Showing posts with label Ironjawz. Show all posts
Showing posts with label Ironjawz. Show all posts

Monday, 13 July 2026

Animosity Campaigns Notebooks


This is the cover of my notebook for the Animosity VIII campaign.

Notebooks have been a fundamental part of my hobby activity for over 25 years now.

Even before that they felt like my "natural environment" - due, in no small part, to how central they were to my four years of full-time art education at college and then university. I also use them, without knowing it until very recently, as a coping mechanism for then-undiagnosed ADHD.

I always carry (at least!) one notebook with me when I leave the house, and I probably write or draw something in one every day. This can be all kinds of things: ideas for painting or conversion projects, to-do lists, army or warband lists, notes about facts or ideas I've picked up from films, books, videos or friends, important things I need to remember, sketchy drawings, ideas for event or campaign mechanics, hobby shopping lists, etc.

As well as these "commonplace" books I use one notebook for each Animosity Campaign setting.


Choosing, and customising, the setting notebook for each new Animosity Campaign season is one of the highlights of the year for me.

They are my primary worldbuilding tool. I use them to record the ideas and concepts that form the basis of the setting. So the look and feel of the book itself speaks to the "visual language" I find and use to imagine (or re-imagine) these places.

The look of the cover and the pages don't dictate the vibe of a setting, they're just the start-point of the journey, but if they at least resonate with it, it makes the process easier and more enjoyable.

I try not to get too wrapped-up in the aesthetics of each page, or the book as a whole, but I know I do. I like looking at other peoples' notebooks and sketchbooks when they're messy and you can almost see the stream-of-consciousness given free reign on the page. But I also get drawn in to notebooks that have a vibe, so I can't help but get a bit lost in working on the visuals of my own books.

I also know when I enjoy the process, my output will be better. So I don't worry about whether I'm getting to wrapped up in the look of a page, most of the time. 

I like turning a page of dry notes into something more. Whether that's almost a replica of an in-universe explorer's journal or something that illustrates the imagined world, or just encapsulates the vibe in a way my words alone can't quite achieve.

My preferred medium is ink, and I use a combination of gel-ink pens (cheap-but-great rollerball gel-ink pens are sold in boxes of 3 for £1 in Tesco!), a little bottle of diluted black ink and a fat-bellied but pointed watercolour brush.

I've also added "waterbrush pens" to my bag lately, which are like a hybrid of brush and marker pen, but with no ink or pigment. It has a refillable reservoir for water inside - they're sold as portable alternative for a water pot, for watercolour painting outside. But I add a couple of drops of ink inside them. This means I have to periodically take-apart and clean them (as the ink clogs the flow eventually), but they mean I don't have to worry about spilling the ink-water mixture while drawing on my bus-commute to work!

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Here's a few of my recent campaign notebooks:

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Animosity VII: Azyr Asunder



The 2025 Animosity summer campaign was set in Eklysium. An isolated city in the hinterlands of Sigmar's realm. The city was originally a hidden Stormfort, used as a secret prison for a terrible entity from the Aetheric Void. But it was so secret that it's purpose was forgotten and at the opening of the Age of Chaos, just before the Gates to Azyr were sealed, vast numbers of refugees from the Mortal Realms were put there as a "temporary measure". They too were forgotten and, over the slow centuries, the refugee camps became makeshift towns. The towns grew and their edges blended together. Eventually the towns all merged into a single sprawling city criss-crossed by canals, on an island in a glittering lake, surrounded by jagged mountains.

To fit the atmosphere of a city in the Realm of Heavens, I leaned-in to referencing astrology and tarot cards. The place descriptions were heavily inspired by the meanings assigned to tarot cards, the 12 districts of the city were named after the 12 Houses of astrology. The overall look of the notebook was l going for was some kind of imaginary medieval astronomer's journal.

I found a book with a perfect cover for it and tea-stained all the notebook's pages to give them an "ancient tome" look. Then I filled corners of almost every page with stylised (and entirely made-up) constellations in inky-blue voids. I used fairly cheap blue acrylic artists paint for these, rather than ink. This did mean I could only do those parts while I was at home, as I wanted to control the graduation of colour by painting into a lot of water on the page, letting the paint bleed for a while, and then quickly drying the pages. But I did the blue areas in batches of six or more pages at a time.

The first dozen or so pages were covered with messy notes, from my research into the published information about Azyr, and broad-strokes concepts for how Eklysium might look and feel.



It took me a while to "find" the right look, and those first pages are now the least pleasing to me visually, but as I went on it became easier to get the look I wanted. And I focused on writing a lot more.



Looking for source material, I discovered the work of artist Andrew Fisher Bunner, who made drawings and paintings of Venice in the late 1800s.



I used his drawings and paintings as the jumping-off point to imaging the winding side-streets and canals of a "fantasy Venice".





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Animosity IV: The Bleeding Wilds

The Bleeding Wilds campaign took place in two realms, Metal and Beasts. So the pages of my notebook for it were "coded" with blue ink and alchemical symbols for Chamon or tea-stains and "sunwheels" for Ghur.

This book grew a lot during the campaign, as the theme was exploration, so every time a new area was uncovered by players I wrote a drew a new page for it, and added a photo to the setting page on the campaign website.

It feels like the most "finished" of my campaign notebooks, as I restricted its content to mostly in-universe styled writing and illustration. As much as that makes it pretty, it also feels like it might have made it harder to work in my next few campaign notebooks, as I kept comparing them to this one.











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Animosity III: The Prime Dominion


This campaign notebook, from 2021, seems messy and rough now, but that's not really a problem - notebooks are meant to be messy!

Friday, 19 June 2026

The Ironfang Fleet - a Warchanter for the Cleavermaws


The Cleavermaws are pirate Ironjawz who are wholly obsessed with magic. They're convinced they are the Fleet's "experts" in the fields of thaumatology, evocation and sorcery.

They spend most of their time trying to acquire new sources of arcane power, that are then re-purposed to keep their skyship afloat. Whether that's stealing magical loot, tapping-into ley-lines to syphon off the energy, or capturing and binding Endless Spells, depends on where they are and what else is going on.

They nod sagely to one another as they described the magic around them in great technical detail (often using the wrong terms but they really didn't care). They love to spend free time making observations and pronouncing judgements on the quality of the wizardry they witness on their adventures and they endlessly debate the relative merits of various spells and magical phenomena.

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Narg Tideshouta, the Warchanter, is festooned with a collection of the juiciest artefacts, often picking items that resonate with his war-chants and horrible sea-shanties in some way.





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Photos from before painting:

I left off a couple of armour plates and horns, an filled the gaps that left. Then I gave him a greenstuff broad-brimmed hat with a tiny bird skull as a hatpin, to hold up the brim at the front. He's festooned with pistols, lots of looted "arcane artefacts", bags and pouches from various kits.





Friday, 15 May 2026

The Ogresuns in Blighted Waters, part 3 - Planting a Seed

The Ironfang Fleet have begun exploring Thyria in earnest, after a few scouting by Wyrdtoof and a shore-party. They were defeated by a Kruleboyz army while attempting a cold harvest, but Kap'n Salty Ogbad pressed on into the Wilds.

They soon encountered a Soulblight Gravelords army, led by a monstrous Vengorian vampire, who were attempting to plant a Cursed Kernel, a foul Rotseed, near the pirate's encampment.


The crews of the Cleavermaw and the Ogresun formed-up as best they could, the orruks pushed and shoved each-other while Drakmeff struggled to keep some kind of order.

Under the watchful eye of Kagknee, the fleet's master gunner, the gun crews hauled their looted cannon into position and made ready.


Kap'n Ogbad and the crews surged forward as a troop of vampire knights advanced on the guns.





Kap'n Ogbad punted the foul Rotseed toward the vampire's land.

The cavalry bore down on their guns and slaughtered the crew of one and knocked out the master gunner.


The nightmarish vampire lord reached out with his dark sorcery and hurled the Rotseed back toward the pirates' territory in swirling eddies of amethyst magic.


The surviving gunners redeployed their guns and sent the Rotseed back toward the ardboy crews.


The vampire knights reformed and readied another charge as the cannon battered them.


The Vengorian vampire was held at bay by a well timed counter charge, and several volleys of blackpowder pistol fire.




Mogrum used the Hand of Gork successfully twice in the battle, the second time to move close to the two crews of Ardboys.


Ogbad lined up another kick.



The ferocity and firepower of the Ogresuns and the Cleavermaws combined, and they dragged down the vampire lord, despite heavy orruk casualties.


Sludga's Division valiantly charged into the approaching knights and gave their lives to hold the knights back from the Rotseed.


Just long enough for Kap'n Ogbad to plant it solidly in Soulblight territory and secure a victory.

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Last time's game unlocked two new battleplans for me: A Dense and Choking Maze, and Cursed Kernel. We rolled a dice to decide which to play, and I'm really glad we got to play Cursed Kernel, it was a lot of fun!

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My roster, after two games:

The Ironfang Pirate Fleet

Orruk Warclans | Ironjawz Weirdfist
Drops: 3
Total Points Value: 1090
Glory Points: 50

General's Regiment

Kap’n Salty Ogbad, Megaboss (140)
    • General
    • Trophy Skulls
    • Hulking Brute
    • Path of the Brawler: Dependable Assault
    • Renown: 8
Drakmeff, Ardboy Big Boss (100)
    • Renown: 11
    • Path of the Ruler: Inspirational

Regiment 1

Mogrum, Weirdnob Shaman (110)
    • Renown: 8
    • Path of the Sorcerer: Focused Sorcery
Sludga's Division, 10 Ardboys (160)
    • Renown: 6
    • Battle Wounds: 2
    • Path of the Forester: Arboreal Concealment
Da Baron's Division, 10 Ardboys (160)
    • Renown: 10
    • Path of the Forester: Arboreal Concealment

Regiment of Ghyran

30DP (300)

Kagknee, Regiment Hero
    • Renown: 2
3x Ghyranite Bombards:

Smasha
    • Renown: 3
Krasha
    • Renown: 6
Old Smokey
    • Renown: 4
    • Battle Wounds: 1

Faction Terrain

The Krow's Knest, Bossrokk Tower 
The Cleavermaw, Landmark of Ghyran (120)