+ inload: Confrontation at Coripaest +

+ The Kehudo Spills is the first system of note with the Inner Isolation of Vectum, a region of space forbidden to Imperial travel. Of course, while Imperial ships do not travel inwards, the Archenemy forces within occasionally sally out... +

+ Such was the case as the embittered sons of Perturabo launched an attack from the Spills onto the isolated border world of Simmer, on the corewards and spinwards reach of the Invictus subsector. +

+ This attack was the first in a calculated series of assaults that formed the spearhead of the Archenemy fleet that came to be known as the Curdling Armada, a fleet that bypassed Imperial defences and travelled spinwards during late M41. +

+ Such a huge confluence of Archenemy vessels would have proven a significant – even catastrophic – threat to any Imperial subsector, but as it subsequently proved, the chaotic forces were after a specific prize – the Space Hulk Feverdream, which had entered the Tzi'Na Enclave, a portion of space newly claimed by the Tau... +

+ The opening moves that led to the subsequent Feverdream War, are detailed here:

[+inloadflow begin+] 

+ A couple of friends – Lucifer216 and Warmtamale – got together over the weekend for a few games, and we ended up playing a very enjoyable couple of games of 8th edition. I didn't make notes on this one, but playing against Lucifer216's beautiful Knight houses made for a visual feast that I wanted to share. +

The Footsore 242nd draw up a battleline through the outlying districts of Nanbred, one of Simmer's numerous manufacturing towns. 

+ Still being largely unfamiliar with 8th edition, I stuck with tried-and-tested infantry. The Iron Warriors all counted as Primaris marines (or Lieutenants, Captains etc.), and this worked beautifully well. +

+ Elements of House Temporis and the subservient House Nestis were present +
+ Fighting a full army of Knights with a 'standard' reinforced infantry list in earlier editions would have been a dreadfully boring game, with the infantry relegated to hiding and claiming objectives. In 8th, the Iron Warriors themselves could offer some useful support to the heavier-hitting armour. +

+ Knights loom over the battlefield, giving a great visual against the buildings and terrain. +

+ The line holds. +
+ 8th edition made for great-looking visuals, as there's no incentive to position models or vehicles awkwardly for some in-game advantage: you can just place them to look good! + 

+ This shot really shows the visual impact of fighting Knights – just check out the comparison with the three-storey building in the background! +

+ From infantry eye level, you have to Know No Fear to dare take on these huge fighting machines. +

+ House Nestis clashes with the savage forces of chaos. +
+ The game ended with a fairly conclusive victory for the 242nd, which leaves the way open for the Curdling Armada to advance on Tau space... keep an eye out for a new PCRC campaign. +


+ Access more dataflow on House Nestis: [+noospheric inloadlink embedded+]
+ Access more dataflow on House Temporis: [+noospheric inloadlink embedded+]
+ Access more dataflow on the 242nd Cohort: [+noospheric inloadlink embedded+]

+ inload: Iron Sleet invitational +

+ Forgive a little self-indulgence; I finished my contribution towards the Thorn Moons Crusade [+noospheric inloadlink embedded+] last night, and am really looking forward to sharing them. +

+ I'll do my own little rundown on the figures after the event, as I took the opportunity to try some techniques and ideas that had been bubbling away for ages. Not everything worked perfectly, but I think that's rather the charm of creating something utterly fresh, and with a set time limit. It helps to focus the mind! +

+ Anyway, I'm waiting with baited respiro-autocycling to see the other 99(!) contributions – a stunning response that really goes to show quite how inspirational, productive and active the Iron Sleet blog – and the broader Inq28/Blanchitsu noosphere – can be. Thanks again, Toni and the rest of the gang. +

+ In other news +

+ The PCRC's Necromunda-expy, Golgotham, has a new noospheric node – Hive Confronsis [+noospheric inloadlink embedded+]. This is a bit of a new thing for the PCRC, and we'd love it if you want to follow along – so come have have a look. Things are still being bolted into place, but there's some lovely colour text and ideas already fermenting away in the tabs at the top. +

+ inload: Map of Hive Confronsis – Golgotham +

+ Map of Hive Confronsis +

+ I think this probably speaks for itself, but here's a map I've drawn up for our Necromunda campaign, set in Antona Australis, on the world of Golgotham [+noospheric inloadlink embedded+]. +

+ If you'd like to use the map yourself (perhaps for your own campaign), here's a larger version – you should be able to click to embiggen it, then save it down. +

+ If you do, please let me know through the commentary inload form below – I'd love to see it in the wild, so to speak, and hear how your campaigns are going. +

+ inload: Gaming with a GM +

+ Future Echoes +

+ A PCRC Warhammer 40,000 scenario set in the Antona Australis Sector +

+ Preamble +

+ While building terrain for our Golgotham project [+noospheric inloadlink embedded+]Stuntwedge, Warmtamale and I had been discussing a shared interest in 'proper' narrative gaming and scenarios a few weeks earlier, so I thought I'd prepare a game for a couple of PCRC members to have a go at. +

+ While this scenario has been written with the 8th edition of Warhammer 40,000 in mind, the intention is to evoke the story-led and GM-shepherded scenarios of 1st edition Rogue Trader; most famously the Battle at the Farm (which I'm determined to play at some point), but also the lesser-known Skirmish at Rynn's World [+noospheric inloadlink embedded+]. The latter has some lovely blind events that require a third party – the Gamesmaster – to monitor and resolve, and then reveal to one or both players at the appropriate time. +

+ At root, my intention has been to avoid complicating this scenario with lots of additional special rules, so the players can concentrate on their troops and tactics to play out the story, rather than getting lost in largely irrelevant bells and whistles. In fact, as a result of this, the scenario will require very little adjustment to be played with different factions, a different edition of the rules; or even other game systems entirely. +

+ The scenario and the GM's role +

+ For this scenario, you will need a GM to ensure some pre-determined events happen at the right times, blind to both players. In essence, the GM is there to 'run the theatre', so to speak. He or she has two roles: the first is to act as the caretaker of the battlefield; resolving mechanics that distract the players or get forgotten in the heat of battle (terrain effects, for example). Random reserves, for example, can be determined by the GM during the other player's turn, for example, so they're ready to roll out immediately. The result is mechanically identical to a normal game, but it strips a chore from the players, and allows them to concentrate on their troops in the game, rather than struggling with the 'interface'. +

+ Secondly, the GM can enrich the experience for all involved by breathing life into the world through the pre-set events built into the scenario – the player achieving a certain objective, for example, can be issued a related, follow-up objective (rescue the pioneer to get the location of the mine entrance, for example); or new, additional objectives become clear. Such event are very difficult to build into a two-player system, but having a neutral party maintaining them gives a richer fabric to the game. +

+ Of course, the role of a GM to a 40k scenario is not to act an additional storyteller, and as the GM, you should resist the temptation to give yourself an active role in the battle – instead, set the stage, prepare the timed pyrotechnics, then stand back and enjoy the spectacle. +

+ We'll be playing this game next weekend, so I'll keep the players' packs and GM notes for another inload. In the meantime, here's the shared information for you to digest:

+ Welcome to Delph +

Commander Strongheel,
hero of Del'f
Six standard months ago, the planet Delph joined – or, depending upon your point of view, was annexed by – the Brightsword Protectorate. Since that time, the townships and industrial zones have been cleared, with the human population ported to supposedly temporary accommodation in the 'Protective Reservation Camps', as engineers work to bring the mines and factories up to standards more acceptable to the Tau.

Traditions long-suppressed by the Imperium have been sanctioned by the Water Caste, in the belief that temporarily allowing the humans freedom of worship is a harmless sop that will render them more pliable and open to the teachings of the Greater Good in the long-term – and give them something to focus on other than the sinister, antiseptic atmosphere of the camps. 

No world is conquered cleanly. Inevitably, Imperial loyalists and anti-xenos sympathisers have banded together, launching raids on the Tau fire teams as they systematically sweep each factory complex clear of rebels. The Tau's stated aim is to make it safe for their Earth Caste engineers to enter and alter the embalming and body-processing factories into 'Safeguard' arms construction.

In a little under a week, it will be Saint Capilene's Day, a sector-wide day of Imperial celebration, and the atmosphere is understandably tense. The Tau military – a mix of tough veterans of the war for Delph and green recruits – is on high alert in anticipation of trouble – teams have been deployed in force across the processing plants of the dockland industrial sectors.

+ inload: Thorn Moons invitational update +

+ The Nor of Na Phom +

From left, we've got a Geld, a Martinet on the Unman, a Monitor (rear), then two other Gelds; the one at the front being a fresh recruit, marked out by his consignment pelt.

+ Basic information on this project can be found in this earlier inload [+noospheric inloadlink embedded+], but today I finally finished putting the group together. I had (just about) hit the earlier deadline for submitting WIP pict-captures – you can see the results on Iron Sleet itself here [+noospheric inloadlink embedded+] – though they were at a faintly embarrassing level of non-completion. +

+ Spool on a couple of weeks, and I've got all five (arguably six, depending on how you read the unman) ready for paint.  +

+ The project was a lot of fun. Getting a balance between creative individuality, without making the group incoherent, required a lot of back-and-forth work. +

+ The figures are unabashedly retro – I like trying to use the most modern components I can find to give a fresh take on older 40k tropes; so these five have a dash of pop-culture Vietnam, a dose of technobarbarism, and a hefty splodge of 2000AD. This latter influence will come through still more in the painting, as I fancy a blue-skinned approach for the Na Phom to help solidify their non-standard humanity, and to contrast with the unman, who I'm planning to use my more practised skin techniques upon. Quite apart from anything else, I haven't used blue in ages, and this seems a great opportunity. +

+ Conversion work +

+ The pict-capture above is of the pre-primed figures, so you can see the conversion work and sculpting – this is mainly finer detail work (pouches, straps, hair etc.) which is fairly subtle, but adds up to distance the figures from their original purpose. In so doing, I hope the Warhammer Fantasy feel has been successfully submerged beneath a 40k ident. The Unman required the most work, with the face proving the most challenging (and rewarding) part. +

+ There's a lot of parts involved, some of which are a bit obscure, but the Gelds are basically Solar Auxilia legs with Tzeentch Marauder torsos and Khorne Marauder heads. +

+ inload: New camera, old – and new – models +

+ inload: Witness the marvels of the Mechanicum +

+ I've upgraded my phone, which means future pic-captures should be slightly improved. +

+ Not being the most technically-minded person in the world, I'm sure I'm not quite getting the best out of it, but even these quick snaps are an improvement over my old phone in terms of sharpness and white balance. +

+ Anyway, enough technobabble. What better showcase than my own minion of the Machine God, Magos Manderghast? He's particularly precious because I (rather stupidly) left him on a table at Warhammer World after a visit. +

+ Fortunately, some kind soul handed him in, which rather affirmed my faith in humanity; and the staff at GWHQ very kindly sent him home free of charge. Thanks chaps! +

+ He's a very fragile miniature, so I was anticipating a fairly major repair job, but the damage was fortunately minor. Aside from the resin snapping on his servo arm, and his arm becoming detached, he was intact. A little glue fixed things right up. +

+ As you can see, the new camera's optical zoom means I'm getting better depth of field, so more of the figure is in focus, and I'm getting less issues with amount of light. The plus side of this is that you can see details like the text on his auspex-scanner thingies. The downside is that all the painting blemished will be visible! +

+ It's quite nice coming back to an old figure. I've always been pleased with Manderghast, who has a relatively simple but effective scheme; but had quite forgotten the heavy weathering on that chequered parchment, and the red overload area on the dial on his backpack. +

+ A dwarfen throng +

+  Dwarfs! Shadespire has my Warhammer autoglands secreting once more, so I built these over the weekend. +

+ Legio Sumer +

+ Slow but inexorable progress on the Titans of Legio Sumer. +

+ inload: Painting Stormcasts WIP +

+ Stormcast of the Tallowlands +

Battered, war-weary and quietly noble is how I like my heroes, whether that's in the grim darkness of the far future, or in the PCRC's little nook of the Mortal Realms, the Tallowlands.

The examples here, of an as-yet-unnamed Chapter Chamber, are my version of the three lost in the city of Shadespire. The game, Warhammer Underworlds: Shadespire, is very fun, by the way. I picked it up on a whim, and very much enjoyed my first game. The figures are good too; it's nice to see both a bare-headed and a female Stormcast, and their Khorne adversaries are also fun.

As you can see, I've gone for a turquoise and bronze scheme. I think it makes them look a little like worshippers of Manaan, the Old World god of the sea. Perhaps that's where I'll take the concept of their Chamber.

+ Painting bronze +

_1 Prime grey.
_2 Paint the metal areas with a 70:30 mix of Abaddon Black and Balthazar Gold.
_3 Add more Balthazar Gold to the mix, along with a drop or two of silver ink (I use Winsor & Newton's inks). Use this mix to highlight, leaving at least a third of the armour plate as the darker base coat in the areas away from the light source. This is generally the bottom third of the area, but this will depend on the shape. 
At step 5, you should have three main areas of tone, which blend
smoothly into one another, as shown on the helmet here.
_4 Wash with Druchii Violet.
_5 Dilute Balthazar Gold with silver ink (a drop or two is fine) and a little flow medium. Use this to highlight, looking to cover roughly a third of the armour plate. As with the earlier highlighting (step 3), pay attention to the light source, and apply the highlighting to the upper third.
_6 Using a dry soft brush and silver ink, make small, light, circular movements to texturise and highlight the metal in direct light. Think of it as very controlled drybrushing.
_7 You can edge highlight now, if you want to make the shapes pop.

That's about as far as I've got at the moment; the rest is firmly work-in-progress.


+ Severin Steelheart +

I treated the exposed face of the leader of the group as an exercise in strong directional lighting. In essence, I added highlights on one side and shading on the other, rather than the more neutral 'modelling' lighting I usually use, where highlights are applied more evenly, as though lit from above.

The right-hand side, as you can see, is considerably darker than the left. Note that this sort of painting relies on using an imaginary source of light that is consistent across the model; so the metals are also highlighted as though there's a light to the left of him.

Note that the right-hand side of the face (his left) does not remain highlighted entirely  – you can see this in the detail above – but the highlights are less strong, and the shadow covers more of his face (look below the cheekbone, for example).

I'm pleased with how the experiment worked out, as I think it gives a fairly dramatic effect. There's nothing inherently more difficult than 'normal' highlighting to this; it's just a case of treating the figure's face as any other object, and changing the place where you add your highlighting. 

The rest of the figure is fairly straightforward. I've added a quick chequerboard pattern to the hem of his cloak, and need to decide whether the shoulder pads are going to remain the same bronze as the armour, or be picked out in a different colour.

I'm fairly sure the weapons will be silver. Bronze may make a nice change of pace for the armour, but a bit of contrast in tone is necessary to make the figures sing.

Hopefully the bases will also help with this.

+ Obryn the Bold +

As seems typical, I tried out the technique on the most important model (Steelheart, in this case), in the expectation that I'd do my best job while fresh. 

As it turned out, going straight in and spending less time faffing around with experimenting gave a more striking effect on the other two. On balance, I think the bronze at least is better here than on Steelheart. However, I'm annoyed about the line between parts on the pad on this figure, Obryn the Bold; I should have spent more time prepping such an obvious area. 

Other than that, I'm pleased. I found Obryn the least charismatic of the sculpts because he's the most 'typical' of the Stormcast, and so I wanted to do something that made him look more interesting. 

His background suggests that he's gradually losing his soul and character through being reincarnated, so I tried to represent this through the use of some verdigris; the implication being that he's becoming less aware of his surroundings out of battle, so he's starting to miss areas when maintaining and clearing his gear.This makes a virtue of the monolithic stance and slow, imposing sense of weight. 

I didn't want to go over the top – a little goes a long way with weathering. In any case, with turquoise used elsewhere, the verdigris needs to act subtly, or it'll just get confusing.

+ Angharad Brightshield +

Brightshield has a much more dynamic pose than Obryn, and it is one that worked well with the painting technique detailed above.

The open stance meant that it was easy to get highlights and shading where they should be, as the arms are conveniently held out to the sides.

I did leave the shield off when painting, but made sure to take it into account when working out what would be catching the light and what would be obscured.

For the most obvious example, the gauntlet behind the shield would have been brightly lit were the shield not there, but I needed to paint it as though in shadow once the shield was taken into account.

I'm looking forward to finished off these figures. A few of the PCRC are meeting up at the weekend, and I'd like to have them finished in time for a game or two.

+ inload: Adeptus Titanicus frothing +

+ Preparing for War +

+ Based in Slav Nasr [+noospheric inloadlink embedded+],the Legio Sumer is on the march. I am almost absurdly excited about the upcoming new version of Adeptus Titanicus, and while I'm not sure if anyone in the PCRC shares my enthusiasm for these great land-battleships, I hope I can twist someone's arm into a game or two! +

+ To help my case, I'm determined to have one force ready-painted for all-comers on release – that way, I can paint up any new models that come in the set as an opposing force. I'm hoping that treating it like a board game – that is, ready to play out of the box – will make it easier to get a game in. +

 + As you can see, painting hasn't come on that far, but I've got the basework for the metal on all four so far. +

+ I'm still on the fence about the colour scheme. I like yellow, and think that some weathering will make me like it more, but wonder whether I ought to introduce a secondary or accent colour – I'd appreciate your thoughts. +

+ On a similar note, any thoughts on basing? After discussion with the PCRC, I'm leaning towards urban rubble. It's a classic look for Adeptus Titanicus, and colours sing out of grey-browns very well. +

+ inload: Curios and Oddities +

+ The hobby magpie +

Get on with it!
+ A bit of a hotch-potch of bits and bobs today, as my focus veers wildly from one thing to another. While it can be frustrating for focus to waver from a project, I try to remember that it's a hobby – there's no reason not to jump around a bit. +

+ Instagram +

+ Yes, jumping bravely into 2013, I've started an Instagram account as @death_of_a_rubricist. Please come and have a squizzy at edited highlights here [+noospheric inloadlink embedded+] +

+ So far, so smooth. It's been quite fun digging through my older pictures; and I think that's part of what's got me frothing about various older projects. +

+ The Praetors of Calth +

+ Speaking of old projects, I took a couple of new pictures of some of my own favourite models – Sergeant Santiagon (above) is still what I consider the best face I've ever done. Even though I'd probably tackle some of the freehand and weathering differently, he still stands up to my more adventurous stuff nowadays. +

+ Eumon of the Fell holds a special place in my autocardio, simply because he was the first Ultramarine I painted. He was, essentially, the start of me really focussing on conversion and painting for the sake of it, rather than for any gaming reason. I'm still very proud of him. +

+ The Iron Sleet Invitational +

+ The Nor Na Phom [+noospheric inloadlink embedded+] are progressing fairly well, with two well underway and the parts for (almost) all of the others.


+ Y-wing +

+ A definite departure, this little craft is from Fantasy Flight Games' X-wing game. I don't have the game itself, but the PCRC have been playing the fantastically fun co-op version called Heroes of the Aturi Cluster. It's a great homebrew conversion that it ideal for gaming groups like ours. +

+ With Adrag Greb, my Mon Calamari pilot, chalking up a few kills, I thought it best to buy my own Y-wing for him to use. It was a fun little break from grim darkness to modify the scheme to fit in with our 'Spectre Squadron'. +

+ conceptinload: Iron Sleet Invitational +

+ Iron Sleet Invitational II – The Thorne Moons +

+ The chaps over at the ever-inspirational Iron Sleet [+noospheric inloadlinkembedded+] have thrown open their region of space for other blogstronauts to explore. Their evocative setting is the Thorn Moons [+noospheric inloadlinkembedded+], which they summarise as 
[T]he Thorn Moons are a secluded region in the Crataegus Fragmentum, an area that has been cut off from the Imperium of Man for ten millen[n]ia. A route from Terra was only recently discovered, and still passage is uncertain and can take anywhere from a few months to decades. The Moons themselves are a cluster of over a hundred astronomical bodies, orbiting an incalculable center of gravity. Whatever caused the Thorn Moons to be rediscovered now, can only be guessed at.
+ More information on the Invitational can be found here [+noospheric inloadlink embedded+], but suffice to say that entrants have been asked to:
Study humanity in the eternal war – the imperial guard and its many regiments sent to bring the moons to compliance, their rogue brethren set to burn all, the Thorn Moons twists in their corrupted millions and Green Mechanicvm and their planetary defense skitarii in desperate defense of their realms, the human foot soldiers of the inquisition in their esoteric glory… 
Build and paint five human sized models that beautifully and fittingly describe the humble human in the galactic war and show of your original ideas and understanding of the Warhammer 40000 universe.


+ Acedia Desmesnes +

+ Those of you familiar with my take on 40k will know that I'm a big fan of the Imperial Guard as they best sum up the 'pathetic aesthetic' of the universe – that is; imagery that champions 'making do with what is' and the abandonment of ambition and idealism in favour of pragmatism and resignation.  It's a concept that runs right through 40k – best summed up in the thought for the day: for every battle honour, a thousand heroes die alone, unsung and unrememebered. +

There's a rather good thoughtpiece from the LA Times here [+noospheric inloadlink embedded+] that does a good job of summarising the concepts behind the pathetic aesthetic; but suffice to say that what we're doing here is looking at all the little people who pop up in the background of artworks – the thousand souls that provide the contrast for the heroic Space Marines and puissant monsters of the universe. +

+ So, with this in mind, I got my conceptulising-cogs a-whirring. I'v always liked the sheer variety of the guard, and a PCRC campaign of a year or so ago saw me make a few one-off models to represent the many regiments of the Antona Australis [+noospheric inloadlink embedded+] sector:

Metis Light Foot infantryman

Lieutenant of the Aldebaran Regiments

Blenheim 2nd Expeditionary

Throngsman of Biffi-Clylon

Lamb's Worlder

Selenian Outernaut

 The underlying idea of this was similar (though less ambitious!) in some ways to the Invitational; though the examples I've posted above are more conservative in style than what I imagine will turn up through in the Thorn Moons. This is lucky for me, as I've been starting to explore the more grotesque possibilities of 40k through Court of the Sun King [+noospheric inloadlink embedded+], and being able to combine the two in one small project seems like a great opportunity. +

+ Theoretical: Starting points +

+ I like to start by putting a few parameters in place for myself. The Invitational is pleasingly open, and I find that can lead to moving away from actually 'answering the question'. So, while I haven't given myself hard limits, I have looked at a few loose boundaries to help give me a focus:
  • Human
  • Pathetic aesthetic
  • Underdogs
  • Fitting for the Thorn Moons
  • Story is King – a guideline from Iron Sleet itself
+ From reading around the Invitational, I saw three main possibilities – a group from the Thorn Moons themselves, a group from the invading Imperial Guard, or a group of Inquisitorial troopers. All would have to be human – though defining that concept in 40k is itself a very broad canvas! +

+ I suspect that the defenders of the Thorn Moons will see a lot of wildly creative and inventive pieces; as will the Inquisitorial forces. Sticking with my boundaries, then, I want to see what I can do with the most 'normal' option – the Imperial Guard invaders; as I think these will be the least popular option, and I've always liked the underdog. +

+ Of course, in 40k terms, normal isn't shorthand for being unambitious; nor does it translate to 'vaguely sci-fi soldiers'. In an Imperium of a million worlds and billions of military traditions – some of which have evolved and developed for ten thousand years – there is no such thing as a default for the Imperial Guard. +

+ Theoretical: Na Phom +

+ One thing I've never tried with my Guardsmen is a swamp style of warfare; but it's one I've flirted with over the years – Cambylon and Veet Ling; planets involved in the Court of the Sun King project, were to involve swamp-fighters. This seems a great chance to scratch the itch. +

+ What would a force sent to fight on the Thorn Moons be like? The sense of cyclical creation and decay is an important theme for the region – I get the sense of a warm, roiling, turbulent and vivacious sector; so it seems fitting for the invaders to represent the opposite – a cold, frigid, reactionary and dependable counterpoint. That seems to fit with the existing narrative – Space Wolves and their allies fit that description to a tee. +

+ So, to fit those concepts together, I've created the Nor of Na Phom; a warrior-caste from a culture of stultifying, oppressive resistance to change. Their world is mostly covered with foetid swampland and open moors, full of corruption and disease. In order to survive, the settlers – far back in the depths of history – turned to malchemistry and gene-manipulation, forcibly carving out great chunks of their own DNA in order to create a specialised – in their view – 'perfected' human stock, highly resistant to mutation, and illness. +

+ Of course, this being the Dark Millennium, I can't simply let them be superhumans. The fallout of such alterations were simple – by removing ingress for disease, the Na Phom condemned themselves to an eternity of changelessness and facelessness. While not strictly clones, the DNA of the populace is so restricted and limited that most look alike. The world suffers from genetic instability and low birth viability, and is harshly divided into a caste system, maintained to keep the limited breeding pool genestock divided and thus partially viable. +

+ Secondly, while the humans were able to save themselves, their livestock were not so lucky. As domesticated animals failed to adapt, and limited understanding prevented the populace from adapting them, one group of animals after another fell extinct. During the Dark Age of Technology, therefore, the missing animal groups were hardbred from humans; creating variant morphs to fill various roles. +

+ Being naturally resistant to swamp-borne illnesses, and close enough in genetic stock to enable retrovirals to be rapidly synthetised, the Nor Na Phom made an obvious choice to accompany the expeditionary fleet to the roiling worlds of the Thorn Moons. +

+ Practical: The Nor of Na Phom +

+ My group, then, is going to consist of one Martinet (an individual with breeding rights), three Gelds (the regular infantry) and a Unman (a steed). I hope to have some time to work on them tonight, so hopefully a pic-inload in the morning. +