Sunday, March 28, 2021

Lohwand: the Races of Lohwand

When I started my Lohwand campaign I had intended to leave out elves and dwarves and the like, particularly orcs and goblins. But fairly quickly I decided I wanted Tusk Riders, who are half-trolls. These are Gloranthan trolls, by the way, "Uz", not those that live under bridges. I have relented even further since and arrived at the above chart showing the main races. 

So, most civilized and most intelligent are the Vadhagh, which are Corum's race from Moorcock's Corum series (and possibly also Elric's race.)

The Mostali (Gloranthan Dwarves) are next in line with high civilization levels and high use of technology and science (= intelligence.)

Then come the Mabden (i.e. Mankind, using the term from the Corum books.) They are reasonably civilized with Empires and Kingdoms, but with some primitive, tribal cultures as well. They have some technological or sorcerous ability, reading and writing, mathematics, etc. At the most civilized levels, at least.

Then come the Uz (Gloranthan Trolls.) Not quite so intelligent, at least not in the way of using technology or the niceties of civilization, but not stupid either; they can be cunning and wily strategists, but tend to emphasize force over other means. Some species, such as Cave Trolls are very beast-like.

The Aldryami (Gloranthan Elves) are next. They are the basically plants, some very intelligent, others mindless, but all distinctly on the "wild" side.

Last are the Morlocks, an off-shoot of the Mabden race. As barbaric as in The Time Machine, with cunning to match Gollum.

Some characters for the "Life of Moonson"

I had also intended to paint all the figures for this campaign the same as I do for my Tekumel figures, using the Foundry South American flesh triad; the humans on Tekumel look like Mesoamericans, basically. 

That changed for a number of reasons:

1) I am gaming Lohwand with 60mm figures, of which I started with none. So since my campaign began I have been slowly accumulating forces. I picked up some Egyptian figures on eBay, intending them for part of my Stygia faction. They arrived and I found that the flesh was painted some sort of bluish shade, almost indigo. Hmm, I thought, perhaps not really that bad an idea for a place called "Stygia";

2) I picked up the Life of Moonson RPG aid on DriveThruRPG. This is a Gloranthan play-aid about political intrigue in the heart of the Imperial Lunar Court. Intended for a LARP run several times in the late 90's it is never-the-less a great product - IMO - and I'll never be using it for any LARP. Anyway, I noticed the art for some characters showed them with blue skin (see above image). I rather liked the imagery, so I thought here is another vote for blue-skinned humans in Lohwand;

3) Of course, after I had started thinking in that direction I naturally had to add green skinned humans as well - they are in Glorantha already, but also there are Orion slave girls to think about!

Bottom line is I have subdivided my Mabden up into the following groups, which are inspired by Gloranthan sources, but also Edgar Rice Burrough's Barsoom stories:

Warerani - 'Red' skin, ranging from pale* to deeper shades, like the Mesoamerican skin tones I started with;

Waertagi - Green skin;

Artmali Blues:
        Vadeli/Helerings - Blue skin, as in the image above;
Veldang - Indigo/Slate blue skin, like the Stygians I acquired;

Agimori - Jet Black skin;
Orovars - White or Ivory skin;
Okarans - Yellow Skin, this a sort of earthy shade, as opposed to lemon yellow;

* I allowed the paler shades both because of the art but also b/c I have figures bought painted that fit and I don't want to repaint.

Sunday, March 21, 2021

Something I've been tinkering with...


This is just a fraction of the cards I have completed, and I have far more images to use for more cards than I can currently accommodate! 

Saturday, February 20, 2021

Lohwand: Dunland and the Exiles, the Mapping Continues...


The mapping continues...

Dunland lies in the mountains to the North of the Tharkallan heartland provinces. Home to the Dunlending hill tribes that have sometimes been a thorn in the side of Tharkalla. The forested, broken hills atop the Nantgali Plateau have thus far offered safe refuge from Tharkalla's wrath. The cliffs of Nantgali are passable to large forces in only a few places that are easily defensible; in contrast, Dunland raiders know many secret ways that enable them to run rings around there less nimble foe.

Each tribal area represents the lands of one of the great clans, up to a dozen lesser clans, and has a walled town as its capital. Kerk is the seat of the current King of Dunland.

The Exiles are descendants of the Nemedians who fled the Tharkallan invasion of their country sixty years ago. Their lands used to belong to Dunlendings, but they drove out the clan that formerly occupied Wintertop and have held off all attempts to retake it ever since. They are now so entrenched that not even the Tharkallan army could pry them loose, and it has tried several times!

To the west of Dunland lies Dorastor and the Bossonian Marches. I've also been mapmaking there...

Saturday, February 13, 2021

Lohwand: Dol Amroth Banners


Print and Paint

I wasn't satisfied with my first design so I had another go...


Realized that attempting to make these an watch Digging For Britain re-runs was a bad idea! The ships on the square (foot) banners should be sailing towards the banner pole. Here is the fixed version:

Dol Amroth banners (fixed)

Lohwand: Swan Knights of Dol Amroth


Swan Knight of Dol Amroth

Per LOTR fame, repurposed as some kind of "Knights of Malta" proxies for my Lohwand campaign. Meaning they've got an island, with a fortress, and galleys with which they engage the "heathen" ... or the pirates, at least.

60mm HYW knight from XForce, with a head from Tradition of London (which sells lots of nominally 54mm bits).

The banner I cobbled together in PowerPoint - the "poor man's graphics program". 

I borrowed the graphics from the Roll of Arms page:

The ship is borrowed from the Earl of Caithness:

The waves are from the Staple of Calais:

I cropped and edited them using the tools in Paint, saved as a jpg and pasted into PowerPoint. In PP I had already used the drawing tools to make a rectangle and a triangle inside it (3" x 1" actually size IIRC). I then copied and flipped them to get the back face. I allowed a bit in between for the banner pole - only about .15" IIRC which turned out a bit skimpy. 

As I had room I made four copies and used the picture tools to make some various grey-scaled versions. This b/c I currently only have a B&W printer and didn't want the prints coming out too black. I thought the blue would be pitch black but as it turned out it is potentially viable as well. 

The plan is to attempt to "paint within the lines" in the manner of Pete's Flags - sample attached. (Jasper Tudor)

Pete's Flags - Superb!

Currently waiting for the glue to dry. Used a cheap craft white glue from Michaels. The reason for the rectangle is to allow one to line up the two halves. The final flag will be trimmed to the swallow tail outlined by the triangle. 

I used an Xacto knife handle to get the fluttering effect in the flag.

Still have to decide what shade of blue to use for the knights. I've been experimenting with Vallejo paint triads posted on Google drive by some guy:

(Apologies to the author of those files, but I can't remember his name.)


Saturday, January 23, 2021

Lohwand: Armatura, ver 6


Made some changes, 
including getting the version correct!

Lohwand: Armatura, ver 5.0


Here is the latest iteration of my Armatura rules, version 5.0, though as you can see I need to do some more edits. (I got confused as to how many versions I had made and discarded.) Some changes to both front and back. 

For one thing, I changed the rules for Army Morale. I realised I was referencing rules that were not on the sheet, which kind of defeated the "all-the-rules-on-the-cheat-sheet" objective. It possibly fails that in other ways; I need to vet it again to be sure.

I also changed a couple of the Command Actions, and have gone through and made sure that I used the same format for abbreviations throughout.

The morale test has changed as I finally realized that it didn't need to be an opposed test, and was probably better that it wasn't. I've tried to add a mechanism to allow the Saxon Fryd to pursue fleeing (retiring) Normans out of their formation. Not sure yet if it works.

And I'm thinking that Staff Slings probably should only have a ROF of 1.

Under Armatura each unit, be it a cohort, squadron or warband, has three primary traits: Virtis, Disciplina and Labor. Virtis is its combat ability, Disciplina represents discipline and morale, and Labor is the unit's engineering skill. A unit may also be designated as having an Exceptional Leader. 

There is assumed to be an overall commander, with sub-commanders in charge of left and right wings, and any reserve. Commanders have another trait called the Tactics Rating. (I tried to find the latin translation. I thought it would be "Tactica" but it seems not to be the case. Or maybe my Google-Fu is weak!) This rating determines the number of cards in their hand. It is assumed all officers have the rating, but it is only determined when relevant. i.e. if a centurion were promoted to command a detachment.

I need to sort out the "Well Led" and "Exceptional Leader" designations b/c I notice they are overlapping somewhat.