Work and travels made me fall behind schedule on the cave goblin project. In order to show something this Monday, then, I’m giving you a preview on the next goblin project – the cave goblin witchdoctors. Each of them is meant to be used for a different way of magic among the three available in the 9th age for goblin mages, and each miniature has a distinctive feel matching it.
The first model is a classic miniature from GW and will represent the Pyromancy witchdoctor, due to the flame motif on the back of his cape. I gave the mini a decent paintjob years ago, and now is definitely time for a revamping. I might put more flames on the robe and I’m considering to make the robe itself red. It would also be nice to resculpt the staff to make it more appropriately “flaming”, but that’s probably beyond my skills.
The second model is part of the Battle for Skull Pass night goblins set. He’s going to represent the witchdoctor of Thaumaturgy, a way of magic focusing on the divine, on account of his pot full of sacred mushrooms and what might count as a goblin-god fetiche of some sorts. Or something to scare little gnashers away from mushrooms pads. Since the model in itself cannot match the other two’s imposing presence, I’m planning to work on the base and plop him on a high mystical rock.
The third model is from Rackham and will count as the mage of Witchcraft, which is the way of magic of the wild and the wicked. A bigger model, and very slick, this witchdoctor has snorted up more winds of magic than the other two combined, and ended up with two nice horns. This one I’ll have to downplay as I come to do the basing, but it won’t be difficult since he already occupies most of the base.
Here it is for now. Now for the final rash# of green grunts…