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Gorks Pokin' Finger

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314 Celestant-Prime

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  1. Whenever Slaves to Darkness/Everchosen get released, I'd like to see them receive a warband. Call it "Champions of the Everchosen" or something along those lines. It would feature primarily the Chaos Warriors (and maybe new plastic Chosen 😃), possibly Chaos Knights and maybe the chaos warhounds or some new beastie to rival Gryph Hounds. This is essentially what the chaos warbands in Warcry are fighting to become, so it could show growth of your warband. Plus, StD could also serve as a third-player like the beasts currently do. They patrol the roads across the Allpoints so it wouldn't be a stretch for them to want to put down any rift-raft or invaders they come across.
  2. Would it come as a surprise if Cities of Sigmar go on pre-sale along with Gotrek on the 7th? It would come a week after NOVA, where they possibly might show more of CoS and the Orruk Warclans battletome. Plus, Gotrek could easily fit into CoS as a named character that could lead all the duardin (and other manlings and aelflings) on the battlefield. And don't forget we still have to get through the rest of the space marines vanguard releases. So it's possible Orruks gets pushed back to O(rru)ktober.
  3. Depends really. Yes Ardboyz are faster bc their charge bonus makes up distance, but they're typically just as slow when trudging across a table. And despite a numerical advantage, moving 10-20 bodies across a table can be a bit burdensome than just five. Also, Brutes provide a strong punch against elite units and heroes. You can typically depend that they'll krump those targets in a turn, whereas Ardboyz might have to grind it out in combat, which is their role anyway. I think in smaller games, small units of Ardboyz excel, but Brutes can still get the job done. I had a unit of 5 Brutes destroy a Slaanesh Chariot in one turn of combat after getting Mighty destroyer to give them a free movement. That command ability is huge for our faction in smaller games and should be used often. I honestly prefer it to the Megaboss WAAAGH! considering how unreliable it can be, especially in smaller games.
  4. Played my first game with Ironjawz on Saturday against the store manager. Gore Choppa Brute krumped two characters each in one attack with crits. Brutes are overall deadly but most notably tanky. My opponent's untamed beasts got a lot of crits, but most of the time he failed to wound me on normal rolls. Ardboyz were also useful. They give us the bodies we need if we decide to flood the board. Need to give brute boss with klaw/basha another go. He didn't do too great. The Brute Boss with Boss Choppa deals equal damage to the Gore Choppa. While we are slow, we have a few abilities that give us bonus move actions or extra movement (like WAAAGH!, Charge, or the universal ability Rush). Can't wait for my next match with da boyz!
  5. Greetings lads it's an exciting time for the Ironjawz. I've been enjoying the updates the boyz received in GH19, including the new spell lore. I used Power of Da WAAAGH! against Nighthaunt last week and it worked wonders. Looking forward to the new battletome coming out soon. Likewise, I'm excited for Warcry. It's the type of game many have been longing for since Mordheim came out. I'm looking to get another box of Brutes to customize (with their own story of course). Also will be using Stormcasts and might one day convert a Witch Hunter warband. The possibilities are endless. While I will be using plenty of Brutes, I will also use this lad as my Ardboy Boss. Meet Urgknash da Stompa, warboss of da Skullthumpa Clan, the destoryer of Phaleon, and wielder of the mighty kickin' boots of Bigged!
  6. I just picture a death version of Professor Farnsworth from Futurama meddling around and sleeping while his creations run amok across the Mortal Realms
  7. With the new points reductions for Kharadron Overlords, we can take a Frigate and 10 Thunderers (380) as an ally for 2k games. This is what I was tinkering with: Warden King 100 Warden King 100 Runelord 80 Runelord 80 Runelord 80 20xHammerers 280 20xIronbreakers 280 20xLongbeards 200 20xQuarrellers 240 10xWarriors 90 10xWarriors 90 Allies Frigate 200 10xThunderers 180 2000/2000
  8. Looks the same as Agrellan Earth and Martian Ironearth, except it's more sinister looking. Definitely will go great for lava bases. Just paint the base in fire colors and then put the texture over it Personally I can't wait to try all the new Forgeworld paints like Barak-Nar Burgundy, Word Bearers Red, Blue Horror, Vulkan Green, Iron Hands Steel and Iron Warriors
  9. Latest map from the Northern Kingdoms of Zarcosia in the Realm of Beasts! Sophricattis- the former city of Alchimeia, considered to be the first city ever built on Zarcosia. Teclis once visited the city, and in exchange for their secrecy, he bestowed his thaumaturgical knowledge onto its people. They learned how to transmute metals, create healing salves from serpent’s blood, and harness the energies of Ghur for enchantments and practical use. Sadly, the Blood Storm of Khorne would destroy Alchimeia, but more damning to Zarcosia was the loss of their knowledge. The city would remain a bastion of Khorne until the folk hero Sophricattis and the scattered people of Astakos reclaimed it from their bloody hands. Sophricattis died during the battle, but his heroics eternalized him in Astakos lore. The new city was built near the ruins of Alchimeia, where archeologists and adventurers search for clues to unlock their lost thaumaturgical knowledge. Following the Necroquake, the Sophricatti uncovered a Stormvault hidden under Alchimeia. Their efforts are boosted by the Sacrosanct Chamber of the Primal Sons. Leading them is Sophricattis, reforged by Sigmar into a champion of Azyr and his people. Zhufkhragg Agrul- nestled inside the Jaugertoof Peaks, the duardin built a great city within the stone overlooking the Bite of Khotos. On the south side of the peaks, the keen duardin use the numerous waterfalls that feed into the Bite to power their contraptions within the hold. Behind one of these waterfalls is the entrance to Zhufkhragg Agrul. When Chaos began rampaging through Astakos, the duardin reluctantly sealed the gates to the outside world. They were considered lost to the ravages of the Age of Chaos. However, in the days after the Necroquake, the dawi of Zufkhragg Agrul emerged from their hold. Yet these duardin were changed, their skin the color of aged stone and their actions more earthen in nature. They claimed no memory of what caused their alteration, but spoke sternly of the horrors lurking within their hold. Led by Warden Queen Zargona Yurdassil, these “stone duardin” are rediscovering their past and the mortal realms. The Dynamis Redoubt- resettled during the Age of Sigmar, its defenders have bizarrely left much of the ruined defenses intact, turning the rubble into a confounding maze. The Astaski use the unscalabe debris to divert attackers into dead ends and choke points. A Troggherd met its end in the Dynamis Redoubt after getting lost through the same switchback multiple times. Ruins of Kamodos- Kamodos thrived for ages as Astakos’ largest city thanks to its deposits of bronzite. A valuable metal left by myrwurms underground. Bronzite contained the power to absorb magic and was also used by lighthouses to guide ships to shore. Despite surviving Khorne’s onslaught during the Age of Chaos, the skaven would be the city’s undoing. Kamodos now lies in ruin, but her riches remain hidden above and below ground. Adventurers and scavengers at Douvoon’s Camp must contend with Skaven pilferers who seek only to desecrate the ruins. The Bite of Khotos- elders speak of a time when Astakos was whole, when the Bite was earth rather than water. They speak of a great society that prospered here in the Age of Myth. Their culture patronized the godbeast Khotos, a mammoth creature of the sea, said to have dwarfed smaller kingdoms. Its people would make sacrifices and offerings to satisfy Khotos. In turn, the godbeast looked upon its tiny patrons as its own children. However, as the Pantheon began shaping the mortal realms, the people turned their worship from godbeast to Azyr, in time ripping down monuments of Khotos and replacing them with Sigmar. In an act of pettiness, the enraged Khotos erupted from the sea and ate the majority of Astakos in one bite. Civilization, nature, and people were all devoured into the kingdom-sized gullet of the creature. Earthquakes and floods rocked Zarcosia, as the satisfied godbeast returned to the sea. It has never been seen again, but the Bite of Khotos is a reminder of the immense power that lives within Ghur. The crumbs of Khotos’ meal became habitable islands for the mortal races. Elder’s Landing was the first island city established during the Age of Myth, followed by the Island nations of Gharsis, Eversor and the Eroria Strand. Grimrock serves as a military bastion for Astakos’ freeguild navies, which typically patrol near the pirate port of Morcanta. There are also countless smaller islands with villages and towns of various sizes. However, for unknown reasons, the Bite of Khotos still hungers and claims some islands back into the sea. The smaller islands are typically the unlucky ones, but the island nations of Golgetta and Akini, the second and third oldest in Astakos, sank during the Age of Chaos. However, new islands may rise from the depths, creating prosperous and tactical opportunities for those bold enough to build from scratch. Surprisingly, the people of the Bite have cordial relations with the Idoneth Deepkin, creating a powerful naval and merchant alliance rivaled by none in Zarcosia. It’s what stopped any attempts by chaos to penetrate into the Bite, and the Idoneth work tirelessly to drive out Nurgle’s rot in the east. Despite their alliance, pleasantries and negotiating can only do so much when the Idoneth require their souls. Rizyra- not all of the Astraki fled to the Bite when Khorne’s forces invaded. Some reached the highest mountaintops in the Jaugertoof Peaks and established Rizyra, an isolated town that is near-impenetrable. Every day, the people must battle against the harsh elements, starvation and the massive zephyr-hawks, who commonly attack Rizyra to bring unlucky citizens back to feed their offspring. They will also attack any aerial transport that encroaches through their territory, forcing most traders to make the treacherous route through the cliffs and bridges. Bold climmers will sneak onto clifftops and snatch the prized eggs of the massive zephyr-hawks, providing a rare delicacy for Rizyra’s hungry populace. Because of limited food sources, mushroom farming is a vital industry. Rizyra is also notable for its artisan glassmakers thanks to the Bite’s salt and sand that the wind carries into the Jaugertoof Peaks. The Rejuvenated Plains- a plague-filled safehaven for centuries until the Primal Sons and forces of Astakos drove back the Maggotkin of Nurgle and established a warding tower to help purify the land. Sunfang serves as the staging point for Order forces to drive Nurgle out of Astakos for good. The Rejuvenated Plains has also attracted swaths of wildlife, bringing exotic meats and beasts into the ports of the Bite. The Festering Wound- the blessings of Nurgle saved Eastern Astakos from Khorne’s wrath, but condemned its people to a living hell. During the Age of Chaos, Nurgle’s Garden slowly entered reality, spreading its blight across the land and into the fringes of The Bite. Following the Necroquake, The Festering Wound is being cauterized by the Free People in the north and the Gruelbite Court in the south. Candleforge is the site of an epic struggle by Nurgle’s forces to maintain their hold in the area. The Gruelbite Court- the coming of Nurgle ushered in plague, starvation and famine to Eastern Astakos. When the final food reserves dried up, the people began to eat one another. Desperate, Archduke Maeon Hagedorn journeyed east to find something to feed his people. Years later, he returned to Astakos and brought with him the blessings of the Carrion King. It took not time for the ravaged survivors to quickly descend into ghouls and other horrors. Maeon, now Archduke Gruelbite, Guardian of Virtue, began to rally his subjects for war. After a series of battles, they would drive back Nurgle’s forces and found the Gruelbite Kingdom. The great conflict continues as the Flesh Eater Courts defend Candleforge against Nurgle’s forces. The Blood Path- the path of Khorne’s Blood Storm as it tore through Zarcosia remains stained with its victim’s offering to the Blood God. Those who journey on the path too long become lost to rage. The Silence of Jaskviny- the once-proud kingdom of song and iron is silent in the Age of Sigmar. The majority of its people lived in the lower foothills, mining away and operating ports to deliver coal and iron across Zarcosia. Looking down at their simple lives were the wealthy citizens of Strakoten, a city-bastion constructed by the might of Azyr that wielded great influence across the continent. When Khrone force’s invaded during the Age of Chaos, thousands fled to Strakoten but found no friendly tidings. The city-bastion would accept no refugees nor to the highlands. Fear and greed had gripped the former Azyr residents. Their cowardly hearts led to the unspeakable butchery of the Jaskvin people, and despite heroic stands and battles, there was no stopping the Bloodstorm. Before the fall of Cechros, a large number of defenders bravely volunteered to lure the Khorne Bloodbound further south, while the rest of the Jaskvins escaped to Hope’s Harbor. In the climactic battle at Defiance Hold, the last of the Jaskvins, several of them fathers and sons, fought valiantly with the fury of their people. Their courageous efforts drew Azyr’s attention, and before the final blow was struck, several thunderbolts struck Defiance Hold. Those who survived, including King Jolas and his son Vatteri, became Stormcast Eternals and formed the Primal Sons chamber of the Astral Templars. Hope’s Harbor- the small port village swelled into a sprawling town after the Jaskvin survivors fled the mainland. Most would continue west, but some remained to scrape out a new life. While the city is well guarded, Axehead Island is a hostile environment where the beasts are not the main predators. The Green Coast- while the broken kingdom of Jaskviny is mostly abandoned, parts have become overrun by orruks, grots and ogors. The northern half, known as the Green Coast, is notorious for its piracy and coastal raids throughout the Scryfish Strait. Temple City of Itzalotta- for centuries, the western peaks of Astakos were fraught with mystery and danger. Many who traveled to the cloud-covered peaks met their demise or were never seen from again. When the Necroquake struck the area, the clouds vanished, revealing a hidden temple city of the Seraphon. Prior to the Age of Chaos, the seraphon clashed with a Silver Tower of Tzeentch in the nether-realm. Both constructs fell from the skies, with the temple city landing in the Astakos Mountains and the Silver Tower into the Bite. In his final act before descending into a deep sleep, the Slann Maz'acu-kurkcha crafted the cloud wall to hide the temple city until he was recovered or a time was needed to vanquish evil once more. Qualdrac’s Grip- the mightiest ogor in the south – or at least that’s what he proclaims himself to be – Qaldrac strangled his rival out of leadership and took over as boss. He eventually claimed the mountain valley by out-eating Brugus the Gutless, and threatened to eat him too if he didn’t join his clan. With Jaskviny all but empty, Qualdrac established a fighting pit to vent orruk and ogor aggression. Following the Necroquake, the Temple City of Itzalotta was revealed, gifting Qualdrac’s clan a fight they’ve been longing for.
  10. Thanks I am using Inkarnate and will admit it took me a bit of practice to get used to it, but I love the software. I do agree that I'd also like an undo button. Haven't seen wonderdraft. What does it offer compared to Inkarnate other than the one-time payment?
  11. More maps from the Northern Kingdoms of Zarcosia in the Realm of Beasts! The Barren Tundra- similar to a desert, the Barren Tundra offers little respite for any who wish to traverse it. For as long as books have recorded history, this region has never produced life, but that hasn't stopped mortals from fighting to exist against the environment. Vegetation is difficult across the tundra, making farming near impossible. Most flora includes low grass, wild berries, shrubs, hostile lichens, and thunderbrush. There are several ventures by the free people to turn this harsh landscape into a hospitable region. Some methods are beginning to progress, while others have failed with consequences. Many of the tundra’s oasis’ and water sources are safe to drink, but several, including Frostspite’s lake, are poisoned, or are known to drag a man into its shallows forever. Salt is the biggest trade commodity, but the meat from animals that dwell across the tundra is also in high demand. The northern cities of Lighthold and Westhollow are the most stable regions where the land is naturally healthy for crops, but this security puts them in harm’s way by those jealous of their fortune. While some people will risk the trip by land, sky-transportation is the preferred method of travel. Most havens of civilization require constant shipments of trade to survive, especially the eastern coastal villages along the Masonic Sea. There are also a handful of bluffs where the forces of Order fight for existence across the wasteland. In the west, the city of Thunder Mesa stands as a beacon of hope against the harsh environment. It is here where the Stormcasts of the Primal Sons constructed their Stormkeep, protecting the tundra people from the land itself, as well as from the Dragon Ogors and other beasts that scale down Thunderscorn Peaks. Further east lies the duardin of Grimaz Vlag. They excavate the largest salt mine across the land. Their skyport is vital for trade across the Tundra. And in the southwest is the lost bluff city of Boarglade, where rumors swell that its people were magically turned into pig people. Anything south of this bluff is considered inhospitable land that only the Grot Wolf Hordes of Noktra Pointyfang can endure. Littered across the Tundra are the remains of Godbeasts and gigantic creatures of old. Countless more still roam the Tundra, risking their own lives to eat anyone and anything to live another day. It falls to the warrior monks of Ancestor's Aerie who train to protect the towns and people across the Barren Tundra from the beast's savage hunger. Grimaz Vlag- The duardin of Grimaz Vlag stubbornly endure against the harsh environment of the Barren Tundra. Built into one of handfuls of bluffs across the desolate land, the city survives off subterranean wells that absorb water from the surface through special filters. Underground farms also provide the bulk of the food for its inhabitants thanks to shafts built throughout the bluff to allow sunlight to travel inside. Warden King Athranbor Bronzeforge protects the bluff from encroaching beasts and the Grot Wolf Hordes of Noktra PointyFang. Despite defending against several raids, the duardin have been unable to dislodge the grots from the southern oasis dubbed Noktra’s Drinking Hole. Grimaz Vlag also survives thanks to its fortified skyport that welcomes the gyrocopter fleets of the Ankor Volghar and the skyfleets of the Kharadron Overlords. Salt is the prominent resource mined across the Tundra, and Grimaz Vlag happens to hold some of the richest deposits. Hunters and traders usually stop here to acquire the salt to preserve their cadres of meat. Thunder Mesa- another civilization that was destroyed during the Age of Chaos, Greersce was a magnificent city that sat atop the largest bluff on the Barren Tundra. In the years after Chaos was driven back across Zarcosia, the Stormcasts of the Primal Sons chose this site to establish their Stormkeep and helped construct the free city of Thunder Mesa. Thanks to archaeological findings and the magics of the Mystspire wizards, the bluff is beginning to see life blossom. Farm are cropping up as land becomes fertile, and the citizens of the free city are starting to spread out across the fortified bluff. At the base of the cliffs lie the city’s port. The docks have been reinforced to survive the sharp waves that bite into the rock and wood, but shanty buildings and warehouses are still built to scale the cliff, creating a unique and haphazard trade district. From their Stormkeep, the Primal Sons try to tame the land and beasts, while defending the bluff from the Thunderscorn. Because of their presence, lightning storms are a common occurrence across the bluff, providing much-needed water to the blossoming vegetation. Frostspite- it’s easy for the people of Frostspite to feel trapped upon their bluff city. The Dragon Ogors of Thunderscorn Peaks present a constant danger, the lake below them is poisoned, and resources are hard to acquire. Nevertheless, the people endure the harsh realities. Frostspite is almost dependent on air-vessel trade, but there are areas around it that provide nourishment and tools. South of the bluffs are the skeletal remains of two grand beasts: Viermyth’s Rest and Zayndrio’s Demise. Both sites are good sides for hunters and trappers because they attract countless beasts of various species and needs. The western lakes possess accessible clean water, but the open grounds leave them vulnerable to attack. Thunderscorn Peak- home to the hundreds of Dragon Ogors who reside in the cliffs, peaks and crevices of the mountains. Remarkably, they ignored the call to Chaos, but remain a threat for the civilizations of Order. They will come down periodically to pillage and fight before retreating back to their mountain homes. Ancestor’s Aerie- tucked away on the lowest peak of Thunderscorn Peaks is a temple of aelves and humans who specialize in monster slaying. Dozens travel far and wide to gain acceptance into the school, but only a small number are ever accepted. Different classes journey to this sacred ground to learn how to bring down the monstrosities that terrorize the mortal realms. It is common to see Wildwood Rangers and Greatswords train side-by-side along with Executioners, Mercenaries, and even the warrior women of Morathi’s court. Overseen by Naero Giantslayer, the temple boasts no defenses save the trainees and masters inside. When monsters do attack, they are seen as training exercises for novices, where control and instinct are taught to defeat these monsters. It is also home to one of the oldest tomes in Zarcosia, the Uldigaroh, which tells how each of the Northern Kingdoms was founded. There is also a spell believed to control storms across the land, which explains why Dragon Ogor’s always attack the temple. Boarsglade- it was the furthest civilization in the Barren Tundra, for anything south became too inhospitable for the forces of Order. Sitting perfectly above the grazing fields of boars and gore gruntas, Boarsglade became a site for fine pork and livestock trade with the northern kingdoms. Yet in time, the bluff city became isolated from its sister cities. All land travel became too perilous, while sky ships never returned from the southern journey. The citizens realized too late that a sorcerer had cursed Boarsglade to become a tainted place. In the centuries onward, the citizens would devolve into pig-like beastmen and become resentful of their former allies across the tundra. Raids began at once across Thunder Mesa, Frostspite and Grimaz Vlag. Those unfortunate to be captured are brought back to Boarsglade to undergo the transformation, adding to the swine’s numbers. Lighthold- during the Age of Chaos, Auburndale, once the greatest city along the Exodus Expanse, was sacked by countless Darkoath marauders and raised to the ground. Trapped on the peninsula by the encroaching Dragon Ogors from Thunderscorn Peaks, refugees made their way to the hilled town of Lighthold. The people here managed to survive the Age of Chaos, but were practically trapped on the peninsula save for boat travel. Today, Lighthold enjoys prosperous trade with its neighbors on Thunder Mesa. The town also serves as a vital beacon for sea and air ships to avoid the treacherous fjord further in the bay. These signals are needed to combat the distracting call of The Silent City. The Silent City- it’s rumored the Silent City used to belong to people of high divinity and magical prowess who wanted to escape persecution and regulation from Auburndale authorities. It’s said their trifling in dangerous magic brought upon the city’s destruction. Others believe the city used to boast music so loud that the beasts of the Tundra could hear it in the far south. Such jealousy that they could not produce such beautiful sounds that they became jealous. It’s said that one day a hungry Godbeast came down from the mountains and devoured all sound from the city, hence its moniker. However its demise, The Silent City is now a cursed place. Despite being inland, a strange calling emanates into the sea, attracting captains and their vessels. If they do not break their trance, they are lost like the dozens before them along the deadly fjords inside the bay. Mystspire- seeking to turn the harsh environment of the Barren Tundra into a habitable landscape, sorcerers of the Eldritch Council and Collegiate Arcanum established Mystspire on the coast of the Masonic Sea. From this secluded peninsula, they can practice their craft on the nearby wasteland to see if they can harness magic and science to terraform the region. Thus far, they have been unsuccessful, but their efforts have drawn the interests of nobles, criminals and heretics across Zarcosia. However, their experiments have recently been halted so the town can defend itself against the threat that attacked Midovark. Mikovark- a thriving town upon the Masonic Sea, the aelfs and humans of Midovark prospered throughout the centuries of the Age of Chaos. Protected from the Grot Wolf Hordes by the Stubborn Foothills and from large naval assaults thanks to the nearby fjords, Midovark was well-insulated to protect and assist their neighbors through the decades of suffering. A place of learning and open ideas, it was even considered the pinnacle of life across the Barren Tundra at one point. Tragically, Midovark was all but destroyed by an unknown enemy. While much of Midovark’s buildings and treasures remain, an ocean-like mist clings to the streets and alleyways, barnacle clings to the sides of structures and wagons, ruins of ships lost long ago are strewn across the shore, and countless people lie unresponsive but living, as if their very souls were missing. Westhollow- the region is the only hospitable land where mortals can actually farm and live off of without magical assistance. Produce is the main export of Westhollow, and traders across the Exodus Expanse will always stop here to pick up fresh food for their parched communities. The region is not without its dangers. Bandits and Thunderscorn pillage and harass farmers and travelers alike, but dust cyclones are known to damage even the stoutest buildings in the area. It’s also believed the local pirates that terrorize the coast have a secret cove hidden nearby. Oscolas Rampart & Honor’s Watch- ages ago, these two outposts were connected through a cliff-side highway, ensuring the kingdoms of the Grastiger Highlands and Balitello had quick passage to aid one another. Now a thick forest covers all traces of this road, forcing travelers to use the valley road below. Both entrances to each kingdom are well defended, but the trade route between the fortifications is wrought with peril due to the nearby Thunderscorn and bandits in the foothills south of the Rampart. Light’s Horizon & Duskbay- small fishing villages based in natural bays just south of Honor’s Watch. The humans here provide shelter for travelers and sailors alike, so long as you are willing to barter goods or possessions for a warm bed. The villages were protected once by a western outpost, but it fell into a state of disrepair and would eventually be claimed by nature. Only through the Masonic Sea can both villages be reached. Sierveth’s Remains- the hulking remains of the Godwurm Sierveth can be seen for miles across the Barren Tundra. Legend tells that Sierveth ate whole townships as he crossed the Barren Tundra, and that much of the current landscape is thanks to the paths he made across the land. While mortals are grateful for his death long ago, his children still haunt the landscape, tunneling underground before striking from below the surface on an unsuspecting foe.
  12. Greetings all Doing some other hobby projects currently, but after seeing the new Stormcast exclusive hero stomping on the dead orruk, I decided to take a break and work on this fine fellow here in response. Meet Arzod Madkraka, an orruk boss who despises da thunda gits and is madder than a Khorne Flesh Hound. Despite issues working with finecast and flash (😡) I am pleased with how he came out and am happy to add him to my Ironjawz army
  13. Another updated region map of my personal continent in Ghur THE JHOKULANDS Legend speaks of a mighty God-Beast named Jhokul. He was thought to be the size of a continent that traversed Ghur in a time before the Age of Myth. Wherever Jhokul went, destruction was followed by rebirth, as worn-out lands were pummeled and reworked into prosperous, thriving environments. The God-Beast would eventually encounter Gorkamorka and combat the belligerent god for three days. Mountains were tossed and regions were smashed, but the orruk god was victorious. He decapitated the God-Beast and planted its head as a trophy atop the eventual continent of Zarcosia. In time, mortals would settle across the Jhokulands and give homage to their giver. This lands was once gorgeous paradise until the time of “Jhokul’s Awakening.” A cataclysmic earthquake ruptured a massive underground volcano system that sank part of the southern highlands into the earth. The southeast would become covered in burning ash and eventually be known as the Scalding Valley. While the northern coast also suffered, becoming a winter wasteland from the eruption, the shifting mountains rose the surviving lower highlands further upwards, creating a hospitable plateau dubbed Jhokul’s gift. The dawi of Karak Varf and humans of Malegeth both share the fertile upland as their own, but the encroaching Darkoath Tribes have threatened to seize control from them. Following the Necroquake, the western bulwark was destroyed, opening the way for chaos tribes to ravage small farming communities and lay claim to a portion of the land. Malegeth has been assaulted several times, but has managed to stand firm, for now. Within the Scalding Valley, everything fights to stay alive, but there is wealth to be had here. Rare minerals and diamonds are scattered above and below the black mountains, while hunters search for the reptilian beasts that roam the land. Tucked away from the dangers of the valley is Fjordfire, an aelven city hidden by illusional mists and defended by the martial prowess of the Eldritch Council, Order Draconis and Phoenix Temple. The Phoenix Temple holds the Jhokulands in particular homage, for the land of fire and ice is sacred to the followers of the Ur-Phoenix and provides vision to the warriors of rebirth. Recruits and veterans alike journey across the valley and to the Glacial Jungles to retrieve feathers of frost and fire phoenixes. Prior to the Necroquake, the aelves received new rivals in the valley. Seemingly out of nowhere, the Brass Despoilers of the Beasts of Chaos arrived and claimed the volcano of the Savage Morass. They launched a terrible raid that destroyed Etosis and despoiled sections of the Frostwoods and the Grastiger Highlands. Meanwhile, Fyreslayers of Runeson Jarokk formed the Brokfyord Lodge, a new home for the disenfranchised ninth son of his insouciant Runefather. With a knack for finding ur-gold, Jarokk and his Fyreslayers battle back the dangers of the Scalding Valley to find new glories and riches. The fight for survival in Zarcosia is best displayed in the northern wastelands of the Jhokulands. It was here where Jhokul’s last children perished, their sibling rivalry finally coming to a head that saw a climactic clash of monsters that ended Jhokul’s line forever. Their skeletal remains provide shelter and reprieve for the Darkoath and Orruk tribes who fight daily across the frozen lands. They are ignorant to the true power that lies inside the Temple of Jhokul. Considered a delopidated relic of the past, it was constructed by a cult of mortal followers and is believed to hold the last vestiges of Jhokul’s power deep within. A curse has been set upon the temple and its guards do everything they can to protect their prize. Searching for such knowledge are a host of Stormcasts of the Astral Templars’ Sacrosanct Chamber. They established a base on a nearby bluff to examine the region, but the constant attacks by Greenskins and Darkoath tribes has stalled their research. In the northwest, the Necroquake caused part of the ice shelf to break apart. Now the Shattered Coast has become a battleground for rival tribespeople who must be willing to die for the slim ice shelfs they call home. They must contend with sea creatures from below, the random-but-powerful elements of nature, and the tempting offers of the Chaos Gods. Most dangerous of all is the threat hidden within the Eye of Jhokul. The icy mountain holds a realmgate controlled by Archaon’s forces. Those tribesmen who wish to prove themselves must survive the trek to the mountain, and only then must they earn admittance to the fortress before they are shown a hint of respect. Jhokuland lore says the Eye acts as a conduit to revitalize the land, but chaos’ control has altered the mountain, causing it to sink into the land. Four passes connect the Jhokulands with the neighboring kingdoms of the Grastiger Highlands and the Frostwoods. The humans of the western pass erected a natural barrier, the Arskon Bluffs, to prevent any tribes from raiding further south. The duardin control the main highway between Jhokul’s Gift and the eastern parts of the Grastiger Highlands. The Etosis Pass, once firmly controlled by the Aelves of the Frostwoods, is now contested with the Beasts of Chaos. Finally, the eastern pass is blocked off after the Necroquake created the Molten River, a constant stream of lava blocking all land travel along the coastal route.
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