Wednesday, 15 March 2017

Flying Islands, Voodoo Forests and Pyrates, part 2

The villages of the Harrowmark are isolated by the vast and malignant forests that envelop them and cover most of the region. The dense, twisted woods are punctuated by rocky hills and outcrops that stand clear of the tangled trees like islands. A few gnarled and wind-swept trees cling to their sides and scrubby bushes and grasses hide in cracks in the stone. Some hills have clusters of houses or watch-towers huddled on the top or steep sides and most of these are accompanied by a wooden landing stage, used by flying ships to tie-up.

The villager's only connection to their neighbours is by the flying ship trade routes overhead. None dare to set foot in the forests, the risks are just too great: the creatures within too terrifying. But the galleons of the merchant fleets plot a wandering course over the treetops, stopping at as many villages as they can to trade, pick-up or drop-off passengers, deliver letters and pass on news.

The ships are propelled by a combination of wind and magic, bound into the very timbers of their hulls. But getting to a particular location takes a great deal of skill and no small amount of luck. Flying ships' captains must know their trade and the overgrown rotting hulks of shipwrecks that litter the forests are a constant reminder of the fate that awaits those who do not!

Another constant hazard the flying ships endure is piracy.

Where there are goods worth stealing there are those who will try to steal them and the pirates of the Harrowmark have taken to the skies to ply their dark trade. Villains of many races come together in uneasy alliances aboard stolen flying galleons. Orruks, grots, humans, ogors, duardin, aelves, and even soulblight vampires on occasion have been seen rubbing shoulders among the pirate crews of The Harrowmark.







The Voodoo Forest project by John Blanche is clearly the main inspiration for this setting, along with these (older) paintings that feel like they come from the same world. The endless malignant forests, flying pirate ships, floating islands and malevolent beasties seem to be a perfect fit for Dark Age of Sigmar games.

I always treated  the village of Wortbad (the name I gave my "haunted village" scenery set) and The Harrowmark, the region of Shyish containing Wortbad, as separate components from my Pirate Orruks and their adventures in the Mortal Realms. The pirates occasionally fought battles in Wortbad but before now I have never treated them as "locals" of Shyish.

I now feel like they are all elements of a single coherent setting - adding flying ships to my pirate fleet, and rocky hills and floating islands to my scenery collection are both now going to become a priority for me!

Tuesday, 14 March 2017

The Realmgate Wardens, part 2


Elatine Jast, Witch Hunter and leader of the Realmgate Wardens of Wortbad, in Shyish, and her second in command, Anderton Fenn.

The Realmgate Wardens patrol The Harrowmark, in Shyish, checking the Realmgates for corruption and scouting for signs of Chaos incursions. They are investigators and observers, not frontline combat troops and it isn't their job to fight off anything they find, but to escape (fighting their way out if needed) and report the problems so they can be dealt with properly.
















Wednesday, 8 March 2017

The Dark Age of Sigmar - The Court of Spades, Part 3

The Court of Spades

The Mordants of Hunger Woods are wretched creatures that dwell in the vast dark and twisted forests that surround Wortbad in the Harrowmark. The Kyng of Spades and his court are just as twisted as their home. In their madness they see themselves as a dynasty of “The Blood Royale” - a warrior-king and his retinue. They see the dark forest as their castle and it’s surrounding lands. The mad king of a hidden court; Mudshroud, The Kyng of Spades is an Abhorrant Ghoul King who sees the dark and twisted forest as his mighty castle and it's surrounding lands. His rotted retinue seen through his eyes are a band of mighty heroes and fair maidens, wise and just and pure of heart. The truth is dark and unpleasant: Mordgrave, The Quene of Spades is a Crypt Ghast Courtier in the tattered remains of a blue dress. Mossblade, The Knight of Spades is a Crypt Haunter Courtier with an animal skull in place of a horned a helmet. Moldforth, The Joker of Spades, a capering Crypt Ghoul fool in motley.

Mudshroud, The Kyng of Spades - Abhorrant Ghoul King














Bits list:

Clampack Slaughterpriest (free with White Dwarf last year), skull trophies on belt from Ork Nobz, greenstuff ragged robe. Head from Beastmen Ungors, right hand from Orruk Brutes, crown made from two chopped-up Plaguebearer heads.
40mm round base topped with foliage from the Citadel Woods kit, skulls, sand, leaf litter and dead-grass flock.

Friday, 3 March 2017

The Realmgate Wardens, part 1


The Realmgate Wardens patrol the newly recaptured areas of Shyish, checking the Realmgates for corruption and scouting for signs of Chaos incursions. They are investigators and observers, not frontline combat troops and it isn't their job to fight off anything they find, but to escape (fighting their way out if needed) and report the problems so they can be dealt with properly.

~ ~ ~

Elatine Jast, Witch Hunter and leader of the Realmgate Wardens of Wortbad, in Shyish.

(Since taking these photos I have used a little greenstuff to hide the Inquisitor symbol on her cloak and smooth out her chest plate.)





Anderton Fenn - Freeguild General


The Wardens





One of the Wardens ins not all he seems to be... He tries to keep his corruption hidden but the tentacle seems to have a mind of it's own...


Bits list!

Elatine Jast is based on Inquisitor Greyfax, with a Wildwood Ranger head, a Flagellant's comet symbol (where her grenades used to be), a Grey Knight purity seal (where her Inquisitor symbol used to be), a Grey Knight pouch (where her power armour backpack would be), Greatsword officer pointy hand.

The Wardens are Freeguild Greatswords' torsos and legs with Wildwood Ranger heads, Skitarii arms and guns, Dwarf Thunderer's ammo pouches. (The last guy also has a Burning Chariot of Tzeentch off-cut for his tentacle).

Anderton Fenn is a Freeguild Greatsword's torso and legs, Dark Angel head, a Grey Knight purity seal, Freeguild General's left arm with pistol, Freeguild Soldier's right arm with sword.

Tuesday, 21 February 2017

The Emperor's Tarot

My friend and regular gaming opponent Godfather Viktor recently went to the "Throne of Skulls: The Emperor’s Tarot" weekend event at Warhammer World. I'm sure he will blog his experience of the event soon (spoiler: he had a great time!) but for now I want to share some images of the tarot cards that all participants were given to keep as part of the event.

The cards themselves feature John Blanche artwork and they are printed in a lovely matt-finish on pleasantly heavy card-stock. The 21 cards have no rules printed on them (just an illustration, a number and a name), but they came with a small "rule book" that described each card's in-game effects. They represent the "major arcana" of the Emperor's Tarot deck.

They are really beautiful, atmospheric, "artifacts" in their own right! They will be featuring in our Mancunius Dome games very soon!