domenica 7 maggio 2017

Mithril Haradan Mailed Infantry (M294) - 1993


This is one of my favourite Mithril figures of all times. I purchased this sometimes in 1998-2001, probably from the old Avalon shop near Stazione Centrale in Milan. My guess is that they had this figure on display since its issue, in 1993: unfortunately they never sold well.

It took me many months to decide to assemble its three parts and paint them red, white and black. It was a quick and dirty painbrush, but effective, and I am still happy about how it turned out.

I spent years looking for this figure when I rediscovered my old box of miniatures in 2010: somehow it was missing. It resurfaced in early 2017, at a house of some friends, stuffed in a jar together with some Citadel figures we used for WFRP. What a pleasant surprise!


I always liked very much anything from Harad, since the time I read Warlords of the Desert in the early 1990s. That was my first MERP adventure material I bought and somehow imprinted me with the exotic charm of Middle-earth's Southlands.


But the reason I especially love this sculpt is the sculpt itself, the exceptional harmony of it, the dynamic movement of the fighter raising the shield to protect his chest and face and thrusting forward with his sabre, half-parrying and half-lunging at the enemy.



The movement is clearer without the shield. Seriously, this is one of the masterworks of Chris Tubb.



giovedì 4 maggio 2017

Celebril Sirdaryan, High Elven Diplomat - GW Lothern Sea Guard Champion (1999)


This miniature dates from 1999-2001, freshly bought in a blister at the Games Workshop shop in Milan. We are talking at the Lothern Sea Guard Champion issued in 1999: no idea about the sculptor, unfortunately: if you know, leave me a comment.
The figure is good. Sadly, while still painting it it fell to the ground, resulting in the sword losing its tip. Still, I was quite proud of it, when I painted it as Celebril Sirdaryan, one of the NPCs of my WFRP campaign.



Unfortunately, I didn't have much technique at the time and, looking at it today, I find it appalling. That's why I decided to repaint it a few months ago. What was wrong with it? For a start, it's too white: it was primed white and painted with a single white layer, then washed in black. It's plain, dull and dirty. The base is too simple, making he figure look even flatter.

A few words about Celebril. He's an interesting NPC, with a potential to become a PC. Born in the outer realm of Cothique in Ulthuan, Celebril came from the minor nobility, an ancient family that had not been relevant in politics for several thousand years, ruling over lands covered mostly by woodland and populated by hunters and loggers. Last of five brothers, Celebril spent a childhood listening to the stories of famous ancestors who had been seafarers and explorers and dreaming to live up to their glory, one day. Lacking connections and means, Celebril studied hard and worked harder, exercising his natural talents in talking and listening, slowly making his way up in society with recommendations from his teacher, then from a merchant of Armille, then a prominent nobleman and finally from the very king of Cothique, whom he served as envoy, inspector and tax collector. It was Falanor IV that recommended him for the service of the Phoenix King, in Lothern, where the young and ambitious Elf was put to service in a special bureau in charge of collecting delicate information - the Ears of the King. Celebril travelled all over Ulthuan and the colonies of the New World talking to traders, officials and nobles, assuming different identities depending on the need of the moment. Celebril was good, perhaps too good.

One day, it happened that his supervisors recommended him for a very delicate position: he was to be sent in the service of a Sea Elf adventurer, Gelmir of Dralas, who had gained himself a position of power in one of the Border Princedoms in the Old World. Posing as an expert in diplomacy, Celebril would support Gelmir, an unofficial ally of Ulthuan, and at the same time he would spy on him sending regular reports to the Ears of the King. Celebril had been immensely excited to travel so far from home, and very proud of the opportunity, but only until he learned that all the other "experts" travelling with him had been sent to Dralas as a mean to get rid of them. There was a pedant bureaucrat, an effemminate archmage, a creepy loremaster, a rowdy musician with a human mother and a painter with a tendency to be excessively promiscous. Still, Celebril tried to make the best of his opportunity, serving Gelmir as best as he could and, at the same time, becoming the best friend of everybody at his court so that he could learn all the secrets worth to be shared with the Ear of the King. This, until Gelmir seriously started to doubt Celebril and decided to send him as an envoy to his main rival, Prince Ettore Malatesta of the mountainous and wild land of Artesia...


Celebril is young but ambitious, smart and exceedingly skilled in talking. He dresses in elegant and precious clothes as befts an envoy of the Regent of Dralas, but he can keep a low profile when needed. He can fight, of course, and carries a sword, but he is always mindful that words can be deadlier than a blade, if spoken to the right people at the right time. He is, most of all, one that dreams big, and tries to make the best of every opportunity, something which has won him the sympathy of Gelmir.

I decided to limit the repainting of this figure to the minimum, by simply adding blue to the overcoat. The white undercoat and other white elements were painted grey and then highlighted in white. The skin was washed with red ink and then highlighted with skin colour. Similarly, metal was blackwashed and highlighted again in the same basic metal colour.



To add some complexity, I covered the base with sand and repainted in green, and added, as a final touch, some gold on the covercoat representing precious embroidery.



It's amazing how much can change with some simple improvements!

mercoledì 26 aprile 2017

Review: GW High Elf Prince and Noble (2/2) - The Noble

A few month later, we conclude the Review on GW High Elf Prince and Noble, talking about the second miniature of the box, the Noble (the link to the first part is here).


Like the mounted Prince, also the Noble is highly customisable with different heads, shields, banners and weapons. And that's very good.




One thing is clear from the beginning: besides being sculpted by the same guy, Martin Footit, this figure is very different in two interconnected elements. First, whereas the Prince is a very dynamic sculpt, the Noble is extremely static: feet to the ground, arms to the side, looking forward, almost waiting for a faraway enemy to approach. It reminds me of the very old '80s High Elven infantry of the early editions, in a way, and it's obviously related to them. To me it's not so enticing: Elves are supposed to be nimble, fast, not statuary, but that's me.
Second: the Noble is as solid as rock. Once you put it together, it's unlikely that it will break or snap, like it happened several times with the Prince. It's plastic alright, but it withstands manipulation and this makes me very happy since I'm planning to use this figure in my next D&D game as a PC.

The PC in question is my Noble Elf Fighter (right, what a surprise!, you might say). Valandur Isirmo of the House of the Ivory Tower of Elventown in the Mountains of the Stars.

Don't you recognize me by the colours of my livery?
Valandur is a young Elf. Not young by Human standards but, as Elves reckon, he's just entered that age when young Elves discover the world and act naively and stupidly and recklessly and just as a Human male on the last year of high school or the first year of university.

Valandur is a nobleman, of course, from a prestigious house of a prestigious city of the most prestigious race, the Elves. The Sun Elves, of course, not the other lesser ones. But in spite of his origins he's not a cunt like everybody else where he comes from. 'Right, not as much as everybody else in Elventown. In fact, Valandur is on a quest to prove himself.

It so happened that he quarreled with another young Elf of his age, the odious Prince of the Elves, none other than Legoland the Handsome, son of the King. If you look on an elven dictionary at the word pharagrand (high elvish for "cunt") you will see Legoland's portrait. He's just this guy. Valandur hates him.
Long story short, one day as Legoland was coming back from a hunt with a dead wyvern as trophy, and people were throwing rose petals at him from the balcony, words escalated and Valandur said killing wyvern was for noobs, and that he could easily slay a dragon. Legoland's reply was a slap on the offender's face with his pailette-covered white glove. Challenge issued.

Young Valandur had no choice but to go, especially since the episode happened right in front of Morwen Elentilas, the proud lady whom everybody was courting and whose attention none was getting.

And so Valandur hit the road, and he started a life of adventures along with other valiant companions - Rothgar, a Dwarfish barbarian; Negal, a halfling assassin; and Loras, a half-elven rogue. It was a hard life of travel through the wild lands and battles with monsters and outlaws. But it was fun, and soon Valandur developed a reputation for being as easy to provoke a challenge as he was in spending all the money he had. Offering toasts at all the patrons of inns was one of his favourites, especially right after a bar-fight. Expensive clothes, fine food and wines, fancy accomodations and the expensive love of an elven princess-turned courtesan, Ahlahna of Neverwinter, made sure he money never stayed long in his pockets, but everybody knew his name, though, and that was the important thing!

At last, the party met a Dragon, a green one, and by sheer luck they slew it. Valandur had the head preserved by a taxidermist and turned homewards. As soon as he arrived in Elventown, he was welcomed by the people with cheers. He rode on a cart, covered in shining armour and garish clothes, the Dragon head behind him held by a stuffed Owl-bear. He threw coins at the crowd getting even more cheers.

Legoland didn't like it, and liked it even less when he got his own glove thrown at his face. The King had to accept the gifts graciously and commended the valour of Valandur. It was the elf's moment of glory, but it wasn't finished: the elder Elves, less interested in showing off and more into power-mongering, made it so that Valandur and Legoland were both candidated at the position of Speaker to the next Great Moot of Elves. And how would they settle the opposition? By vote? By a speech? By a gallant joust?

It is SO on.
Valandur and Legoland were so high on testosterone that they could only choose a fight. The two rivals met each other in the Arena, each covered in tight, bright garments, shiny pieces of armour and battle make up (rimmel, phard, bright-red lipstick and random hearts and spades drawn on cheekbones). Their nervous, darting muscles had been oiled with the special glitter-oil of the Elves.
Valandur was obviously better with the spear, his fighting technique mimicking a dance, but Legoland was a spellcaster and could strike at his opponent without even touching him. But eventually it was Valandur who had the upper hand, and Legoland found himself disarmed. Proudly refusing to yield, the Prince choose to fight without a weapon: in return, Valandur threw away his spear and jumped at him with his bare hands - well, not so bare, since he had Gloves of Ogre Power. A few good strikes, and Legoland was thrown to the ground, where he bit the dust.

The crowd exploded with cheers. Valandur was raised and paraded around the Arena by his supporters. When even Morwen threw her scarf at him, he jumped on the terraces and rewarded her with a full kiss that drew even further cheers (and a few deadly stares by her relatives).

And so the legend of Valandur began.

It wasn't easy to capture the full razmatazz of a character like Valandur with a static miniature like this. I decided to go for few, bright colours - white, blue and green, with some touches of yellow. The first hand was disappointing.

Even though I started with dark and dull colours, the figure isn't really helping to look lively. It needs a certain effort. I painted the armour in metal with black details, decorating some elements in green (the green dragon). The clothese are blue and white. In order to avoid too many colours I kept the gems as mily opals and onlu added some ochre yellow here and there. But before the end I had to add some gold here and there to brighten up the whole.

After a general wash and at least two layers of highlight, something started to come out. But it was the third highlight layer that did the job.


Final vote: 7/10. Good, but not great - there a lot of better miniatures for Elves, even in the GW range. I really do hope that AoS will refresh the image of the Aelves by more than adding an "A" in front of the name, but looking at what they're doing lately, I must say I am very hopeful. We shall see!

lunedì 17 aprile 2017

Grenadier Undead Villains - back from 2001

Not only heroes (or better said, anti-heroes) came out of the jar last week. There were also villains, well represented by two figures from Grenadier (now Mirliton) Undead range, sculpted by Bob Naismith.

The first one was Skorgan, one of the best developed villains I ever created as GM, although half of the credit goes to my fellow GM in the group, whom I took turns with. The best part of Skorgan is, basicly, that he died long ago and never really came back. He didn't do anything involving the PCs, ever. And yet he was, for years, a terrifying presence in the campaign.

Myaahhh!!!
Skorgan was essentially an ancient necromancer, possibly a liche, nobody really knows, because centuries ago the eastern Border Princes were a region even more wild than today, so nobody really bothered to keep a detailed account of Skorgan's life. Whatever is known is that he really was a poweful necromancer, and that at some point he was sealed in a tomb on the western foothills of the World's Edge Mountains, there awaiting his return.

Ossian, a half-elven wizard PC, learned about Skorgan from one of his contacts, a follower of Malal, who suggested him to go look into the tomb of the Necromancer to find his legendary sword, Xambarg. Ossian gathered a group of friends, including the Dwarf warrior Otto von Krautt, the disowned Imperial nobleman Axel and the Norseman Olaf, and together they entered the underground complex.

Getting rid of traps and magic protections, including undead guardians, was quite straighforward. Stripping the dead (yes, actually dead!) body of Skorgan, obviously a follower of Tzeentch, was relatively easy. But then, never underestimate the stupidity of PCs. I, as the DM, did not: in the loot box, along with several magical items, the heroes found a skull of metal. Its function was possibly to be a key, because it seemed to fit perfectly a shape carved in the wall, inside the wider carving of a door.

You are in the tomb of a Tzeetchian necromancer underground, and you see a magic key in the shape of a skull, and a possibly magic door carved into the rock - a portal of some sort. What do you do?

Next thing you know, a portal on the Warp opened, and a very nasty one since on the other side there was only molten Warpstone. Imagine the wave of blood in Shining, running through the corridors of the Overlook hotel. Now picture it as Warp-lava running through a dungeon.

Run for your life!
The PCs barely made it out alive, and they ran, ran for days. Behind them, a volcano of Warpstone was being born.

But that wasn't the end. One of the PCs, Otto, who had been the one putting the skull into the portal, was having nightmares about it. He wanted to be forgiven. So month later he decided to go at a temple of Alluminas and confess.
The priest told him that the only way to atone would be to close the portal. So Otto travelled back to the place, finding now the small volcano being mined by Skaven. Otto was able to kill Skaven resistance and, calling upon a demon of Alluminas, close the portal.

But Otto wasn't the only one having nightmares: Ossian had them too: he was dreaming of Skorgan, or maybe another necromancer, Thmerr, it was never clear. There was a body lying on a tomb, covered in bandages: and as Ossian got close, the body would spring to life and its hands would grab the wizard's neck.
"Ossian! Ossian!" he would hear before waking up in a pool of sweat.

It's... youuuu!!!
Ossian eventually went back looking for the source of his nightmares. He found the now dead volcano had been digged again beyond the mines, and the body of Skorgan had been freed of the Warpstone. But now the bones were a shining black colour, and the body protected by a cage of transparent crystal.
Ossian smashed the crystal open, stabbed the body to kill it and then, just to make sure he would not come back to life, decapitated it with Xambarg and took the head with himself, leaving the body behind.
Little did he know that a cult of Skorgan had emerged, and that the cultists believed he would come back to lead them. They had temporarily put the necromancer in a cage of Fixstone, a variety of Warpstone that worked the other wat around, blocking all magic. They had this ritual to bring him back: they needed to stab his heart and then decapitate him, but the ritual would only work with the necromancer's own blade! They had been looking for Xambarg everywhere without success. Thmerr, the leader of the cult, had tried for long time to look for Ossian, but he had no clue where to find him!
It was certainly Tzeentch's blessing that made possible that Ossian travelled all the way to the tomb and carried the ritual by himself! Truly the ways of the Lord of Change are mysterious, unfailing and full of irony.

If the wizard did everything by himself, I might as well go home
Now with the ritual completed, Skorgan's skull became a catalyst for Warp: magic energies would gather in the skull and then, at the right time, Skorgan could be brought back. The only problem was that Ossian had the skull now! And if the awakening ritual was not carried on properly, the skull would overload and, well... boom! The sort of boom that razes everything in a range of several kilometres and opens a Warpgate in the process.

Lol, sucks to be you, Ossian!
There were several attempts at deactivating the skull, but all proved unsuccesful. At last, Ossian, now chased by Thmerr's lackeys, through the help of Gelmir, Gelmir's brother Brandir, and the elven outlaw Charmian, tracked a spectral wizard in Tilea, Mario, who was able to help out. The ritual succeeded in releasing the energy of the skull in a controlled way, by making it sentient with a different identity - not Skorgan's, but Skorgan's skull's! The skull was very happy to be born as a magical being made of the Purple Wind of Magic: indeed he opened a portal to a new dimension of undeath, jumped right in with Mario, and closed the door behind himself, thanking Ossian for the help!

It took six years of game time (2502 to 2508 I.C.) and possibly nineteen years in the real world (1998 to 2017) to get rid of Skorgan, but now it's done. Now there is only a very pissed Thmerr. But that is a story for another time...

martedì 11 aprile 2017

The Merry Mariners - back from 2001

Towards the end of 2000 our WFRP group was exhausted. We had played for four intense years but, for a number of reasons, several members had dropped out of the group and only three were left. We found a fourth member and we took turns in GMastering sessions, creating a new party interly composed by Elves, brought together by being members of the crew of a ship.

It lasted less than one year, but it was fun. At some point I painted miniatures for all four PCs, and last night they were found in a jar at the house of my friends, so I took some pictures - forgive the light, it was night and the kitchen lighting was not ideal for photography.

Without further ado, I give you Fanirrlan, Sea Elf pirate. Greedy, adventurous, curious. Raised in the Old World with the healthy principles of survivalist Elves living among Humans. In Lustria, he learned about the Turtle-god Washoon, living under the Sea and emerging occasionally as a moving island - and he became its follower, hence the turtle pattern on the shield.



This miniature is a Jes Goodwin sculpt from Citadel 1987 Elf Warriors, and identified by the name Kaledon.

Then there is the other Sea Elf, Galentil of Breataine, from the stormy coasts of Cothique. Introverted, contemplative, melancholic, Galentil finds peace only at sea and away from people. He can, at times, become actively aggressive and utterly anarchic when confronted by crowds and civilization. A devotee of Mathlann, he finds himselfs very confused when he falls in love with Lilegon (see later), having puberty hitting him very hard.



Another Jes Goodwin piece, this belongs to the Citadel 1985 Silvan Elves for Lord of the Rings, later re-released in 1987 as Warhammer Wood Elves (074213/1). A very fine sculpt, if you ask me.

Now we come to Lilegon: daughter of a Wood Elf witch and a Dark Elf champion of Slaanesh, Lilegon grew as an outcast and quickly learned to survive in a hard world and only trust herself, resulting in a very introverted character and melancholic nature. She and Galentil are basicly dynamite, attracted by their common traits and plagued by bad communication and unspoken words.





I had lots of fun painting this Bob Naismith sculpt from Citadel 1986 C09 Dark Elves, the "Death Maiden". To be true Citadel has always been short of female figures, except for Dark Elves. The original had a spike on her tiara, which I removed to lighten the figure.

Lilegon always went around with a pet Wild Cat, Grinn, who later turned out to be a reincarnation of her witch mother.



This piece by Jes Goodwin is from Citadel 1987 Elven Beastmasters.

Lastly, we have Neferet, an Elf from Astartis, a house-made kingdom set in the deep Dark Lands, with an egyptian mood. Curious to see the world, Neferet was famous for her disdain of "barbarians" as well as her promiscuity, which made Fanirrlan very happy.



This is a fine Bob Naismith piece from Citadel 1986 RRD11 Regiments of Renown: Mengil Manhide's Dark Elves, named specifically as "Witch Elf". When I ordered it, I didn't notice the womanskin on her back, which hardly fits the PC, but then again it was nice painting it.

To be frank I am quite surprised by the quality of my brushwork from that time, considering I only had a dozen colours and a very lousy brush. But then my eyes and hands were probably better, and I had a lot of time to paint.

It's nice to see these pieces emerging from the past! Will post a couple more in the next days.

giovedì 30 marzo 2017

Gelmir the Adventurer - Citadel Silvan Elf ME31 (1985)


This miniature couples with that of Lamshâr, so there's not much more to say. They look similar indeed, except for the head, and they are Jes Goodwin sculpts released in 1985 as LotR Silvan Elves and, later, in 1989 in the Late Summer Catalogue.



This miniature, though, was painted with the nemesis of Dark Elf Assassin Lamshâr: the Sea Elf Hero Gelmir, my first WFRP PC whose origins were briely touched in this earlier post.


So here goes, very briefly, the first part of the great tale of Gelmir, Harpist of the Gates, Chosen of Quesshan and Regent of Dralas, which covers possibly four intense years of gaming between 1996 and 2000.


Gelmir was the son of poor Sea Elf settlers in the Wasteland, living in the village of Grilm. His father died at sea when he was infant, and the mother was slain by Goblinoids when little Gelmir was but a child, hiding under the bed with his siblings. Survivors of the pillage of Grilm, Gelmir and his siblings made a living as street urchins and beggars in the nearby town of Zeaburg for a few years until one day they were found by another Sea Elf, Elmerin, who brought them to Lothern and adopted them as his own.

Gelmir came back to the Old World when he reached adulthood, on a trip to revisit his past and perhaps find Brandir, his brother who had been lost before Elmerin found them. He travelled to Marienburg and then along the Reik until Nuln, where he found a job as bodyguard of Counsellor Oldenhaller. At this time, together with some companions, he uncovered a net of warpstone smugglers covering a good part of the Empire: this criminal organisation was led by Skaven Champion Boneface. With the help of three mysterious Old Slann spectres, the heroes vanquished the organisation and chased Boneface to Marienburg where they killed him, finding out he was the reincarnation of a fourth Slann spectre. They four undead were in possession of a piece of music which could expand or reduce portals to the Warp: Boneface was bent on expanding the Northern Warpgate with it (reached by a convenient portal), but Gelmir just in time played his harp and brought back the Gate at the original size - no less. This was the first feat of Gelmir as a hero, and one that put him on the list of the servants of Chaos as an enemy, and as the possessor of a piece of the Melody of the Gates. 

Begore disappearing, the four spectres indeed prophesised that one day, not far away, the representatives of the Free Peoples of the World would have the chance to close the Warpgates. This was a key event in Gelmir's life, who believed from that day that he had a destiny to fulfill and save the world, a belief that later, after a number of failed Coolness Tests, developed first into Megalomania and then into Heroic Idiocy.


With his newfound Slann blade Myrmidag, Gelmir left the Old World and travelled to Lustria, looking for someone who could translate some Old Slann books which had been owned by the four spectres. In Lustria he found a friend, the scholar Balgar, but also a lot of enemies. Balgar was kidnapped and brought, ironically, to the Old World, where a group of Malalite Dark Elves were trying to tackle with a Moon Gate, an alternative to Warp Gates. Gelmir chased the kidnappers but could not save his friend. In a fit of rage, Gelmir killed his assassin but also broke his blade, already weakened by thousands of years of exposure to Chaos radiations.

Back went Gelmir to Lustria, carrying the body of Balgar, the untranslated books and the pieces of Myrmidag. Again he found somebody willing to help, but not openly as the Church of the Snake-god Quesshan, the main religious organisation of the Slann, was not kind to foreigners and those who owned artefacts which they considered their own. It was at this time that, frustrated by his inability to find allies, Gelmir defied the laws of the Slann and travelled inland into Lustria, reaching incognito the capital Aztelcahuan: captured and risking death, he managed to pass himself as a pilgrim delivering gifts to the Great Emperor - the Old Slann books. Awed by the precious gift, the courtesans of the Emperor allowed Gelmir an audience with the Lord of the World, where he was kindly blessed and then sent back to the coast, but not without hearing legends about Myrmidag being part of a trio of ancient swords, sacred to Quesshan.

In coastal Lustria, once again Gelmir was attacked by Chaos servants, this time the Champion of Slaanesh Lamshâr who stole the Melody. One again, Gelmir gave chase, helped by other heroes, finding the enemy at Karak Azul. Here, with a portal, they reached the Souther Warpgates and stopped the Dark Elf from becoming a Chaos Prince. 

This trip allowed Gelmir to talk with Dwarfish smiths about the properties of the legendary mithril steel and the reforging of Myrmidag. Gelmir then went looking for the ruins of Boneface's underground lair where he thought he could find more about Old Slann lore, but there he found contemporary Slann, also looking for the same answers! Fighting his way out, Gelmir discovered to be on the enemy list of not only Chaos followers, but also the great Slann archmage Anguissh, who believed the Sea Elf was withholding secret Slann lore and, quite correctly, that he had the pieces of Myrmidag. The wizard was looking forward to collect the three blades of Quesshan because together they would have merged into the Sword of Quesshan, an ultimate weapon destined to be wielded by a Champion of the Slann against Chaos.

Gelmir travelled far and wide the Old World and over to Ulthuan to put together information about the swords and reforge Myrmidag, always chased by minions of Anguissh. Gelmir and Anguissh's champion met in a final showdown in Tilea, where the three swords were finally collected in the same place: ironically, when the three swords merged into the legendary Quesshandag, the sword refused to be wielded by the Slann and instead accepted the grip of Gelmir, who slew all his enemies except for the archmage, who beat a hasty retreat. It was this event that convinced Gelmir even more that he was the Chosen One of Quesshan, that he was the Hero of the Free Peoples against Chaos.

Committed to the prophecy of the Slann spectres, Gelmir made peace with Anguissh and invited him at a Council in Nuln, where all loremasters from the Old World and Ulthuan would gather to discuss a plan to close the Warpgates. Together, these great minds were able to complete a larger part of the Melody and then divided into groups to further study different aspects of the plan.

But a Hero can not fight Chaos alone: he needs an army. And to sustain an army, he needs a kingdom, thought Gelmir. So he started looking for one, in the Border Princes. It took him months of preparations and several failed attempts but, at last, he was able to sneak into the port of Dralas and hold hostage his Prince, obtaining his sister in marriage and the title of Regent.

That was the start of Gelmir's life as a nobleman, and another chapter of his tale...

lunedì 6 marzo 2017

Gelmir the Sea Elf - Citadel Elf Command Musician (1987)

In the beginning, there was the glorious and embarassing original setting of Warhammer Fantasy. It was glorious because it was simply one of the most imaginative and cool settings ever. It was embarassing, because it blatantly stole elements from Tolkien and Moorcock, mixed them with pop culture and sprinkled a good bit of stereotyping on top.

There were Slann, of course. There were Amazons. There were Pygmies. And there were Sea Elves. All things that were happily retconned in the 90s because the creative management at GW thought they veered too much on the embarassing side of the spectrum, no matter how glorious they were.

This is what WFRP 1E had to say about Sea Elves:
The Elves living around the coasts of the Elven Kingdoms have a tradition of seamanship and fighting, and lack the normal Elven disdain of physical labour.  Because of this, the High Elves look down on them, thinking them rough and uncouth.  They are brave warriors and tireless guardians of the seaways, and it is thanks to them that the sea routes between the Old World and Lustria remain open.  Sea Elves are quite venturesome, and can often be found as merchants and traders in old World ports.  Most of them speak Old Worlder as well as Elvish, and many have a smattering of the Norse language too.  The Elven trading posts of the Old World are run almost exclusively by Sea Elves.


In later years, Sea Elves were simply absorbed into the High Elves or, as the Lore, named them, the Asur. A memory of their existence could be traced in the division of High Elves between those belonging to the introspective inner realms of Ulthuan, and those hailing from the hardy and seafaring outer realms.

But in their glory days, the Sea Elves were the Warhammer Sindar, the Falathrim of the Old World, the link between the lands of Men and Ulthuan, Lustria and the rest of the world. They were cosmopolitan, adventurous and interested in trading. Basicly the opposite of the isolationist High Elves, the secretive Wood Elves and the decadent Dark Elves.


No wonder that my first WFRP PC was a Sea Elf then. Gelmir, he was named, son of Handir, born in the miserable harbour of Grilm, on the coasts of the Wasteland, not far from Marienburg. He was an orphan, a bodyguard, quite ugly by elven standards (which still made him the most handsome of the party) and blessed with the boon of having a morality closer to Man than Elf. In other words, he was elvish, good and a lover of beauty and all, but at times a huge son of a b$%£h.



The miniature for this PC is a 1987 Citadel cast for the Elf Command Group (#10, Musician), scuplted by Jes Goodwin. It is a nice figure, with good proportions and very nice hair. It's perfect for an adventurer, with its causal garments and big belt with satchels. I choose it for the harp, which was a key element of Gelmir the Sea Elf - he had learned a melody from some Old Slann ghosts, by virtue of which he could widen or narrow warp portals, and this skill was instrumental more than once in limiting the power of Chaos champions and sorcerers.

Any opinion or memories with Sea Elves? Let me know in the comments!