Showing posts with label PCRC. Show all posts
Showing posts with label PCRC. Show all posts

 Heroes of the Goretide

Now, a blood cult of mighty warriors wouldn't really be complete without at least a few... mighty warriors, would it?

A barbarian horde wouldn't really be a compelte without adequate representation of the whole community. After all, history is full of badass warrior women, and as "Khorne cares not from where the blood flows", I'm sure theres no care given as to the gender of whomever shed it either. Unfortunately the range of Bloodbound warriors is a little short of female representation. 

Happily the Stormcast range is ripe for pilfering. Thanks to my local Warhammer store having a birthday, and the manager being a jolly decent chap, I managed to get my hands on just the right model... and heavily converted it to suit my purposes. 

meet Annie Kuhlsdaughter, Exalted Deathbringer of the Goretide







A mighty warrior maiden of the Tallowlands Goiretide, Annie such a ferocious and formiddable opponent that she is rumoured to be the daughter of the legendary hero Korghos Khul. This is a possibility, Korghos Khul was in the Tallowlands the season that Roralarach shared the sky with Lady Lisu turning the sky pink as The Lady's protection countered The Rage of Roralarach. On this rare occurrence it is possible for those who were under the thrall of the goretide to be subverted by Shala, the goddess of fertility, not for nothing is the rare event known as The moons of Lust. No one has been able to varify Annie's parentage, but the title has stuck and she seems to be doing a good job of living up to it.   
 

 modelling notes: Yet again I dug into the citadel skulls set for basing details, as you've no doubt noticed I've done with most of my heroes, after making a nice flat topped slate rock out of milliput. I then removed the cloak, loincloth, spaulders, and stomcast details from Larissa Shadowstalker, and replaced her spear tip with the most appropriate daemon blade from the fantastic selection in the wrathmonger/skullreaper set, and replaced her stormcast back symbol with a nice rack of skulls, again from the skullreaper set. All that was left was some greenstuff detailing on the armour plates to bring it into line with the other bloodbound heroes. 

I decided that painting her with a bare midriff, rather than a full torso sculpted breastpalte, would not only give her a badass set of abs that the most elite crossfitter would be jealous of, but, it'd be much more in keeping with the barbarian feel of the other semi-naked bloodbound heroes. 

Her Impaling Spear is magnetised at the wrist, because it'd have such a minimal chance of surviving a trip...anywhere... if that flimsy piece of plastic was glued at such a tangental angle to the rest of the model. it also means that it just pops off if it gets caught on anything, rather than breaking.   

 Heroes of the Goretide

You have a flag to follow, you have a spiritual leader to excite your devotees and rouse them into a frenzy, so how do you control and guide these frothing loonies if they start running in the wrong direction?

With a multi chorded whip of course!

enter Flengnir the HerdsmanBloodstoker of the Goretide. 




This one is just a great model. He's fat and he's nasty, briutal and mutillated, there to flog your own  troops as much as the enemy, the fantasy equivalent of a Commissar... with a really sadistic twist. 

I love this model, and following suggestions to fully embrace the dabbled with Norse theme, I went with the bright blond hair, which was quite enjoyable to do. 

I've not yet fielded this chap in Age of Sigmar, because I'm still working on a Skulltake Battalion for him to lead, but the other bloodstoker I painted (who ended up pale and ginger) was a lot of fun to play in both Silver Tower and Gorechosen. 


 Heroes of the Goretide

What does any community, or cult, need? 

A spiritual leader, A mighty priest. 

Father Torpal, Slaughterpriest, Spiritual leader of the Goretide.







Having painted both slaughterpriest variants for my Gorechosen set, I decided that I wanted a slight variation, to enhance the model with a feel of more wizdom, more menace, more power... I also had a spare head from the aspiring deathbringer with impaling spear, and I've always been a fan of Rob Zombie I figured that the Hellbilly leading my rampaging horde of frothing maniacs down from the hills would be a fitting tribute. it just took a bit of trimming and a few whisps of greenstuff hair and the work was done. 

In painting this I was, again, playing with the skin technique and vibrant red effects. It needed a bit of a contrast and I felt the grey hair would add a touch of authority and wisdom to the model. The eyes are deliberately white (again as a tribute to the Hellbilly Deluxe cover) because they give the impression of a trance or ritual as he communes with his god offering up the sacrifice he's just made, with his blood drenched wrath hammer, in the hopes of a boon.


Painting progress: Hilgoth

 A new faction, sort of!

I have always wanted to paint Bretonnians, although obviously Bretonnia doesn't exist in the Tallowlands and never has done. The faction background will be posted at a later date, i.e. when I have written it.

  

 I have started with the glorious mid-2000's Questing Knights because why not start with the best? First three knights painted. Bases to follow - I will be using milliput for these, which is a new experience for me and I want to practice on some lesser knights first...




  
                            Four symbols for the musician. Bonus points if you can spot the fifth.
 
 
The two unpainted shields will be done in the colours of the musician and the (as yet unpainted) other non-champion model. The champion can make his own arrangements.
 
A little advertising for the PCRC.

Hope you like them.

The Religions and Deities of the Tallowlands

Introduction

The Tallowlands is very poorly connected to the other realms and is often overlooked having limited value or resources by by the main alliance forces be they benevolent or evil.

As a result or perhaps for other reasons, a pantheon of gods, religions and deities have sprung up bearing little resemblance to their original patrons but in many cases either transparently or with more obscure connections.

Some exceptions remain. Sigmar and Alarielle (some aelves have long memories) are recognised and worshipped but on the whole many connections are tenuous. Although that may be the case this does produce some oddities, like some cults which cannot quite be given a label of order or chaos because they seems to act in different ways in different circumstances given their connection to a deity they believe does not fully parcel itself into one alliance or another.

The below is a list of deities with some sort of worship in the Tallowlands. There are sometimes many cults and groups and temples which follow a single one of these some of which bicker or fight even with each other. There are too many to list here.

Examples include the Watcher of the Ninefold Pact which pay homage to or believe they control Jethelech and the Celestial Pact which claim to worship Fyrek

Currently Known Deities

Sigmar - the God King

Artha god of the high places.

Dairayon god of wind and storms.

Vishkene god of magic.

Mortaine god of the dead. The Crypt Haunter. Some see Mortaine as a facet or connected in some way to Nagash.

Khând a god from across the ocean.

Rorralarachgod of rage and war. Is there a connection to Khorne here?

Myrakos beast-god of the wilderness. There are Orruk tribes who claim to worship Myrakos, some people think their tribe has a speech impediment.

Tidh the Swift Hunter. God of the plains.

Hain’Amurthe Great Defender. Steward of Heaven’s Keep. The Armoured God. The Stormcasts of Heavens Keep do not see anything wrong with this homage, do they worship two gods or believe him to be a facet of Sigmar?

Jethelech god of trickery and scheming. Definitely no connection to Tzeentch here. Shut up I said definitely not.  The number of letters in the name is a coincidence.

Arengee – god of luck and master of games, cursed and blessed in equal measure. Causer of lighter and less corrupt mischief than Jethelech



Ystara god of mariners and fishermen.

Mithrest god of merchants and traders.

Fyrek the Astral Voyager. Benefactor of astronomers.

Caer-Nadhg god of the woods. The Oaken Man. A summer god.

Alarielle as above but for eleves and half elves. Facets of the same god.

Lystan god of justice and fairness.

Shala - god of fertility and harvest

Shalu - twin god of Shala, god of decay, disease and rebirth. Some speculate a connection to Nurgle.

Naethethe Shroud of Night and least trusted of the moons of the Tallowlans. God of veiled intentions. Sometimes called Mother night.

Ilùgod of the sun. Brother of Lisù. Some Lizardmen tribes venerate. Sometimes called Morning Lord.

Lisùgod of the one of the Tallowlands briughter moons. Sister of Ilù.

Gnos - god of secrets, including secret pleasures but also according to some hidden altruism.



Eyes of the Five?

Eyes of the Nine and AOS

And so wearily Nathaniel began his journey North.  Although the council never implicated him for anything wrong they had their suspicions and he couldn't risk continuing to base his now hampered operations in Alba Mesa.  And so he trekked North, past the Tolerance of Crows and into Chrysalis, the haven in the Charred Lands that he would make.  He was soon joined by his band of misfits and the retained services of a Gaunt Summoner.  

Binding those small ones was beneath him, he would leave it to the Summoner, he needed all of his focus on his big project and on carefully assembled contracts and bindings with the clever ones.



I really like the idea of a Tzeentch force in AOS, it appeals to my sense of efficiency as the PCRC tend to vary in enthusiasm between 40k and everything else so I reckon this significantly increases the probability of playing my army in whatever system they are excited by.

Eyes of the Nine* increases that efficiency further as it will play in AOS Tzeentch and Warhammer Underworld (Shadespire) which means my one army now covers three different systems.

*Are 4/5 of them missing?

Map Making -The Tallowlands

Map Making -The Tallowlands

I will get straight to the point.

The PCRC wanted to make a cool map of the Tallowlands.  As none of us are professional digital artists we went looking for a map tool and we think we found a good one:

They have a big presence on social media where lots of really nice looking maps get shown off

There are a fair number of decent training videos and reviews on Inkarnate.  Here is one if you are just getting started:

The official tutorials are here:

I found it easy to use although we have a long way to go before we produce anything really nice looking.

In the meantime I will continue using it for Tallowlands work and I am sure it will get more interesting over time as we expand the content of our area of the realms.

We have built the map up from this:

into this:




Painting the Emerald Wardens

I have something of a love/hate relationship with Instagram — on the one hand, I love the sheer amount of inspiration to be found and the amazing standard on display across the miniature painting community really motivates me to work on my own painting skills. On the other hand, I really don’t like the way that it currently tells you how many (or in my case how few) liked your work.

 Anyway, having really gotten into the Age of Sigmar lore and with my Ossiarch Bonereapers (the Nehekankh) almost completed, I had a hankering to do a Stormcast Eternals army and started looking on Instagram for inspiration for colour schemes, as most of the standard ones just weren’t grabbing me and I didn’t want to go down the (admittedly) awesome Hammers of Sigmar route. I stumbled upon baalu_wildheart’s incredible evocators painted in the colours of what I assure are the Celestial Vindicators and was instantly smitten!

I’ve not included any pictures of her models, but do check out the link, you won’t regret it. As I’ve long wanted to try my hand at the non-metallic metal (NMM) look, I thought it would be worth giving it a go. I realise that this is hardly an original approach, but given how much I have to learn as a painter, I think it’s really helpful having such beautiful models as a reference and a yard-stick for comparison.

 Rather amusingly, having experimented with a basecoat of Kabalite Green, sketching the highlights with Corax White and then using thinned Kabalite Green and another method (basecoating with a 4:1 mix of Kabalite Green and Corax White, followed by lots of glazes), I’ve discovered that baalu_wildheart very kindly posted details of her recipe for the turquoise and red some time ago.

 However, I don’t consider it time wasted as it’s been good practice. That said, I am glad that I started with the Stormsire's Cursebreakers from Nightvault rather than a part of my main army.

 Here’s my first attempt — she’s still WIP and now that I have a better idea of what I’m doing, I’m tempted to go back and fix a few things.



And here’s a (very WIP) second attempt. The use of glazing means I’m much happier with the transitions, but I reckon that the basecoat probably should have been a touch darker).



 I should add that while I love Baalu_wildheart’s colour scheme, I’m not a big fan of the Celestial Vindicators — they feel too much like pre-heresy World Eaters for my taste and while I do like the XIIth legion, I wanted to do something different lore-wise. Given that Apologist and others really wanted me to create my own Stormhost with some good links to the Tallowlands. It occurred to me that it would be great to have an band of stormcasts defending a damaged realmgate to Hysh that bathes everything in an emerald light and came up with the idea that they’re all drawn from partisans/guerilla warfare fighters — those who kept on fighting after their lands had been conquered by Chaos before Sigmar’s Tempest and the Age of Sigmar. You can find my background for my Emerald Wardens here.

A quick side-note on painting — one of the things I’ve learned fairly recently is the importance of continually looking at the model you’re working on from as many angles as possible. With the sheer amount of detail on modern miniatures, it’s very easy to miss areas and given that the eye relies on the borders between details to resolve them, it’s essential to be as neat as possible where one colour/material meets another (e.g. where the turquoise armour meets the gold trim). I’ve found that the Citadel Model Holder really helps in this regard.

To help provide consistency, here’s a list of all the paints I’m going to be using going forward. 

Baalu_wildheart’s turquoise armour recipe 
Vallejo Model colour Dark Sea Blue base colour Glazes of Game Colours Jade Green and Foul Green and Aquamarine (Pacific Color) for final highlights.

 Baalu_wildheart’s red fabric recipe 
Vallejo Model colour Burnt Red, Calvary Brown and Basic skin tone

 Red fabric (GW paint alternative) 
Basecoat Mephiston Red Shade with repeated applications of watered down Red Tone (in the shadows only) Highlight with Evil Sunz Scarlet, for the sharpest points on the folds use a 1:1 mix of this and Jokaero Orange, followed by pure Jokaero Orange.

Red gems 
As fabric but ignoring the shading step and starting with a basecoat of Gal Vorbak Red, highlight of Word Bearer Red, then Mephiston Red. Do final highlights of Jokaero Orange/white, then gloss varnish

Soul Crystals 
Basecoat Temple Guard Blue, Highlight with Lothern Blue, Highlight with 1:1 Lothern Blue/Corax White Final highlights on the corners of the crystal with Coax White. OSL the surrounding area with glazes of very thinned down Temple Guard Blue.

Off-white shoulder pads
Basecoat Morghast Bone Several layers of Wraithbone

NMM Gold
Basecoat Game Extra Opaque Heavy Brown (72.153), Wash with Sepia (72.091), Highlight with Game Extra Opaque Heavy Gold Brown (72.151) Highlight with a 1:1 mix of Heavy Gold Brown and Corax White Corax White for the most extreme highlights

 NMM steel 
Basecoat with Game Colour Cold Grey (72.050) Highlight and shade with mixes of Cold Grey and white or black as required. Note the NMM Vallejo guide/kit has a few more steps for adding some tone, but these aren't needed given that the areas are small and will get glazes for tone anyway on the swords. Note that the coloured swords require very light basecoats on which to work, so I’ve realised that it’s probably best to go Celstra Grey, Ulthuan Grey, Corax White (the latter used for the sharp highlights and little diagonal lines) and then apply contrast paints.

Blue/green/yellow transition on swords Talassar Blue and Warp Lightning contrast paints, with a thinned glaze of Lamenter Yellow towards the top. Basing Stonework/paving Rakarth Flesh Edge highlights and stippling with Pallid Wych Flesh Glaze of thinned down Dryad Bark (medium, and a little bit of water) Thinned down yellow glaze Mud Dryad bark, highlighted with roughly a 2:1 mix of Dryad Bark and Corax White. Leaves Basecoat Jokaero Orange Agrax Earthshade wash Red Tone wash

Armies on PCRC-rade: 30th May


Drums roll, horns blare and pipes, er... pipe – the great challenge is set:

May 30th is PCRC armies on parade day.

It seems a long time away, but that's the date when we'll have our next meet up. That's a provisional date, of course – things are in the lap of the gods at the moment!

It's been a long time since we set out on campaign weekends, but I think we agree that having a deadline is a good motivator. With that in mind, that weekend seems like a great date to set to have our armies ready, whether we're able to meet up and game or not.

If we're able to meet up, the aim is to have:

  • 1,000pts (or equivalent) of your army painted and based.
  • A hard copy of the army list drawn up, and (ideally) a reference sheet of stats to make games as smooth as possible.
  • Games!
Bonus stretch goals:
  • Names for your dramatis personae, in preparation for them to write their legends...
  • Have a piece of terrain themed around the Tallowlands built and painted.
  • An additional 1,000pts (or equivalent) of your army painted and based, for two-on-one games.
  • A one-off character from the Tallowlands. This can be from your own army, or a completely different one – just a fun excuse to explore the broader setting.

***

The dawi muster

Kazasturn bent low over the planning table, message slates and scrolls scattered across it. He tapped the last one thoughtfully. With that, all the indentured villages and settlements had, at last, answered. 

Few were those who had refused outright. Even the meanest had pledged promises of provender, if they could not send throngmen. Most chiefs, however, had pledged their warriors to the cyng; some handfuls, others reinforced regiments of experienced veterans. 

Kazasturn, Gesith of the Cyng
Word had come also from the encampments of the dispossessed men. Kazasturn smiled ruefully at the small, fragile-looking thumbprints in their crude wax-seals as his gaze passed over them; mentally tallying where the umgi could stand in the line. 

At last, his eyes came to rest once more on that troubling soft vellum scroll. Redolent with scent, he had unconsciously set it to one side of the table. It hinted that the Elgi would join Thegn Nurnanog's expedition – though how, and in what numbers, were hidden within the elves' typically cryptic blather. 

Straightening, he called for his plate. The throngmen, armed and armoured nodded and bowed out of the room. Kazasturn strode over to the skylight, looking up into the glow of the angled quartz that reflected light down into the hold. By the ancestors, he mused, this would be a gathering of might!

***

Ironbreaker

Plan

I haven't yet received my army book – I'll be using Cities of Sigmar – but my goal for the next couple of weeks is to finish off the following:
One of the Gesith's Bezek (personal guard)
  • Thegn Nurnanog and his scyldbearers – Warden King and General (120pts) 
    • [Completed]
  • Thegn Ambrak – Warden King (120pts)
    • [In progress]
  • Tremblestave – Runelord (100pts)
    • [Completed]
  • The Wyrtling Cwichelm and the Scarlet Few – 20 Ironbreakers (280pts) 
    • [10 completed, 10 in progress]
  • Kazasturn, Gesith of the Cyng – 20 Ironbreakers (280pts) 
    • [5 completed, 15 in progress].







That's effectively twenty-five to polish off, which seems eminently doable, as they're well on the way. After that, a nice break to paint Thegn Ambrak, and perhaps have some fun painting the banners.

If I can do that within the fortnight, I'll push on to another couple of blocks of infantry – perhaps the quarrelers and some longbeards. That'll get me within striking distance of the 1,000pts goal, ready for gaming (we hope) and certainly some nice pictures to share by May 30th.

I'll keep the blog updated with some painting recipes and techniques, and pictures as dwarfs come off the 'arming chamber'.

Looking forward to seeing what the rest of you come up with, and reading your plans.

The Golden Horde, the Nehekankh – the death which brings life


The Nehekankh — Lucifer216's Ossiarch Bonereapers

Nagash is the God of Death, the source of all necromancy and the scourge of those who would deny him his rightful soul-tithe. He’s also a terrible manager.

The hearts of his many servants do not beat, but the fear of the true death courses through their withered and decayed remains just as blood once did when they were among the living. Ask yourself, gentle reader, if such creatures would honestly tell someone who had engineered the downfall of entire civilizations that they might be able to fulfill his orders to the letter? The Mortarchs might dare to do so, but the nameless, the liches and necromancer-priests who scurry to obey? One might as well wait for the sand to rise up the hourglass. And so, the information that passes to the top of the pyramid is scant indeed; painstakingly polished until anything at all that might ignite the God of Death’s fury has been smoothed away. Furthermore, lies of omission and the actions required to prevent them from coming to light tend to multiply, gradually crushing all that which seems certain. It is this tendency that is the true genesis of the Nehekankh. Born from lies they are and of lies they must be. Their story begins when Nagash ordered the creation of the Ossiarch Bonereaper legions. At first all was well but as the task progressed his minions began to feel the first pangs of unease. Supplies of the necessary soul-stuff were quickly vanishing and yet the work on the last few legions had barely begun. It didn’t take long for his minions to realise that the Great Necromancer’s plans had not been adjusted to account for the souls that Sigmar had stolen from his grasp and used to create the Anvils of the Heldenhammer — the Stormhost forged from the aeons-dead heroes of the World-That-Was. It is not recorded by any scrimshaw-scribe who first proposed this course of action, but it wasn’t long before the soul-stuff required to make fearless, peerless killing machines was watered down with… other elements. Long had the Mortisan Soulmasons and their predecessors observed that mortals fighting for a cause seem to be far more effective than their lack of martial skill would suggest. The mother fighting to protect her young, the wounded man who bids his friends leave him so that they can escape, the son who takes up his father’s sword even its weight sits ill within his trembling hands. But this was not enough. And so it was that another source of soul-stuff was considered. In the darkest of oubliettes, known only to but a few, Nagash kept the souls of his former countrymen from the World-That-Was there to await his personal excruciation. But what need of such wretches for valour or skill at arms? All that was needed was their capacity for suffering. Normally, this would have been flayed away from them with the utmost care, but the risk of discovery was so great that much else was cut away in haste and decanted into the swirling mix of soul-stuff that was used to create the Golden Horde. At first all seemed well — Nagash’s latest legion was tasked with gathering the bone-tithe from Chamon, the Realm of Metal and the initial harvests of bone were plentiful. However, this was for two reasons — the Realmgate through which they had gained access to the Realm of Metal was far from the bulk of the conflict between the forces of Tzeentch and those of order and the sheer amount of bone waiting to be collected from Chamon’s battlefields and graveyards. As the Golden Horde continued its march and began full scale conflict with the realm’s native inhabitants along with daemons and Arcanites, such resources began to wane, forcing it to go on the defensive and dig deep into their scant reserves to build a network of fortifications.

An example of a Kavalos Deathrider in Nehekankh livery 

With the supply situation becoming critical, Liege-Kavalos Zalicazar and his retinue of Kavalos Deathriders sallied forth in search of a solution. The more they journeyed, the more they realised that the sheer amount of unbridled change magic and the depredations of daemons had cut a swathe through the human cities and settlements. Simply trying to raise cattle or grow crops was nearly impossible — a typical farmer would thank Sigmar if their cows and indeed themselves had the same number of limbs from sunrise to sunset. 

Returning weeks later with little to show for their efforts — and fearing the worst — Zalicazar and his companions were astonished to find that a dense and thriving jungle had sprung up almost overnight where the waves of unfettered and wild possibility collided with the deathly energies emanating from the Ossiarch Bonereapers’ fortifications. It was P’tah the most learned of the Golden Horde’s  Mortisan Boneshapers who first proposed the strategy of encouraging tribes and refugees fleeing lands made barren by wild magic to resettle in the newly fertile lands that ringed the borders of their territory. 

N’knef, the legion’s oldest and wisest Mortisan Soulmason pointed out in a voice like the crackling of dry leaves that this wouldn’t be enough — the legion would actually have to defend such settlements and tithe them sustainably, despite that doing so would directly contradict (at least in the short-term), their god’s vision of a perfect unending lifeless necrotopia. But the vague and far off possibility of being unmade as heretics by their ultimate master paled into insignificance when weighed against the absolute certainty of disgrace and torment should they return to Nagashizzar in failure. 

So it came to pass that a legion of animated bone revenants raised with the sole purpose of ushering all life into the malign grip of Nagash has become the Nehekankh – the death which brings life. 

As the decades has passed, the legion has become more comfortable with its decision — for nurturing the human settlements and even inducting the souls of the departed into their ranks with only the slightest refinement sits more naturally with them then the many massacres they carried out when the legion was first unleashed and the legion’s masters have long struggled to understand what would be required of them should Nagash’s vision ever come to pass. 

However, this inner peace is an uneasy one for all of the legion who carry the spark of sentience fear the day that Nagash eventually learns of their blasphemy. To forestall that dreaded day, great cartloads of bone are dispatched back to Nagashizzar with ever-increasing frequency — for the settlements have become great cities thanks to the unceasing labour of deathless hands and the supernaturally fertile fields that surround them. 

But the cities are no longer the Nehekankh’s only source of bone — for its strength has grown and its reach is long. Its leaders are no longer content to garrison walls and defend their livestock. They take the battle to the chaos filth who pollute their lands, while to the south the jungles have become infested with Seraphon — and their great beasts’ remains make the perfect raw material with which to build more Gothizzar Harvesters.

Meanwhile, to further increase their chances of survival once the Great Necromancer eventually discovers their betrayal, the Nehekankh have sent out expeditionary forces across the realms in search of unpillaged stormvaults and the wonders within. This search has led a small force to the Tallowlands...

What's all this then? Overview of the Tallowlands project




***

The PCRC – that's the Plastic Crack Rehab Clinic – are a group of eight hobbyists. Over the years we've played a variety of games; from boardgames to roleplaying, and tabletop wargaming's been a fairly constant presence since the group's inception.

You can see our little corner of the Warhammer 40,000 universe on the PCRC's website, managed by the inimitable Stuntwedge. While we've all got our toes dipped into the grim darkness of the far future, the fantasy side of things has been a bit more patchy. Most of us have played Warhammer Fantasy Battles and Warmachine in some form or another at various times, but we've never had quite the same focus on it.

Nevertheless, the nine of us have a surprising amount of models, background and related material that's never had a chance to shine, so this blog has been set up with the aim of providing a central location for it to be shared and displayed – and developed. We hope you'll join us as we use this space to explore the Tallowlands through modelling, painting, writing and gaming.You'll see works-in-progress, finished displays and some battle reports.

Dawi scyldbearers, from apologist's Throng of Nog
***

What are the Tallowlands?

As mentioned above, enthusiasm for Warhammer has waxed and waned amongst the gang over the years, with some PCRC members being keen players of older editions of Warhammer Fantasy Battle, games like Fantasy Flight Games' Chaos in the Old World, or simply enjoying the fiction. The destruction of the Old World and the nebulous, delayed coming of the Age of Sigmar saw a us create the Tallowlands as a stable spot for our gaming. 

Our tastes run from high to low fantasy, so we wanted a little corner of our own, a little like our 40k Antona Australis Sector. It's intentionally a big fuzzy as to whether it's part of the Old World, the Mortal Realms, in order to allow us maximum freedom.

The Tallowlands are thus a sort of half-way house setting, which owes a lot to the traditional Warhammer Old World while embracing the freedom and personal creativity that the Age of Sigmar setting offers. Thus you can expect some familiarity alongside the sheer surprise that we believe a fantasy setting should offer. 

We hope, therefore, that whether you favour the roleplay-led fantastical and uncharted early editions of Warhammer; the tightly-mapped, ordered and pseudo-historical middle editions, or the latest expansive potential of the Mortal Realms, you'll find something that gets your imagination spinning.

***

Welcome then, traveller, to the Tallowlands. Be on your guard...