A nifty alternative to the mutant shaman of witchcraft, this smaller, more traditional, cave goblin from the Battle for Skull Pass set is painted like the rest of the cave goblin horde but stands on top a slab of rock to show his status.
The paint job is basic, with a little more emphasis on the puppet fetish on top of his staff. The base is an experiment with a piece of bark, painted more or less as slate – I should probably increase the contrast somehow…
The texture of the fetish’s cloak is voluntarily coarse, done with some yellow blots where the folds stand out, glazed over with red and purple to blend it in a little.
I will save the pyromancer shaman for later and move on to the next project…
I went for a quick paint job and a garish palette.
Most areas – like the scarf on his face – are layered with several different colours, building up from the initial zenithal highlight, other than using some shading and highlighting as usual. The vest mixes turquoise and aquamarine with blue shades and pure white highlights. The tail is a mix of green, purple and light browns. And so on…
NMM is very basic and with little contrast, but I think it works well all the same.
Next I’ll do some basing and show you a picture of this fella in the horde.
I started working on this extremely pleasing Rackham miniature which will represent a cave goblin witch doctor following the way of witchcraft.
I decided to include mutants alongside the classic squigs or gnashers from the caves – it fits the theme of general weirdness of the cave dwellers and will allow me to throw in the occasional outstanding model. The figure has a tail that you can barely see which suggests a brush with skaven warpstone.
I went for a silk aquamarine robe, with turquoise, green and blue shades and watered-down white reflexes (still working on it, of course), a definitely rougher rag mouth scarf – put on in haste to protect himself from the foulness of elven perfume – and added to the usual cave goblin skin palette some violet and some extra pure yellow for dramatic highlights.
Pictures are meh, I’m sorry, but what do you think so far?
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…