måndag 30 april 2012

Collected thoughts from the CF.

Hello everyone!
Sorry for not updating in such a long time, I just haven't been in the mood. But for this post, I'll discuss a but of everything I've been doing and thinking about since last time!
These will be, in order:

-What has happened with my Vampire Counts since last, as well as some talk about alternative miniatures.
-Beastmen. You will see.
-Infinity, both Nomads and... Shasvastii?


So, that's my Vampire Count. Sir Novkaer I've named him, basically an arrogant ex-bretonnian (now Vampire) roaming the lands.
The conversion in itself is rather simple. The Horse is the Gamezone Mournful Knight Hero, the body is Reaper's Judas Bloodspire, and the sword is the sword from GWs Zombie Dragon / Terrorgheist kit. It turned out pretty if I may say so myself! My usage of Greenstuff is subtle enough, but I need to put a little more work into his face someday -cough cough-.
I also have 5 more Mournful Knights ready to be painted... Just not in the mood.
Oh, and a word of advice for anyone thinking of buying the Mournful Knights - Be careful, they're tricky. And wide. Ranking them up is very difficult, believe me.

And I've gotten my hand on the best bat swarms around! They're 15mm, but as they're small animals, that doesn't matter. And everybat is the same, but at that size that's not a problem. I bought three small plastic bags of them, which totalled 72 (!) individual bats... Sad thing is I can't remember the manufacturer! It wasn't a big company. In fact, it might not even be a company at all (that's the feel I got). If you search around the web, I'm sure you'll find them.
The main problem is that I have yet to figure out a good way to place them on a base...


Now, what's this? Could it be... Yes, it can very much be!
As of late, our dear Erik, The Tomb King started up his second fantasy army - Empire, and this got me thinking: "ME WANTS MOAR PLASTIC CRACK TOO RAWRGH!"
So I looked around a little, and something crossed my eyes that I missed before it was the Gors.
There is something special about the Gors. Something very... primal, raw and manly. I find that very attractive and a bit beautiful in a very, very bestial way.
Then I looked up beastmen tactics. They're Leadership-dependant, something that would be a nice change from the Undead. They tend to use many diverters and chaff units, which I love. They've also got ace models (Go check the Beastlord model. Do it now. It's probably one of GWs best, despite age!), and they have some sweet monster stuff (and who doesn't love that?). The last icing upon the icing on the cake was that Lore of Beasts is a viably, well-used lore withing Beastmen. And I love the Lore of Beasts.

But I'm not just gonna jump in and start a Beastmen army. No, this will be slow. I've got my Fantasy army that I can play with, so I might as well take time to do this. A lot of time. I want to make a themed army.
Now, Beastmen are the Children of Chaos. Mutation and whatnot all day erry'day. But yet... They all seem very goat-y. Meh.
So, what animals do I like?
...
Insects.
Yeah, really. I love insects. And there came my idea. Gors will have legs of spiders. Centigors will be spiders or centipedes. Minotaurs can be truly gigantic Stag Beetles! The Ghorgon will be kitbashed with the Arachnarok and harpies will be flies! I can really see the awesome yet creepy army before me... But it will take a lot of time, and a lot of money.
But soon enough, I will surely get around to do it.


So, for those of you who doesn't know, that's the symbol of the Combined army in Infinity. But I will get to that later.
First up, I want to tell you that I've finally tempted an opponent in the FLGS into playing Infinity. And now that I've planted the seed of corruption, soon shall the whole shop fall AND ALL WILL PLAY INFINITY FOREVER!!!
However, so far I've only gotten one game with him. We can call him Mr. W. And the game was pretty much introductory to us both, because even though I know the rules well, you can't know them well enough until you've played with them.
It was my Nomads against his Haqqislam. Basically, we both spend our first turn moving towards each other. I drop one of his guys with my Grenade Launcher, and he then drops two of my guys... And that's a lot when you're only running 7 guys.
Then in comes my airborne doctor, promptly kills one of my guys (stupid doctor failing his checks) and starts to advance towards the enemy. I set up an defensive perimeter around a very critical door opening. I get some good shit going, and start to wrestle myself back into the game.
The rest of the game is spend by Mr. W. spending half of his orders to penetrate my defensive perimeter and the mine my Zero placed to well. The other half of his orders is spend on his doctor to climb up a wall where an injured Sniper lies bleeding. The doctor fell down every time, and when my well-armed Lieutenant reach the frontline, it's game over. She guns Mr. Ws Lieutenant down, and I chase him off the board.
Overall a good game. Got a better grip of the game, and learned the importance of tactics in this game. Defensive positions might not give a bonus when it comes to stats, but the tactical advantage is huge.

But that's not all. I wanted to start a second Infinity-army too. And Shasvastii was my choice. I just love Camouflaged and Hidden Deployment. And the Noctifier Missile Launcher... Oh god how I love it, it's beyond words. The mini is as ace as the ace of spades, and a TO Missile Launcher... It's like it's christmas!
So, I bought the Shasvastii starter and three more Shasvastii dudes just now, as well as some reinforcements for my Bakunin. Also waiting for both the rulebooks in the mail!

*phew* Wow, that was a lot more than I thought it would be! Perhaps I shouldn't procrastinate as much, haha!
That said, here's hoping that I get this blog rolling again!
Alea iacta est!

The Cornerfag

torsdag 19 april 2012

Bonus Update: Savage Tide

Hello everybody! Handing out the campaign introduction guide for Savage Tide which I have created more or less myself.

The oncoming campaign set in the world of Greyhawk begins in the exotic port city of Sasserine, it is here that the foundations of your character will be laid. The city of Sasserine is perched on the edge of the known world, the last stop before the endless expanse of the Amedio Jungle. It is a hub of trade, and a home to more than fifteen thousand souls, a bastion of civilization in a realm haunted by piracy, disease, horrible weather, and terrible monsters.

The Savage Tide is originally placed in the Greyhawk world, but I've made a few minor or major changes depending on how you view it. Firstly the pantheon is of the Greyhawk world, but I've introduced real world religions like Christianity stemming from the first world, although as of yet Christianity has little influence in the currently free colony of Sasserine.

I have also added a new race that has replaced the Olman tribes that are present throughout the campaign. They have instead been replaced by a race of brown-colored elves known as the Mwangi. Real world factions like the British, Dutch, French and Spanish exists and all struggle for control of this newly rediscovered colony, additionally they have all been introduced as affiliations. For those of you unfamiliar with affiliations: Affiliations is briefly explained a concept of guilds introduced in the campaign where one can rise in ranks as the adventure progress.

Sasserine (Large City): Conventional; AL NG;Population 15,650; 40,000 gp limit; Assets 31,300,000gp; Mixed (57% human, 21% Mwangi, 6% halfling, 4%gnome, 4% dwarf, 9% half-elf, 1% half-orc, 1% other)

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The seven districts of Sasserine: Azure District, Champion's District, Cudgel District, Merchant District, Noble District, Shadowshore, and Sunrise

History:Sasserine was founded 700 years ago, by a group of pilgrims led by a priest of Wee Jas named Sasserine; she was inspired to found the town after receiving a vision. Unfortunately she died protecting the town against a black dragon by the name of Zelkarune. However, after her death, the town gradually grew and expanded until it encompassed not merely the area inside the city walls, but a number of farming plantations lying on the outskirts. The growth of the city made it a target for pirates.

After a time, a family named Teraknian, descended from Sasserine's lover, began to rule predominantly over the city as mayors, taking advice from the clergy Wee Jas and Kord. The last line of Teraknian and the last lord mayor, Orren Teraknian, began a reign of terror, and launched a persecution of the church of Wee Jas in the city. Orren was deposed soon after the city was conquered by The British. The British kept the existence of Sasserine a secret from the rest of the world to prevent the city from being taken from them.

The subjugation would last for a century, until The British were forced to let go of Sasserine due to internal turmoil in their own lands. That has only first now been resolved.However, in the past century the now free city has gradually opened up to the outside world, which resulted in The Spanish, The French, The Dutch to establish influence in the city, but even The British try to once more claim the jewel in the wild. With them the colonial powers has brought with them an influx of immigrants not only of themselves but also the elf slaves known as the Mwangi. The question is a matter of time, how much longer Sasserine will be able to uphold their newly gained independence? It is the era of the colonial powers; an independent colony cannot last for long. Sasserine will have to chose its alliances in order to survive.

Venice trait: Sasserine is a city very much like the 17-th century Venice. Since every district is separated by a flood of water, the use of gondolas, bridges and smaller boats are necessary for travel inside Sasserine.

Rule: Sasserine itself is governed by a group of seven noble families called the Dawn Council, each representing one of the city’s seven districts.

Law: Law and order is for the most parts relaxed inside the city and only the worst and most visible crimes are taken care of. For example prostitution, sale of exotic and potentially dangerous animals and even the sale of alchemical drugs are more or less allowed. Thus Sasserine has a heavy problem with drugs. Although the law and other problems varies from district to district. ( See The Player's Guide Savage Tide )

Geography: Sasserine lies in the equivalent of an area very similar to the Caribbean seas, set on the main continent of the area, very close to the Hellfurnance mountain chain. Sasserines closest neighbor is Jeklea Bay, another colony but much smaller than Sasserine. Jeklea bay is in the control of the English. Sasserine itself is a connection by a couple of small islands in close vicinity to each other, which makes water travel an essential part of the city's trade. Much like real life Venice.

Climate: The Climate is tropical, with high (but tolerable) temperature and humidity.

Close by: Amedio Jungle the rain forest which Sasserine is perched around, it is mainly populated by the Mwangi Elf-race, but even a race of intelligent apes, known as The Dakon. The jungle is rumored to have once been the center of an ancient Mwangi Empire. Since deep within the jungle is ancient architecture hidden beneath its leaves. Only the most powerful of beings know what happened to this once powerful empire. Additionally to this, not far away lies the mountain chain Hellfurnance which is populated by all kinds of dangerous beings such as ogres, giants and even demons. There are rumors that somewhere, perhaps far into the jungle or deep into the mountains that a gateway to the Underdark shall exist. Now onto the campaign rules


Campaign traits

17th Century: The campaign is set technology wise during the 17th century. A new era has dawned where technology that once was available to only the richest has reached even the poorest. Alchemy and shooting weapons has become an integrated part of society.

Commonplace Guns: While still expensive and tricky to wield, early firearms are readily available. Instead of requiring the Exotic Weapon Proficiency feat, all firearms are simple weapons. Even commoners wield guns, but they are forbidden to be wielded inside Sasserine. Regardless of that guns are still wielded openly in most districts, especially inside the notorious district Shadow District. Most guards are equipped with at least a pistol.

Commonplace alchemy: The arts of alchemy have reached an highly advanced level, and made it available for almost everyone. Low level potions (third level and below) and drugs cost only 10% of their original price. The advancement of alchemy has reached such a level that it has become a problem for society, with addicts lingering the lesser districts. Yet the society is dependent of alchemists and their wonderful brews, despite some of their addictive effects. (Healing potions, and alike have an addictive effect if indulged too often.)

Power of affiliations: The true powers lies in the different affiliations. Almost everyone of status is a member in one of the affiliations. The ones of importance are The Seekers, Witchwardens, Zelkarune’s Horns, Dawn Council (Sasserine itself), The British, The Dutch, The Spanish, and The French.

Bonus feat: Each player has right to a district-feat/trait in case they have been raised in Sasserine. If so chose a district and a trait from the Player´s Guide- Savage Tide.

Divine Resurrection: Resurrection is a dangerous and hard vice; although not unheard of it is not a simple task. It it requires a sacrifice of a certain level.


Soon we will bring you more information about Lakronya, including the world map and a few more gods! Oh, and I almost forgot; next update I will update you about future posting. Stay tuned!