Monday 27 May 2019

Dark Knights: working with water and ice.

It is cold, so cold.

The shaft of your spear feels icy in your hand, even through the padding of your gauntlet. The night air is still and silent, a deathly chill slithers its slow fingers everywhere and a cold mist rises from the stream's slow waters. 

"That's it, lads, form up now! Joston, a few steps right! Make it straight and tight!"

The sergeant's shouts are muffled by the still air and the snow, and the burly man's deep voice sounds small in the pressing dark, devoid of an echo. Dry, cold snow crunches under your boots as you sidestep and take your place in the line, to the back and somewhat to the right from the center. The breath of your comrades smokes in the midnight air and you can feel your toes going numb with the cold, a persistent, dull ache. Lanterns held high cast uneven shadows over the snow, shadows that dance and sway in front of you. The firelight pierces the dark for some thirty paces before racing back, reflected off the smooth bark of the alders at the forest's edge, but making the darkness between the boles even more impenetrable.

From the edge of the shallow stream to the steep bank on the right your line stretches, some fifteen paces, and three men deep. You hear the thudding hooves of your sergeant's horse behind you as he paces back and forth, restless. "Where are they...", you hear him mutter, sword in hand, and then you hear it.

From the darkness of the forest a low keening rises. A lonely horn blowing in the darkness, rising, rising, and then falling. 

The silence afterwards is a tangible thing, an unnatural stillness made worse by the cold seeping into your bones. You feel alone, as though the fur-clad shapes around you were no living comrades, but mere figments of some bygone dream from a life long past, and you feel a growing sense of being trapped. Trapped by the dark and trapped in it, as though the trees around you are but pillars of some endless cavern far beneath the world, and the cold you feel is the chill of Death.

The keening rises again, and this time it is carried by a sudden, cold gust that flutters your cloak, stealing what warmth it had kept underneath. The gust grows into a sudden gale and a lantern goes out and the other. In the last, failing light you see the eyes of the man next to you widen in terror, and then you are in the dark. The weight on you grows and grows, a formless terror that draws near from some distant place, the mere unshaped thought of which stifles your breath.

Time becomes a trickle, and as though from a distant overlook you see yourself from afar. You feel the thunder of hooves before you hear it, and then you hear the order shouted and see yourself lower your spear and brace. Slow it seems, this ghostly charge and measureless time passes between a hoof thudding down into icy ground and it rising from the cold snow. Pale streamers on aged lances hang suspended, unseen but illuminated by some ghostly gleaming. 

They come.




--

Greetings!

This time I'll take a look at working on some Revenant Cavalry and working with Vallejo water effects that I tried while working on this unit.

First off, I have to say that water effects on bases are sometimes the coolest things ever, but having worked on one, which wasn't one of the easiest I could think of, I have to say that it takes so much effort to get it half-way right that I'd really recommend that you use them when you know you want them on the base.

I used both Vallejo Water Effects, which you use for making white water and splashing effects, and Still Water, which, unsurprisingly, is used for making pools of still water. Both seem like good products, and I can honestly recommend both products.

The whole process begins with making the base. Multibases offer some of the best opportunities for creating some very impressive water effects, and the Revenant Cavalry are very well suited for this due to their 125mm by 100mm base. There's a lot of room to play around with!


If you use still water, or any self-leveling liquid, you're going to need a depression to fill. I used woodfiller to make the banks on an MDF base (I can strongly recommend warbases.co.uk, they are awesome, at least unless this brexit thing messes that up).

Then I glued some sand on the whole base. As the product I will use will be transparent once dry, I have to make sure the bottom of the stream is textured as well. After a quick spray undercoat, I went for a brown sandy look that I mixed up with some green washes for the bottom of the stream. This was a realization I had when working on it: there is no reason why the algae in the river would be dead and gone even if the base is a snowy winter base, so some green went on the bed. Having no previous experience with water effects, I decided to paint in some depth differences in the base, so that there are clearly lighter and darker areas in the stream.

The thing I didn't take into account was that if I want a two to three millimeter thick coat of water on the stream bed, and the product is a liquid for a better part of a day once poured in, I had chosen very poorly with three-open-sides approach. Granted, it would look good if I could pull it off, but it is no easy task to seal a base watertight from three sides.

As the material would be solid once dry, I painted and glued the horses in place before adding the still water. So this time I couldn't complete the whole base before painting the miniatures, but instead I had to paint the horses first and move on with the base after that. After spending a week painting horses,  I was ready to pour in the goo.

Having no previous experience, I did just as well as you could guess: not well at all. After mopping up a lot of goo from my painting table and spending a few hours scraping it off the underside of the base, I made a really shoddy and barely functioning thingy that kept most of the goo in place while it dried.

The easy way to do it is to make a puddle, so that the whole body of water is on the base and crosses no edges. The next step is having sides open without needing to block corners, as this can be done with relative ease, with either plasticard or other non-porous plastics glued (temporarily) over the gap. The difficulties begin when your water effect goes over the base's edge at a corner. That is very difficult to seal properly, and I'm currently looking for ideas to making that happen in a relatively non-time-consuming manner.




I cut some clear plastic flyer bases into pieces, rounded their corners over a candle flame and glued them onto the water effect with more of the same stuff. That's a neat trick with Still Water; you can glue stuff on the existing layers with more of the goo. A few coats of Still Water more, and this time I mixed in some Water Effects to get some white water on the stream, and voilá, I was ready to move onto the riders.


I assembled the riders before painting, sans shield arms, as those would block too much surface for my taste. While it's mostly true that where the brush can't reach, the eye rarely sees, I still prefer to paint my models entirely. I used a white undercoat because that way I could move straight to washing on the non-metallic parts. I went for the same scheme as with the Revenant King (who can be seen here), as I want to make the Revenants look like ancient ghosts called back into their ancient suits of armor. Armor would be dull brass, while most of the rest would be ghostly green. Some weapon bits, like the shafts of the lances would not be ghostly, but the blades of most weapons would. Shields would be wooden, with worn purple fronts and the yr-rune (which stands for death, or an ending) freehanded onto them. The same shade of purple would be used for helm plumes and streamers on the lances, to give the army some color and a unifying theme.


I wasn't completely sure as to what extent I want my Undead to be mindless automatons or would I actually prefer them to have some level of sentience. For a story-driven player like me, the backstories of my armies matter a lot, because that determines the look I go for when positioning the models. So would my Revenants have an inhuman accuracy and a contemporarity to their movement or perhaps a game-of-thronesian wighty ferocity? I eventually decided against both, and decided to go for feel of long-dead knights reliving some faded memory of a charge. There's some unity and a sense of an ordered unit, like there would be with living knights charging, but I wanted to keep from adding too much individuality to the Revenants: they are dead, after all, and serve under some dark will other than their own.



--

The snow is cold against your cheek.

You know this, but cannot feel it, not anymore. Around you dark lumps under a thin veil of powdery snow mark the places where your brothers-in-arms gave their lives, felled by an enemy whose deadlines their resolve could not match.

You know there is a place for you to go, a deep place, a place somewhere else than here. There is a gate, and you should go thither, now that you have bled enough to still your heart.

Yet you cannot depart your now-cold flesh.

Something sets its will against you and bars your way. It tells you to rise, and you must obey. There is no choice, as there was in life, but there is a consciousness, a you, and there is pain.

It is so cold, and there is no way out.

--

2 comments:

  1. Really nice paint job, congrats!

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  2. Thanks! I'm currently working on another unit of the same, I hope they turn out a little neater.

    ReplyDelete