Maltara, God of Disease

Other Titles: Brother Bloat, the Lord of the Flies, Pestilent King
Alignment: LE
Weapon: Callused Fists

Major Domains: Disease, Recovery, Constitution
Minor Domains:Weeding out the weak, Anatomy, Carrion
Totem Animal/Warform:  Great Lizard/Monitor Lizards (The Warform is composed of Stone, Wind, Lightning and gems)

Holy Symbol: A bloated, pustule covered tongue with a rusted nail piercing it.

Favored Appearances: Maltara tends to walk the world rarely, and when he does it is an ill tiding among many of the peoples of Kasan. Were he travels, disease and death follow, and many do not survive his presence. Those who do describe a particularly horrifying form. His hair is falling out in great patches on his head, leaving the rest of it a patchwork of short dark hair and scabs. His wide, flat face is covered in rashes and blisters, his bloodshot eyes bulge from his head,  his teeth are rotten and his breath fetid. The skin on his arms and legs split, oozing a viscus type of ichor that slides down and drips from his fingers and lingers in his footprints. coughs punctuate his sentences and  breaths, spreading his captured diseases. His body, no matter the outward signs that it should be on deaths door, is fit and strong. His callused fists are hard as bone and the arms are muscular enough to do significant damage with them. His legs easily gobble up the land in long, powerful strides and grant him surprising agility for a person in his condition.

both forms have the same basic appearance, though he walks the world as a human in his female form and as a halfling in his male. In both forms his preferred garment is that of the robe of his priesthood, a brilliant green and bone. When trying to pass undetected, he walks with the hood up and quietly, though his coughing breaks through. When embodying a plague to walk the lands, he walks with the cowl down, his brilliant yellow eyes betraying his diseased Nature.

Personality: Despite all his appearances and the suppositions many have about him, Maltara is a jovial being. He enjoys talking the finer points of the merits of civilization, the best methods of recovery from illness, and how best to stave off an early grave. Pleasant and charming though he is, he is relentless in his pursuit of a better and stronger world, as he sees it. He desires to infect the world with all the plagues that he can create and foster, so that only the strong survive to worship him.  He is ruthless to those he feels are weak, however, and feels no pity or mercy when they die or fail, doing his best to expedite it whenever possible. He does this, as one would expect, through a series of diseases, set up in an order that tests every possible angle of weakness and vulnerability. Those who approach him and survive this ordeal become his most chosen servants. Those who do not are discarded, dying a miserable and terrible death.

Teachings: The body is the door to the soul, and the soul must be strong in order to prevail in this terrible world. You cannot expect the world to be kind to you, so you must be unkind to it back. Maltara is both the god of diseases and the god of recovery from disease, so it is in his ultimate control over who lives and dies from his disease. Most times, however, he will leave it up to your body to determine your fate, and if you were young, old, or infirm, it is extremely likely that you will perish. This is done to make the world a stronger place, one where disease is all pervasive but everyone is strong enough to fight it off.

Abode: Maltara lives in the Deep Fens, on the border with the Accursed territory of the Iron Marches. His army of hearty soldiers and strong, disease ridden veterans are the front line in the battles against the Accursed. Maltara takes a very specific pride knowing that, many times, it is simply him and his hand picked warriors standing between the Accursed and the complete annihilation of the Paltonarchs.

Clergy: The Clerics of Maltara tend to the ill and dying, watching over them when their families will or cannot. Though their god may not assist the diseased, he has no problem with his clerics taking his recovery aspect of his portfolio to heart. What does not kill one, only makes them stronger. Many of his clerics are immune to the plagues that wash over the land, having been exposed to them many times over, though they also tend to breath out the very corruption they seek to save in others. As carriers and healers, they function ans the perfect vessel of paradox as their master. Most Churches of Maltara are located well outside of the towns and cities they serve, keeping their deathly services far from the population at large.

Knightly Orders: The Contagion Legion is a strong and powerful warrior cult centered on the Malataran principle of hearty constitution and infection. The order seeks out orphans and trains them riggorusly in the ways of a strong body, and then when they are strong and fit enough, they expose them to the myriad of contagions that they harbor.  Those we are weak either die or are exiled, and In their weakened condition, many of even those who survive to be exiled perish. Those strong enough are welcomed into the legion and are sent on missions vital to the god of Blight.

Clerical Attire/colors: The Clerics of Maltara prefer to wear the colors of their god, a simple and vile green color that evokes illness and bile. These clothes are often trimmed in a bone and cream color  around the wrists and cowl, along with parallel stripes running down the center of the chest. Additionally, at the highest of ranks, they will pierce their tongue with a shortened nail to show their dedication to the god. Many die, but those who live are the most vaunted of priests.

Followers: Most of Maltaras followers are priests, able to hold disease at bay or even be completely immune to it.  There are a few barbarian tribes and warrior cultures who worship disease, but they are few and far between.

I was fortunate enough to be able to make the midnight pre-release of the latest MTG set, Dragons of Tarkir, on Friday of last week. Its the first time I’ve played competitive MTG in a very long time. Its one of the games that I really enjoy both the theory and execution of, especially in its Limited Formats. I also play cube,  commander and Tiny Leaders, but Limited is definitely my favorite by a strong margin.

This set is fairly interesting, as its the end of a time travel storyline. In the first set, the Khans of Tarkir, we were in a wold that was void of dragons, having been killed out thousands of years ago. The world was ruled by three-color tribes and their Khans.The second set is Fate Reforged, and is set thousands of years earlier, prior to the dragons being destroyed. The main characters prevent the dragons from dying. The Third set, Dragons of Tarkir, is one in which the dragons now rules in two color pairs, their broods and progeny commanding the tribes.

It was a pretty basic storyline that everyone guessed as soon as the main character (Sarkahn Vol) and the plot concept (time travel) were announced. While I really liked Khans, I couldn’t get really riled up for Fate Reforged, but I was stoked for dragons, once I knew what they were going to do. This set had just piles of them, and I wanted in.

The Pre-release has been the same format since I’ve been  re-introduced to the game. You ally yourself with some faction or another, you get a faction-pack, chock full of cards for your colors or factions in order to enable playing your chosen faction, and then your other packs are split between whatever sets your playing. For Dragons, that meant 1 Fate reforged and 4 Dragons of Tarkir packs.

I had no idea what I was doing going in, outside from reading a single article from a friend. Red Green had traditionally been my favorite color pair, so I jumped in with them. I pulled a fair number of solid cards, with a significant quantity of creatures that I didn’t feel handicapped. This has a lot to do with me not going with blue this time, as I feel that I tend to undervalue their creatures. They aren’t big and bruisy, and they aren’t cheap, so I don’t get the instant thrill I do from the red and green creatures. I built a deck that was moderatly fast, topping out at 7 CMC and containing two big bomb dragons: Foe-Razer Regent and Destructor Dragon. I felt there was little need to splash in for the other dragon I pulled, Enduring Scalelord, as he needed +1/+1 counters, and I just wasn’t going to have any other than the Foe-Razer. I had some good black and white rares, but not enough to support them, I felt.

Kolaghan’s Command
Dragonlord’s Prerogative
Mastery of the Unseen
Citadel Siege
Silumgar Assassin (x2)

With the green and red I had, I was able to feel pretty good with the curve of the cards I had. I didn’t have a ton of 1-drops but the 2’s and 3’s were plentiful, with the deck based around 4’s and 5’s. I had a couple 6’s and my one big nasty 7.

The First match I was supposed to have a bye, which is a terrible way to start your first MTG tournament in 3 months. Instead, one of the players dropped, and I was able to get in an actual match. I was paired up with a guy running B/R. This was an insane match. The first one I got ahead early but wasn’t really able to push my luck, he had just enough guys on board that I couldn’t push through his deathtouch dude without giving up board presence. Instead, the game stalled and stalled until I was finally able to grind him down and pull those last few life points off.

The second game went fairly similar, though he got the advantage early on and was able to punch through the early damage before we both stabilized the boards. His king of the game was his Rakshasa Gravecaller, was was fatter than anything I had at the time, and brought along buddies. Able to pop enough of my creatures to get his guys through, we moved on to game three.

Surprise, we grind to a halt here again. I manage to get a ton of damage through early on, before he can once again drop the Gravelord and start a terrifying cycle of card draw, pulling back his Palace Familar, and sacrificing it to his Vulturous Aven. Eventually, he’s sitting at 7, and I am at 19 when time is called, and our five turns just aren’t enough to decide the game. I put down a pair of creatures, but I still coudn’t hit the tipping point to win the game. I start the tournament 0-0-1.

Next up I face off against a very cheerfull fellow who was also playing G/R, and who seemed pretty knowledgeable about the game overall. Pleasant to play against, he had built a very similar deck to me. Big fattys dropped all throughout the match. This is where I learned that a 5/1, while hexproof, isn’t very good for attacking. He’s amazing for defending and stabilizing a board, as his ability to trade up is just.. phenomenal. His deck was bulit around Tormenting voice, which he seemed to have three of, and included at least two Dragon Fodders. These games Dash really showed its strength, with my Goblin Heelcutter and Sprinting Warbrute turning game one end over end, and his Zurgo Bellstriker making his name known on game 2. Once again, I took over game one, out fattying him and putting him on the back foot. He stabilized after killing my goblin heelcutter, but I was lucky enough to get back to back dragons on the board, forcing him to take 10 through the air each turn. Its hard to come back from that.

Game 2 he just ran through me, as my hand and cards refused to cooperate. Early Zurgo along with taking some of my creatures with Loose Calm enabled him to just drub me for game 2.

Game three once again hit time as we smashed our faces into each other once again. Thankfully, I was able to once again find both of my dragons, and on turn 2 of overtime, take him out through the air.

The last match of the night was against a 1-1 player who was playing Blue-White, and had a fairly aggravating set of cards: Battle Mastery, Glaring Aegis, and Graceblade Artisan. These cards were dropped over and over again with the likes of Pacifism and Encased in Ice. The first game I was able to eek through with a win once again on the back of Ainok Survivalist blowing up his enchantments, and the Dragon-Scarred Bear being able to Regenerate. I am extremely thankful that he wasn’t able to give the Artisan flying. I dropped the Foe-Razer and was able just to go over the top, something I am not really used to in green.

The second game I was just completely unable to answer his 7/10 doublestrike artisan, and he was able to just run roughshod over the game. Thankfully, that lead to the second game not going to time, as I was able to once again pull a double-dragon on him and punch through the air for the victory. ending up going 2-0-1 over the night, a very respectable showing, I do say, for not playing in 3 months.

I nabbed two packs, one for each of my victorious matches, and took home a ton of cards. All in all, a good day was had. I look forward to the next midnight prerelease!

Now, to go play some dragon age!



Existential Crisis Averted

A few weeks back, I ran a big ol’ Who’s the Boss event, and it was glorious. We had 14 people, and everyone had a blast. Unfortunately, a number of them had to drop, leaving an odd number at the end. That left me. I had brought an army for my friend to play, but he didn’t play, so I had an  army all ready to go.

It was the Cephalyx Army I was so jazzed about over the summer, and man its still good to this day, even without Thexus. I spun up Axis, and my friend played Trollbloods with Asphyxious 1. Unfortunately, in my long and illustrious career in Who’s the Boss, I have played a hot 4 games. Two of them have been Trollbloods ran by Apshyxious 1. Its a combo I do not relish.

Axis was fantastic to run with the Cephalyx, and it started to pull me back into orbit. Its honestly one of the most well built armies that PP has ever put out, and it shows. For a few days there, the gravity was almost to heavy to escape. I’ve just bought Fiona, I have Bart and Shae, I love Magnus and Magnus 2’s Tier Bad Seeds. But I did it.

I have thoroughly escaped the orbit, and am now dedicated, once again, to the Skorne Empire.

The Archdomina’s Retainer

Recently, I’ve played both fairly common builds of the most common incarnations of the Leader of the Skorne Empire: Makeda 1 and Makeda 2.

The first game I detailed before, using Makeda 2. That game showed me a ton about how the army can work against a tough, hard to kill army. This week I used the fairly standard Makeda 1 list against the Harbinger. Not the best matchup.

The lists were something as follows:

Archdomina Makeda 
– Cyclops Raider
– Mammoth
Cataphract Cetrati (6)
Nihilators (10)
Paingiver Beast Handlers (4)
Ancestral Guardian
Extoler Soulward
Mortitheurge Willbreaker
Saxon Orrik

Harbinger of Menoth
* Devout
* Judicator
Choir of Menoth (4)
Exemplar Bastions (5)
Horgenhold Forge Guard (10)
* Attendant Priest
High Paladin Dartan Vilmon
Knight Exemplar Seneschal
Nicia, Tear of Vengeance
Paladin of the Order of the Wall
Vassal Mechanik

We were playing in the Riven Bonds league, so we each had our League models to cram in. His is a Paladin, and mine the Ancestral Guardian. This caused a little bit of a shakeup in list design, but not all to much.

We did roll up a completely absurd scenario, however. The scenario is called The Traitors Trap.

Traitors Trap

It has a player-driven minefield, a 12″ circular zone in the center of the board, and 10″ deployment for both sides. Thankfully, neither of us were running Jam armies.

We both ran forward first turn, trying to get in the best position in order to try and capitalize on turn 2. I however, should have known better. Harbinger can be a raging pain in the ass if you’ve never played against her, and I have a bunch, so while it wasn’t a surprise that he popped his feat on turn 2, like all the harbinger players do, I wasn’t ready for it. I had jammed myself up behind my lines massively, having not played Makeda 1, so I was way, way back there, probably within 8″ of the board edge bottom of turn 2. The Mammoth got savagery, and I had to put myself into danger range of the feat in order to get Defenders ward on the Cetratii, who were going to be eating pow 14’s on the way in. The mammoth sauntered over 9″ to get deep into the unfortunate business of the Horgenhold, shrugging off the feat on the way in. He blew apart a number of dwarves between his initials and his 5 fury, but they proved to be insanely dodgy and I didn’t get as many as I’d have liked. However, as I said to my opponent the next round as they all charged: you know whats worse than 5 charging Forgeguard? 10. The Cetratii charged as well. They were clearly in threat range of the Judicator and the Bastions, so I couldn’t just hold tight. They were going to go out in a blaze of glory. Most of them took significant damage on the way in, but Defenders Ward came up clutch, reducing all of it by 2. I slammed a ton of damage into the Judicator, and did a large lump of damage to the Bastions as well. I was pleased with the last stand of this cetratii unit. the Nihilators , seeing what was going to happen to them had they closed the gap with the harbinger, simply took a few steps back and made ready for next turn.

This was when we were able to detonate the mines. I had placed one behind the wall that I knew Harbinger would stand behind, and he had placed one in the center of the path I had to take to the game. He won the roll, and blew up a couple Nihilators .

His retaliation was swift and brutal. Charging Horgenhold whacked off 40% of the Mammoths health, Judicator swept and killed all 4 Cetratii engaging her, and the bastions took down their two. The losses I took were significant, but I had stalled the other army out. I was now looking at eliminating all of the forge Guard and possibly Judicator. I had hope of taking out Bastions, but I should have known better.

My next turn was a dozy. It was make or break and I knew it. The mammoth took a sidestep-turn and she, too, swept, killing the rest of the forgeguard and a bastion. The Nihilators charged, getting in the way of Judicator, and the Bastions.
Then, I popped feat and did this:


If you can’t see it, that’s Makeda, just a few inches from the center of the board, full camped, standing in front of Judicator, 4 Bastions, and the Seneschal with only 7 Nihlitors to protect her. My balls were in the wind, but it was time to sink or swim.

It looked bad for the home-team, though, as the turn progressed. The Paladin Hero kills one. The Bastions and the Seneschal kill one, though its the one closer to the Mammoth. an ancillary attack from the Vassal kills to more. Even the Harbinger gets in on the action, moving forward and detonating a cataclysm on the one engaging the Judicator, annihilating it. Now, the road is free for the Judicator to charge, and man, he gets there. He boosts the charge attack, needing 7’s and sinks it right into Makeda. Boosted damage at dice +6 is extremely painful, and he drops 19 damage fist that I transfer to the Raider. The next attack to connect is his first bought attack, and he wails me again for some 15 damage, that I transfer over to the Mammoth. both beasts are alive, but just barely. Judicators out of focus, and I have a single Nihlitor, knocked down, standing almost dead center of the table.

My feat triggers, I bring back 6 Nihilators, and surround Harbinger. Makeda Goes first, pops Carnage, and charges the wounded Judicator. My combo strike does significant damage, but fails to kill it Judy. The AG follows up and finishes the job. Now, I let the Nihilators go, expecting to leave harbinger alive.

out of 6 attacks against harbinger, only the second missed. Dice -2 on 3 hits take her down.

That was one of the most fun games I’ve had in warmachine in a while. I rarely get to play against this specific friend, and it was refreshing to hang out and have a good time.

I really enjoyed the Ancestral Guardian, actually, as his defensive strike is an amazingly potent deterrent. Arm 18 and 10 wounds caps that off, making people fear simply being near him. The Mammoth, too, was a freaking blast! Rolling in deep with Savagery makes all of the difference, with his threat range being equal to speed 6 Reach troops.

I did mess up massively, though. Deploying Makeda 1, just like Makeda 2, behind my troops was a real punishing start to the game. I was behind that red house on turn 2, because I needed to have Defenders Ward and Savagery out there to pull purification focus off her. Yes, its only 3, but that brings her down to a normal focus 7 Caster. Shooting on turn 1 with the Mammoth was also a mistake, as I thought range 14 was a lot longer than it was. I also think that Range 10 is a lot shorter than it is, so I kept sniping models when I didn’t need to in both directions.

These last two games have done wonders for my love of Skorne, and their ability to do things other than just grind down with The Fist. I know why, however, there could be problems playing into these extremely powerful matchups. I felt like I was loosing that whole damned game, and until I managed to magic it up at the end, I just didn’t think I’d come up with it.
I also now know why the Cannoneer is in the Rasheth List. I;d love to tag Harbinger with that gun!

Driim, Accursed of the Moon

Other Titles:  Moonglow, Tidemaker, Wisperer, The Great Mischief

Alignment: NE

Weapon: Hook Swords (Kamesh and Vesheth, the two moons)

Major Domains: The Moon, Tricks, Curses

Minor Domains:  Tides, Secrets, Riddles

Totem Animal/ Warform: Owl

Holy Symbol:  A white medallion, with a single cresting wave in the center.

Favored Appearances: Driim is a solitary man,  not prone to visiting the material world. However, when he decides to visit, it is generally to wander quietly, escaping the chaos of the Iron Marches.

In his male form, he is round and smooth, a hairless and harmless man. His face is round, with even rounder features. his bulging eyes are creamy white, as if blind, though he seems to see just fine regardless of the light quantity or quality. His cheeks are prominent and round and has a bulbous, pockmarked nose.  His chin is swallowed up in his neck, the rolls of fat nearly obscuring it.  He wears a meticulously cleaned large, single piece hooded robe, a light nearly white blue. His hood is pulled over his head, his arms crossed within its enormous sleeves and the waist tied under his bulging belly with a white dyed rope.  He speaks in riddles and puzzles, as though he knows a great deal more than he lets on.  When pressed, he may speak succinctly, but it is never his preferred form and is almost always caustic.

His female form is only slightly less offensive, though this time it pulls in the opposite direction. Still clothed in the blue-white robe, She is hairless and emaciated, bony arms jutting out at sharp angles, with a skeletal face and the same milky white eyes, this time sunk deep into her eye sockets. Her nose is long and also pockmarked, and an angular chin cuts her face sharply off. When she speaks, her fetid breath wafts out, lending all of her speech a final, deathly air.

Personality: Driim is dry and boring, though he loves to deceive people into making a fool out of themselves, calling his mischief simple tricks. Those who are deceived by them are obviously to easily duped. He speaks in riddles and obfuscation, tying his sentences into knots for other to unravel. When crossed and tricked himself, he easily and causally tosses dreadful curses at those who have wronged him, bringing ruin and suffering onto them and their family. He cares not about the collateral damage that he commits, finding it simply the justice that they have brought onto themselves. At his very best, he is secretive and closed. At his worst, he is a devastating deliverer of undeserved curses and unearned misfortune

Teachings: Driim teaches that the world is a dark and terrifying place, and that even in the light of day, there are those who are betrayers and turncoats around every corner. Fool them, make them look like what they truly are. Curse them so that their deeds will reap the repercussions that they so rightly deserve, and keep your secrets dear, for only that which you tell no one is truly safe.

While this seems to embrace a certain state of paranoia, there is an underlying current in the teachings that make it known that these people should be exposed, and that they should, at any chance, be forced into admitting their faults. The moons are always around and know the absolute truths. What they know, Driim knows. Swearing to the Moons is still held to be the most binding of oaths, even though he is an accursed.

Abode: Driim lives in the White Sanctuary, a castle made of marble and alabaster deep within the Accursed territory in the iron marches. Here, his legion of slaves cleans the corrosion of the plane from his walls, scouring away at them night and day. His dedication to maintaining his colors even here is fanatical, even though her rarely entertains visitors.

Cultists: The Cultists of Driim are dour, sour folk who are known to spew curses and diatribes against those who have wronged them. They stick to the edges of society, seldom forming into groups, afraid to reveal their secrets to anyone, even each other. They do like to commit little tricks to flummox the towns and cities they live in, and some towns are said to be moon cursed if they experience to many of these ill fortunes. a Coven of Moon Cultists will conspire to bring down the leader of their town or city, citing him as a false leader and aspiring to replace him with one of their own. They keep well to the shadows, however, secreting their allegiance and their ultimate goal.

Clerical Attire/colors: Simple blue-white robes and clothes are preferred, though they are not required. Some prefer to wear a simple moon disk, but many times they will have the holy symbol on the reverse of an expected and well revered church in the area, as well, defacing and desecrating the symbol.

Followers: Thieves and Wizards, along with Warlocks and barristers all can gravitate towards the worship of Driim. Sometimes, political leaders will fall in with the worship of Driim if only to stay in power and not be supplanted, though it is  inevitably only a matter of time. 

I’ve mentioned before that I’ve been DMing for a very long time, as my hobbies go. I believe that D&D may be my longest running hobby, and its been a staple of my nerd life for nearly 2/3 of my life. I can remember building and running dungeons for my reluctant family, who humored my 12 year old self as I ran them through unoriginal dungeon after dungeon. I remember, too, picking up the new editions of the books, pouring through them looking for insight into how they work, what new rules and abilities, as well as monsters, were contained within. Vicious and stalwart monsters always drew my eye as I tried to find a way to challenge and thwart my players.

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The Future Looks Bright

its been a while. There has been a lot going on in relation to Skorne recently, and its almost all been cool and positive. The Desert Hydra is going to be the next gargantuan for Skorne, and while I cannot wait, because the model is so freaking cool, their is that tickle of trepidation about anything involving the gargantuan. The first set were met with a resounding thud in the community, though they have had their stock pulled upwards due to their amazing sculpts. This batch has nearly the entire community worried to to a single statement:

“Through our design process and our development process and playtesting, we were able to come up with these models that are just as powerful and on the same level as their predecessors but don’t replace them in any way”

This is extremely troublesome to many, many players, especially those who feel that the original gargantuan were duds.  I’ve sadly only gotten to use the Mammoth once, but I think that it was a perfectly fine warbeast.  I do, though, think that the mammoth is the top of the line gargantuan. That something so meaningful on the board  with a significant amount of investiture of both points and actual dollars, turns out to be just fine is a little bit of a let down. I don’t know how I’d feel about the other factions.

Colossals were good enough to invalidate a number of other jacks for a number of years. Only now are we seeing a slight resurgence in the heavy warjack With Imperatus, Ruin, Dynamo and Moros leading the charge. These models do what the Colossals don’t do and they do it well. I seem to remember someone saying at last lock and load that they wanted these to be Apotheosis level characters, and I think they are doing that perfectly well.

The Gargantaun could serve to invalidate a number of warbeasts as well, if they want to be in discussion of how to spend ones points. Currently, almost no one talks about taking them because they are either on the shelf, or being forced into lists because someone simply wants to field the model.

The Desert Hydra has an awesome model. It would be a shame for it, or any of the round 2 Gargantuan to drop into either situation due to being obsolete before its even printed. I think, too, that the community won’t really be pleased with a second round of nearly unplayable models. As the old saying goes: Fool me once, shame on me. Fool me twice, you can’t fool me again. I hold high hopes for them, but I can only wait to find out with everyone else.

And one more teaser

There is a caster, at least I expect that is what it is, teased during the spoiler reel at the end of the Gargantuans reveal. Among a number of concept arts for all of the factions, including (all guesses except Kromak 2 full art), Troll Oracles, Undead gator beast, gremlins, Gargoyle UA and more is something that looks like an insanely ornate ancestral Guardian. Many of his features are ill defined, which I expect is on purpose, and have caused something of a stir.

First, he has a lot of features in common with Mordikaar. This creates the thought that it is possibly a preview of Mordiakaar 2. However, features in common, to my eyes, simply means sharp and angular. There are ridges along the eyebrow that suggest piercings, something that seems difficult to do to a stone, prompting some to believe its a living Warlock. Even further adding to that is the thought that his chin-beard is strapped on, as there is this strange line going across his cheek from his face.

I don’t buy into any of that, because I think an Ancestral Guardian Construct Warlock would be awesome.

Quick Battle Report

I managed to get a game in against a good friend of mine a week ago, and it was my first time playing Makeda 2 in a long, long time. However, the list I brought was a simple but good one, modified to fit the current league.

Makeda 2
-Molik Karn
Incindiarii x6
Swordsmen x10
-Officer and Standard Bearer
Tyrant Commander and Standard
Ancestral Guardian
Beast Handlers x4
Mortitheurge Willbreaker

I played against a Jarl list with Warders, Fenblades and Highwaymen, which was all around a pain to chew through.

Jarl Skuld
-Rune Bearer
Krielstone x4
-Stone Scribe Elder
Fenblades x10
-Fenblade Officer and Drummer
Trollkin Highwaymen
Trollkin Warders
Fell Caller
Stone Scribe Chronicler

I really messed up on deployment, as Makeda deployed behind almost all of my troops and Karn, far away from either the Archidon or the Gladiator. Leash and road to War played very little part in this game. I stupidly lost nearly all of my swordsmen to Fenblades with vengeance after procing hero’s tragedy at least 8 times. Stay Death turned out to be pretty awesome keeping alive at least one key model each turn, if only for a single extra attack. Thankfully, trolls mostly rely on quality of attacks, not quantity. I was also able to use Molik Karn as a gun, shooting him out to kill the Impaler and then walking back.

I was feeling extremely under duress as my army got smashed to bits around the battlegroup. On my last turn, where I was finally able to get to Jarl with Karn, both my other heavies had frenzied, all my swordsmen and Incindiarii were dead, and only the Standard Bearer and his now fearless Beast Handlers were around.

As my friend pointed out, though, its extremely hard to chew through that many heavies, but I’m not convinced the Earthborn couldn’t do it. It was a hairy game that taught me some very tough lessons on how to deploy and play Makeda 2, and I am thankfull its here. Hopefully, tomorrow I am able to get in a game or two and smash some people in! I’ve got a Killer (read – Terrible) 15 point list.

Morghul 1
Pain Giver Beast Handlers x4

I got this!


Condaral, God of the Skies

Other Titles: Lightwielder, Skyking, Prince of Clouds

Alignment: CG

Weapon: Longbow (Revelation)

Major Domains: Sky, Air, Ice

Minor Domains:  Sun, Light, Daytime, Breezes

Totem Animal and Warform:  Gold Eagle

Holy Symbol: Two icicles, the left smaller by half then the right.

Favored Appearances: Conadral is a small, hawklike person in both of his favored aspects, and prefers to blend in rather than be noticed. His male form is of average height, around 5’8″, and of an average build. His eyes are a fierce ice blue and set within an a fairly feminine and angled face. His brow is high, as is his cheekbones, but his aquiline nose is his most prominent feature. He keeps his blond hair close cut and is clean shaven at all times. He will generally take the form of a human, but is equally known to be found in elven form.

His favored Female form is that of a human almost exclusively, and looks very similar to the male form, except for the slightly more feminine form and features. The same close cut blond hair, the same ice blue eyes and the same nose. Though many gods forms could be construed as family members, Conadrals forms are as close to twins as it gets. Both forms carry longbows and are excellent shots and hunters as well.

Personality: Conadral lives and breathes for freedom and justice, though he sees much more value in the less combative ways of achieving those goals than his brother Takannas.  Instead of violently opposing those who he views as oppressing others, he seeks to educate and elevate those who are being oppressed – a different side of the same coin. He enjoys nothing more than the freedom to do whatever whim strikes him, be it fly the skies, bed a beautiful person, or teach the peasants on a barons farm to read.  However, he strives continuously not to step on other peoples freedoms when exercising his own. He values even the most loathsome persons right to do what they want as long as others aren’t harmed int eh process. To many, Conadral is the patient and wise god, one who’s council is sought on many occasions and highly regarded.

For all his values, however, he is a terrifying fighter, a warrior and consummate fighter who has taken the field thousands of times against the demon armies of the Accursed.  When all else fails, violence is a completely acceptable answer and it can, and should, be pursued to its fullest end once evoked.

Teachings: The god of the Skies teaches to be open and willing to receive both knowledge and wisdom from all sources, and to be part of the solution when problems arise.. Be a leader in your community and world, break down the barriers between people and create freedom and openness for all. Each day, each cycle, is an opportunity to go out and make a difference in the lives of those around you. Be mindful, however, of their freedoms, and do not overstep your bounds. Offer to help, but take a step back when your help is not needed. Be the person who all can turn to for advice, but tread that knife edge carefully, do not become vainglorious and self-assured. Be humble when leading, and look deeply at the consequences before acting.

Abode: Conadral lives in the Flying Citadel, a simple fortress of ice and wind on an enormous cloud. He can guide it where he is needed most, and his army of flying warriors can descend into a battle to take the fight to the enemy from above. Said to have a hundred spires each with a hundred rooms, it is thought by some to have been created from cloudstuff solidified by elven mages on Kasan and then transported somehow to the Iron Marches for him to live in and wage war from.

Clergy: Clerics of Conadral tend to be a semi-wandering lot, though they will sometimes stay for six or seven years in a single location before moving on. They attempt to inspire and educate the many people that they come across, and when they find somewhere that direly needs their attention, they will set up a permanent abode and live with that community until there is such a time as they feel they no longer rely on him. At that time, he will recruit a young and promising apprentice and move on, leaving the apprentice that had shown up in town with to tend the flock until he, too, feels the call of other lands.

Knightly Orders: One of the great organizations on Kasan, the Blue Knights of Conadral are both feared and revered. They accept only volunteers to their esteemed company, and many are rejected for lack of skill, intelligence and compassion. While they were originally founded to protect sacred sights to the God of the Skies, they have transformed into a powerful fighting force.  While they do live, study and train in high peaks and great open plains, they are approachable by any to plead their cause. those causes that are found to be the most worthy and beyond reproach by the High Marshall of the abbey are rewarded with a company of Blue Knights, each supposedly worth more than a hundred other warriors on the fields.

Clerical Attire/colors: Conadrals colors are cream and brilliant blue, and his priests wear little other than a tunic and britches made of the brightest blues, trimmed and rimmed with cream. Many of the highest clerics wear brilliant white caps of various complexity and ornateness to show their status and stature within the church.

Followers: As with the four other elemental gods, Condaral has a broad appeal to mages, warriors and priests. He is also the patron of many craftsmen and merchants for his self-reliance, and to a strong number of peasants and commoners due to his specific teachings.

This has been an interesting week for warmachine, hasn’t it! I normally do my Warmachine /Hordes posts on Tuesday and something else on Thursday, But I am glad I waited. Tuesday had the cover of the next Warmachine book – Reckoning – come out, and today had complete spoilers of two more entries from that book, joining Dynamo and Moros.

I’ll just go in chronological order here, simply so I hope I remember whats happening.

First, Reckoning.

Continue reading

Its been a long, long time since I put up something That I’ve painted, and I figured I’d just toss some models up here, talk a little bit about them, and get on my way!

First, and most obviously foremost, is my Donate or Paint Challenge Model. I was challenged by my buddy Faultie to paint up, in 72 hours, a model or donate money to the cause of one gentleman, Marc Harrison.

This models concept was surprisingly simple: This model should be almost completely black. not just black armor, but black everything. In person, even that purple is almost indistinguishable from black, as are the hose and armor. most of what you see are the base, and flames. Oh, and of course the eyes. I has a blast painting this, and look forward to painting another pair, as they are up next.

My second favorite is a Raluk Moorclaw. I loved his sculpt so much after seeing this guy in my hands that I went out and got one, even though I know his rules are a little wonky and that he is unlikely to see use in even the strangest of lists for both Cryx and Minions.

When I paint a model that not for me, I love to toss a bit of orange in there, no matter what their scheme is. I love painting the color, and have found a huge variety of hues and colors that I can get without much effort. Though I won’t keep him for every long, this model will always be one of my favorite to have painted.

Speaking of paint jobs for other people, I also was able to paint a very enjoyable Morvahnna 2. This model just oozes awesome. I followed the paint scheme given, but managed to sneak my orange in their anyway.

Now, onto my models, Which aren’t many but I am fairly proud of them none the less.

The Fat Man himself, Dominar Rasheth, was the first model I’d painted for myself in many months, and the first Skorne model in possibly years, I don’t remember. Getting back into the groove with painting him was a little bit of a trick, but once I was there he was every bit of fun to paint that I had hoped.

The skin is always the hardest part to get right on these models, because I think I’ve forgotten more ways to paint it than I remember. The green and bone is a simple enough color, but the gold is a giant pain. With the PP solid gold coating terribly, and the need for extremely precise targeting with the paint, I’ve had to give up my favorite gold color and move for a more bronze-gold than the pale gold I initially wanted.

Painted alongside Rasheth, for obvious reasons, was my little adorable agonizer. Though he only took bare minutes to paint, he was a guy I use so often that I wanted to make sure he was taken care of. I’d started him probably three years ago, before I’d discovered a little bit more of what I can do with paints and painting. Now, I’m happy with him.

Then, I put my brush to a caster that was primed, because it was winter, and nothing gets primed in the winter. Makeda 2 was a model I wan’t particularly excited for, and once I started my excitement level dipped even lower. Sometimes, when painting a model your unexcited for that is also not coming out right is to change something up. Simply chaning her shirt from bone to black made her work that much better. In the end, I am pleased with how she came out, and am excited to paint up her second epic incarnation and see how she comes out as well.

After I finished her up, I took a venture into my bag and came out with some models that I had started way back when, and wanted to finish. This was before, like the Agonizer, I had learned a few new techniques like blending properly, mixing colors correctly, and a bit of patience. First to come out of the bag was Aptimus Marketh, a model I love in almost every situation. he took a bit of work to bring up to mediocre standards, but I wasn’t about to paint him up again.

Finally, and I just finished these two up on Saturday, were my Tyrant Commander and Standard Bearer. Both were frustrating to paint, again coming from a time that made me have to just straight up repaint a number of the models features, but also because they are insanely Skorneish: All that filigree is insanely complicated. I’m not a fan at all. At least the Tyrant Commander has useful rules and a fantastic model. The Standard bearer, while nice in a pinch just isn’t a model I am putting front and center every game. He almost killed my will to paint…

With all of that going on, I had time to do a little stupid Conversion. I love Darragh Wrath, and I love scythes, but the scythe on Darragh just wasn’t impressive enough for me. So, I found a pair of those old GW Zombie weapons and carefully made that weapon look scary as hell. I love it.

Do you know how hard it is not to go back to Cryx right now?

Even with all of that done, I’ve got a loaded painting table. I’ve pledged to have a fully painted tier 2 theme list for Lock and Load, to milk the most out of the Iron Arena Games I play, hoping for a Hydra or other awesome art print. In order to do that, I’ve got a Bronzeback, a Gladiator, a unit of Bonegrinders I don’t even own yet, and a Pain Giver Task Master. Additionally, I’ve decided to paint a caster a month, and up next is Mordikaar. Last, but certinaly not least, I’ve still got two exchange models I am going to paint up. One for Aggyfaces Legion of Ice and Fire, and one for my buddy Mike, who painted me a ginger Caliban!