The Buru

An example of Bestia Babirusa, the Babirou or Buru amongst the people of Ilshana.

The Buru is a particularly resilient bestial form, capable of receiving grievous injuries and infections and carrying on regardless. Their hides are tough and their muscles dense, they are a stocky but quick creature, though with a short sprint over a protracted pursuit. 

They reside in the wadi’s and river deltas of Ilshana, along with sub groups living in the jungles and savannahs, often in close proximity to tribes of Kheranox. Naturally this leads to conflict as the Kheranox believe themselves to be the rightful inheritors of Ilshana, and the Buru simply so stubborn that they will challenge any that think they have authority over them or their land, which is often whichever area they have deemed theirs.

Buru have a particular appreciation for the flesh of humans, taking great delight in impromptu feasts made from isolated travellers and villages. Their level of joy at eating humans exceeds the usual depravity seen amongst other bestials, specifically seeking them out to gorge on them. While contented to eat meat from other sources, they will always pick sweet human flesh over other sources. 

Buru prefer to use hammers, clubs and maces against their prey, as they tenderise meat and crack the bones in one fell swing. Armour is often simple, scraps of leather, scavenged shields, and on the rare occasion metal armour. It’s considered quite a statement to wear and scraps of metal armour, as it means you had to put in some form of effort to get to your meal out of it’s hard shell, or you killed the fellow tribesman that did, which naturally means you were superior to them.  

The Buru share many physiological and societal traits with the Ebermann in the eastern regions around the Grunvale, and the Engalt of the frigid north, which leads me to believe they all originated from one source stock far back in the first ages of Yss. 

~ Filib Stjerne, Scholar of Theriology at the Learning Halls of Esel-Din. Author of “The Superior Hunter’s guide to the Beastly Mind. A cultural and psychological treatise on the Gor-kin”

The Felgreif

An example of Bestia Felgreif, Felgreif or Fel-Griff in common. .

A newly discovered form of bestial, little is known about their behavior or social interactions. The pieces of information I have gleaned from the few sources that have encountered the Felgreif indicate that they are native to the highest reaches of the Ehrsuug Mountains, travelling down into the passes and ravines to prey on travellers, and the herbivorous creatures that thrive on the lower slopes of the mountains. 

It is to be noted that the earliest account of these creatures comes from little over two centuries ago, scrawled in a merchants journal with a rough sketch detailing their likeness. Prior to that there are no record of these creatures, though other avian forms have existed across Yss since time immemorial.  I find it of worry that the last recorded sighting of the God Kings own sworn warriors were seen heading towards the Ehrsuug range with great intent, barely a decade prior to the merchant making his notation. 

~ Filib Stjerne, Scholar of Theriology at the Learning Halls of Esel-Din. Author of “The Superior Hunter’s guide to the Beastly Mind. A cultural and psychological treatise on the Gor-kin”

The Cervidian

An example of Bestia Cervidae, Cervidian in common, and Ceir-du in aelvish.

A relatively common bestial form across Yss with a number of subspecies adapted to the local environments, the Cervidian pose a regular threat to provincial towns and villages that lie close to wild hinterlands and forests. 

Their herds often range over vast areas, living a highly nomadic life. They have a particular affinity for highland regions and ancient forests, hunting through fog shrouded passes and dense undergrowth. 

Their herds are often filled with young headstrong warriors seeking to make a name for themselves with acts of bloodshed and displays of prowess. As such, ruts between herd members are common prior to battle, with members blooding each other in ritual combat to show their ferocity and so they may take a prime role in the hunt at the behest of their leader. Quite often a member of the herd will challenge the Alpha, entering a rut which can only end in the death of one of the participants. The locking of antlers can last days, with each fighter pushing themselves to extremes of exhaustion, pain and injury to emerge victorious. It is not unusual for one or both participants to die locked in place. Thankfully due to these bloody ruts many a raiding herd has lost interest in their prey, or other members step up to challenge the victor which leads to the herd descending into anarchy and turning on each other.

The Grunvale and the surrounding areas have a sizable number of Cervidian herds, with a number of notable herds ranging through the forest and highlands that divide Esel and the Mere March. The Elves that reside there take exceptional measures to eradicate them, leading tireless hunts to root them out. 

For the citizens of Esel it a cruel irony that something that bears the visage of the crowns symbol should be the source of such fear. Thankfully the brave knights of Esel and their retainers have slain many of their kind over the years in defence of their loyal subjects. 

~ Filib Stjerne, Scholar of Theriology at the Learning Halls of Esel-Din. Author of “The Superior Hunter’s guide to the Beastly Mind. A cultural and psychological treatise on the Gor-kin”

The Murrach

An example of Bestia Murrach, more commonly known as a Murrach,  Merrow, or Murr by the inhabitants of Yss. 

The Murrach are a widespread species with many variations across Yss. As an amphibious species they inhabit aquatic climes, from the deepest ocean to the great rivers and wetlands. They pose an ever present threat to seafarers and coastal settlements and regularly make forays along the great rivers raiding and reaving, capturing land dwellers for unknown reasons. The most prevalent theory is that they are a food source, mere prey to these aquatic beasts. Another is that they are used in profane rituals dedicated to their deities. whatever the case, none have returned to confirm these theories. 

From fetishes and charms found on Murr bodies, they appear to follow a pantheon that corresponds to those of the great enemy, though each is wildly different to the traditional forms known, or the variations found amongst other bestials and sentient followers. 

Physically the Murr look fairly lean, but much of their form is exceptionally dense muscle which can deceive an opponent in regards to their strength and speed. Their scaly skin provides an unexpected level of protection, and some sub classes have thick boney plates around their skulls and other areas which provide protection comparable to the steel armour used by us land dwellers. 

The most basic Murr is fully capable of tearing a man apart with its claws and teeth, but most are proficient scavengers and craftsmen. Most that reside inland and close to the coast use scavenged weapons and armour, or craft gear from the detritus of land dwellers. Those that reside in the deep seas and oceans make use of corals and the remains of sea creatures. Make no mistake, while their arms may look simple or ill maintained, they are quite deadly and fully capable of taking down a warrior in full plate if necessary. 

I advise that any incursion by Murr raiders be dealt with as quickly as possible, because for each raid they perform without resistance inevitably leads to them returning emboldened and in greater numbers, striking as regular as the tide itself. 

~ Filib Stjerne, Scholar of Theriology at the Learning Halls of Esel-Din. Author of “The Superior Hunter’s guide to the Beastly Mind. A cultural and psychological treatise on the Gor-kin”

Building Yss

I felt it was time to build a new gaming board that could be used for AoS (and occasionally for Historicals). I’ve spent about six or so months looking up youtube tutorials and educating myself on various techniques and materials in preperation for the big build. 

Board wise I contemplated a number of options and their pro’s and cons, before settling on a modular system which I could add scatter terrain to. In the end I went for Sally 4th’s Terra-Former Tiles, a well rounded range of MDF frames with a magnetic locking system. The frames themselves are well designed and do pretty much what they say on the site. The neodynium magnets really lock them together really well and the frames are nice and sturdy. I used superglue to put mine together for speed and efficiency, but woodglue would be perfect if drying times aren’t an issue for you.

The frames require some form of polystyrene filler, either the simple jablite stuff or the lovely pink insulation foam. I went with jablite for affordabilities sake and ease of access. While jablite isn’t my first choice for terrain building it is fine for this, as it will be covered up with filler and pva to strengthen it. To save time I whipped up a template to help with cutting out the inserts. Having to hand measure each one prior to cutting would have been labourious and tedious. With the template it was barely a twenty minute job to cut all of them out and fit them. Make sure you use a nice sharp blade to cut them, I used a snap off knife with the blade extended all the way to cut mine clean through.

Then it was a case of gluing and adding detail. The cliff faces are made from discarded slate shards I found in the fathers hoarded building material pile. I just stacked them up and glued them in place. I used PVA which I regretted, as it didn’t really stick them down all too well, it was the filler that really secured them in place. Next time I’ll use the hot glue gun. 

Then it was on to adding filler. I used plain old polyfiller. I did start putting it on with a spatula, but it started looking unnatural, so I slipped on some gloves and applied it by hand. It’s helped maintain a natural look and allowed me to get the filler into all the nooks and crannies around the cliffs and into the stream bed.

Once dry, I added some citadel trees and textured the board with coarse and light sand, along with aquarium gravel for smaller rocks. The larger rocks were either slate or decorative garden stones. When applying the sand I used a watered down mix of pva with a little flow aid added.

Then I painted it all. A black undercoat on everything, with some zenithal highlights of a medium grey on the trees, cliffs, and rocks, along with some splashes on the dirt. Then I added a chocolate brown emulsion, and once dried I used a large make up powder brush to drybrush the whole board with Buff Titanium from Daler Rowney. It took about thirty minutes to drybrush the whole board. I’ll be buying more make up brushes from mini painting after seeing how effective it was, after a quick wash it was good as new with zero wear. If I had used my usual choice it would have killed the brush and only been good for rubbish jobs after. 

Flocking was fairly easy, I used the same watered down pva mix with flow aid to spritz the sections. Then I went along the edges of each section with the mid green flock so as to prevent strange lines cutting off between sections. Then I gently added light and dark tones before giving the whole thing a hit with mid green flock. I simply sprinkled everything on, as just chucking on the flock creates a lot of waste. 

After this I started detailing….

Some links for folks.


Sally 4th, suppliers of the Terra-Former Tiles.

Arcane Scenery, suppliers of the various flocks, foliage etc. 

B&Q, for the polystyrene, woodglue etc. 



Lukes APS

Nazgob, Iron Moonz Shaman

Across Yss many orruk and grot shamans receive powerful visions from Gorkamorka, driving them to seek out the Toof beneath Skartoof Peak. These shamans cast off their loyalty to their tribes and make the long pilgrimage to Skartoof Peak in order to join other afflicted greenskin shamans to guard and tend to the Toof and the flora and fauna that thrives there.

Nazgob, Iron Moonz Shaman

Very few shamans have ever managed to gain control of the visions and leave the mountain. The last shaman to do so was Nazgob. Nazgob remembers little of his time at the Peak, and nothing of his original tribe. The only thing he could remember was his name and an urge to seek out a Megaboss named Urzod. It took months of wandering for him to find Urzod and the Iron Moonz. Nazgob offered his loyalty to Urzod upon meeting him, saying that he was there to assist Urzod in fulfilling his vision. Nazgobs presence was challenged by Urzods shaman Bogrot immediately.

Urzod quickly ordered them to duel to see who was best suited to serve him. Before Bogrot could get a word out, Nazgob had crushed him into a bloody paste beneath a colossal amount of Waaagh energy, along with a number of Bogrots grot assistants, which caused Urzod a great deal of amusement. Nazgob was welcomed into the fold thanks to his prodigious display of power and his cunning. Nazgob has held the position for three decades now, helping to oversee numerous victories and advising Urzod when needed. He has met numerous challengers and vanquished them all.

As time has gone by, small snippets of fleeting memories come back to him of his life before, of great hordes, empires of men, of blood and fire. Each time a small piece of the puzzle gets filled in of what feels like a distant memory from somewhere else…….

~ Mark Talmer

The Kingdom of Esel

The Royal Flag of the Kingdom of Esel, featuring the Black Stag of the Hirsch family and the Fulminous Crown.

Current Head of State: King Bastian Otmar-Hirsch III.

Government Type: Absolute Monarchy

Capital: Esel-Din.

Religious Beliefs: Sigmarism.

Esel, like the rest of the nations of the Grunvale and the surrounding regions, was colonised by one of the many tribal groups displaced during the Age of Chaos. The survivors carved out their kingdoms in the relative safety of the Grunvale, it’s fertile land and abundant rivers nourishing the new realms being forged within.  Esel in the modern period consists primarily of the lands settled by the Erseven people and their allies following the free peoples victory at Hathenspeer.

For much of Esels history the kingdom was a fairly prosperous but unassuming realm, with good relations with the other kingdoms of the Grunvale. A country which embraced religious freedoms and folk of all ilk. While Sigmarism was the primary religion, as it is in many human kingdoms, offshoots of Sigmarism and the worship of other deities were readily accepted. However with the death of King Dietmar Solgwin-Hirsch things began to change. His son, King Hadda Solgwin-Hirsch embraced the mainstream Sigmarite church with fervor.

King Hadda was not a skilled military man, nor a statesman. A number of losses to raiding forces and diplomatic faux pas’s had damaged his reputation amongst the nobility and the peasantry, with whispers of coups and uprisings brewing in the court and the back-alleys of Esel-Din.  Seeking council he turned to the young head of Esel’s Sigmarite Church, Arch Sigillite Alwin Zier. Zier was a strong headed puritan, suspicious of any divergent Sigmarite cults, and disdainful of non humans. Zier encouraged Hadda to let Sigmar fully into his heart and let him guide his actions, both in times of peace and conflict and that his previous failing were a test of his character. He also suggested that part of his failing may have been, at least in part, caused by malcontents and deviants that were intent on their own plans. Hadda, having found the words to sooth his nerves and reinvigorate his resolve, began pushing his and the churches will into every facet of society.

A sweeping reformation of Esels military and religious institutions was enacted. Military units were formalised and equipped with standardised gear emblazoned with Sigmars sigils and signs, replacing the localised gear supplied by the nobility. The church did the same, garb amongst the clergy and reading material was standardised. Deviation from prescribed texts and ritual was dissuaded with a variety of methods. Alternative sects and cults dedicated to other deities were driven from  Esel, or wiped out all together. And non humans were “encouraged” to leave Esel. Of course this purge took many years, all of Hadda’s reign and much of his son Aldmar’s reign too. At the heart of the Reformation was Zier, constantly at Hadda’s side, and then overseeing the young heir Aldmar. While Hadda had embraced the church in desperation and to seek answers, Aldmar was moulded by it and breathed it, its righteousness and power hammered into him by Zier over the years.

Hadda and Aldwin were the instruments of the Sigmarite Reformation, but Alwin Zier was the one wielding their power.

His council to a desperate king transformed a moderate peaceable kingdom into a puritanical military powerhouse. Future generations of the Hirsch bloodline and Arch Sigillite Ziers successors would carry on this drive, leading to centuries of conflict and expansion in the region. The conquest of Deira and the Mere March, the Wars of the Brightwater, The Pilgrim War, the fanatical crusades named after innumerable fanatical Sigillites, the Reaving of Nordbek, and a slew of other bloody actions.  

However, all things must end, and after centuries of conflict Esel started to falter, its hold and power waned. Four hundred years ago Deira liberated itself from the rule imposed upon them via mendacious claims of blood rights and the tip of a sword. A century later the Mere March managed a devastating victory over Esel, their hold over what they considered to be nothing more than swamp dwelling sub humans was shattered and their spirit broken, and in doing so unified a disparate kingdom. And barely sixty years ago ancestral borderlands held by Esel on the Brightwater fell to forces from the Republic of Fyrdhathen after years of proxy wars and skirmishes.

In recent years Esel has been far more consolidatory and diplomatic with its neighbours. King Bastien has shown statesmanship far superior to many of his ancestors, being far more amenable and far less choleric than any that had gone before him, though still maintaining a puritan streak. He has also shown his skill at arms, leading and organising his forces so as to hunt down fel raiders and reavers that have beset the countryside in number since the latter days of his father’s reign. There are some that think Bastian to be a new kind of king for Esel, others wonder if he is merely biding his time to take back lost lands and enact a measure of vengeance on old enemies. Time will give us a full measure of his character and will………     

~ Excerpt compiled from “The Fulminous Kings: The Concise Lineage of Esel’s Royalty” by Jhez Al’Waide.

Army Suggestions.
Force Suggestion: Eselian Royal Army/Eselian Nobles House Guard: Free People, Celestial Wizards.
Alternate Force: Purification Warband: A religious themed force filled with flagellants,
priests, and witch hunters under a Sigillite leader.
No gunpowder weapons preferring crossbows and bows fashioned after those used by the Stormcast (Cannons could be replaced by lightning infused weapons created by Esel’s ancient order of Storm Wizards and Master Weaponsmiths).
Esel strongly mirrors the Stormcast due to them being Sigmars’ divine warriors, so lots of lightning bolts, sigillite markings, comets etc.
The Royal Army will also include lots of Stag emblemology, often fused with Sigmarite imagery.
Plate armour for the nobility, sallet helmet with Stormcast-esque faceplates, lancers on horse
and Demi-Gryphs.
The higher the rank, the smarter they will look. Not that the Men-at-Arms are shabby. Think
Greatswords without the puffs and frills, open sallet helmet. Spears, axes, halberds, swords etc all with a similar design to those carried by the Stormcast. Appearance is everything to the Eselian military.
Colours: Blacks and Deep Reds with polished metal armour for the Royal colours. For one of the noble houses, indulge. Reference medieval schemes, old Bretonnian colours, Empire etc. Many of the house will try and tie themselves to a Stormcast Chamber, often appropriated colours and some flimsy pretext for doing so, despite Stormcast being a rarity in Yss.

~ Authored by Mark Talmer, edited by Phillip Starr.