A Grim World...

Gerner

Serf
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Welcome!
I have come until thee to share my great love of Warhammer - primarily a Warhammer Fantasy Roleplay (mix of 1st & 2nd edition). This love is rather wide therefor I will be posting thoughts on books both novels, campaign and rule books. I'm unsure if I should post progress from our RPG sessions as they will be providing spoilers for readers who might venture into The Enemy Within Campaign (TEW) later. In general I will be sure to talk a whole lot about Warhammer from an roleplayers perspective and why oldhammer is so fantastic for me. At last I will provide pictures of the miniatures I paint (hurray!) and small stories to go with them.

Unlike some of you I don't have any lead in my parents attic or ever had - therefor I request a bargain must be struck so I can get more lead which to paint. ;)

I will be back tomorrow with a picture or two.
 
Welcome, and I don't have a problem with spoilers from your own adventures...no gm should really run it quite the same way anyway.
 
Thanks Ardyer. Then I will at times try tro grasp some moments from our RPG sessions.

Now let us get started with the miniatures.

Hultz
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Shortly after he was born, Hultz was abandoned at a Sigmar Orphanage. For Hultz it was hard growing up with tutors that seemed to have no mercy or comfort in there heart so when Hultz was old enough to climb the stone wall he fled. Life out in the real world seemed to be much harder, but the freedom was all worth it. After struggling for food for several days in the street he met an older man. He followed the man and learned much. He quickly came to realize he was a vagabond. Maybe he should have been displeased with this, but for him freedom was everything. Winters, Summers and company came and went. He journeyed most of the Empire for the sake of the journey. After several years he came to the Capital, Altdorf. The big city not to Hultz liking it wasn't before long he found a work tailored for his skills. Coachman - the freedom of movement, a good income and enough responsibility. He signed with the Cannonball Express and before long became good friends with Gunnar, his fellow coachman.

Hope you enjoy.
 
Next up..

Gunnar
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The story starts in Volksgrad, northern Kislev where Gunnar is born. His father, a scout from a foreign country and mother, a cook for an Imperial Merchant. He lives the beginning his life growing up with the Caravans that his parents works for. In his young days he often take care of himself and tries to help out whenever he can. As he matures he starts to go on scouting mission with his father. Northern Kislev being a hazardous place filled with dangers - the learning is hard. After several years his father and Gunnar is ambushed by a chaos troll accompanied by hobgoblins. Fleeing the scene as quickly they can to warn the caravan the troll have a lucky shot with a stone at Gunnar's father killing him instantly. Gunnar manage to grab his father's axe and get back to the caravan with a warning. When the caravan got back to Volksgrad, Gunnar said goodbye to his mother and went south to the fabled Empire his mother have told him so much about. The journey was long and not without dangers, but after two years he arrived in Altdorf. The big city both amazed and frightened him. It didn't take him long to find a more peaceful version of his former job, as a coachman. The fair was better and the work was safer. Here he meet Hultz in which he trust deeply and always enjoy beverage with.
 
I'm not going to stop posting. ;)

Philipe Descartes
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Born to a black smith in Viefin, Bretonnia he had a mild upbringing comparing to the peasants in the area. His father tried to teach him black smithing, but to no avail. They boy couldn't shoe a horse or repair a wheel, but laying with girls and swinging a club seemed something Philipe could do fine. Lost at how to discipline him they sent him to their lord's armé where he went into training as a man-at-arms. He was disciplined and trained in combat most of the winter, and when summer came they went into Axe Bite Pass with the Knights. Their lord was tasked with keeping the pass between Bretonnia and the Empire clear of Bandits and Greenskins. Philipe took on the military life, and when the winter came he was experienced enough to train new recruits with the sergeant. Summer came again and they set out to clear the pass for trade once again. The summer had been going fine, but the Orc force they were attacking was larger that anticipated. The Man-at-arms was used as bait to lure out the Orcs, once down in the valley Imperial Mercenaries would open fire with their crossbow and the knights would charge into their flank to break the Orcs, sending them running. Or so was the plan. As already mentioned the group of Orcs was larger than scouts had reported. The knights not interested in losing a battle or their life chose that the Man-at-arms where expendable and left the site, for the Orcs to slaughter them. Philipe was one of the first to notice the knights leaving, and saw his own doom before him. The Imperial Mercenaries did their best, but couldn't do much compared to the knights. With sorrow in his hearth Philipe began to flee, and soon his comrades where fleeing with him. The Mercenaries tried to give them covering fire while they also fled the battle. Philipe was the only Man-at-arms who was not cut down by the Orcs as they butchered his friends. Later he found shelter with the Imperial Mercenaries. He swore never to trust in knights again and began his career as a Mercenary in the Empire. As they went into Reikland Philipe's ĺuck seemed to hang on and he won almost every gamble. When winter came he traveled between Inns, living from Gambling the less lucky.

Hope you enjoy.
 
Thanks Phreedh. :)

I have been thinking about talking/discussing various WFRP subjects, but I don't know if the readers are interested in this?
Now.

Ernst Heidelmann
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Born in the Town of Grunberg in a small merchant family, his mother died giving birth to him. With no siblings and a father indirectly blaming him for the dead of his mother Ernst started out with a tragic childhood. Ernst was schooled by both his father and the local Verena priest. Ernst lacking both a father and mother figure soon got picked on by the other kids in the town as well. This frustration and anger inside him often was let out on mostly defenseless animals, once setting fire to an alive chicken. When Ernst rounded his 15 year old birthday he was sent of to a school in Altdorf. Getting a new chance with his life, Ernst ended up spilling in his anger and self-contempt. The classes went fine, and in the sense Ernst was a gifted child, but couldn't fit in socially and became slowly more deranged. In his 20th summer Ernst graduated from the school in Altdorf and began on the University for Physicians. Being sickly fascinated by the human body, disease and death he scored top grades often. A morning in a dissection class he found out that certain type of wizards could talk with the dead and even control them. Peeking his interest he later went out into the big city to find more, most libraries and gossip was only just mentioning the topic, but with no depth. Frustration burning in his mind he went to the Shyish college - he was turned away with no answer. Later the same night he was contacted by a hooded man who informed him that the man had a contact in Grissenwald who certainly could help him, Etelka Herzen. The next time Ernst had time off from study he went to Grissenwald and met Etelka. Etelka sensing the angry child within Ernst quickly corrupted his hearth and mind, while Ernst enjoyed the new found power and the mother like figure he never had. For a couple of years Ernst studied both to be a Physician in Altdorf, and the dark sorcery under Etelka, spending as much time with her as he could. They were sent out on a mission to retrieve an Important object for their cult, and faced of a group of adventures later, who could easily have been his death had he not fled leaving Etelka being butchered by them. Ernst would later track their souls down and bring them eternal damnation in his old days after many years of refuge in Border Princess.

Hope you enjoy!
 
You don't like Ernst? Well he is a bad character.. Talking about bad characters, some dwarfs are on their way. ;)

Bifur
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Bifur is born and raised in Middenheim like most of his companions, but his ancestors came from Karak Ungor - the Red Eye Mountain. He grew under his fathers tutelage, where he was taught everything from his profession till behavior in a human community. Slowly he took over more and more of his fathers work, until Bifur sat alone in gunsmith store in the busy district of the Wynd. He is now grown to be an older and well accepted member of the Dwarven Engineer's Guild. In his spare time Bifur likes tinkering, mostly with guns but cooking and pipe smoking is subjects of importance too. He has recently been asked by his highly respected friend, Thrain to follow him on a mission to reclaim their home and Thrains heir in Karak Ungor. Bifur, who is getting old and still haven't seen much of the world have agreed if Thrain could gather the proper necessities to such a mission.

Haha, hope you enjoy.
 
Nice write-ups and I like the earthy colour palette you're using.

What's the model for Ernst Heidelmann? Some very nice sculpting there.

Nobody is adverse to a bit of WFRP!
 
Thanks Scalene!

Thank you Zhu Bajie - I hope I can try some different painting techniques off to learn some new things.
Ernst is the Mordheim Necromancer with an arm made from the new Dark Eldar Wyches (lovely miniatures imo) and an Emperial arm. He is one of my favorite models.

Bombur
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Bombur grew up in his fathers Inn. Like the rest of the dwarves he has heritage back to Karak Ungor but they similar "fled" to Middenheim. Growing up Bombur had a great fondness for cooking (and later drinking), and unlike many dwarves not interested in conflict or battle. He quickly became a favorable cook to the Inn and its customers. With his famed cooking grew not only his customer base, but also his own size. Slowly he took over more and more of the responsibility for the Inn. Not being interested in conflicts he often let thieves and thugs criminalize his business. This brought shame to his father. Bombur found out this from loud speaking customers and was ashamed, he vouched to protect the Inn and his fathers reputation. A few days later a conflict came - first a couple of thieves stole from the Inn, he ran after them but he was out of breath after a short while and went back to the Inn defeated. Later, the same day a couple of thugs tried to threaten him into security money, but Bombur had enough. Unrelenting he attacked them, but in bad shape and never in a fight before, the thugs quickly defeated him. Bruished and ashamed of himself Bombur walked out of the Inn, down to the Grimnir shrine and pledge to be a slayer. Seeking an honorable death, he later joined Thrains expedition.

Hope you like it.
 
Thanks Stone Cold Lead. Yeah I feel the same! A miniature shouldn't just be a piece of metal, but a representation for a character in our favorite world! :)

I found this old WFRP archive that some of you might enjoy: http://www.grognard.org.uk/

Balin
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Balin is one of the more battle experienced dwarves in Thrains warband, and also one of his trusted friends. Balins heritage also comes from Karak Ungor, but as the rest of the dwarves he grew up in Middenheim. Stepping in his fathers footsteps Balin became a good fighter, and was before the expedition the sergeant of the Tunnel-fighters clearing what ever lurked in the depth of Fauschlag. Balin, not as young as he used to be have taken a hearth training many of the new tunnel-fighters - it was he in fact who trained Thrain when he was just a young lad. Now older, Thrain is capable of besting Balin in fighting. When clearing tunnels or training young recruits he likes playing Thanes (chess) and smoking pipe.

Hope you enjoy.
 
Next dwarf!

Kili
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Kili is one of the more aggressive dwarfs who doesn't mind getting his hands dirty. In early age he always got in trouble (no matter how hard his parents tried to avoid it) and hang out with some of the illegal elements in Middenheim. Growing up in a human city isn't always easy for a dwarf, when you have two cultures clashing. Kili became a hired thief, ensuring money was paid to the "rightful" owners - in the meantime his parents and the rest of the dwarven community looked on in shame. Kili having a natural talent for being silent and violent at the right times grew in the ranks of the thieves guild. At a point in his life Kili made a big score, without any help from his comrades and so wasn't willing to share it. Of course the thieves guild disagreed with this. Kili ended up killing the crimelord of the guild and left the city quickly before retaliation could find him. A bit loss to what to do, but also rushed by the adrenaline of killing the Crimelord, Kili decided to put his silent talents to new use - he would now be an assassin for hire. Kili travels from Inn to Inn around Middenheim, and only enters the city to do a job. Growing tired of killing simpletons he seeks new challenges, and have heard about an expedition going to Karak Ungor his ancestreal home, that is arranged by Thrain. He is planning to meet Thrain and find a way to join the expedition.
 
Sorry for the silence, I guess the lack of "interest" and having a big assignment put me a bit off.
But fear not, I will continue.

Oin
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Oin wasn't born to any prominent family or heritage, just another simple dwarf in Middenheim. Lacking the normal crafting skills that dwarves posses, Oin was more interested in drawing. He drew all his ideas. As Oin grew his ideas became slowly more scientific with his growing; a sketch of how to build the new inn, layout of a part of the tunnel system. Soon Oin was invited into the Engineer guild. Most of his associates had experience working with either stone and metal, but Oin had very little of that. Therefor Oin always had the most wild and innovative idea - not something many dwarves look found upon. But to Oin it was a blessing, where other saw only problems, Oin had an array of solutions. Hence therefor he became knownst as the Engineer who could make and repair everything - atleast in theory. So, it wasn't so strange when Thrain asked him to join the mission to regain Karak Ungor.
 
Don't take the lack of comments as lack of interest! The format of this thread is pretty "passive" in that you see an update, you read it, and your done. It doesn't seem like a lot of the content necessitates comments. But I'd been waiting for an update for a couple of days now :grin:
 
Yeah. What he said. Really enjoying the minis and the stories.

Now - hat is going on with Kili's shield?

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Is that a Space Wolf shield, or is he a fan of Elfquest?

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Orhh.. Now you are all making me embarrassed. :oops:

@Ardyer: I'm trying not to, but you know I see the miniatures quite fine in real life so I don't need to go through taking pictures and putting them on the net for my own sake. ;) The point though, I get it. But glad I have some to share it with - for me that is a part of the hobby.

@Zhu: Thanks! His shield was just a small weird surface, so because my freehand skills aren't that good I choose to cut a piece of a space wolf (modern) and glue it on. I personally see him as an Ulric fan with very red boots. And he certainly do not like elfquest. ;)

@Fat Git: Thanks, will have plenty more in the pipe then. Trying to continue with the 1st edition and TEW references. :)

@Warburton: Thank you. I prefer that they are not just painted miniatures, but small heroes (or villains). :)

Now because you are all so sweet, I give you an early next update.

Dwalin
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With a noble military history it was only natural for Dwalin to become the captain of the Tunnelfighters in Middenheim. But the title and responsibility was not given to him freely - as a young dwarf Dwalin was tutored and trained in everything from logistics to close combat. He had to be as experienced and well regarded as a dwarf hero. So when Dwalin became captain he had already done numerous deeds that would impress even dwarves. But now Dwalin use more time on meetings than stalking through tunnels, and while pleasant with wine and roasted boar, it bores him often. As with many of the other dwarves Dwalins heritage is from Karak Ungor. Therefor he was delighted to hear when his "young" friend Thrain told him that he was planning an expedition to reclaim Karak Ungor. Here was a challenge and a project where Dwalin could put his skills to full use - and not have to wait for permission from some high-headed human. This is also the possibility for him to become a true hero of the Old World.
 
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