Tag Archives: Character of the Month

Lord Gunthar uth Wistan

I’m getting a slow start on 2022, mainly because my painting desk is in complete disarray as I look for a better way to organize the paint racks of doom. Still, I’ve managed to paint a couple of miniatures this year so far, one of which is my Character of the Month for Tom’s (@the_goodground) painting challenge over on Instagram. If you recall, Tom came up with the completely original idea of painting one miniature each month of an official Dungeons & Dragons character class from the 5E Player’s Handbook. Well, who am I to turn down that kind of challenge? It’s pure genius!

Of course, anyone taking part might be tempted to write a complete backstory for the miniatures they paint in a challenge like this, but not me. I’m content with simply painting my miniature and showing it off, thank you very much. Who has time for back stories? That way lies madness.

I decided Tom’s unique painting challenge is a good excuse to paint up some old, classic lead; something I have long chastised myself that I do not do enough of. So, I’m starting things off with a classic Ral Partha miniature from their AD&D Dragonlance line: 11-073, Lord Gunthar uth Wistan, Knight of the Rose and Grandmaster of the Knights of Solamnia. (Sadly, I don’t know who sculpted this miniature.) Both of those honorifics are simply fancy titles for what Lord Gunthar is, at heart: a human fighter.

That’s Lord Gunthar on top of the dragon, there; in pretty much the only picture I’ve ever seen of him. This was from the 1985 Dragonlance calendar and was painted by the great Larry Elmore. Lord Gunthar is a guy in plate armor with a huge mustache. He isn’t described much differently in the books, and he isn’t a primary character. (On a side note, although I love Larry Elmore as much as any kid who grew up in the 1980’s playing Dungeons & Dragons does; I’m not wild about the dragon in this picture. I think he looks kind of insectoid.)

Anyway, the picture doesn’t really help much, since most of Lord Gunthar’s body and his rear are not depicted. The miniature doesn’t include the dragon, either; so he’s far less impressive than he is in the painting; and it’s not exactly faithful to the image (although it’s close). So, I had to wing it a bit.

Here he is: The Grand Master of the Knights of Solamnia: Lord Gunthar uth Wistan, who should be about a 15th level fighter or so. If you want to read his backstory (but why would you?), you can read the original Dragonlance Chronicles. Or, skip that and find the abbreviated version here.

The miniature is fine, I guess; but the Knights of Solamnia are renowned for having highly stylized and ornamental armor. Lord Gunthar’s armor is kind of plain. Even his scabbard is unadorned. Not really living up to the whole Grand Master of Knights look.

I think I will enjoy this challenge a lot this year. I had fun painting this classic miniature and I’m looking forward to doing more.

Character of the Month 2021 Review

Well, I did it. I wasn’t always on time, but I managed to get all 12 Dungeons & Dragons character classes painted, along with backstories (mostly), over the course of 2021. I figured I’d do a quick recap with handy-dandy links to review all my characters before my next post, in which I will discuss my 2022 Resolitions and my plans for Dead Dick’s Tavern in the coming year.

While all the core classes are here, I opted only for “classic” D&D fantasy races. Upon looking at these, I see that Humans, Elves, Half-Elves, Halflings, and Half-Orcs are all here. (I can’t believe I somehow forgot to include Gnomes and my favorite fantasy race of all, Dwarves. How’d that happen?) Newer gamers may notice I ignored most of the current races utterly. Thus there are no Aarakocra, Aasimar, Dragonborn, Genasi, Goliaths, Kenku, Kitsune, Tieflings, Tortles, Tabaxi, or fucking Warforged represented here, among others. That’s tough shit. I chose what I chose. The reason for this is simple: I don’t like them.

If you like the abovementioned races and any I didn’t mention, and feel that my exclusion is an injustice and affront, feel free to make or submit your own Character of the Month (see below). I get it. I’m old. I dislike the new stuff. I don’t understand the youth of today. You may even think I’m a racist because I don’t like Harefolk. But, since none of the races above, including Harefolk, actually fucking exist, I’m not too concerned about it.

Anyway, here’s the recap, month by month:

  1. January: Kurn Velden, Cleric (War Priest; Avatars of War) Shortest backstory. I was finding my voice.

2. February: Aramise Del’Arco, Fighter (Rhaine, Duelist; Reaper Miniatures) First late entry. Not off to a good start.

3. March: Raphinfel “the Adored”, Wizard (Lamann, Sorcerer; Reaper Miniatures) Not my character; he’s from Tale of the Manticore, a podcast you should absolutely be listening to if you’re not.

4. April: Doval Lakatos, Bard (Rupert Carvolo, Piper of Ord, Privateer Press) Probably my favorite miniature of the year, for obvious, bagpipe-related reasons.

5. May: Darl Mandos, Sorcerer (Del Briarberry, Halfling Wizard: Reaper Miniatures) One of my favorite stories, featuring the dastardly Tom the Winker.

6. June: Berjotr Skaldisson, Barbarian (Barbarian Axeman of Icingstead; Reaper Miniatures) Based loosely on a friend’s character, also a fun story to write.

7. July: Sarapen Moonsilver, Druid (Juliana, Herbalist; Reaper Miniatures) I get the most compliments on this one, probably because of her base.

8. August: Reverend Mother Mara, Paladin (Mother Superior; Reaper Miniatures) I took the inspiration from her backstory from an article I read (in Dragon, I think) about a character who evicted undead from a family manor by posting the eviction notice on her shield and clearing house. Always thought that was fun.

9. Chloe the Rat, Ranger (Vermina, Rat Queen; Reaper Miniatures) My least favorite miniature and backstory. Just didn’t seem to come together for me. YMMV. She was also late.

10. Bak Mai, Monk (Ogre, Wizards of the Coast D&D Silver Anniversary Collection) The backstory wrote itself. I like the miniature, too.

11. Karsa the Unbound, Warlock (Dark Elf Sorceress, Games Workshop) Another late one. Painted on time, but the backstory was a tough slog.

12. Braska Triskelion, Rogue (Deadly Gamesman, Black Scorpion Miniatures) One of the miniatures I’ve owned the longest; I was glad to get him done. Painting black and white is kind of boring and tedious, though.

The biggest challenge I ran into with this…uh…challenge was writing the backstories in time. Sometimes they came pretty easily (Aramise Del’Arco, Bak Mai); others weren’t so easy (Sarapen Moonsilver, Karsa the Unbound). Lucky for me, this isn’t going to be a problem going forward.

Turns out my buddy Tom (who used to have a blog but doesn’t anymore) is going to host this same challenge on Instagram this year. I told him I will take part, of course; but that I am going to use it as an excuse to paint some old-school lead. I will post my submissions here as well, so expect a lot of Grenadier and Ral Partha miniatures to show up at Dead Dick’s Tavern in 2022. The character backstories are a pain in the ass, though, so I’m not going to bother with them. I know this may make some of you sad (which is actually quite flattering), but the time spent on them is a factor; and I just don’t have it.

Anyway, hope this recap allows you to quickly revisit your favorites or check out any you may have missed. New post soon on plans for 2022!

Braska Triskelion, Gamester

No one ever enjoyed playing games with Braska Triskelion; but everyone hated playing against him. That’s because no matter how much grace one may possess, no one likes to lose all the time, especially to the same opponent. Braska had a hard time keeping friends, but he acquired enemies easily; or as he preferred to call them, “sore losers”. Easy enough for him to say, because he didn’t really know what it meant. He didn’t understand how it felt to lose, sore or otherwise; because Braska Triskelion never lost at anything.

From early childhood, Braska Triskelion had an obsession with games. He preternaturally grasped and mastered the rules of any puzzle, riddle, contest or match; whether of skill, wit or cunning. Though possessed of extraordinary agility and coordination, Braska was not robust. Despite this, he occasionally played at sports and other physical pursuits, though he did not enjoy them. He was nevertheless always able, through his disciplined mind, to employ superior tactics or devise some winning strategy for his team.

Vast wealth came quickly and easily to him. With his abilities, he was able to make a killing in both the gambling houses and in professional contest circuits around the world, all in record time. By the age of twenty, Braska Triskelion was fabulously rich, with more wealth than any one of the sovereign rulers of the land; and more than many of them combined. But, as is the case with those who breathe the rarified air of being the undisputed best at what they do, Braska Triskelion was bored. He decided to get a job.

He hired himself out as a gamester and puzzle-solver extraordinaire. No opponent was too skilled for him to lay low, no riddle or conundrum was above his talents, no trap beyond his ability to defeat. He charged exorbitant prices to those who could afford them, but he was known to apply his skills and wits to any problem or challenge, free of charge, if it interested him enough.

In Evalaux, he negotiated the Puzzle Maze of Durwald D’Orsay, a trap-filled abattoir of mythic renown responsible for the deaths of countless daring adventurers; and claimed the fabled Ruby of Carmina from within. It took him less than one hour. In Mornellorn, he bested the Gynosphinx Volira in a riddle battle that lasted two days, most of which were spent in silence as the monster contemplated (with increasing frustration) the solution to Braska’s opening (and only) riddle. She guessed wrong. In Isoq, Braska stunned the Sultan and his entire court when, after a sumptuous welcoming feast, he opened the fabled Tomb of Ab-Vorath after gazing at the complex diagrams on the door for less than five minutes. The tomb had defied the wisest of Isoq’s viziers, the most determined tomb-robbers and the bravest of adventurers for centuries. In Thord, Braska Triskelion played Hnefatafl with the Storm Giant Gymir, rumored to be the most cunning and skilled ever to play the game, and defeated him five times.

In a row.

By the age of forty, Braska Triskelion had enough quatloos in his treasure hoard to be the envy of dragons everywhere. His name and fortune were known across the Ten Kingdoms, and naturally, there were attempts to take what Braska Triskelion had won for himself fair and square. Although he didn’t care much for his fortune (how much can one man spend, really?), Braska did care about fair play. He never cheated at any game or contest he took part in, and he felt that if anyone was going to take his treasure, they would have to get it the same way he did. By winning it.

Thus, he took measures to protect his hoard.

Braska’s private Island, Windisle, was an early prize he had won by betting the famously-dour Duke of Cornedayl that he could urinate all over his throne room and make the Duke thank him for it afterward. There is no record as to how Braska accomplished this; but his ownership of Windisle, long a territory held by the Royal Family of Cornedayl, proves that he did. Windisle is an inhospitable place encircled by the Reef of Shattered Ships. There, high upon the Cliffs of Vexation, Braska constructed a vault which he named the Toy Box; a multi-level dungeon filled with traps and deadly monsters, summoned guardians and magical wards. He hired the best guards: veteran warriors, mighty magic-users and cunning assassins, and paid them handsomely. And he placed his treasure within its walls.

Now, any who want the fabled wealth of Braska Triskelion have only to take it; either by braving the death trap that is the Toy Box, or, if one doesn’t wish to risk almost-certain death, by beating Braska in a fair contest. Any game will do, but you only get one try.

Take your shot. Braska Triskelion hopes you succeed.

He’s genuinely curious to know how it feels to lose.

For my final Character of the Month for 2021, I chose to do a Rogue. Of course, I didn’t have much of a choice, as it was the only character class I hadn’t done yet. Braska Triskelion is, of course named after the classic Star Trek episode, The Gamesters of Triskelion, in which Kirk, Chekov and Uhura are forced into gladiatorial combat for the amusement of a trio of disembodied brains, who wager quatloos on the outcome of the contests. It is unclear (and never explained) how disembodied brains would enjoy winning (and presumably spending) money.

Angelique Pettyjohn is also in the episode.

“Braska Triskelion” is the Deadly Gamesman from Black Scorpion Miniatures. I’ve had this miniature for almost 12 years. I was going to use him as a crazed, game-obsessed nobleman in my D&D 3.5 campaign; then I was thinking he’d make a cool supervillain for Super Mission Force. Either way, I never got around to painting him until now.

That’s it for my Character of the Month challenge, and that’s it for 2021! Up next, my 2022 Resolutions.

Happy New Year, everyone!

Karsa the Unbound, Warlock

Man, I need to hire a cleaning crew.

Dead Dick’s Tavern is a sight. Looks like I left the tap dripping, and the scent of stale beer has mingled with the smell of cobbler’s wax, sarcasm and vomit. Looks like someone threw up in the corner. Wasn’t me (this time). I’d say I must have overlooked that on my way out; but TBH I didn’t really feel like dealing with it back then, and I didn’t expect to be gone for over a month. Guess what? It’s still here.

It is nice to be missed, though; and apparently my uncharacteristic absence from the blogosphere was concerning enough that a couple of you reached out. Thanks for that. I am fine, just buried and beset at all sides by real life stuff.

I’m back now, though; with a new Character of the Month. This time, it’s a Warlock.

Put simply, she would not be owned.

Karsa was six when the armies of the human Duke invaded her forest, destroyed her home and enslaved her people. The Duke put most of the elves to death, as he correctly feared they would never stop resisting the yoke of bondage until they were free. Elves were magical, ancient, and quite dangerous; and they live very long indeed. Why take the chance? The children, though; that was another matter. Most were sold into slavery. A few were given as gifts to other nobles. Others died, either from neglect, starvation or from an overwhelming sense of hopelessness. But not Karsa.

Karsa found herself the possession of Melek, a wizard; one who had done the Duke a service once and asked for her as payment. The Duke acquiesced, assuming Melek wanted Karsa for the usual, depraved reasons old, evil men want young girls. But Karsa was spared that much, at least; for whatever dark magics Melek practiced had left him unmanned, if not physically then practically. He had no base interest in her, even as she grew to be uncommonly beautiful, even among a race as known for beauty as the elves. For several years, Melek used her as a mere house servant. She chafed and rebelled as best she could. Each time she did, he made her suffer for it; but in her mind, at least, she was her own master.

Although he used her as such, Melek did not require a servant. His true intentions were quite specific: it was her blood he wanted. The blood of an elven maiden is a powerful arcane reagent; one used in magics and rituals most foul. Melek bled her regularly to obtain it; and, although he could have done so painlessly, he made certain to make it hurt as much as possible, for such was his cruelty. Karsa endured this and all his other petty torments, vowing one day to be rid of the old man one way or another.

Melek was always keen to acquire more power at any cost; thus his experiments and rituals turned from the hermetic, which he found too slow, to the demonic, which promised quick (if costly) reward. In preparation for a grand summoning, Melek bound a lesser demon–a quasit named Raze– to his will. For a time, Raze joined Melek in tormenting Karsa; for Raze had no other diversion when not assisting his master. Like Karsa, he was Melek’s creature and he could not strike back at the wizard directly; but Raze soon formed a plan to free himself from Melek’s control. For that, though, he would need Karsa.

It was quite simple. Melek was to summon Belphegor, Lord of the Pit, to bargain for more power. The circle was drawn. All that was left was to anoint it with Karsa’s blood; freshly acquired; something he would do the following night, at the time of summoning.

If Karsa was no longer a maiden by then, Melek would not likely notice. But Belphegor certainly would.

Raze put the proposition to Karsa. If the summoning ritual was sabotaged, Melek would meet a grisly fate; freeing both Raze and Karsa from the wizard. Although the thought of Raze touching her horrified and revolted her, she would endure that and more to be free. She agreed. “Then, it is done.” said Raze, practically dancing with joy. Karsa prepared herself for the worst, but Raze looked at her with amusement. “Be assured, elf-girl,” the quasit said, “the mere thought of us coupling is as repugnant to me as it is to you. Mercifully this bargain of ours has no need for physical consummation. It is enough that you consented willingly. You are no longer of any use to Melek.”

It may seem that Karsa had made a bad bargain; that with Melek’s death, Raze would be released from bondage. When that occurred, what was to stop him or Belphegor from doing what they wished with her? The grinning demon thought he had hoodwinked her; that the miserable elf-girl knew no better.

But he was very wrong. Karsa was no fool, and she had a plan of her own.

The next night, all went as planned. So intent on his ritual was Melek that he didn’t take the customary pleasure in bleeding Karsa as was his wont, nor did he notice anything different about her that would give him pause. Anointing the circle with her now-tainted blood, Melek summoned forth Belphegor, Lord of the Pit. And he paid dearly for it.

Melek had no time to realize his mistake before the summoning chamber was showered in his own blood. His body died quickly and brutally, consumed in seconds by the ravenous demon lord. His soul, however, was doomed to eternally suffer all the tortures a Lord of the Pit can devise; and those are many indeed. Still, Belphegor was far from sated. Ignoring the cackling quasit, it saw the elf-girl for the first time. But something was wrong. She was not cowering in fear as expected. Rather, she met it’s gaze defiantly, without flinching. She wanted something of Belphegor.

The demon lord was intrigued long enough to stay its hunger. “Ask,” said Belphegor.

“What was Melek’s bargain?” she asked.

“Melek pledged to serve me body and soul until his death, in return for the powers I will bestow. Then, he was to be mine.”

“I will make the same bargain with you as Melek sought. With one provision.”

Belphegor considered. It was free and uncontrolled. There was nothing stopping it from simply devouring the elf girl here and now. In fact, the thought was somewhat appealing. But she would live much longer than that fool Melek would have; and they could do so much together over so many years. In the end, she would be Belphegor’s, too. There seemed no good reason to refuse.

“Name your condition,” it said.

Karsa turned and stared at Raze coldly. The quasit had been watching this exchange with interest, but now realization dawned. In a split second, he remembered every insult, slight and suffering he had inflicted upon Karsa.

“Wait! Raze started to beg.

“Done,” said Belphegor. Then the quasit was no more, his existence utterly obliterated by Belphegor’s will. “You are mine, now, Karsa. Body and soul.” With that, the demon lord disappeared.

Karsa took a deep breath. It would appear she had traded one form of bondage and servitude for another. Why, then did she smile?

Put simply, she would not be owned.

Karsa was no fool. In exchange for great power, she was bound to Belphegor for the next several hundred years, until her death, when she would be eternally at the demon lord’s mercy. That meant she had several hundred years to use the power to find a way to destroy Belphegor, or perhaps some way not to die.

Lichedom, perhaps…

Karsa is a pretty famous miniature: the original Dark Elf Sorceress from Games Workshop, circa 1998 or so. I never played Dark Elves, and I never bought this miniature. Rather, it was a gift to me from a relative who lives in England. She came across it in an estate sale, of all things. It was still in the blister when she sent it over the water to me.

Astute observers may note that once again, I am late for my Character of the Month. Rest assured, Karsa was painted back in November with days to spare, but I had no time to write her backstory before the end of the month. November stretched into December, and here we are. It’s a good thing I don’t miss deadlines like this in my professional life, or I’d be out of a job.

So, what’s to come? Well, I have one more Character of the Month to do before the end of the year; and it’s one of my favorite D&D classes, to boot. Plus, I’m gonna try to do a very special Christmas AAR, just because I haven’t done one in a while. Traditionally, December is my month to clean up the Side Pile; but to be honest I’ve been so busy with other stuff I don’t know if I’ll be able to do that this year.

Oh, and I’m turning 49 soon. Imminently, in fact.

I asked one of my (younger) employees today: “Remember when Amazon only sold books?” Then I asked her, “Remember when Amazon was a rain forest in Brazil?”

Times have changed, and I am old.

Bak Mai, Monk

Master Leung, head of the Brotherhood of Long Winter, had reached his eightieth year, and tradition held that a new Master must be selected from among the most skilled monks of the temple. Although a great tournament would be held to determine the new Master, Leung was certain it would be Pupil Wu, his most senior student, who would receive the honor. Pupil Wu would receive the sum of Master Leung’s knowledge; would read the secret sutras and learn the final, hidden techniques of the Brotherhood of Long Winter. Pupil Wu would become Master Wu, and would carry on leadership of the Order in the traditions of the centuries of monks that had come before. Of this Master Leung had no doubt.

Yet, before that, a tournament must be held; for so it is written in the sutras that prospective applicants must pass the trials and prove their worthiness to become Master. Thus, in accordance with tradition, the Temple gates were opened to receive visitors; those who would serve as spectators to perhaps the greatest display of martial prowess in all the land.

Everywhere there was a palpable sense of expectation and excitement for the coming contest. For days prior to the tournament, peasants, nobles, warriors and monks from other traditions all arrived at the temple, braving the mountainous terrain and the bitterly cold winds. Just before the closing of the gates, one final traveler arrived. His features were hidden beneath cloak and hood, but that did nothing to disguise his great size. In a soft, yet firm voice that belied his massive bulk, he demanded to take part in the Tournament of Long Winter. He would compete to be the new Master.

Master Leung frowned. Although there had been instances of monks from other monasteries competing in the tournament, it had not happened in many generations. Besides, this man did not look like a monk. Leung ordered the traveler to remove his cloak and hood, and the traveler complied; much to the shock and outrage of all assembled. The traveler was an Uroku, one of the savage half-men of the mountains! In times past, the monks of the Long Winter had hunted the Uroku and driven them deeper into the lofty peaks and crags. Old as he was, Master Leung had never seen an Uroku. He was shocked to learn one could even speak.

“My name is Bak Mai,” he said, “and I demand the right to compete in the Trials of Long Winter.” Nervous laughter and gasps of outrage greeted this announcement from the throng of spectators. This…thing…was not a monk. It wasn’t even human! How dare it demand anything? The Uroku was immediately set upon by the monks of the temple. He knelt calmly and bore the blows of their staves without resistance, all the while staring defiantly at Master Leung.

Master Leung was nothing if not familiar with the traditions, and nowhere in the sutras did it say that a competitor must be a monk, or even human. With obvious reluctance, Master Leung told the monks to cease their assault. He allowed Bak Mai to enter the tournament of Long Winter, much to everyone’s astonishment.

After all, thought Master Leung, entering is not the same as winning; and there was no possibility of this beast winning the tournament.

After the first day of the tournament, Master Leung began to feel a sense of disquiet. Bak Mai easily placed first in all the Trials of Endurance. Although two monks lost their footing and plummeted to their deaths, Bak Mai was first to scale the Cliff of Woe, and did so with startling ease. He remained under the frigid waterfalls of Tessen Lake for far longer than the other monks, three of whom froze to death in the icy waters rather than concede defeat. He knelt on hot coals without complaint or injury for a full hour while they piled heavy stone weights upon his lap and shoulders; even though twenty-five minutes was the most any of the monks could endure; and several would forever carry horrific burns that might never fully heal.

The Trials of Combat were held on the following day; and the outcome was not even close. Bak Mai chose no weapons with which to complete. Instead he dressed in bits of the armor and raiment of the soldiers and monks that hunted and harried the Uroku in years past. The monks and spectators were outraged by Bak Mai’s affront, but their mutters and protests were quickly silenced as Bak Mai soundly defeated every monk who stood against him in combat. The force of his blows was terrifying, like a thunderclap atop a high hill. Many monks were killed, many more forever crippled. There seemed no way to defeat the Uroku, and Master Leung began to feel something he had not felt in decades: panic.

That night, Master Leung meditated upon his dilemma. Tomorrow was the final Trial: the Trail of Wisdom. Traditionally it was a test of the monk’s problem-solving abilities, knowledge of the sutras and creative thinking. It was always held as the last trial of the Tournament of Long Winter; when the monks would be at the limits of their physical and spiritual strength. Only Bak Mai and Pupil Wu remined to take part in the competition. One of them would be the new Master. Leung repressed a shudder at the thought of the Uroku leading the Brotherhood. He had to ensure Pupil Wu won.

Master Leung considered the problem of Bak Mai. There was no way the Uroku could know the sutras as Pupil Wu did; and yet, he would have said there was no way an Uroku could have placed first in the Trials of Endurance and Combat, defeating every monk that opposed him. Bak Mai was an enigma; worse, he was a serious problem. He threatened centuries of tradition. Master Leung had to make certain that whatever test he set tomorrow, Pupil Wu’s victory was assured. He meditated for hours, until the once-tall candles were guttering pools of wax. Then, he permitted himself a smile. He knew what he would do.

The next morning, Pupil Wu and Bak Mai knelt on tatami mats in the main courtyard, surrounded by crowds of spectators and those monks who remained. Small writing desks had been set before them along with brushes and ink. Master Leung spoke from atop his dais. His voice rang out loud and clear in the early morning air. “The Trial of Wisdom shall consist of but one task,” he said. “Draw a snake.”

Here was a task any child could perform, thought Master Leung. He had no doubt the Uroku could draw a snake; but it fell to Master Leung to decide who drew the best snake. It was a matter of opinion: his opinion. No matter how artistic Bak Mai may be, he had already lost.

Bak Mai reached for his ink brush and selected a sheet of paper. Pupil Wu blinked in confusion, then did the same. He watched as the Uroku hunched over his sheet and began to draw. Pupil Wu did the same. He drew a basic squiggle with a head. He was finished, he thought; but then he looked over and saw Bak Mai was still drawing. What could the Uroku be drawing? Perhaps he was adding scales, or coils. Perhaps he added the flicking tongue, or the poisonous fangs. His snake was probably far better than Wu’s. Sweating, Wu began adding all these details, only to find Bak Mai was still drawing. Desperate, Pupil Wu added more and more…

“Enough!” called Master Leung. “Present your drawings!”

Bak Mai held his picture aloft. It was a basic drawing of a curved line in the shape of an S, with a circular head. A child’s drawing of a snake; but an obvious snake, nothing more.

Pupil Wu felt ice on his spine as he realized that Bak Mai had certainly drawn this in seconds. There was no reason for him to labor so long on a drawing so crude. He was pretending, hoping that doing so would provoke Pupil Wu into making a mistake.

And it did.

Flushing with embarrassment, Pupil Wu revealed his drawing. It was an extremely detailed snake; or it would be, if not for the tiny legs Wu had added. He had seen Bak Mai drawing for such a long time, he panicked and began adding all manner of embellishments and details. Unfortunately, he added too much. Not even Master Leung could pretend that snakes had legs.

A silence settled over the courtyard. Everyone waited to see what Master Leung would do. Everyone except Bak Mai. He leaned over and regarded Pupil Wu’s drawing critically.

“That’s not a snake,” he said.

Bak Mai is an Ogre from Wizards of the Coast. I found him in a plastic bag along with a bunch of other miniatures I acquired in a Craigslist buy several years ago. To be honest, I forgot I even had him. He was not easy to identify, but thanks to R Strickland on The Miniatures Page for the assist.

I wish I could take full credit for writing Bak Mai’s Trial of Wisdom; but it’s a variation on a legendary martial arts fable: “Don’t Paint Legs on a Snake.” It means don’t waste time adding useless embellishments to something that is perfectly adequate as it is.

As some of you may know, a big fucking storm blew through New England a couple of days ago; leaving half a million people in Massachusetts without power. Guess who was in that group? While putting a standby generator on my house was one of the best things I ever did, I had it wired to power necessities like my furnace and my well (heat and water are nice to have). Sadly, the painting cave didn’t make the cut, so I lost a few days of painting time. That means my entry for Dave Stone’s Apocalypse Me challenge might be a tad late…

The good news is that this guy serves as both my Character of the Month for October (not late, like last month) AND my entry for ORCtober! Sure, he’s technically an ogre, but I painted him as an orc (in case my clever use of “uroku” went unnoticed) ; so does that count? I say yes.

Up next: playing catch up!

Chloe the Rat

This is a tale of two women; one, a loner, a creature of the wild; with but one friend in the world. The other: a princess, cruel and spoiled, with no friends at all.

The girl Chloe was a child of the forest, a foundling. She was raised in the ways of the Pathfinder by Keeler the Guide, a ranger of Rowanwood; and Sarapen Moonsilver, the Barkwarden. Chloe was a peculiar child who grew into a peculiar woman. She took to the teachings of the ranger and druid well enough, but neither could call her daughter or friend. Something was different about her. It was as if she felt no kinship to the forest at all, or to those who lived within. Except for one.

Chloe met the dryad Briarose one day while traversing the Rowanwood alone. Eager for company, the dryad invited Chloe to stay for a while and trade news of Rowanwood, for Briarose could not venture far from her ancient oak and wanted to hear of the forest beyond her reach. Chloe obliged, more from a sense of boredom than anything else; but she soon found herself returning to the dryad’s tree more often, sometimes planning her travels to include Briarose’s grove as a stop along the way. The two became friends, though they could not be more different.

Chloe’s travels took her far throughout the Rowanwood, and she was only able to meet with her friend Briarose once every few months or so. It was during one of these meetings that the dryad told Chloe she had met another girl from the land outside the forest. Her name was Circa, and she was a princess. Princess Circa had stumbled into her grove while hiding from her royal guard, who had accompanied her on what she called a “terribly boring” hunting trip. They spoke for a while and Circa told her how hers was a life of luxury and privilege. She had many servants and everyone obeyed her commands. She invited Briarose to come visit her in her castle. Of course, Briarose had to refuse, as she could not leave her tree. When she told Circa this, the princess got a strange look on her face. A few minutes later, the two heard the sounds of the princess’s hunting party calling for her. Circa left to join them, but told Briarose that they would see each other again soon.

Something about this made Chloe uneasy, but she said nothing. When she returned to the grove several weeks later, she found it uprooted and destroyed. Briarose’s tree lay on the ground. The ancient oak had been ravaged for lumber. She found the body of her friend beneath it, still clinging to the trunk, and she imagined the scene as her friend must have begged and pleaded with those responsible to stop hurting her tree. To stop murdering her.

Chloe knew who was responsible, of course: the spoiled princess, Circa. She wanted Briarose and did not care that the dryad could not come to her court even if she wanted to, for she was bound to the tree. Bring the tree, then, Chloe imagined her saying. Chloe followed the tracks of the princess’s guards to the edge of the forest, where they passed into the plains beyond. She tracked them all the way to Malfort, the capital of Evalaux; and could have tracked them to the castle itself, but there was no need. Chloe knew she could not get to the princess directly. Better to spend her efforts elsewhere.

And she did. Chloe had no friends in Malfort. She had no friends at all, since the death of Briarose. Her first task, then, was to make some. She did not like people, so instead she made friends with the rats of Malfort. All of them.

Within months, Chloe and her rats controlled the entire underworld of Malfort; easily wresting it from the grip of the Thieves’ Guild that operated in the sewers and shadows. Chloe’s legend grew. Rats bred unchecked, spreading disease and pestilence in the city above, spoiling foodstuffs and fouling wells. The people of Montfort cried out to the palace for help. They were suffering. They were dying. Unrest stirred, and the power of the royal family began to shake. Surely the king would do something?

The king could do nothing, because the king was dead. His seneschal found him in his chambers one morning, or what was left of him, anyway. He had been devoured by rats in his sleep. There seemed nowhere Chloe’s rats could not reach.

Princess Circa found herself suddenly in charge in a palace overrun by rats. She barricaded herself inside and hired as many rat catchers as she could from the surrounding towns and cities of Evalaux. She paid them extravagant sums to ply their trade, with promises of riches untold to the one who could rid the palace and the city of the rats. The rat catchers all died horribly; some devoured by rat swarms like the king, some made to ingest the very poisons they employed in their trade. They died, the people despaired, and Chloe’s grip tightened around the princess’s throat.

Over the course of the next several months, Chloe squeezed.

Today, Princess Circa still lives in the ruined palace, though her servants and guards fled long ago. She wanders the halls, incoherent and bedraggled and quite mad, attended only by rats. Outside, life has returned to normal for the people of Malfort. The tides of vermin no longer plague the city as they did. The disease has been checked, commerce and trade has resumed. The wells run clean and the storehouses are safe. All is well again.

But the people know, and they will not forget. Chloe the Rat is now princess of Malfort, and her palace is below the streets.

September’s Character of the Month is a Ranger; albeit a pretty unconventional one. This project has been pretty light on evil characters so far (only Rafinphel the Adored is expressly evil, and he’s not MY character), so I thought it was time. I imagined a ranger so obsessed with vengeance that she usurped nature for her own ends. This is the result.

For Chloe, I used Reaper’s Vermina, the Rat Queen, from their Chronoscope line. There are two versions of this character. This one, sculpted by Werner Klocke, has an anime-vibe to it. The other one is much more Victorian-looking and is sculpted by Patrick Keith. I’ve had this one for many years. She was supposed to be a non-player character in a D&D 3.5 campaign; but the game fell apart before I had a chance to paint her and she’s languished under chipped black primer ever since.

Since it’s obviously not September anymore, Chloe is late. But that’s ok. I have another Character of the Month for October coming by the end of the month; and hopefully more Star Wars, too.

Reverend Mother Mara, Sisterhood of Calucia

For August’s Character of the Month, I chose to do a Paladin.

When Mother Helen, Preceptress of Cobbage, opened her schoolhouse door to find the abandoned infant on her step, she did not hesitate; for Helen had once served the Sisterhood of Calucia, Guardian of Lost Travelers. Though Helen was a sister no longer and the Sisterhood was no more, she took the child in and cared for her as her own daughter; for what was this poor child if not a lost soul? Helen named the child Mara, who grew to be beloved by all in the small village. She was kind, helpful, charitable and humble. She could also lift a bushel of apples at arms’ length by the age of nine; and by fourteen, she could fully drive a fencepost into hard-packed clay with one swing of her hammer.

Despite (or perhaps because of) her great strength, Mara did not lack suitors when she reached the traditional age of marriage two years later; but Mara had no interest in marrying anyone from the village. These were the same boys who were her playmates for the last sixteen years, and she could not see them now as men. Besides, she needed to care for Mother Helen, who had grown infirm with age, and to assume the duties of Preceptress in her stead; for Mara was easily as wise as she was strong, much wiser than a girl of sixteen years should be.

Towards the end of her life, Mother Helen told Mara her own story; how she left the Sisterhood and came to be Preceptress of the small village of Cobbage. Helen was once a novitiate at Glenstrae Abbey, seat of the Sisterhood of Calucia in far-off Dunlaig. The folk of Dunlaig were a superstitious lot who had no use for magic that was not divine, and the Abbess of Glenstrae, Gertrude, was no exception. One dark and moonless night, an elf maiden sought sanctuary at the Abbey. She was in flight from lawless men who wished her harm; yet the Abbess denied her safety. She was fey, after all; and the Abbess decreed that she would find no comfort among the Sisterhood. When they found her body the next morning on the very grounds of the Abbey itself, the Abbess was unmoved. She ordered the corpse buried in the garden, where “at least it would do some good as fertilizer.”

The sisters were in shock. They felt immediately the loss of their Guardian’s favor, for who was more wayward and in need of aid than the poor elf maiden who begged for help and received only scorn? Still, Gertrude was unrepentant and prideful. She would hear no dissent on the matter, though she felt the loss of communion with Calucia more strongly than most.

A fortnight later, the keening started. The elf maiden had risen as a bean sidhe; and she was not done with the Sisterhood of Calucia. Each night for a month she circled the Abbey, keening and wailing; a horrid sight to behold. The sisters pleaded with the Abbess to repent; but Gertrude remained defiant, poisoned by her deep-rooted hatred of all things fey. With no divine magic to hold it at bay, it was only a matter of time before Glenstrae Abbey’s protections failed and the bean sidhe was able to enter what was once consecrated ground. When she did, her unbridled wrath broke fully upon Gertrude most horribly, but left none alive among the Sisterhood.

None but Helen. Cornered by the bean sidhe among the white and silent corpses of her sisters, Helen closed her eyes and called out to Calucia for deliverance. When she opened them, she found the horrid visage of the undead elf mere inches away, staring at her with an expression the young sister couldn’t comprehend. She blinked, and the thing was gone. Mother Helen told Mara she did not know why the creature let her live, if not to tell the tale of what had become of the fallen Sisterhood and of the once-holy Abbey, now fallen to evil and ruin.

Helen died a few nights later. Mara saw to her burial. Over her grave, Mara vowed that she would do what Helen could not. She would atone for the Abbess’s transgressions. She would rebuild Glenstrae Abbey. She would redeem the Sisterhood of Calucia, or she would die in the attempt.

Mara made her intentions known to the village. The blacksmith provided her with armor and a sword; but Mara did not know how to wield a sword; rather, she knew how to swing a hammer. So the smith forged her a hammer instead, a true weapon of war, not a tool for driving fenceposts. Mara accepted it gratefully, and named it “Correction” in honor of the switch Mother Helen occasionally used to chastise pupils who misbehaved.

The road to Dunlaig was long, and Mara encountered many who needed her help along the way. She fixed wagon-wheels for the stranded; planted and plowed for the infirm; defended the weak and powerless; and clothed and fed the needy as best she could, often going without comfort herself. She did this without complaint or recompense as service to the Guardian Calucia in memory of Mother Helen, the woman who cared for her when no one else would.

When she finally reached Glenstrae Abbey, she found it to be a cursed and bleak ruin shunned by all. In the years since the Sisterhood’s destruction others had come here in search of adventure or to loot the valuables of the vaults. All of them perished when the heard the keening wail of the bean sidhe; for the undead creature spared no one foolish enough to willingly enter the Abbey grounds. Now, these cursed souls had risen and become evil things themselves. They surrounded Mara as she strode boldly up to the gates of the Abbey, whispering foul promises of eternal torment; but Mara was unafraid. She shouted her defiance and commanded the undead horde to leave the Abbey, that this would once again be sacred ground. She invoked the name of Calucia, and something wondrous happened.

The undead hordes shrieked in fear and pain. Many of them simply ceased to exist as the power of Mara’s prayer banished their evil forever. Those that remained quailed in fury and terror; but they soon rallied and leapt to the attack. Mara met them head-on with Correction. Within minutes, she was the only thing moving on the grounds of Glenstrae Abbey. The bean sidhe’s minions were utterly destroyed, shattered into oblivion by the holy power of her warhammer.

Mara knelt in prayer and waited. She did not wait long. The restless spirit of the elf maiden appeared, and let out a keening so horrible that Mara felt all of the rage, humiliation and pain of maiden’s death all at once. She could feel the unbridled evil of the scream as a chill upon her soul and knew that she survived only by Calucia’s grace; for it was more than anyone could bear, and Mara knew that all who had heard it before had died on the spot. In the span of one moment, the scream of the bean sidhe aged Mara a full score years; yet Mara, shaken to her core, still stood, somehow alive.

The undead thing rushed at her, furious. Mara did not raise her weapon in defense. She only watched as the hooked claws reached to tear her limb from limb, and she spoke only two words. “I’m sorry.”

The bean sidhe stopped. For a moment, the two women stared at each other; for the undead elf maiden looked then much as she did in life: beautiful and fey. Mara stepped forward and embraced her. The bean sidhe slumped and let out a sigh. Then it vanished.

Mara found herself Abbess of Glenstrae. She spent the next several years rebuilding the convent, doing much of the physical labor herself. She exhumed the bones of the elf maiden and reburied them in a place of honor alongside Mother Helen, whose remains she brought back from Cobbage to rest on Abbey grounds. Her good and charitable deeds regained the favor of Calucia, and the Abbey was soon home to novitiates once more. The Sisterhood of Calucia was born anew.

Reverend Mother Mara is Reaper’s Mother Superior, sculpted by Werner Klocke. I was wondering what miniature I was going to use for a paladin. I seem to have picked up this one in a trade and forgot all about it, which only goes to show that (surprise) I have too many miniatures. She was fun to paint, if not particularly challenging.

Up next: My Season of Scenery submissions! Then on to STAR WARS!!!!!

Sarapen Moonsilver, Druid

For July’s Character of the Month, I chose to do one of my least favorite character classes: the Druid.

Loan the Barkwarden first came upon the girl in a glade deep in the Rowanwood, a basket of mushrooms nearby and a dead fox cradled in her lap. He knew who she was, of course; her silvery-white hair and slightly pointed ears made that much obvious. She was Sarapen, the herbalist’s daughter. That explained the mushrooms; but not the fox. Nor did it explain why the girl was so deep in the wood. No young girl should venture this far into the wild, dark and ancient Rowanwood unaccompanied, for Loan knew of at least a dozen creatures and plants within a stone’s throw that could easily kill her as dead as the fox in her lap. It was unlikely she was lost, though; she seemed unconcerned and unafraid. In fact, she was humming softly.

Sarapen Moonsilver looked up as Loan strode out of the surrounding wood to tower above her. The Barkwarden was huge, a head taller than most men, with tangled brown hair and deep, cobalt blue eyes. His matted and filthy beard hung to his waist, home to all manner of woodland vermin. Various crystals, dried herbs and roots dangled from his tattered robes and from the crooked blackthorn staff he bore. His hands and nails were black with dirt and he stank of the forest. Most children would have screamed and cowered in terror of such a man, but Sarapen Moonsilver did not.

Loan the Barkwarden gazed upon her with blue eyes ablaze. She stared back. “That fox is dead,” he said. The girl nodded. “Did you kill her?”

“No. She was my friend,” said Sarapen Moonsilver. “She was dying and asked me to stay with her.” Gently, she lifted the fox from her lap and lay it down next to her on the grass. She smoothed her skirt, retrieved her basket, and stood.

She shrugged. “It was her time.” Loan watched her in silence. A strange girl to be sure, but nothing simple about her. Suddenly, she gave the Barkwarden a penetrating look. “Are you my father?”

Loan the Barkwarden would have laughed, but it had been so long he had forgotten how to do so. “No,” he said gruffly. “I am not your father, child. Your father was a vain elf stooge named Veril who cared nothing for your mother and cared even less about you, if he knew of you at all.”

If she was hurt by his brutal words, she gave no sign. “You know him?”

“Knew of him, yes. He’s dead now; and no great loss, that. He tried to kill a troll that was minding its own business, simply being a troll. It wanted no trouble, but Veril, pompous ass that he was, decided he would kill the troll, and was killed by it instead.”

“Oh,” said Sarapen Moonsilver.

Loan snorted in derision. “Another fool dead, and never has there been a race more riddled with fools than the elves. Elves live long, and they are the biggest fools of all, because they are fools who think they are wise. In truth, no elf has had a single original thought or come up with a new way of doing anything for thousands of years. What do they do instead? They sit around and sing. How much fucking singing can you do in a thousand years, child?”

Sarapen Moonsilver said she didn’t know.

“Yes, the elves are old,” continued Loan the Barkwarden. “That is why they fear humans, and that is why humans fear elves. And why humans and elves alike fear you.”

“Fear me?” asked Sarapen Moonsilver. “Why should anyone fear me?”

“Because you half-elven, and half-human. You are too much the human for the elves, and too much the elf for the humans. It is no accident you and your mother live apart from both; ignored by the elves while giving out stomach remedies, love potions and hedge-cures for the superstitious folk in the village. Your ears and hair mark you as elvish: fey, magical and exotic, everything humans hate. Your wide hips and strong arms mark you as human: impulsive, brash and new, everything elves despise. Both see in you what they fear the most in each other.”

He had not spoken so many words aloud since before she was born. Loan the Barkwarden turned and walked away into the woods. Sarapen Moonsilver watched him go.

Over the next few years he kept a watchful eye on her secretly, or so he thought at first. She always seemed to sense him, whether he wore his own form or that of a beast or tree of the Rowanwood. She grew to into a beautiful young woman and a fine herbalist in her own right; but it was obvious she was much more than a mere hedge-witch.

Unlike with the fox, Sarapen did weep when, several winters later, it was her mother’s time to die. Sarapen had not encountered Loan the Barkwarden since their first meeting in the clearing years ago; so she was surprised to find him at her mother’s cairn a week after her passing. He had swept the snow from the stone and there was a great number of her mother’s favorite summer flowers and blossoms surrounding the grave. Sarapen knew it was Loan’s magic that caused them to bloom out of season. She knew then, too that Loan the Barkwarden had known her mother well and cared for her in his own way, yet neither had ever spoken of the other.

She approached the old man in the company of her friend and protector, a great bear named Sharn. Loan knew this wise and fierce bear, and he nodded in satisfaction that these two had formed a bond. It meant she was farther along the path than he had realized. He reached out and absently scratched the bear’s muzzle, heedless of any danger; for no creature of the forest held any danger to the Barkwarden of Rowanwood.

“So,” said Loan the Barkwarden, “Your mother’s time of dying has come and gone. You are herbalist now.”

“I suppose that’s true, for now,” she answered. “But it will not soon be so. The trees have spoken to me.”

“What did the trees say, Sarapen Moonsilver?” Loan asked. His voice was uncharacteristically soft. Was she so skilled already?

“They told me that I will be Barkwarden one day,” she said.

“I am the Barkwarden of Rowanwood,” the old man said. “I have been such since many of these trees were saplings.”

“But you will not be forever. All things have their time of dying, Loan.” Sarapen Moonsilver turned from the grave and smiled up at the Grand Druid. “Even you.”

“Yes. Even me.” Loan the Barkwarden nodded, his own smile lost in his great beard.

He suddenly remembered how to laugh.

Sarapen Moonsilver is Reaper’s Juliana, Herbalist; a new sculpt by Bobby Jackson from the Reaper Bones Black line.

As soon as I looked at this miniature I knew I wanted to paint her hair white, so I thought that should be the most striking part of the model, not her clothing. I opted to paint her in subdued colors, in simple clothes that a woman who walks through the forest foraging for herbs and mushrooms would likely wear. Once again, I knew I was going to do a lot of base-work on this one, so I thought her plain clothing would also contrast well with all the color on the base.

I can’t resist using this Vallejo Water Effect stuff since Roger introduced me to it, so I sculpted a pool of water for her to kneel by. I used some railroad-scale flowering bushes to finish it off, and I think it looks pretty darn good.

Fun fact if you want to use this Vallejo stuff: it interacts poorly with super glue. I know this because I was applying drops to the base to affix the flowers, when I discovered there was a little bit of air in the glue nozzle. It spit a small glob of glue directly onto my perfect, shiny and pristine water effect that I had spent two days waiting to dry. Five minutes later, the water effect was clouded and the glue had encapsulated. I had to take it out with a pair of tweezers; but it continued to react to the water effect for about 10 minutes.

My name is The Angry Piper, so can probably guess how I reacted to this development. Afterwards, I applied another layer of the water effect. It seems to be ok now. As am I.

Coming soon, in no particular order: another Battle Report, this time for some Super Mission Force; but don’t worry. The Green Hornet and Kato will return soon…

Also, it’s the Season of Scenery over at Dave Stone’s place; and I ain’t done shit yet. I have a bunch of small pieces I want to get done this year. Things that have been sitting undone for far too long.

And finally, I’m almost done with my Aliens: Another Glorious Day in the Corps miniatures. Once they’re done I will, of course, post them here. Then it’s on to Imperial Assault; if for no reason than to justify my crazed purchases of that discontinued franchise.

Berjotr Skaldisson, Monster Slayer

For June’s Character of the Month, I decided to do a Barbarian.

From the night Berjotr Skaldisson was born, it was assumed he would follow in the footsteps of his father Gilvi and become a skald; but by the time he reached his tenth winter, it became apparent that Berjotr had no skill for it. He could not sing, nor could he compose poetry. He could not remember the lineage of his own Jarl, never mind the lines of the Kings of Old. Berjotr could not so much as keep time with a drum while his father sang. He was a disappointment, that was certain; the son of a skald who had none of his father’s skill. But before long, Berjotr Skaldisson discovered where his true skills lay: he was very strong, and he was very good at killing things.

The Winter of Despair is remembered well by the people of Thord. Many died that year, not as warriors, but of starvation; for the summer raiding parties had not returned with plunder enough to last beyond the first snows. To make matters worse, that was the winter of Vargyr, the Great Bear; who devoured livestock and men equally and had no fear of Jarl Hranulf’s warriors.

One night, one of Hranulf’s thanes burst into the hall, bloodied and raving. He told of how Vargyr the Great Bear had devoured his family, after first crashing through the heavy oak door of his house. The warrior had no chance to even fetch his sword before the bear was upon them. He was lucky to escape at all. While the Jarl’s men listened to the thane’s tale in fear and awe, young Berjotr took up a greataxe and quietly left the mead hall. He set out into the cold darkness, pausing only long enough to retrieve two things from a nearby hut: a shovel and a young pig. When he judged himself far enough away from Hranulf’s hall, Berjotr used the shovel to dig a shallow ditch in the frozen ground, big enough for him to lie in. Then he used his greataxe to kill the pig, splitting its body in twain. He pulled the bloody corpse of the pig over him as he lay in the ditch and waited. Vargyr scented the kill and came before the pig’s blood had time to freeze. As the beast began to drag the pig’s corpse away, Berjotr sprang up and–in the time it takes for a man to draw a single breath–killed Vargyr, the Great Bear. The beast didn’t even have time to bellow in pain.

Thus Berjotr, son of Gilvi, decided that if he could not sing the songs of the skalds, he would instead give them songs to sing.

In his twelfth winter, already bigger and stronger than any of Hranulf’s warriors, Berjotr hunted and killed a pair of mated Thunderwyrms. The year after, he killed a snow spider that had built a nest too close to the settlement. Jarl Hranulf began to worry for his throne as Berjotr Skaldisson’s legend began to grow, so Hranulf sent the boy south with raiding parties for the next three years in the hopes he would not come back. Always Berjotr returned.

Unlike the others, Berjotr did not enjoy raiding. He felt always apart from his fellows and though he fought beside them, he called no man friend. He cared nothing for loot. He killed men easily enough, but his heart wasn’t in it. After three years of raiding, he decided he would go no more. He craved more of a challenge than plundering villages could provide, and besides, the longboats made him seasick.

The raiding party returned to Thord to find Hranulf’s mead hall destroyed, the Jarl dead, and most of the villagers gone; taken by trolls several weeks earlier. Berjotr followed the trolls’ trail into the mountains, entered their cave lair, rescued what remained of the villagers, and killed every male, female and young troll he found. Over several more years, he killed countless ogres, serpents, wolves, draugr, tree-men, cold ones, ice toads, and of course, men; for Berjotr Skaldisson’s legend had grown, and always there were those foolish enough to believe the legends untrue. There seemed to be nothing and no one Berjotr Skaldisson could not kill.

Berjotr was known throughout Thord by the time songs of his deeds finally reached the ears of the ice giant Brynnga, who flew to the settlement on his great frost dragon, Orl. From high above the mead hall, the enraged Brynnga bellowed his challenge to Berjotr Skaldisson: meet him in battle or he would lay waste to the hall and slay all the people within. So, Berjotr took up his greataxe once again and strode out to meet the giant, wearing the skin of Vargyr, the Great Bear he killed in the Winter of Despair.

Striding fearlessly into the plumes of Orl’s icy breath, Berjotr killed the dragon. Then, one arm frozen to his side and half his face burned black with frostbite, he killed the giant.

The people of Thord wanted Berjotr to be Jarl, but Berjotr had no interest in sitting in a mead hall while his warriors brought him treasure. Likewise he had no interest settling down and taking a wife. Although he swore he was finished with raiding, he did embark on a longboat once again, this time for lands unknown; for by the age of twenty-one, Berjotr Skaldisson had killed everything he could kill in Thord, and the skalds were hoarse from singing the songs of his deeds. It was time for him to move on.

Berjotr Skaldisson is Reaper’s “Barbarian Axeman of Icingstead” (14620), from their Warlord line. While the backstory is different and the miniature no doubt looks nothing like what he imagines, this Character of the Month is based loosely on my friend’s character in our current D&D 5E game.

Darl Mandos, “Mandos the Magnificent”; and a Monster May(hem) Update!

Unlike most of those taking part (see below), I’ve been making slow progress on my Monster May(hem) projects this month. I recently hit a wall where I’m doing more staring than painting, so to give myself a kickstart I decided to crank out my Character of the Month for May. This month I decided to do a sorcerer.

(If you don’t care about my sorcerer and are just here for Monster May(hem), scroll down below.)

Even as a youth, Darl Mandos always stood out among the citizens of Snakehollow; renowned as the fattest and laziest halfling any of the village elders could recall. Darl’s appetite and corresponding gluttony was already legendary by the time he reached the age of 55, the so-called prime of his life. There seemed to be nothing he would not eat or drink if it was offered (and often when it was not); nor would he stop until every last morsel was gone. “Enough” was not a word that Darl Mandos ever understood.

When not eating, he was content to while away his days doing nothing, sleeping, or looking for more food. Although he was tolerated by the folk of Snakehollow he pushed the limits of their hospitality on more than one occasion. It turns out that there is such thing as a Halfling who eats too much and does too little, after all.

Put simply, Darl didn’t feel he should do anything he didn’t enjoy. He didn’t enjoy farming. He didn’t enjoy brewing. He didn’t enjoy baking. He DID enjoy meats and vegetables, good beer and fresh bread and pies, though; so he decided he would occupy his time with eating, along with his beloved companion and the one thing able to eat just as much as Darl Mandos: his goat, Mingo.

Darl would have lived a life remarkable only for its idleness had not Tom the Winker moved into a farm on the outskirst of Snakehollow. Tom the Winker was a miserable sort who rebuffed all attempts at friendship and good-neighborly-ness. He got his nickname among the halflings of Snakehollow because of his seemingly uncontrollable habit of winking, a tic he picked up, unbeknownst to them, because a mule he was beating decided to beat back. When Mingo wandered onto his land, Tom the Winker took that to mean Mingo was now his property. He threw the goat into a pen and promptly forgot all about it.

Mingo was likely to starve before he was butchered by Tom the Winker; but, much to the amazement of the people of Snakehollow, Darl Mandos decided to do something he had never even considered before in his life. He decided to act.

When Tom the Winker saw the obese halfling on his doorstep, he laughed aloud. When Darl asked politely for the return of his friend, Mingo, Tom the Winker grabbed a threshing flail and shook it in Darl’s face, threatening to use it on him if he didn’t leave immediately. That’s the last thing Tom the Winker remembers about the encounter. When he awoke from a peaceful slumber several hours later, he found Mingo gone. He also found the half-wheel of cheese that was in his sideboard missing, along with half a dozen eggs and a smoked ham.

The residents of Snakehollow expected Darl to return from Tom the Winker’s farm bruised, bloodied and without a goat. Instead, they discovered something about Darl that he already knew about himself. Darl Mandos was a sorcerer, born with an innate talent for magic. Through magic, he was able to put people to sleep and produce other effects as well, such as opening locked pantry doors and entrances to preserve cellars. While Darl found his abilities more convenient than, say, finding a key first; he didn’t like to use them overmuch because doing so required effort.

Since the folk of Snakehollow learned of Darl’s talents, he has become of service to his people, whether he likes it or not. In truth, he has warmed to his role a bit. He likes to yell things like “Presto!” and “Alakazam!” whenever he pulls off a big spell.

Darl’s familiar is the enormous goat named Mingo who is much like his master: fat, well-fed, good-natured and somewhat lazy. Mingo takes frequent naps.  Most afternoons, Darl joins Mingo if he has nothing else to do (and he rarely does). Darl accepts payment for his magical services in baked goods and beer. He doesn’t want to go adventuring (too much effort); but he does enjoy the feeling that he is contributing something to his community for a change.

The miniature I used for Darl Mandos is Reaper’s Del Brairberry, Halfling Wizard; sculpted by Glenn Harris. The Carrion Crawler is a previous Monster May(hem) submission by Nolzur’s Marvelous Miniatures, painted in 2019.

Just because I’m dragging ass this month doesn’t mean everyone else is. There are some truly awesome Monster May(hem) submissions already, with more to come. Here’s the blogroll!

And here are some links to the submissions so far!

Matt from PM Painting has outdone us all so far. He got his hands on Cthulhu: Death May Die and has used Monster May(hem) as an excuse to plow through the awesome miniatures in the game! Good on you, Matt! So far he’s done an Elder Thing, a Shoggoth, a Byakhee, some Ghouls and Deep Ones, and a Star-Spawn of Cthulhu! No way does Matt have all his Sanity anymore; you can paint that many blasphemous horrors and not expect a rubber room in your future!

Roger from Rantings from Under the Wargames Table has jumped in with two Prehistoric Cats, with a possible scratch-build to come! (I love that guy!)

The dread Carrion Crow has started his submission, and all I can say is…“WEN-DIIIIII-GOOOOO!” Happy to see the Crow is back!

Dave from Wargames Terrain Workshop sculpted a Krayt Dragon (seen on The Mandalorian) from scratch and painted it, and man, does it look awesome! You continue to amaze me, Dave!

Azazel is KILLING IT!! He painted a Coral Golem, an Umber Hulk and a Sand Kraken (which is a truly terrifying beast from Shadows of Brimstone)!! HIs painting skills are insaaaane!!!

Tom (no relation to Tom the Winker; wink, wink) from The Good Ground has jumped in this year and painted a Red Slaad! Tom’s the only person I “met” on Instagram who already knew me from this blog, so I’m thrilled he’s on board this year! (To my knowledge, he has never beaten a mule.)

Mark A. Morin painted this amazing Aztec Temple Sacrificial Altar! I know, it’s not technically a monster; but Mark asked if he could include it and it looks so great I couldn’t say no! (Plus, I’d be a hypocrite if I said HIS building doesn’t count as a monster…stay tuned to see why…) Check out Mark’s Aztec project he’s been plugging away at; it’s truly inspiring!

You guys are putting me to shame with the quality and frequency of your submissions. I haven’t had a chance to swing by your respective blogs long enough to leave comments, but I’ll be there shortly! Thanks again for making this so much fun!