Wednesday, 12 August 2020

A thought on the Fimir life-cycle

 

I make no secret about my love of lost and neglected fantasy races in Warhammer, both the Fantasy Battle Setting, the Age of Sigmar setting and to a lesser extent the 40k universe.  

 In fact one of my current projects is a small force of Fimir for Age of Sigmar. the general idea that they come from the Realm of Shadow. which I think suits the Fimir. 



Converted Fimir Mearch

Still a bit of a work in progress, but you can see where i'm aiming. 

One of the most recent official publications to talk about them with any background information is Warhammer: Storm of Magic, which at this point is getting on for about 10 years old. 
it gives an overview without actually going into some of the more problematic aspects of their background, and I have a proposition on how to alter the background of them ever so slightly from the early canon, that gives them an element of body horror and keeps them the big, bad, boggy boogymen inspired by Celtic myth.  

The entry in question is found on page 134, opposite the entry on Zoats (I may do a post about those yet) and accompanies the entry for the the Fimir Balefiend.   

The Fimir strike an unsuspecting vessel

The Fimir are amphibious humanoid monsters that haunt bogs, fens and desolate moorlands throughout the northern and western Old World. Their Strongholds take the form of forbidding, craggy piles of rock, crudely built in the semblance of the castles of the more civilised races. Such dwellings are seldom seen by outsiders, for they are wreathed in a thick mist, a miasma which is magically generated by the Fimir to shield their fortresses from prying eyes, and themselves from the harsh glare of the sun. 

if there were a race more suited to Ulgu then I've not heard of them 
Art by Niki Biki
it continues: 

Long before the rise of Man, the Fimir worshipped the Chaos Gods, and for a time enjoyed their favour. Alas, the Eye of the Gods was swiftly drawn to the more vibrant and amusing race of Man, and the Fimir were abandoned, reduced to seeking boons from bound Daemons where once they had enjoyed the blessings of gods. Nowadays, the Fimir are a dwindling and reclusive race, little given to leaving their swampy fastnesses, save for the occasional raid for food and slaves.
A Meargh leads the Fimir and a captive

This is one of those interesting points which I hope to try and address with the musings in this post. 
 How did they lose favour? how is it that they are such a dwindling race? If the Fimir are Larger and Stronger than humans, why do they raid for captives. if they are outnumbered by humans surely the last thing they would want is plucky bands of adventurers on quests to free their loved ones from the clutches of these evil half demonic creatures right? 
 
Also, from older sources we also know the Fimir are Caste based, and have a fairly strange hierarchy in terms of societal structure. they tend to be led by a queen, but that queen is infertile. So it's not like a naked mole rat situation (like it kind of is with the Skaven), or like Bees (like the Tyranids) 
The point of contention was always the idea that they snatch women to reproduce, the implications being a less than stellar situation to use as a plot point, especially a plot point within a game, and especially a game aimed at those aged 13+, this is the biggest problem they have within their backstory. 
 
 BUT,
BUT...

It's not just women that they take, so what if we're looking at it the wrong way. 
if the people that they captured aren't just for workers, which there is a caste of Fimm for that, called the Sherl, or for Food, as already stated above why risk bringing an army down on your stronghold for the sake of a protean source when there are other sources in bogs and fens. 

Within Current lore, The bit of blurb we got with the Fimarch Noble when they finally released his model.  

Marked for greatness at birth, a Fimirach Noble is raised to be a deadly killing machine in
service to a stronghold’s Matriarch. Possessing a tougher hide and stouter build than its kin,
the Noble has a cunning intellect, making it an ideal leader for bands of Fimir Warriors.

wait, not that bit, although that does show that the "Nobles" are beneath the Mearch (or Matriarch) in terms of hierarchy. but I refer you to the Born to Lead command ability. 
Set upon their path from the moment they hatch, Fimirach Nobles are well-versed in the intricacies of warfare, able to direct their warriors to exploit their foes’ smallest weaknesses.
Yep, that's the one, it says they are hatched, but I don't think this is a retcon, Baby Fimm have to come from somewhere and if its not the Matriarch then where? it also answers why they are now a "dwindling race" 

The answer comes from a really unlikely source, that being a deleted scene from the original Alien film.


Wait, What?

you read that right. specifically the Eggmorph scene. 
so in the film, anyone who didn't die on screen became a Xenomorph captive, and is glued to the floor in the Xenomorph's nest. This scene is still in the novelisation for the first alien film, but was cut before the final version of the film for pacing reasons. 


Obviously this is something that was later discarded in terms of the lifecycle of Aliens, but the Xenomorph does draw on the same sources as the fimir in terms of boogymen who live in the dark places, are inhuman but will steal them away in the night. 

So what if being half demons as they are, the Fimir require souls of sentient races to reproduce? 
its something that would put them at odds with every other race within the mortal realms, which is why they are a Destruction force. they steal the souls from Nagash, he doesn't like that as they are very much his. They steal away members of the order faction who are now too well organised for them to do it too often. They can't be "tainted" or "corrupted" by the chaos gods, given they are already part demon woven into flesh. it makes sense. 
it also explains how the Fimir are a race older than Man, they don't need humans to reproduce, they just need flesh and souls untainted by Chaos. 

The Mearch is needed because she is the only one who can enact the ritual to transform the flesh and spirit of the captured mortals into new eggs that the Fimir then hatch from. 

it changes almost nothing about the established lore and background of the Fimir, it slots into place like a missing Jigsaw piece. And if we go back up the the Niki Biki illustration further up this post, the one  with the captive and the Mearch leading them somewhere, that to me says ritual sacrifice. which retains the Celtic influence by adding a little bit of Druidic ritual into their lifecycle. 

to me, the idea keeps the Fimir as dark and sinister as they ever were. and still gives them a place within the worlds of Warhammer and Age of Sigmar. 

And the Fact they got included in Total Warhammer (2 I think), and not that long ago had a featured army on Twitch, shows that they are still waiting in the dark corners for their time. 

I don't know, maybe this is the retcon Games Workshop intended but didn't know how to include within publications without sounding weird. but this will definitely be my headcanon for them while I build my Dark Age of Sigmar warband.

Monday, 14 October 2019

The Knight's of Sandcastle.

On the western side of Ghyran across the sea from the Ogor Hinterlands, there is a relatively small mass of land, known as the Emerald Isle. Here, in a rather secluded valley, is the city of SandCastle.



Sandcastle is unique in many ways, but mostly in that the average height of the inhabitants is around 4'5" give or take an inch. The primary occupants being non Humans, the race once known in the age of myth as the Halflings, more recently referring to themselves by the term Halvingen who live alongside the Duardin. In actual fact have done for many generations, of the Halvingen at least.



Picture if you will, A location which is much like the shire from LoTR, surrounded by sheer sandstone cliffs with dwellings carved out by the Dwarves (think the library at Petra, Jordan) and you will approach what sand castle is.

it's a wonder that such an area would be overlooked by Nurgle during the age of chaos, but the Mawtribes of the Ogor Hinterlands may well have acted as a reasonable buffer/distraction for the god of corruption, so the Emerald Isle went largely untouched.

It's said that the way to an Ogors loyalty is through their Gut and the Halvingen excel in the culinary arts, and as such, there are Mawtribe members who feel a kinship for these strange diminutive folk who occasionally stray into their lands looking to trade.




That's pretty much where I'm at with my Cities of Sigmar Army.

it's going to be Dispossessed, Halflings and maybe an Ogor Mercenary or Two.
I might see what else I have to use, and see what humans I have.

also, I want to thrash this out a bit more. but we will see where we go with it.

Friday, 11 October 2019

In space, no one can hear you fhtagn!

The Gellerpox infected... 

Ok, so I still have a few bits on my Insta that I've not shared on this blog yet, and I think that i'm mostly going to use this blog to put down some of my thoughts on the models I paint and share there, so it stands to reason I cover some of my older stuff too.

I find these models oddly charming in a Gross kind of way, I love the idea that Nurgle's domain also covers computer viruses, and that mutation can be a transhumanist experience.

The sculpts on these are really charming and have a lot of detail, and yes I know there are some of the Oldhammer Longbeard types who think that CAD is the Devil himself and how such models are over-engineered, but I really like these models and I had a lot of fun painting them.






Between the Rogue Trader box and the Warhammer 40k Conquest magazine, I have a decent Nurgle marine force now.

I need to remember to get my light booth out and take some more photos of the Nurgle stuff I have painted. Actually, the same can be said for a lot of my painted stuff.






Thursday, 10 October 2019

Throwback Thursday: The Rat Tank

Nothing for 5 years and then three posts come along at once.

Anyway, on to the Meat of this, this is a bit of a Meta throwback thursday for me, because at some point in 2001/2002 when warhammer 6th edition was the version to play, This little fellow appeared in one of the issues of white dwarf;

and he appeared again in the Warhammer 2002 annual along with the rules and some background. I think it was inspired by something from a Gotrek and felix novel.

accomplied by the following blurb
Klawmunkast's Rat Tank is the most audacious and warped weapon of war he has created to date. In appearance it is similar to an Imperial Steam Tank, only it has been constructed from brass and planks of mouldering wood, while it moves around on a system of tracks, driven by rats racing around inside the machine.
This rat-race is also instrumental in powering the tank's impressive array of weapons through its warpstone generator. These weapons - the warpfire cannon, the warplock jezzail and the warp-lighting projector - are all mounted on the tank's exterior.

and a couple of years ago, I was reminded of it, and thought "I could do that with the current plastics" so i did. 




The astute among you may think "but why Renfield, there is no warscroll for it in the newest edition.
and yes that is true, but going off the original rules I decided to brew some, this is of course for narrative play only as it has no points, but this is pretty much what it is.


I'm thinking if you are so inclined you may as well include Klawmuncast too, at which point you will need to take Him as an arch warlock, who is accompanied by 2-4 chaos spawn
oh, and I might change that so that only Klawmunkast can use the Fix-Fix, Good-Good. if i do some kind of warscroll for him and make it a command trait.


Klawmunkast is the leader and inspiration of the Warlock's Warplocks. He is an enigmatic yet enthusiastic commander. The Warlock is also renowned for his bizarre experiments with warpstone and for his formidable, if somewhat incomprehensible, technological inventions.As a result of the many near-catastrophic accidents that have occurred during the development of the Klawmunkast's Rat Tank, a number of his slaves (basically those who survived the explosions and warpfire leaks) have mutated into grim parodies of Skaven. Although they have lost there minds, these degenerated ratmen have developed extra limbs or had their musculature increased making them much stronger. 
Chaos Spawn, or rat ogres, Either is good I suppose.

At some point I may actually post something not rat shaped too, that would be a thing.


Tuesday, 8 October 2019

Music to paint to: The Skaven


I have a bit of a thing for listening to Podcasts, Audiobooks and Music whilst I am painting.
I also have a bit of a thing for making thematic playlists based on what I'm painting.
This habit I got into after I picked up a copy of "Sounds from the succubus club" which was a "dancing ferret discs" compilation that served two purposes.
First of all, it stood as a showcase for the record label of the artists that they had to offer, second, it served as an officially licenced product for Vampire the Masquerade (those were the days).

But anyway, I digress massively here. the TL;DR here is I like to make playlists with a theme. So I've made a few here and there. Here is my Skaven one.



This particular playlist is a 9 Track collection inspired by The Doom of Kavzar.
which has been printed and retold in so many fluff books and army books that I'm not going to re tell it in full. but I will give a quick summary and explain the choices by how they are tied to the story.

Preface: - The Tower. 

In a Time of Myth, as many of these stories start, Man and Dwarves lived in peace and mutual cooperation man occupying the above ground city of Tylos, the Dwarves below.
and everything was generally good and nice and all those other things that are generally untrue that make the age of myth what it is. But at some point it was decided that what the gods of this city would really appreciate is a tower to honour them, so they started work.

After many generations of men at least, the tower was still no closer to being complete, and Humans, lacking the patience and tenacity of Dwarves, began to despair.

Track 1: Thirteen - The Stranger

This next bit is a little unclear, A stranger arrived, he was robed and cowled, clad all in grey.
He promised them that he could complete the Tower for them in a single night, and would ask for no payment beyond a single boon.

The words "what have we got to lose" are generally a prefix to disaster, especially when you are being offered something by a stranger in a legendary tale. but they agreed and the stranger bid them to return to the tower at midnight before shutting the door to the tower sealing themself in.

Track 2: For Whom the Bell Tolls - The Spire

When the inhabitants of the city returned to the tower, they saw the stranger had honoured his promise, they were overjoyed, the tower was the tallest structure that had ever been built, so high it touched the celestial sphere of the heavens themselves, etc... etc... and other such things that are generally said about Tower of Babel type stories.
As they moved to enter this Tower-Temple they learned two things. Firstly, that the door was locked, and Secondly, the additional feature that the stranger had placed within the spire was a bell, which began to toll.

Track 3:  Black Rain - The Storm

The bell rang out, in an earsplitting dirge. After the first few tolls black clouds gathered, by the time of the Thirteenth chime the sky split with thunder and lightning. The people fled to their homes and their beds, hoping that the rain would cease soon, but by morning the rain had not stopped, black like oil, cloying like ash.

Each night the bell Tolled a further 13 times, and the rains continued, the Dwarves retreated into the bosom of the earth. where it was warm, dry and most importantly safe.


Track 4: Weak and Powerless - The Suffering

The rain grew heavier, men were sent out to seek assistance, but none returned, towards the end of the second week great black hailstones were falling, the rain had blighted the crop. People grew sick without apparent cause and babies were born twisted. The hail fell, chunks of black matter the size of fists and larger rained down. What little food they had left had been devoured by rats the size of small dogs and they knew fear...

Track 5: Rats - The Vermin Plague

The Elders of the city went to the entrances of the Dwarf strongholds to ask for their help.   
They wanted to bring their folk below ground to safety, they wanted food. The longbeards of the Dwarves grew angry, and told the people that the lower workings were flooded and their food had also been devoured by vermin. There remained barely enough food and shelter for them and their kinsmen. They cast them from their halls and closed their doors once more.


Track 6: Down with the sickness - The Intervention

Every day grew more terrifying and deadly for the inhabitants of that now damned city.
Every day the survivors became more desperate, some began to pray to dark gods, and whisper the name of long forgotten demon princes looking for some kind of answer to their problems. No such answer came, the only reply that came was a tide of vermin, bigger and bolder than ever. Their slinking, furred shapes infested the broken city, feasting on the fallen and pulling down the weak. Each midnight the bell tolled thirteen times. The manlings lived as hunted creatures in their own city as great rat packs roamed the streets in search of them.


Track 7: Fear of the dark - The City Below.

In one last ditch desperate attempt, the survivors took up arms, if pitchforks and torches can be classed as such, and they approached the entrances to the dwarven hold again to demand help. Demanding that if no help was forthcoming, that they would drag them into the streets by their beards, the Dwarven doors were sturdy and silent. So the manlings did what any other mob would, they broke down the door.

They were greeted by silence and the stench of filth and rotten meat, within what once was the great hall now held nothing but the remains, the leftovers of the Dwarves, now nothing more than gnawed bones and some scraps of armour and cloth.


Track 8: Countdown to Extinction - The Consuming Darkness 

As their torches passed around the hall, they became aware of the shadows moving in the darkness, the glittering eyes watching them as the final fuel of their meager lightsource began to sputter and die. the eyes glittered like liquid midnight as they closed in for the kill.

Track 9: Rats - The Swarm

Even back to back these remaining inhabitants of a once proud city could not stand against the sheer numbers or the ferocity of this horde. The monstrous rats dragging each one down in turn, the screaming was drowned out by the sound of chittering and the gnashing of teeth, the last vestige of the human inhabitants of the city once known as Tylos were consumed by the swarm. 

Epilogue: Paradise City - Skavenblight

The tower has long since sunk into the area that has come to be called the blighted mire, 
but the Remains of Kavzar still exist, after a fashion, the tunnels have been extended out into the old world and beyond.

In fact, this city survived the end of the very world where it was built, being secreted away in some sub realm by the horned rat, to ensure the survival of their offspring. The skaven are tenacious, they survive, and if the promise that their god is true, They Will Inherit. 
 


Monday, 7 October 2019

I forgot I had this space, Hey Wanna see something cool?

I have innumerable minis projects on at the moment.
but yesterday, I felt like getting an old Grey seer done for my Skaven, so here he is...



Doot Doot... 


Yes of course it is the old ratbag himself, Grey seer Thanquol, his salad days miniature, of which I currently own two. One of them converted to Clan Nezumi, one of them not. this one is obviously not.

now all I need to do is dig out his one rat entourage and get him painted up. 

Tuesday, 18 November 2014

First post, Test and what I'm doing

This blog may or may not be used yet, i'm considering using blogger over wordpress for my miniatures rules and gallery.

but while I decide I am also trying to give myself a bit of a refresher course in HTML and CSS.

As I say, it may be that nothing comes of it, but We'll see.

A thought on the Fimir life-cycle

  I make no secret about my love of lost and neglected fantasy races in Warhammer, both the Fantasy Battle Setting, the Age of Sigmar settin...