  4. On 8/13/2018 at 3:51 AM, KnaveOfScribes said:

    Morning everyone, how tricks?

    This is a Sylvaneth project, honest. I mean, it's not like  I'm painting more Stormcast OH WAIT YES IT IS.

    Ahem.

    Anyway, I started the Palladors the other day - I wanted to try and get a corvid style look to the gryph-chargers rather than anything too feline or fancy, mainly to try and keep with the overall bleak and muted look of the project. Here's how the first one turned out:


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    Really happy so far, and it was surprisingly quick and easy to do - only three paints and one glaze used. Now to replicate it on the other two....

    Once the Palladors are done, that'll be the last of the Crow allies and its back to the Sylvaneth proper. Well, I say that - I mean it's on to converting some Melusai that I may have "accidentally" picked up on Ebay into bow-armed Kurnoth Hunter counts-as using some left over dryad bits. I'm not avoiding the 20 Spites, honest I'm not.

    @Tommy Sorry for the late reply man, but thank you - I'm really happy with the metalwork, it's not overly shiny and fits nicely with the overall aesthetic of the project.

    C&C welcome as always guys, always enjoy hearing from you.

    Knave.

    I like the idea very much! Is it okay if I use this for my army? I plan on basing them in the endless deserts setting created by @Mengel Miniatures for the Tomb Kings, and was thinking that the sylvaneth had started to worship certain gods of The Lost pantheon(Asaph in this case).

  5. 4 hours ago, Melcavuk said:

    Adding some endless spells into the mix, splitting the box with my girlfriend here's the ones i ended up taking for the Suneaters whilst the rest (more utility spells and the big old head) join her nature aelves.

     

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    These are looking nice! Maybe you can create some faction specific Endless Spells, like the new stormiest and night haunt ones?

  6. 3 hours ago, Melcavuk said:
    WIP Surt'Ar, First Prophet of the Suneater Tribes
     
    Known Names:
    The First (Also known as First Prophet) - Surt'ar is often referred to both as The First and The First Prophet, in terms of the Suneaters both are equally true. When he climbed back through the mighty Jaws of the Suneater he was born again as the very first member of the Suneater tribes, he was also gifted a sliver of the divine power that he pulled from the god that rebirthed him becoming the first ever Volsungr of the tribes
    Forsworn of Vulcatrix - In part Surt’ar owes his unnatural longevity and might to the powers instilled in the life’s blood of Vulcatrix. When the great godbeast was shattered by the puny Duardin god little regard was given to where shards of her form fell. In each of these craters great volcanos blossomed to life pulsing with the scorching heat of every drop of her blood. Robbed of the fight Gorkamorka was not one to turn down a free meal, scouring the realms he found the still beating heart of the great salamander, in one mighty gulp he swallowed it whole. Legend says this heart still lurks within the gods stomach, pulsing undeterred, and from this the First Prophet drank deep of the blood of a Godbeast to sustain him in his long stay in his gods gullet.
    Exalted of the Suneater - Every Volsungr to follow in the Great Prophets footsteps is at best a poor imitation of his power, whilst each stands taller and stronger than any other Ogors they cannot match the sheer potency that came with the First. In this way he is considered the Exalted of their God, the first of his kind and without comparison.
    Surt’ar - The Last Chief of the Iron Klaw clan, and founder of the Burning Klaws this once mortal creature answered to the name Surt'ar before his ascension.
    Ruler Over All - Suneaters despise the cities of order encroaching upon their lands, none more so than Surt'ar whose tribe was butchered by this relentless invasion of order upon the realms. By divine law Surt'ar asserts dominion over all that the light of the Sun touches, by right of his gods power.
     
    Description:
    His once mundane Ogor form has long since given way to the unrelenting heat of the Suneater, the very blood in his veins boiled his skin until it sloughed away from a mighty molten form. With age and mastery of the winds of Aqshy Surt'ar has resculpted himself a form, sinews shaped from living flows of magma, the pulsing heart of the volcano fuelling his power and every footstep rendering dirt to glass beneath his feet. In this way he stands at over twice the height of any Ogor, more gargant now than his flesh and blood kin, but he has never entered the long sleep of the Exalted, never had his flesh given way to the stone that slows the muscles and brains of his most favoured disciples. In many Ogor tribes his smaller stature than the Exalted would render him secondary to them in the chain of command, yet none contest his rule over all of the tribes, within his heart pulses the very power of their god, his every word revered as divine law, on the field of battle none match his sheer destructive force, his unrelenting will and fury beyond ages.
    In battle he wields two relics of his power (though some contest these had previously been stolen from other tribes):
    Pok'Gar - The Tongue of Vulcatrix is a whip wrought from the living flames of Aqshy, whilst unlikely to have been formed out of the literal tongue of the godbeast (as such a thing would dwarf even the great drakes of the realms) it is an exquisite weapon of destruction, coursing with a life of its own feeding on the very winds of flame that surge throughout the realms.
    Savar - This heavy magma drenched mace is said to have been formed from crowns taken from conquered kingdoms, each king is said to have burnt alive with all his finery, the great Gothi priests sculpting the bone meal and precious metals with the spark of divine power of their forges into the weapon Savar, butcher of Kingdoms.
    Lost in Ice and Flame:
    The First Prophet disappeared from the tribes millennia ago, stories circulate around his exact reasons why but no Ogor could truly speak to what filled the mind of such a mighty champion of the Suneater. Most assumed he marched forth to the first Pyre, much in the same way the other ancient prophets have done that they might prepare for the final battle at the side of their mighty God, though none returning from the Pyre speak of the First Prophet. In truth his rampage outgrew even the mighty tribes of the Suneaters, he was stronger and faster than any of his kin, his hunger for battle outlasted any of the savage soldiers who fought at his side, he could march for days when lesser mortals had to stop to rest. One by one his migration fell out of step with the great Prophet, they were left to wage war in his wake and decimate those civilizations too small to face the wrath of the mighty one.
    It was an alliance of Aelves and Sylvaneth who stunted this rampage, though the battle waged long into the winter seasons it was as the weather began to grow cold and the great flames of his forms waged war with the icy elements that the alliance of Order began to gain the upper hand. Grew flocks of the frostheart Phoenix flew high above the Magma drenched gargant, a swirling tempest of lashing ice and snow caged him in. Great war beasts of the Aelven empire dragged mighty chains forth, raised high by the Arcane powers of their masters to lock onto the rampaging Prophets limbs, inch by inch his volatile form was dragged forth, his feet digging deep into the battle worn fields as he lashed out at his would-be captors with massive blows of his flame wreathed weaponry.
    It was with a final roar of contempt that the Prophet was pulled from the field of battle, sent tumbling down into a darkened chasm with even the brilliant light of his form disappearing into the darkness of the depths. Yet the Aelven empires knew that such a creature could not truly be killed by such trivial means, at best they could cage him until a weapon could be forged to slay the great beast, and for this their greatest sorcerers set to work shaping the very landscape around them to become a cage hewn from nature. Three great rivers were rerouted through the realm, the dirt roiling upwards and great tracts carved through the hillside, sending their murky waters tumbling into the great chasm to quench the flames of the Prophets rage, hissing gouts of steam spitting upwards into the skies above. Time has long since forgotten the battle, and the prisoner since caged, pilgrims even starting to reverse the geyser of Ghyran as a holy site of Alarielle interpreting its hissing as divinations of their gods will. And with ages these volatile days became something of myth, eventually lost to history in the Age of Chaos as all things are in the death of civilisations.
    Hidden at the foot of the Arboreal Mountains in Ghyran lay the nameless city, its new denizens dubbed it the Phoenicium and so content were they in their own victory in liberating this ancient stonehewn marvel that they asked not what it had been called before, nor why its echoing halls bore the arcane symbols of magics long since lost. In the years since the War for Ghyran and the liberation of the Phoenicium the architects of Azyr are still finding new marvels lurking within the expansive labyrinth that runs beneath the mountainrange, their arcane historians tracing back runes and wardings to some of the oldest civilizations in the realms all focusing power throughout the complex as though a lightning rod to the very heart of Ghyran.
    Yet still they have not found the chamber of whispering, long since hidden from the prying eyes from mortals yet the voices within carry out into the echoing tunnels that form the Labyrinth. In the dead of night the young say they can hear the soft murmurings of lost voices, as though a lullaby reverberating through the stone itself, at once echoeing from every wall and none at all. This hidden chamber lay within the very heart of the city, no windows or doors piercing its marble walls, there was afterall no surface untouched by the wardings erected by its architects, the height of the chamber seemingly pierces high into the mountaintops, no ceiling visible to the naked eye and no light able to pierce such lingering darkness.
    At the heart of this rounded chamber lay the Altar, a roaring flame hovering above ground level, shifting and warping as though tugging at some invisible bonds that refuse to release their grasp. Around it three Oracles kneel in constant prayer in flowing waters of the restorative fount of Ghyran, their ancient skin showing no sign of age beyond a few decades though their eyes, blinded to the physical world, seem yet to carry wisdom that kings would never truly achieve. Here they have remained, their ward and duty demanding their every attention since the inception of this great work, it was the oracles who ensured neither man nor aelf would pierce the great stone walls of the Nameless city in the age of chaos, it was they who ensured the cage would not be broken by mortal hands.
    Each oracle courses and sways as though the very rivers of Ghyran themselves, the waters around them raising and falling with every motion, rushing toward the altar in crashing waves before receeding to the very edges of the chamber, their lips moving in constant prayer, soft lullabies seemingly to soothe the restless flame thatlurks at the chambers heart. Here they would have remained undeterred till realms end... but Nagash's great work was ignorant to their very existance let alone their purpose, he did not think of the repercussions when he sent his wave of malicious energies coursing through every vein in the realms. most villages merely felt the briefest of tremor, soon forgotten with the arrival of the restless dead urging more to join the ranks. The Whispering Chamber however, this great conduit of arcane power to the very heart of Ghyran was shaken by the convergence, even ignorant to the chambers existance the populace of the Phoenicium felt as every stone heaved and twisted in the impact of volatile magics, within the chamber itself the oracles screamed out as one in piercing agony, their heads flung back and sightless eyes burning bright with the same radiance as the flame, all water in the chamber bucking and recoiling from the flame as the oracles were riddled with torment.
    Nagashes powers flooded the chamber, rising through the arcane sigils across the walls, every inch it crawled higher fresh fissures began to form within the ancient marbling of the chamber, ageless symbols broken unable to contain the shockwave of magic that had been unleashed upon the realms. One by one the Oracles slumped forward, the heat of their body sending great clouds of steam racing skyward as the waters of Ghyran evaporated, tendrils of the flame inching their now lifeless forms toward the rooms central altar.
    Deep within the lost forests of Ghyran there is more worrisome news, the water levels of three rivers that forged a winding path through the hills of the Realm have dropped, with every passing day less water reaches the chasmic prison of the Prophet. And those Pilgrims who visit the site no longer hear the whispers of Alarielle from the Geyser, instead they speak of a roar of endless rage and the clanging of chains...
     
     
    Destroyer of Civilizations:
    Had Surt’ars rampage not been cut short in the Age of Myth there is no telling the damage he could have dealt to the growing expanse of order, indeed the Suneater Tribes claim that they would have better held the tide of chaos than any Order alliance had their Prophet been at the head of the Migration. Yet imprisoned he was, for an Age he was alone, cursed with his rage and the burning fury of his god, subject to the unrelenting torrents of the great Falls of Ghyran in a prison of water and arcane sorcery. All that time did nothing to lessen his hatred for the Aelves and their kind, the constant torment honing his blunt anger into a weapon of precise destruction. Now freed unwittingly by Nagash and his Necroquake this titan of destruction has clawed his way out of the pit for the second time in his life, ready to seek out his kin and see what has become of his legacy. Once more at the head of the great Migrations of the tribe it will not be long until he steers it into the very heart of Sigmars cities, that true destruction might reign in the realms once more.
     
    On the Battlefield:
    Surt’ar is one of the few mid-sized heroes within the Suneater tribes, where as his lesser Volsungr seek out the power of the Magmadrake to lend to their own in the heat of battle, and the mighty Exalted are entombed in the volcanic rock that an Age of rest has rendered upon their forms Surt’ar represents the ideal his kin strive for. This makes him unique in the alliance, whilst large he is not fully considered a monster, toeing the fine line between monstrous infantry and the larger beasts in your army.
    Surt’ar is at his very heart a combat berserker, designed to charge into the very heart of your enemies forces and carve down their heroes, yet with his smaller stature he lacks the resilience of some of your larger heroes and for this reason is ideally supported by Gothi Priests who will further enhance his combat potential either with vital healing prayers to keep him in the fight longer, lending Volcanic blows to enhance his weapons to sunder even the toughest armour into dust or choking his victims in ash so that they might not fight back.
    Utilising Surt’ar alongside the powers from Pyres allegiance ability will be a furious assault upon your opponents defences, coupling his ability to increase the attacks characteristic of a nearby unit along with the Pyres ability to run and charge in the same turn can turn a unit of Fyreborn Fanatics into a blender of flame and beaten steel.
    Unlike most named characters Surt’ar does not show affinity to any particular Tribe within the Suneaters, each of them has been birthed from his own Burning Klaws and it is his energy the powers the Volsungr in every migration. With rumours of his return spreading throughout the tribes Gothi priests can be heard wailing into the mighty Volcanoes of the realms, that he might hear their cry and emerge from the roiling molten rock to lead their tribe into war.
     
    Model Inspiration:
    I had a few concepts in mind for when modelling Surt’ar and in my eagerness I explained each in turn to my partner, whilst perfect at humouring my creativity she can often see things in the design stages that escape my notice due to enthusiasm. In this case it was simple “So its another big monster?”, yes… yes it was, every model I have made for this faction so far has been the constant strive to go bigger, go tougher, but The First isn’t about size its about power and rage, adding another monstrous miniature to the battlefield would make the force unwieldy, whats more it does little to differentiate what makes him different from the rest of his kind.
    For this reason, we’ve actually opted to go SMALLER (ironic that’s in bigger text, right?), currently Surt’ar stands only at twice the height of an Ogor, indeed even with his own trophies adding to height he is smaller than both the Volsungr on Magma Drake and stands just over half the height of the Exalted Volsungr. This is nice for a couple of reasons, firstly he stands it in an army of “bigger” by being unique and midsized, secondly it means I can lop off the behemoth requirement for him and am considering removing the monster keyword too.
     

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    Amazing! though I'm a bit sad your not using the Khornate Daemon Prince model, the troll model from The Hobbit is a perfect fit!

  7. 2 hours ago, Melcavuk said:

    Cheers and yes I believe it’s the original base, the horn overhang matches the photo on the gw site. I don’t tend to keep my bases organised but it matches the base for the stonehorn I made today out of my various excess sprues (2 behemoths out of my bits box isn’t bad for a weekend work)

    thats pretty good, I like his beer/fyre powder barrel in the back. As for the bits box, it's always good to reuse bits in custom projects, I built myself a Bone Gian model for my(small) Tomb Kings army; The Furnace Kings project of mine also refuses a lot of my older(and sadly) broken models for spare parts. 

     

  8. 3 hours ago, Melcavuk said:

    Test scheme for the first of my Gladeshards, the aim here is to get a scheme my partner can easily replicate without feeling overly pressured due to less experience in basing. Whilst it isnt to my usual level of heavy detailing I've limited it to basic techniques executed to provide a nice colour contrast, something that will provide good looking table top standard army.

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    Simply Brilliant! Though I’m currently in the Death/Destruction side of things, I love the look of theses aelves!

  9. 2 minutes ago, Still-young said:

    The ‘Darkoath’ I’m pretty sure are just Khorne guys (they have red armour, some have khorne symbols in their hair etc) but there’s definitely a new human design on the left, fighting the chaos knight. 

    I see him(her?) looks like they have a roman gladiator type helm on, as well as round shields.

  10. 5 minutes ago, syph0n said:

    Single hero models would be welcome. There's a lot of very similar looking armies because of the lack of models. Stuff like the Hag Queen would be appreciated, or even a bit of variety on the sprue in the character box. It seems like something that's easy to do as well. 

     

    Wasn’t their a rumour couple months back about a grand prophet of Gorkamorka? Maybe we’ll see him.

  11. 6 hours ago, Melcavuk said:

    Cheers, the orange goes:

    Mephiston Red (air)
    Troll Slayer Orange (air)
    Yriel Yellow (air)
    White scar (air)

    Each getting progressively smaller in glow size as you get closer to heat source

    Then red glaze the outer edges of the flame glow
    Yellow glaze nearer to the fire source
    Reikland Fleshshade gloss on the metallics adjacent to the heat source for the deeper red glow look

    Thanks, as I don’t have an airbrush yet I’ll use the regular paints.

  12. 5 hours ago, Melcavuk said:

    WIP on number two Bal Kasta, both need detailing fleshed out but the core concept seems to be coming together. As part of the fluff evolution in their desperation to find the attention of the Suneater these Akursed Bal Kasta have been subjected to the most extreme of Gothi engineering, their unfavoured forms however prove poor vessels for the sheer power of their god being forced through them from Gothi incantations. The weakest of Bal Kasta burn alive, their god devouring their souls first and their bodies withering away after, but a rare few can endure the constant agonising torment, learning to crave its agony as a mark of recognition from a god that cannot stand their presence much less their prayers.

     

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    Exalted Volsungr makes even the Bal Kasta look tiny

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    No words can describe the awesomeness that is this picture. Also what paints do you use for th glowing orange?

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