Krüll, City of Slaanesh

The Hierophant of Krüll cocked his helmeted head, resting his steel cheek on a curled claw. The magnificent white plume on the top of his crown fluttered in the bitter breeze blowing in from the tooth-lined portal across the chamber.

Beneath his throne, a man grovelled, hardly anything left of him but skin and bone and weeping sores wrapped in a hessian sack. He cried for the broken shape in his arms, a daughter once loved dearly, but spirited away to the temples long ago.

“And I was told your family came from stronger stock, Gunther.” The Hierophant weezed. His voice was a cold wind, a metallic rasp and a sensuous whisper all at once. “We were expecting this one to last more than a few years.”

Gunther cried out, stroking back hair from a blue, dead face. He lifted his own head in the direction of the city’s ultimate Lord, suddenly filled with rage. But before he could gaze upon the Lord’s boots, a blade whipped out from the shadows and fluttered around his neck.

“You think you are worthy to look upon our Dark Prince’s chosen voice?” Some one spat out from behind Gunther. “Avert thy gaze, worm.”

Gunther did what he was told. It was all one could do in the city of Krüll.

“Now, now. Don’t be so glum. You have a new world in front of you, child,” said the Hierophant. “Now you are honoured by a truly rare sensation: utter loss. Feel it, embrace it. It’s what Slaanesh wants of you, of us. To truly feel. How many of us can claim that?

“I feel nothing anymore.” Gunther cried.

“That is a shame.”

Gunther heard the armoured giant rise from his throne, but kept his eyes firmly fixed on the marble floor. He smelt a rising musk and heard chains and bells clatter from some far off corner of the room.

“I’m sure we can teach you how to feel again, Gunther … TAKE HIM TO THE TEMPLE!”

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A Walking City

The city of Krüll is a crawling monolith. From across the murky horizon of The Realm of Shadow, it would simply appear as a hive of crenelated towers and spiked parapets. If one was to watch long enough (without going mad) they would see the mass of buildings moving slowly but surely through the land.

Krüll is, itself, a chariot. Upon wheels the size of castles and pulled by an army of 66,666 daemonic steeds, Krüll slowly cuts through the wastelands and swamps of the Realm of Shadow. Like a scythe, it topples lesser cities, crushes forests and shakes mountains. The city is an inhabited pilgrim, crossing the worlds in search of the missing Prince of Chaos, Slaanesh.

The city has moved for countless centuries, only stopping occasionally as the daemonically possessed steeds exhaust themselves and return to the Warp. In these periods of sloth, before the army of yoked beasts can be replenished, vast armies march from the city for the joy of bloodshed and to collect the slaves necessary for the working of the city. It is in these times that the influence of Chaos waxes strongest, causing daemons to rupture into reality and join the endless march of Krüll.

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Society of the Damned

Krüll, like any city, has its own layers of castes and classes. For the largest part it is, for lack of a better word, a civilised city of men. Slaves and “Freemen” (those claiming no allegiance to the so called “god-king” Sigmar) form the lower rung of this society, performing menial work and living in barbaric squalor for most of their lives. Still, inside Krüll and under the eye of its tyrants, they are safe from the Realm’s many monsters.

Above them are the Horselords, Marauders and Bandits turned from their wild ways into slave masters and property owners. Branded with the mark of Slaanesh, the Chaos god of excess, they hold dominion that would make men of Sigmar’s empire jealous. It is the Horselords who ensure the city keeps moving, by goading the horses and keeping the enormous wheels turning.

The Horselords bow in turn to the Warriors of Slaanesh who have taken Krüll as their barracks. These Champions of Chaos live for nothing but the din of battle, the warmth of fleshly-spilled blood and the cries of pained ecstasy that ring out in their wake.

The upper echelons of Krüll’s society are dominated by the wealthy, who dine nightly on banquets of human flesh and commit unspeakable acts behind velvet curtains. They strut through the city without fear, able to pick and choose their human “toys” with the backing of mercenary Warriors. Alongside these lucky few are the priests and priestesses of Slaanesh who run the dark temples scattered throughout the city. They are magic users, daemon consorts and vile monsters all.

Finally, the overall Lord of Krüll is a creature known simply as “The Hierophant”. Though he was once, most likely, a mortal man, he has long since abandoned his humanity to grow closer to his god. He is the Dark Prince’s Chosen Voice and ultimate pilot of the city’s movements. It is The Hierophant who “speaks” to Slaanesh, reading the signs in the winds of magic and following them on the decadent path towards finding the missing god.

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In the Wake of the City

Though Slaanesh can claim the city of Krüll as his domain (should he choose to reappear in the Mortal Realms), the city’s movement leaves in its wake a world belonging to Nurgle, god of sickness, fear and entropy.

The passage of a gigantic fortress city, with its millions of slaves and obscenely wealthy, wasteful tyrants, leaves behind a world totally riven. Krüll deposits a trail of pollution, sickness and destruction for thousands of kilometers, from which has grown a completely different society.

Enter: The Sewer Kings, disgusting Champions of Nurgle who have gathered armies of escaped slaves, local monsters and Wildmen to their side. Though they live in constant filth, they are happy. Grandfather Nurgle has blessed them with a constant supply of fresh meat and ripe disease. They dance in the sewers of Krüll, perform in grand carnivals and raid scattered towns with rictus grins on their faces.

The Hierophant knows well about the Sewer Kings existence, but pays them little heed. He sees them simply as a band of merry madmen, deluded into worshiping a truly disgusting god. At times of war, The Hierophant and The Sewer Kings have even been known to fight alongside one another. Though they worship a filthy deity, the fly-ridden armies of Nurgle are unnaturally hardy warriors who are more than happy to bring Chaos to the Mortal Realms however they can.

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The Search Continues

The Hierophant is seemingly immortal, relentless and cruel beyond reasoning. His search for his missing god has taken him across worlds, through the Realm of Chaos and into battle with hundreds of armies. Yet still he searches, still the city moves.

Perhaps he will never find Slaanesh. Perhaps he doesn’t want to. For if the god were to reveal himself, The Hierophant would have to relinquish his tyrannical grip on the city. Perhaps the search itself is meaningless, eternal for the sake of it. Either way, for someone to challenge this mad demi-god, they would have to halt the movement of an impossible machine, climb a mile high fortress, defeating Champions of Slaanesh and hordes of drugged slaves along the way, before finally entering the marble and gold tower at the city’s peak.

And so Krüll continues onward, for ever into the darkness …

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A Gallery of Evil

I have recently resurrected my old Warriors of Chaos army, giving them a bit of a lick of paint and a whole new over-the-top, Age of Sigmar backstory. I might put together a few “Designer’s Notes” on this whole project in the near future, so keep an eye out for that. The Hierophant is watching.

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Greetings, Imperial Citizens/Slaves to Darkness!

You may have already seen the menus change and this pop up a few days ago, but I’ve now got an Instagram account dedicated to my hobby. You can find me at @illuminator_hobby!

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Come follow, like and share!

You can, of course, still find my inspiration feed via the menu above. This features a whole bunch of posts saved to Pinterest for easy organisation. If you’re stumped for ideas, this is a good place to start.

Stay golden.

 

The Host of Ashmodeus (Warhammer – Realm of Chaos) 2015

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It was a bit before my time, but holy Warp Entities, Realm of Chaos is by far my favourite supplement to the Warhammer world.

For those who aren’t familiar with the dark glory of 80s Warhammer (I suggest you take a look here), Realm of Chaos was a two-book supplement all about the four dark gods, the daemons and lesser gods of the Warp, their spawn and their mortal champions. They delve into ridiculously deep detail in terms of lore, on par with the later Liber Chaotica books, while also delivering a set of rules for fielding a Chaos warband. They are also chocked full of the most evocative artwork ever published by Games Workshop (from the likes of Ian Miller and John Blanche) and colour scheme examples that really do seem insane (by today’s standards at least).

Realm of Chaos is centred around the idea of mortal “Champions” rising through slaughter, gaining chaotic gifts and mutations from their patron god and potentially reaching daemonhood. As such, armies were small, personal affairs, sort of like modern-day Inq28 or Kill Team forces instead of 2,000 point armies.

Almost everything could be randomised. You could even create lesser gods and their daemonic pantheons from d1000 tables, rolling to see what animal they take the image of, what weapons they favour and what gifts they bestow upon their followers, etc. etc. It truly was a golden time for weird and whacky role-playing fun.

And since I’ve always had a bit of a crush on retro Warhammer models (there’s something so full-of-life, simple, almost naive about them that drives me crazy) and, of course, the daring colour schemes of pinks, blues, greens and stripes that accompany them. In 2015 I went on a bit of a spending spree, hunting through ebay and second-hand stores until I had enough for a small warband. And so, The Host of Ashmodeus was born, not from random tables, but from much searching.

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The Host of Ashmodeus was a practice in painting as bright as I possibly could. Even know, the army stands out among my display cabinet. It was also my first time painting from a white undercoat (Games Workshop’s Skull White which, as you know, is pretty unreliable). I ran into a few problems with chipping, but apart from that, it was a really fun experience. In the near future, I’ll put up a tutorial on making these colours and working with white in general.

It was also an excuse to work my magic writing lore for every miniature in the force. Because each model has “gifts” (mutations and weapons) that mark them out as special, I created a backstory for them, connecting their stories under the Lord Ashmodeus, a Slaaneshi prince gifted with technology from a dark future.

Da Boo-Ha-Ha Klan I (Warhammer Fantasy Battle/Age of Sigmar – Goblins) 2014 – 2015

The Boo-Ha-Ha Clan are a famously good-humoured Night Goblin clan that, long ago, infested the ruins of Lugrumdumbz and the nearby mountain passages near the infamous city of Krüll. They have a propensity for practical jokes and sabotage, as well as an incredible thirst for potent Fungus Brew.

The Goblins of The Boo-Ha-Ha Clan are never happy unless they are heavily intoxicated. The clan is more often than not raiding distilleries or celebrating pointless, hilarious deaths in their dank hideout. More exotic and toxic fungi grow in their caves than almost anywhere in the North, which allows a healthy Squig population to exist. Soldiers and mercenaries should be aware that The Boo-Ha-Ha clan are highly specialized in Squigly warfare and have a large number of Fanatics among their ranks.

Though Imperial propaganda insists that the clan is relatively harmless, more likely to sleep off hangovers in their caves than come out to fight, this could not be further from the truth. Many a traveler has been caught off guard by hordes of Squigs and tornadoes of Fanatics that suddenly burst from the caves and ruins.


The First Wave – 2014

Da Boo-Ha-Ha Klan are, perhaps, my pride-and-joy army. You know the one, that force that captured your heart and imagination. The one you keep coming back to, refusing to call finished. That’s them for me. I love these little grinning, green guys.

This army was born out of a huge collection of unpainted Night Goblins from Battle for Skull Pass and Skaven from The Island of Blood. I hadn’t painted a “horde” style force before, and thought it would be an interesting challenge. After a month or so, I’d painted more than 100 Goblins and developed repetitive strain injury. But it was worth it.

There are a number of conversions among the ranks that I’d like to note and share, in particular the “Slaya” and the Hob-Goblins made from shaved Skaven slaves (with their tales cut off as well).

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The core of Da Boo-Ha-Ha Klan’s army

X-Wing Fleets (X-Wing – Rebels and Empire) 2014

I’ve never been a huge Star Wars fan and can’t claim to have much knowledge of the expanded, but the release of the space-craft skirmish game X-Wing got me super excited for fighters and lasers.

The game itself is super fun, perhaps getting me to roll dice more than anything else. The fact that the rules could be picked up and understood in an hour or so made it perfect for bringing along to parties. Who doesn’t love Star Wars?

Of course, me being me, I couldn’t pick up these miniature kits without applying my own paintjobs, making them “my dudes”. This project was a nice break from 28mm, and allowed me to work on vehicles, which is something I almost never had in any depth before. I’ll probably still have to practice a bit before applying the same techniques to 28mm vehicles, though.

My Rebels were actually painted up as “Kessel Runners”, a band of pirates that race the Kessel Run, delivering spice and other narcotics. I honestly have no idea if any of this would make sense in the universe, so I apologize for offending, Star Wars fans. I also painted my Empire fleet in a Sith-y scheme, imagining that this is a fleet that flies around with Darth Sidious himself… or perhaps, some other Sith Lord.

I painted up both sides of the original game, along with a few expansions and “large ships”. Most of these guys are now in boxes, waiting for their next flight.

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The Kessel Runners
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Imperial Grand Authority

 

 

Old Witch of Khador (Warmachine – Khador) 2014

“Zevanna Agha has been around for hundreds of years, working from the shadows to enact her plans for Khador. With her companion Scrapjack she can overturn many a strategy and dictate the flow of battle to her every whim” Battle College

There was a brief period in time where I grew rather interested in the Privateer Press game: Warmachine.

What’s this? Me getting involved in a hardcore gaming-focused setting? Me? Impossible!

Well, you’re probably right. I didn’t really take any major strides in building a viable army or even playing a game of Warmachine, though I did give it a good whack. Even though I never played a game, I did have a lot of fun taking a step away from Warhammer and painting something with such a different aesthetic.

The Old Witch of Khador stood out to me. Running a small army of Super-Russia robots led by Baba Yaga? That’s freakin’ cool, right? Hell yeah it is!

So without any further babbling, here’s my small Khador force, themed around the Old Witch character.

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The complete Invisible Army

Da Nuka Trooperz (Warhammer 40,000 Kill Team – Orks) 2014

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I’m a die hard Fallout fan. There’s something about the ridiculous retro-futuristic vibe, coupled with the barely-contained anarchy of the post-post-apocalypse, that really gets the gears in my spider-web encrusted brain turning. At some point, I really had to add some of these elements to a miniature project… Enter, Da Nuka Trooperz.

When Kill Team, that is: small games of Warhammer 40,000 played with only a squad or two of individual models, started to grow in popularity around 2014, I had to jump on the bandwagon… and what better army to do so with than the Orks! They’ll loot the bandwagon, paint it red and blast out across the universe in a wave of green fury. Love it.

I had a rather big collection of Boys and Nobz from my early days of Warhammering (for anyone not familiar with the 40k universe, Boyz are the lower class of Ork, while Nobz, or Nobles, are bigger, meaner, greener, and rule over the others). My first Orks were painted, rather thickly, in a bizarre mix of Snakebite and Goff colours (imagine hardline military creatures with black and white checks, combined with furs and tribal totems). I’ve still got a good number of them in boxes somewhere but, like my ill-fated Dwarfs and very first Ultramarines, they will never see the light of day if I can help it.

But anyway, I had a few bodies to work with, so to speak. I bought a box of Nobz, stripped my Warboss and reconverted a couple of Boyz and so Da Nuka Trooperz were born!

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Waaagh! Da Nuka Trooperz

As I’m sure you’ll know by now, if you’ve been following my uploads, I like to work in small scale armies, block by block rather than army by army. Kill Team provides the perfect platform for that. My Orks were rather successful in their first few games, and I became super fond of them because of their pluck.

Their style is, of course, based on the Fallout universe, mostly from the third game which (to the pain of a lot of hardcore gamers) is actually one of my favourite games of all time. I have a little picture of Vault Boy on the Deffkopta, Galaxy News Radio themed banners and even “Amurikkun” flags and cola signs everywhere. I absolutely adore this theme, and will definitely continue and expand it when I get round to painting more Orks… I’ll probably move away from now-overused yellow, though.

After a while, I bought a few more boxes (namely the then new Flash Gitz and MegaNobz) but have yet to get around to painting them. Some day though, I’m sure, Da Nuka Trooperz will get suitable reinforcements.


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Kurnull Hazmat Ardgutz is the leader of my small warband. Though I can’t use him in any official Kill Team games because of his HQ role, I painted Hazmat up before anything else, for fun, and to test out the colour scheme. Now, Hazmat sits pride and place as one of my favourite miniatures in my whole collection.

Boss of Da Pit’s brutal “Uppa Klass”. Hazmat loves nothin’ more than lordin’ it over all his slaves and machinery, laughin’ as gretchin and boy alike get stuck in gigantic gears, open furnaces or mining equipment. Of course, like any Warboss, Da Kolonel also loves gettin’ stuck in, especially when leading raiding parties outside Da Burg, the Space Hulk home of the clan.

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When da bosses need someone to smack heads and restore the chaotic order of Da Pit, they call Da Bullies. Being strong enough to avoid being effected by the intense radiation of the Hulk they live on means they will continue to rule unchallenged until their violent deaths.

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Painted as part of a 2015 Paint Club session at Games Workshop: Adelaide, Kutta is the latest addition to the army. His different skin tone marks him out as the next generation of my Orks.

Despite the huge slave population of Da Pit there is still a degree of maintenance needed to keep things running smoothly and tech coming up to the surface… on both the machines and the workers. Painboyz are highly valued in such a dangerous environment as Da Burg, and none is more valued than Kutta, most trusted Painboy of Kolonel Hazmat Ardgutz.

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Examples of the brutal machinery employed by Da Nuka Trooperz to both raid and subjugate the slaves of Da Pit. None can escape the eye of The Hurty Burdz, none can escape the flames (or dangerously loud radio broadcasts) of Da Boomboxes.

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The main fighting force of Da Nuka Trooperz is a collection of seasoned boyz, ex-slaves, gladiators and looterz from clans all over the galaxy. The majority of Da Nuka Trooperz are taken from The Bad Moons and Blood Axe clans, likely explaining the odd behavior and lifestyle of Da Trooperz. Of course, a constant supply of new recruits is needed to work Da Pit and attack any planet stupid enough to orbit close to the Hulk, but there is no shortage of them to be found wherever Da Burg drifts.

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The Iron Wolves (Warhammer 40,000 – Space Wolves) 2013-2014

Along with the Flesh-Twisters of Krüll and Boo-Ha-Ha Klan Goblins, The Iron Wolves are one of my “main armies”. In fact, they’re one of the most beloved forces on my shelves.

Their saga began shortly after the Flesh-Twisters’ finished. After finishing an army of evil vikings, it seemed only reasonable that the next project would be “good” vikings. Well, “good” in the loosest sense.

The idea of hulking great brutes in beaten metal armour trudging through snow is too evocative to resist. I began with the idea of creating a so-called “Logan-Wing” army, that is a force of Space Wolves Wolf Guard led by the special character Logan Grimnar (in that edition, taking Logan as the leader of your force allowed you to count the super-elite Wolf Guard Terminators as basic troops). This small, elite force gave me the opportunity to really lavish detail and attention onto every model (there were originally only 12 models in the whole army!) and give them each individual background stories, just like Space Wolves should have!

The colour scheme, obviously odd for Space Wolves, is my rebellious attempt at avoiding the default baby-blue that everyone else painted. I just found it an off-putting and inglorious colour, and so instead looked for a way around it. Inspired by this army, I took to work on making super dark and super gritty Space Wolves.

The Iron Wolves are a “historic” army, in the sense that they represent Iron Wolf Lord Ránnulfr at the height of power sometime in the forgotten past, well before Logan Grimnar took reigns as Great Wolf. As such, Ránnulfr counts-as Logan in game.

I used a mixture of Chaos parts, Forgeworld parts and normal Space Wolves bits and painted them in heavily washed Boltgun Metal. In fact, every part of these guys was heavily washed (perhaps too heavily) to create near black shades and brutal battle damage. These guys aren’t gonna be sitting at home polishing their armour, after all, their going to be out there, beating in the heads of giant monsters.

So unleash the Wolves of War!

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The Wolf Guard of Ránnulfr Tribebreaker

The Wolf Guard

Because the Iron Wolves are a bit of a special case (with almost every model having its own name and back-story), I thought, in-lieu of posting a collage, I’d post each photo individually along with their respective Saga. Enjoy!

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Ránnulfr Called the Tribebreaker
Long before the time of Logan Grimnar, Ránnulfr called the Tribebreaker was favoured among the twelve Wolf Lords to be the next Great Wolf. A bloodythirsty and violent Wolf lord, Ránnulfr was the most feared Wolf Lord to have ever taken the World Wolf as his company’s sigil. A long running rumour among the company is that Ránnulfr lost his compassion for humanity when more than half his body was replaced with cold iron.

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Ørnstein Dragonslayer
Thought lost when a great chasm opened up beneath him, Ørnstein returned to The Fang months later bearing the multiple skulls of monsters. Ørnstein claimed that he had been eaten by the World Wolf itself and forced to do battle with the giant creatures that hide beneath the ice of Fenris. His shamanic powers were put to great test, but with the World Wolf’s favour, he emerged victorious.

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Hallbjörn Warsong
He who calls the winds forth and with them his howling brothers. They fight and rip, tearing into the enemies of the Russ. Warsong breathes fire, roars thunder.

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Ingjalder The Blooded
Ingjalder served faithfully by the side of Ránnulfr as he plundered and destroyed his enemies. At the head of his pack, Ingjalder caused great devastation, tearing down tanks and fortifications alike. During a campaign that saw the arrival of Dark Angels on a hunt for the fallen, Ingjalder’s pack was caught in plasma crossfire and was completely wiped out. Ingjalder painted his armour blood red, inscribed the names of his fallen comrades on melta bombs and weapons and set out to find a glorious death against monstrous creatures and Sons of the Lion.
Brutus and Gnarshuk
Ingjalder’s only mortal companions, the two Fenrisian wolves Brutus and Gnarshuk have become mascots of the company. While Brutus is loyal and heroic, Gnarshuk is vicious and wild. The two wolves never leave the side of their master.

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Olov Bloodiedclaw
Olov is the longest serving member of the Iron Wolves Wolf Guard. His favoured Wolf Claws are never far from him. He believes that through these weapons he can summon the ferocity of Morkai and slaughter enemies in his name.
Gudbrand Flamebearer
Once a great smith, Gudbrand favours the holy burst of Plasma weapons. He is a constant worry to his companions as his fervour for melting things is slowly growing out of control.
Isak Steeleater
A young member of the Wolf Guard, Isak is famed throughout the Fang for his ability to chew through metal. As such, he is assigned a Chainfist, all the better to tear apart enemy armour.
Randulfr Siegemaster
Called the Siegemaster for his ability to quickly break the backs of any foe. With his antiquated Storm Shield and Power Axe, Rangulfr always cuts a striking visage as he lops heads off this way and that.
Greger Longreach
Fiercely loyal and protective over his younger brothers, Greger plows down his foes with a rune-emblazoned Assault Cannon. He has been nicknamed ‘The Sweeper’ for his brutal volleys of fire, and also for his almost  fatherly qualities.

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Bjorn Wildcall
Almost as animalistic as Gnarshuk, Bjorn never sleeps under a roof, favouring the strengthening winds of the outdoors. Bjorn and Olov have an enduring rivalry, a friendly competition that began with Olov drinking the entirety of Bjorn’s plundered mead.
Folkvar Foehammer
A notorious tank hunter, Folkvar is never happy until he is charging headlong into an occupied building or rumbling tank. He wears a muzzle in battle for fear that his canine instincts will one day cause him to harm his brothers.
Agni Sharpblade
Agni has been called ‘The Spurned Knight’ for his obsession with chivalry and honour. The other members of his pack constantly berate him over his choice of knightly weapons and totems that he favours over pelts and claws.
Gulltoppr The Young
The youngest member of the Guard, Gulltroppr is claimed to be ‘Touched by the Sun’ for his bright yellow mane. He is feared for his reckless abandon in swinging his Thunder Hammer.
Anvindr Stormwrath
Most tech smart of his battle brothers, Anvindr is the mortal representation of the storm. His missile launcher is an invaluable tool for the Wolf Guard, and has slain uncountable foes.

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Torbjörn The Ironforger
Under the tutelage of Ránnulfr, Torbjörn became the company’s greatest smith and protector. Torbjörn sailed to the Iron Islands to teach new Iron Priests his inherited skills. When Ránnulfr was almost killed in a failed armoured assault, Torbjörn oversaw the rebuilding of his body. Since then, Torbjörn has held an honoured place in Ránnulfr’s Wolf Guard, guiding younger brothers on the path of steel.
Agmundr Brightblade
A personal friend of Torbjörn since even before they were elevated to rank of Grey Hunter, Agmundr has fought by Torbjörn’s side for hundreds of battles. He was involved in the operation to return Ránnulfr’s broken body to the Island Islands, fending off ravenous creatures of the deep as Torbjörn tended to his wounds.
Oddmund the Reviled
Not much can be said about Oddmund the Reviled, as he rarely speaks. There is a rumour among the guard that the ugly Oddmund is just as happy eating human flesh and drinking blood as the others are eating elk and drinking mead.


The Pack

I still had a rather wolfish itch after completing The Wolf Guard of Ránnulfr (perhaps it was fleas), and so I set out to add some more long-fanged brutes to the army. Along with the force below, I also put together 20 Grey Hunters that, unfortunately, never seemed to have found paint.

But anywho, the extra Wolves below are members of the same Great Company, following Ránnulfr through the cosmic wilds. They were painted after the main force of Wolf Guard Terminators.

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The Iron Wolves on the prowl

The Flesh-Twisters of Krüll (Warhammer Fantasy Battle/Age of Sigmar – Warriors of Chaos) 2012-2015

THE CITY MOVES… HEAD HERE TO SEE THE LATEST “FLUFF” FOR THIS ARMY.


Krüll was a large and beautiful city sitting near the Western entrance to The High Pass. For all of its promise and early glory, it quickly became a much maligned place. After a few decades, not many in the Empire would even admit that Krüll existed, or at least, that it was populated by any sort of civilised man.

In truth, Krüll was once great enough to match many of the Empire’s great cities in war, trade and culture, but it was these strengths would ultimately prove Krüll’s downfall. For all of Krüll’s glory, it was ruled by a base and brutal regime of pleasure lovers that rejected the rule of The Empire.

In gilded, ivory towers, the elite of Krüll wined and dined on the blood and labour of the poor. The dangers of the wastes outside and harshness of life in the poorer sections of the city meant nothing to the city’s lords and ladies. They lived well, safe in their towers, while the majority of the city slowly died in effort to feed them.

Slowly, but surely, the city turned foul and began to fracture. Cults dedicated to dark powers arose in both sides of Krüll. The high-society turned to the worship of a beautiful and devious entity they called Shalth, practicing ritual sacrifice and taking part in massive orgies for the pure pleasure of it. Down below, in the sewers and slums so neglected by the Lords, worship of a hugely-bloated, talking she-rat bearing the name of Ungalla began. The poor turned to magic and sacrifices of their own in an effort to assuage their daily pain.

Darkness rose over Krüll. Peasants and paupers took to brutal murder and theft. The Lords of Krüll continued to ignore their vassals, instead turning inwards to perverted arts. Many a man was turned inside out and splayed across a room simply because some Lady thought it was beautiful to see the walls painted red. The Eyes of the Gods turned towards Krüll.

Two warbands eventually descended upon Krüll. For what purpose, none could say. Perhaps it was to absorb the pools of dark power that had seeped into the walls of the city. Perhaps it was to recruit new warriors. Perhaps it was to destroy and plunder. The purpose hardly mattered in the end. They came, and with them they brought Chaos to Krüll.

The Heirophant was the first to arrive. On a slithering, unearthly steed, he rode up to the inner sanctum of Krüll unopposed by any guard. With him came a band of incredible warriors, seven foot tall at their shortest and clad in darkly glistening armour. Like a knife cutting through butter, The Heirophant (for he went by no-other name and never removed his immaculate armour) installed himself as the ruler of Krüll. The Lords and Ladies worshiped him, and in return, he taught them dark secrets and blasphemies that none should ever know.

After the Perfect One arrived the Putrid. Luvrot the Unbearable appeared in the sewers of Krüll, as if from the muck itself, surrounded by braying, rotting hounds. Luvrot killed and devoured the she-rat Ungalla in front of her poor, diseased worshipers and presented to them, instead, a greater god. Luvrot told of the Great Father of Plague and the twisted love that he bore for every living creature. The newly installed Lord of the Slums taught a hopeless and bleak gospel that caught on like wildfire. The lower class of Krüll accepted their glorious new role, to spread pain, fear and disease, and they did so, dancing through the streets and laughing all the while.

And so it was that Krüll became a city, not of men, but of Chaos. The inner struggles of the city quickly sorted themselves out and a new way of life was accepted. The Dark Gods, Nurgle and Slaanesh, ruled and from the unholy union was born a great army. The Flesh-Twisters rode forth, shambling plague carts beside beautiful stallions, intent on spreading woe and glorious death wherever they could sow it.


So here we go! The Flesh-Twisters of Krüll were one of my biggest army projects ever and my main table-top force for the majority of my gaming years. The project began with the release of the fantastic plastic Nurgle Lord and grew from there! I was so excited to finally be collecting a proper Warhammer Fantasy army (I’d painted Battle for Skull Pass before but never really expanded upon that), in about a week I’d amassed enough models for a 1,500 point force, including Warriors, wolves, The Heirophant himself and even a Hellcannon (in Finecast…)!

I would spend the next three years collecting and painting the terrible warriors from Krüll. The last major expansion I finished for the army was a small “Carnival of Nurgle” detachment that I added sometime in 2015.

The important thing to note about the Flesh-Twisters is the unified colour palette that draws the disparate aesthetics of Nurgle and Slaanesh together. The soft purple and bright blue is repeated on almost every model. On the Slaaneshi warriors, the bronze and splash colours are more pronounced. On the Nurglitch models, I’ve painted a lot of ooze, stitches, rust, etc. I think I overdid it with the cartoony “verdigris”, though. If I had the time and energy to go back and paint over it to make the bronze more, well, bronze, I definitely would.

Maybe some day soon, The Flesh-Twisters will ride again. But for now, I’m sure they’re happy committing their special brand of debauchery in the depths of their evil city.

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The Heirophant and his retinue of Slaaneshi Marauders

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Luvrot the Unbearable and his Putrid Disciples

 

 

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