Updates- new Drukhari book, a Raging Heroine, Arco-Flagellants and more

(Image by Games Workshop)

So, I realize that I haven’t posted in a while. Work, various social events and the occasional bout of I-don’t-wanna-write-right-now-ness have kind of been interfering with my ability or willingness to post any updates. That being said…here’s an update!

The most important thing I want to post about is that yesterday, I received my pre-order of the new Drukhari codex (complete with complementary datacards). I can’t say enough about how excited I am right now about this book– I am currently leafing through its colourful pages as we speak, devouring all of its secrets and absorbing the lore of the Dark City. I will, at a later date, be posting a several-part review of the new Codex, particularly of its new lore, new unit updates, faction rules and stratagems, and how I intend to put it all to use. For the time being, all I can say is I am already trying to figure out which Kabal/Cult/Coven rules I want to use for my Alliance of Agony, and I think it’s saying a lot that I can’t decide– all of the sub-faction rules are just too good!

On to other progress: so last January (yes, I know), I posted about two new models I had gotten from Raging Heroes. After putting things off for way too long, I finally got working on one of them, and finally have some results to show for my efforts.

My primary focus has been on Sister Ardanna: I still need to decide how I’m going to paint Silkeeriss/Drukhari lady. When I first started on Ardanna, I painted her main body before applying her sword, figuring that, given how her arms block her face and her sword blocks much of her torso, I really didn’t want to have to paint around either. For the initial steps, I painted her face Cadian Fleshtone, her dress Kantor blue and her armour and the insides of her robe Celestra Grey working up to Ulthuan Grey. I quickly discovered that paint had a tendency to congeal far too easily in the recesses of her dress: after applying some paint thinner by q-tip, I was forced to be much more cautious with how I was thinning my paints.

From there, I applied:
-Balthasar Gold on the metal bits I added, along with a wash of Reikland Fleshshade (I still need a lighter gold to highlight this with). Note that one of the spines on her icon/backpack thing is bent: unfortunately, I am afraid to try to apply pressure on it without breaking it, and am currently looking for solutions on how to right it (a compress and warm water might work, though I have no idea if that will warp the resin or not– yes, I am inexperienced with resin).
-For the blue, I made successive highlights with Kantor Blue, Altdorf Blue, and Drakenhof Nightshade before a final highlight of Calgar and then Hoeth Blue.
-The face was washed with Reikland before being highlighted with Kislev flesh.
-Mournfang Brown was applied to the hair, again with Fleshshade wash
-Some Vallejo Red (I forget which, I’m not as well versed with Vallejo) was applied to the red bits
-A bare Mechanicum Grey was applied to the gargoyle and base, along with an Altdorf Oil wash
-Bare Ulthuan grey has been applied to the designs at the bottom of her robe

The sword took the most effort after the dress, as I moved from the Vallejo red up to Trollslayer and then Fiery Orange, and then a faint bit of Evil Sunz yellow. I was trying to maintain a hot, orange look to the blade without making it look too fiery.

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So far, I like the progress I’ve made on her, though I still have a million and a half highlights to apply, particularly to her dress and to the stonework. I am also debating whether or not the sword is too bright, or not bright enough– I’m debating switching from the fiery orange look to a more black-to-yellow “lava” look. Game wise, I will most likely use her as a Canoness with the Blade of Admonition, although one blog I discovered suggested using her with the Emperor’s Champion rules. Regardless, I’m happy with how she’s looking so far…though, as a guy who is too used to heavy models, I am surprised by how light she is.

Meanwhile, another thing I went back to working on was my Arco-Flagellants. Where possible, I have the Flagellant models power claws, drills and saws from the Kromlech range, and when I ran out of those bits, I modelled them wielding their flails as normal (although in two instances I actually attached the flails to their arms at the wrist). I went with masked heads wherever possible, but where that was impossible, I used green stuff to make heavy hoods for them. I also put green stuff on their back so that I could then apply crisscrossing bent pieces of paper clip, to represent various wires and tubes jutting out of the Flagellants’ backs. Here they were when I primed them. I am happy with how these conversions turned out, actually: they have a mad, aggressive dynamism to them that makes me easily visualize them charging headlong into the enemy in a storm of whips, flails and buzzsaws.

So how did they turn out? Sadly, not great.

As you can see, my limited sculpting skills become quite visible here: my attempts at making hoods, despite my best efforts, have instead yielded these globular, overgrown…things around their heads. It is no better on their backs, where I have used green stuff as a base on which to apply the wires: in those cases the green stuff is literally all over the place, and in many cases it has absorbed dust or stray cat hair. The result is unpleasant looking to say the least. My putty skills are, sadly, quite lacking.

Paint scheme wise, I went with a Steel Legion Drab base for the colour scheme. I couldn’t decide on red or blue as a secondary character, so I alternated between models. The result isn’t…terrible, but I have yet to apply highlights. It is clear to me that the Arco-Flagellants will still require a lot of work, and that if I’m to save them, I’ll need to do some headswaps on the hooded ones to save them from my horrible sculpting attempts. Sadly, suitably helmeted or robotic heads will be difficult to find, so it seems that the headache that is this unit may persist for a while yet.

In the interim, though, I have a few other projects lined up on the horizon, including (a lot of) Drukhari and a new Inquisitorial guest for my Sororitas…

It is finally happening…

So, in advance of Adepticon, Games Workshop dropped this shameless little tease…

Fortune Favours the Faithful

(A minute of hyperventilation later) Okay, so some quick takeaways from this:

  1. Apparently, every single Sister of Battle player (or person who just wants to see them in plastic) relentlessly trolling GW on their Facebook page and on their customer survey worked.
  2. They will be released sometime next year.
  3. Up until that point, they will be posting updates and teaser images. To quote the GW site directly:

We know many of you have been waiting patiently (and impatiently…) for a long time for the Adepta Sororitas, and that for many of you this is more than ‘just’ a new army. So, we’re going to do something we’ve never done before – right up until the release, we’ll be bringing you updates on the Sisters of Battle, sharing images and snippets of info and a whole ton of behind the scenes goodness.

Emperor willing, the Battle Sisters of the Adepta Sororitas will be ready to take the fight to the renegade, the heretic and the unbeliever in 2019.

Also, confirmed by Bell of Lost Souls:

8:46 – Chapter Approved 2018 will contain beta rules for plastic Sisters of Battle.

This means updates to the rules well in advance of new models. So, overall, between a new Drukhari Codex around the corner and Sisters rules updates, both my main armies are going to get hefty updates.

It’s going to be a long year.

Your Army, Your Story: Representing Other T’au Septs

(Artist unknown)

 

The release of the new T’au Empire codex has heralded one significant change that T’au players are no doubt talking a lot about by now: sub-faction rules. Just as there are unique rules for Space Marine chapters, Tyranid Hive Fleets and even Adeptus Mechanicus Forge Worlds, there are now rules for T’au Septs– specifically for T’au Prime, Vior’la, Sa’cea, Dal’yth, Bork’an and (even though they’re not a sept) the Farsight Enclaves. For a lot of T’au players, this is great news…if you happen to play any of those septs that is.

Though the septs that GW used in its new book are most of the “original” sept worlds from the First Sphere Expansion, there are still dozens of others– by my count, there are some 37 T’au sept worlds, colonies, and other named planets listed on Lexicanum. True, it is impossible for rules to be made for all of those planets (especially since a large chunk of them don’t even have explanations attached), but it does raise a valid question: what is a T’au player to do if he/she’s army, fluffwise, is from one of those worlds not covered by GW’s list?

The answer, obviously, is aside from making house rules (which is generally difficult to get other people to agree to unless you know them personally), you will need to pick one of the rules for the “official” septs to count as your own. Hence the purpose of this (hopefully) helpful little guide, wherein I will be going over the T’au septs and colony worlds not covered by the new codex, and making suggestions on which septs to use to represent them, along with thematic units that you can use and, if you want to go down that route, possible house rules you can use to further represent your unique sept.

Please note: I am not a T’au player, and my knowledge of the lore can hardly be perfect. This article is just a list of suggestions, not recommendations, to help you decide on how to best represent your own T’au sept. At the end of the day, it’s your army, and ultimately it is your decision to choose whichever sept rules you want, for whichever reasons.

 

Other T’au Septs:

Au’taal– a beautiful, verdant resort planet where T’au elder heroes live in retirement under heavily armed guard. That’s right, it’s an army that hails from a what is essentially a planet-wide veteran’s hall or retirement home.

Recommended Sept: T’au- Given that the Fire Warriors on Au’taal serve a primary protective role, it makes sense that their fighting style would match that of T’au Prime, with a heavy emphasis on overwatch.

Recommended Units: Not a unit per se, but any character with the Puretide Engram Neurochip would make hilarious sense in an Au’taal army. I can just imagine Puretide’s AI persona commiserating with the retirees about the “good old days” and about how the current generation is getting everything all wrong, while the Au’taal Fire Warriors maintain the same cheerful persona you see in retirement home workers everywhere.

 

D’yanoia sept world that was isolated for the longest time, D’yanoi’s people have a long history of surviving on their own, whether it be in fending off their planet’s dangerous wildlife, or in defeating repeated Ork invasions. Despite this hardiness, the D’yanoi are nonetheless seen as backwards and rustic by their fellow T’au. Interestingly, their closest neighbouring system is the home of the Vespid.

Recommended Sept: Dal’yth, Sa’cea or T’au– Dal’yth could be an interesting stand-in for D’yanoi, as their boosts to cover can be used to represent the D’yanoi’s survival instincts and ability to use natural terrain and cover to their advantage. The fact that the Dal’yth warlord trait gives the For the Greater Good ability to Vespid and Kroot can also be used to represent the D’yanoi’s close proximity to Vespid.

Alternatively, the D’yanoi are described as having fended off the native beasts of their homeworld with a cadre of “disciplined” Fire Warriors. In that respect, Sa’cea or T’au could work well to represent a tough, disciplined army that is used to fighting and surviving on their own with minimal support.

Recommended Units: Given the description of D’yanoi as a formerly isolated world, I imagine that they would have an experienced corps of Pathfinders on hand. And, again, their close proximity to Vespid means that it would make sense for them to have some of these bug friends around as well.

 

Elys’eir a sept known for its “poetry, artistry and creativeness,” which regularly produces battlesuits for the Fire Caste and house the main production facilities for the Riptide.

Recommended Sept: Bork’an– Bork’an is for all intents and purposes an Earth Caste development world which, like Elys’eir, is innovative in their creation of new technology, and mass produces weapons and arms for the Empire . Thematically, Bork’an’s rules seem like a natural fit for this sept world.

Alternative House Rule: The Elys’eir appear to specialize in battlesuit production, so one rule you could adopt is one similar to that of the Iyandan Eldar and Valhallan Guard, where large suits like Riptides or Ghostkeels count their remaining wounds as double for the purpose of determining if their characteristics are reduced– although this essentially becomes a permanent, army-wide version of the Stimulant Injector stratagem. Alternatively, you could adopt a rule giving all Elys’eir Battlesuits the ability to ignore wounds on a 6+ to represent their superior construction.

Recommended Units: As the sept world that primarily produces them, Elys’eir army obviously should have at least one Riptide. Really, though, any Battlesuits of any kind would be right at home in an Elys’eir list.

 

Fal’shiaA world closely aligned with the Earth Caste, the T’au of Fal’shia are known for their artisans and problem-solvers, and their Fire Warriors quite often are given prototype weapons and armour to field-test (despite occasional malfunctions).

Recommended Sept: Bork’an or Sa’cea- Bork’an is, like Elys’eir, a natural fit to represent Fal’shia. Like Fal’shia, Bork’an is known for its close alignment with the Earth Caste and its fine quality weapons, so the Bork’an rules would do well to represent an army arrayed with sophisticated or even experimental weapons. Alternatively, though, if you want to emphasize the fact that the Fal’shians are craftsmen as opposed to engineers, you could give them the Sa’cea rules, as the reroll each unit gets can be used to represent “masterworked weapons” in the same way that the Salamanders’ (very similar) Chapter trait does.

Alternative House Rule: Instead of using Sa’cea, you could shamelessly steal borrow the Salamanders’ chapter tactic in it’s entirety, allowing one failed to hit roll and to wound roll each turn for each squad.

Recommended Units: While not a unit per se, a Fal’shia army should, ideally, have as many esoteric weapons as possible, whether it be unique weapons for its characters or fancy upgrades for its vehicles and basic squads.

 

Fi’rios -The site of many early victories during the Third Phase of Expansion, and a legitimate T’au success story, having grown over time from a small colony to a major fortress world. The T’au of Fi’rios are known for their tenacity and their stubborn refusal to admit defeat, and a willingness to sacrifice their lives for the Greater Good.

Recommended Sept: Sa’cea- Sa’cea seems to be a perfect fit for Fi’rios, as the army-wide +1 LD and the buff against morale losses given by their Warlord trait seem to adequately represent the Fi’riosans’ refusal to give ground.

 

 

K’si’m’yen  –A former human world with a sizeable population of Gue’vesa, K’si’m’yen is a world that was conquered by stealth and by guile, and its T’au are often associated with ” luck, subtlety, and oppourtunistic subterfuge.” This author can also personally attest that its name is an aggravating one to type.

Recommended Sept: Dal’yth or Sa’cea- Dal’yth is by far the “sneakiest” of the T’au sept rules, given its army-wide cover bonuses, so it seems like a natural fit for Ksi…K’sim….Ksisi….aargh. Alternatively, Sa’cea and its rerolls can be used to represent the Sept world’s emphasis on luck.

Recommended Units: Stealth suits, Ghostkeels and Pathfinders are all units that emphasize K’si’m’yen’s reputation for subtlety and sneakiness. Due to the planet’s large human population, you could also try to represent Gue’vesa in some fashion. One way could just be to use them as regular Fire Warriors, and do a bits swap between Fire Warriors and Guardsmen to model them.

Alternative House Rules: The Gue’vesa, and how to model and use them, have been a subject of long discussion within the T’au player community. Though they at one point had rules in Chapter Approved back in the 2000s and, much later, in Imperial Armour Volume Three, both rule sets are horribly outdated and no longer legal. If you go searching for house rules on them, you may find several versions and attempts, ranging from single squads or even entire army lists for them. A simple yet effective house rule may be to allow you to take Astra Militarum Infantry squads as Troops, and/or Veteran squads as Elites, provided you do not have more of them than you have Fire Warriors. Alternatively, just take an Astra Militarum detachment in your list.

Some existing Gue’vesa house rules, either for you to try, or to get ideas from:

Codex: Tau Auxiliaries (4chan)

Gue’vesa Auxiliaries (DakkaDakka)

 

Kel’shan– it sucks to live on Kel’shan. This sept world has had the misfortune of being subject to numerous alien raids and attacks throughout it’s history, including a major Tyranid invasion that was immediately followed by an Imperial one. Because of this, the Kel’shan are openly suspicious of (if not outright hostile to) all aliens.

Recommended Sept: Sa’cea, Vior’la, T’au, Farsight Enclaves– little is known culturally or militarily about the Kel’shan, aside from their hostility to all non-T’au. Based on this, I figure that any of the more “militant” septs (Ie T’au, Vior’la, Sac’ea, the Farsight Enclaves) could be used to represent them, especially since it stands to reason that, after suffering so many attacks, they would have a fairly large and battle-ready Fire Caste force.

 

N’dras – a fairly isolated Sept, the world was, for unknown reasons, voluntarily abandoned by its inhabitants. This may be partly due to something wrong with the world itself, as the local Earth Caste report strange readings emanating from the planet. A small outpost of the Earth Caste remain on the planet, alongside a garrison of Fire Warriors, and this small population of N’dras are regarded as being “untrustworthy and are generally of quick temper and of brooding countenance.” Interestingly, the local Earth Caste’s role may have something to do with battlesuit development and/or stealth technology, as it was on an outpost near N’dras that the Ghostkeel was first tested. Indeed, the first Ghostkeel suits were named “the Ghosts of N’dras.”

Recommended Sept: Vior’la, Farsight Enclaves, Dal’yth- There is, unfortunately, not much to go on about N’dras save for its mysterious nature, the Earth Caste work there and the quick-tempered nature of its people. Based on this quick temper alone, though, one of the more aggressive septs like Vior’la or the Farsight Enclaves might work for an N’dras army. Alternatively, given the history of N’dras Ghostkeels doing covert operations, and given that the sept paint scheme appears to be black armour and blue camouflage, Dal’yth could be used for this secretive sept as well.

Alternative House Rules: You could give army-wide stealth fields to all infantry (but not battlesuits) at something like +5 or +10 points per model, or alternatively a rule similar to Alaitoc where enemies firing at long range suffer -1 to hit them.

Recommended Units: Given the above information about the “Ghosts of N’dras,” Ghostkeels and Stealth suits seem liked a natural fit for an N’dras force.

 

Tash’var– Tash’var is a frontier world that, like Kel’shan, has been subjected to numerous alien raids and attacks, and has repelled each one. Because of this, the people of Tash’var have gained a reputation for “courage, practicality and hardiness.”

Recommended Sept: Sa’cea– Just as with Fi’rious, the Sa’cea rules (and the +1 LD buff they provide) can be used to represent the people of Tash’var’s famed courage and tenacity.

Recommended Units: The article on Tash’var mentions that they have some of the finest Breacher teams and Razorshark pilots in the whole of the T’au Empire. As such, including either such unit would be nice and thematic for a Tash’var army.

 

T’olku– Not much is known about this Sept, save that it is “home to many large Ethereal temples.”

Recommended Sept: T’au or Sa’cea– If, indeed, the above description means that T’olku is an Ethereal-heavy world, then the Fire Warriors of a world like T’olku would most likely be there to guard the resident Ethereals, and would take such a duty with solemn seriousness. As such, they can be represented by the T’au rules (to represent their defensive nature), or the Sa’cea rules represent their high morale, their disicipline and their unwillingness to retreat while the Ethereals are in danger.

Recommended Units: Obviously, at least one Ethereal would be needed in an army from T’olku.

 

Vash’ya  –This world is closely aligned with the Air Caste, with a large number of pilots and starship crews coming from Vash’ya. It also seems to serve as a major dockyard for the Kor’vattra.

Recommended Sept: Vior’la or Farsight Enclaves- Given how their world is closely aligned with the Air Caste, I would imagine that the T’au of Vash’ya rely a lot on airborne deployment and rapid movement. As such, I think that the advance-and-shoot abilities of the Vior’la would be thematic for them, as would the close-ranged abilities of the Farsight Enclaves– in particular, I see the Enclaves warlord trait as being particularly thematic for air-deployed battlesuits.

Recommended Units: Aircraft, obviously– Razorsharks, Sunsharks, and/or possibly even Forge World units. Things like Manta deployed Battlesuits and Devilfish-mounted Fire Warriors would also be thematic. Essentially, as I see it, a Vash’ya army would have as few models actually walking as possible. There is mention in the current codex also of Vash’ya repelling a Hrud invasion with Drones and remote-controlled Battlesuits as well. Finally, given that the planet seems to be a base for the Kor’vattra, I can see Breacher teams being a thematic choice, given that the Fire Caste of Vash’ya would no doubt be trained in boarding actions and ship to ship combat.

 

 

Nem’yar Atoll- The newest addition to the T’au Empire, the Nem’yar Atoll is a fortified region of space settled by the Fourth Sphere Expansion, which sits on a strategic position around the wormhole known as the Startide Nexus. Although the Nem’yar Atoll consists of three Sept worlds, given that their military or culture are barely described, I will be treating the Nem’yar Atoll as a single Sept for the purpose of this entry. Aside from its location near a wormhole, the Nem’yar Atoll is noteworthy for mining dark matter (because apparently you can mine black holes?), having a planet that is worryingly disc-shaped, and currently being under major attack by the Death Guard.

Recommended Sept: Vior’la, Sa’cea, T’au, Farsight Enclaves- What is known about the military of the Nem’yar Atoll is that they are almost under constant assault by aliens, raiders, etc. More worrisome is the back story behind the Fourth Sphere Expanion– of how they were effectively lost in the warp, and of how they escaped with the aid of a “nightmarish entity,”  which could be anything from a Daemon Prince to even one of the Chaos Gods. What’s worse is that the T’au of the Fourth Sphere Expansion have a dark reputation for committing atrocities, massacring their own auxiliaries, and having a xenophobic streak a mile wide. I personally think that, like with Kel’shan, any of the more “militant” septs can represent the Fourth Sphere’s brutal nature, but realistically any of the sept rules would do, I think.

Recommended Units: Any T’au units would work well for a  Nem’yar Atoll army, but it is worth noting that the world of Kor’tal’s dark matter mining operations are essential for the creation of Nova reactors, so a Riptide would be right at home in such an army. Also, because of the Fourth Sphere Expansion’s unpleasant history with non-T’au, there would have to be a thematic exlusion of Kroot or Vespid.

Alternate House Rules: The Nem’yar Atoll and its inhabitants are a recent addition to the background, and I am sure it will be a subject of much storyline treatment and discussion to come. In particular, there is already some discussion as to whether the survivors of the Fourth Sphere Expansion are, in fact, Chaos T’au. How you choose to interpret this is up to you, but this certainly does potentially open the doors to house-ruling T’au with psychic powers or daemonic allies.

 

Bonus: Multi-Sept Force– Some T’au players have, for a while now, been fielding their T’au armies as being drawn from a variety of septs instead of just one. There is absolutely nothing wrong with that, and, indeed, the T’au fluff for the longest time has done nothing to discourage that. Now, however, the current T’au codex is more or less expecting T’au players to choose a single sept under whose banner, colours and rules their force will operate.

Recommended Sept: ANY– Honestly, at the end of the day, it’s your choice of which rules you want to use for your army, and for whichever reason. Maybe you will choose a particular sept rule because it fits with your army’s battlefield role in fluff (ie, Dal’yth for a reconnaissance force, T’au for a garrison, Farsight Enclaves for an orbital insertion force, etc). Maybe you will simply choose the sept rule that you find the most competetive. Maybe you will try multiple detachments from multiple septs to represent the multilateral nature of your force. At the end of the day, there really are no limits to what you can choose to do.

Acquisitions: the Pillar of Faith and the Huntress

So a while back, I was feeling adventurous and placed an order through Raging Heroes, a French third-party miniature company that almost exclusively does female models that are compatible with most 40k armies. While their model line is kind of renowned (if not infamous) for their overly sexualized female models– I’ve seen one person on Facebook deride them as “Raging Hormones”– I have been able to find a few models in their catalogue that in my opinion are more badass than sexy. I went ahead and ordered two such models– Sister Ardanna, the Pillar of Faith, and Silkeeriss the Huntress.

And lo and behold, tonight they arrived:

Both are resin minis, which I’ve had mixed results with in the past due to its troublesome interaction with most glues (please don’t ask me about my Avenger Strike Fighter). No matter how much I try to rinse resin in soap, on some models it absolutely refuses to stick. It is for this reason that I know that both models will be tricky to assemble. Which is just as well, since the last thing I want to do is damage either of these finely detailed models with hasty clipping or some sort of gluing disaster.

Speaking of details…

Ardanna looks like she will be fairly straightforward to assemble, with the only tricky bits being her sword and the arms holding it. I plan on using her as one of the Canonesses of my Sisters of Battle Order, specifically one wielding the Blade of Admonition (Because come on, look at that sword, it has to be Damage 3). I know I’m going to paint her in my order’s scheme of white armour, blue tabard (yes, I know, white is hellishly difficult to paint), and I am eagerly looking forward to the end result.

Silkeeriss, meanwhile, will be trickier. Her left leg is in two pieces, her head looks like it will be hard to clip free without damaging the horns on her helm, and her fun arm looks like it will have to balance against her helm and shoulder. She will definitely be a trickier assembly job, and one that will be attempted second.

I plan on using her as a blaster-armed Archon for my Drukhari (not the only one, mind you, but a prominent one). At first I was torn between her gun-toting sci fi version and her sword wielding fantasy version, which looks equally badass. In the end I figured that a blaster would serve me better than what looked like an overly elaborate huskblade…although this purchase was made well before the new Drukhari codex was announced, so knowing my luck, they will probably get an awesome melee relic that the sword-toting version could have represented.

I am still uncertain of how I’m going to paint her, especially since I’m currently re-evaluating my army’s colour scheme, though her mask practically screams to be done in ivory, silver or porcelain.

I’ll try to post progress pics of these lovely ladies as I work on them. Merci beaucoup to Raging Heroes, you guys are awesome!

New Adventures in Blogging (because why not)

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(image by valanthos@tumblr.com)

Welcome to Ars Scripta, a fancy-sounding blog for a fairly non-fancy purpose: to act as a sounding board for my odd (and some mighty say deranged) headspace. In all seriousness, over the next few months I’ll be posting random, rambling diatribes, punctuated by short pieces of fiction, hobby articles and works in progress for Warhammer 40k/other mini games I’m into, excerpts from RPGs, reviews, and other assorted nonsense.

So, yes…anyone with a firm grasp of Latin who game here looking for actual written art will be disappointed. Regardless, although I’m doing this primarily out of naked self-interest, I will endeavour not to disappoint anyone who ultimately does end up following my bold little experiment.