Showing posts with label Age of Sigmar. Show all posts
Showing posts with label Age of Sigmar. Show all posts

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.

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.


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. 

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...