Wednesday, 25 November 2020

The Great Oubliette of Shyish, part 7



Malkrohl The Half-Seen, Spirit Torment


The Spirit Torments are the lords of the Great Oubliette of Shyish, a continent-sized underworld of dank cells and ice-cold dungeons. Known as shacklegheists to the elders of the Shyish Innerlands, they were once a rare sight in the Mortal Realms.

They are entrusted with a duty Nagash considers vitally important – it is their role to capture the souls of transgressors, those who have escaped their due fate. A Spirit Torment draws its victim’s soul into its shacklegheist chains, heavy bonds forged of malefic iron and tempered by fell ritual. 

The masked creature known as Malkrohl The Half-Seen was a pitiless jailer in life. In death he seeks out those that Nagash deems his by right of rulership, bludgeoning them with his ensorcelled iron padlocks before locking away their souls.

The fate of most Torment-apprehended spirits depend upon the strength of the soul and the crimes that it committed in its mortal life. The majority are remade into lesser Nighthaunts, but those captured by Malkrohl are all trapped in a pocket of unreality linked to the Great Oubliette.

Malkrohl takes great pleasure in his dark work, though as much as he delights in ending lives and capturing souls, there is one aspect of their duties he enjoys above all others. The spiteful phantom often peers into his padlocked prisons, gazing over the bright soul-stuff captured within. Then, he draws a great breath with a discordant howl, a chilling inhalation that steals hope, robbing the imprisoned spirits of energy even as it subjects them to nightmarish angst and dread.

Filled with the energies of the incarcerated souls, Malkrohl exudes an aura of malevolence and despair. At times this malignant force can even be seen as pale, greenish wisps of spiritual radiance amongst which faces leer, taloned hands reach out to grasp, and agonised screams echo. To the living these emanations evoke purest terror, and are oppressive even to those who cannot see. To bask in such baleful phenomena is to be overcome with feelings of morbidity and gloom. To other Nighthaunts these harrowing energies are invigorating, driving the wraith-creatures on towards still greater acts of violence and spite.

Other Spirit Torments have earned their fell notoriety for the sheer number of souls they have returned to the great mausoleums of Nagash. Malkrohl has earned his for the single-minded way he deals out punishments.


Kaldrak the Pale, Guardian of Souls with Nightmare Lantern


A Guardian of Souls keeps vigil over the dead whilst driving those around them to the heights of malice. When one of these sorcerous spectres goes to war, hundreds of the living dead are drawn to their lantern’s flame from leagues around.

Kaldrak is a nexus of undead energy. Once, he was a lesser Necromancer who used amethyst magic to further his own cause, yet his arcane knowledge was not enough to keep him alive. Nagash eventually claimed his soul, shaping Kaldrak to better fit his needs. Now he uses his spells not for his own ends, but to summon more Nighthaunts or restore spirits damaged in battle.

In addition to a deadly chill blade, the Guardian bears a nightmare lantern: a ghostly beacon lit by the Flame of Nagashizzar. The mind-chilling black smoke it exudes does not rise up to the heavens, but instead drifts down, along the cracked flagstones of the Oubliette. Nearby Nighthaunts are invigorated by the wafting vapours, and the Guardian of Souls can channel the lantern so that the cold fingers of smoke snake through the earth, beckoning spirits to rise out of their graves and mausoleums. Or the smoke can entangle mortal foes, chilling them to death.







Monday, 23 November 2020

Viva La Revulushun! - part 15, more scenery


Once I realised that my Mekworld scenery additions, and my Freebooterz ork vehicles and infantry have all been painted using a similar colour palette to Ian McQue’s Mileships / Mortal Engines concept art without really realising it, the next logical step was to really lean into it and make a bits of scenery that intentionally echoed the style.

So I slapped a bit of Stompa armour plating onto the top of a small section of Ryza Ruins and added some bits-box spares around it.


Putting a bit of (Skaven?) plank on top of two barrels suddenly transformed it into a Mek's workshop tea-break area and the "random bit off terrain to test a colour scheme" gained a character and a story of it's own. I love it when stuff like that happens. Some bits of cut plasti-card tubing for mugs and some bottles sealed the deal.

So I also added a water-still with a tap from the Zone Mortalis range. It looks like it could be a hot water tank!






Someone spilled their tea...




The TINIEST mushroom bit in the world!

+++

I also finished this bit of scatter terrain that has been sat on my desk waiting for paint for months.


Wednesday, 4 November 2020

Viva La Revulushun! - part 14, more orks

I twigged a couple of days ago, that my Mekworld scenery additions, and my Freebooterz ork vehicles and infantry have all been painted using a similar colour palette to Ian McQue’s Mileships / Mortal Engines concept art without really realising it:


So for this batch of "background" orks I have tried to really lean-in to the colour scheme. I'm tempted to go back over the scenery and army and make it more obvious, as I really like the look: mostly grey, with brown, red, orange and yellow areas, and a splash of turquoise and cream here and there. All chipped and weathered and covered in liberal quantities of rust and grime.

I have painted the new orks with an eye on adding them to my Freebooterz army, even though I doubt I will ever play a "big" game of 9th edition 40k. Kill Team suits my available time and game-size tastes much better.

Ork citizens of Badlanding

Madfang's Mob, exploring a Space Hulk that dropped out of the Warp in the New Drekport System.


The group in my underhive / space hulk box.



Boss Nob Madfang - slugga & power klaw. Leader specialist.



Smokes - dust scarf, big roof, one eye missing. Veteran specialist.


Cyclops - scout with magnoculars, dust scarf, slugga and choppa



Feedback - comms pack, dust scarf.



Sky - dust scarf, flying helmet and goggles, chainsword and slugga

Update 18th November 2020.

Madfang's Mob got a little bigger. These are the new ladz:


The whole mob together.



Ash, the Heavy Specialist with a Big Shoota.



Beak.



Toad. Hook hand and striped trousers - because Freebooterz!




Marsh.





Trample, with a bag o'bones.


Madfang's Mob, exploring a Space Hulk.

Tuesday, 27 October 2020

Dark Skies Over The Harrowmark - part 9 Gallowmire

The 6th piece of Gallowmire ruins for Warcry in The Harrowmark finished. 

I've combined starter set ruins with parts from the Souldrain Forest set and some bits box extras. The Awakened Wyldwood trees are lovely to build but you can't rush them. I used a lot of desktop detritus and blue tac while each joint set. The Timeworn Ruins are deliciously skull-covered. Perfect for the Realm of Death!

The leaf colours were more complex than they needed to be as I couldn't get it how I wanted it to look. The next one will be simply Wraithbone then Nazdreg Yellow. 

(This one was sprayed Greyseer, dry-brushed Wraithbone, Skeleton Horde, Nazdreg Yellow, a dry-brush of Wraithbone again, then another layer of Nazdreg Yellow, then a dry-brush of Ushabti Bone... Far too many steps!! I think the simpler version will have the same depth as this; the complex one's middle step was almost completely painting over everything previously done!)

The wooden parts were Greyseer, Goregrunter Fur, then dry-brushed with Steel Legion Drab and Ushabti Bone.






Is that a cheeky map of Lake Bykaal, left lying around?


There are still 5 more trees in the Souldrain forest kit waiting for me, along with some more ruins to combine them with.