Friday, August 17, 2012

Béy Sü - continued...


I have it on good authority that my sketch map of Béy Sü matches with that of Professor Barker's in a great many features. My speculation about the location of the governor's palace is wrong however. Apparently the text I was referring to was speaking more figuratively than literally.

Of course, the Professor's Map has a large number of details not described elsewhere, including a lake. The sakbe roads are laid out in better detail and the confusion over the Temple of Thúmis is cleared up. It lies right next to the Quarter of the Shroud Makers and so it is reasonable for the sounds of city life to be heard from the temple dormitories.

Monday, July 23, 2012

Béy Sü - "the Soul of the World"



Béy Sü - "the Soul of the World", Illustration by MAR Barker

Capital of Tsolyánu, the Empire of the Petal Throne, Béy Sü is located on the west bank of the Missúma (or Mssúma) river, about 1000 tsán (1333 km) north of Jakálla and the sea. The only known map of the city is the pictoral map on the cover of the original "Empire of the Petal Throne" game box. This was drawn by Professor Barker and depicts some of his early concepts for Tékumel (such as the "heater" shield with the medieval-inspired heraldry on it!)

There are text descriptions in the first of the Adventures on Tékumel solo books (blue cover) and in the Man of Gold novel. Based upon the description in the solo book I did the following sketch map, trying to reconcile the text with the EPT box illustration.


Sketch by PHF

The box art doesn't show the outer ring wall, that of Emperor Hejjéka V, the "open-handed", but it could easily just be out of frame to the South. I have taken the southern-most bastion on the eastern side of the river to be a sákbe road fortress at the entrance to the two roads leading to Fasiltúm and Thráya. The box art doesn't show the wall to the north of the city either leading to the question whether it extends all the way around. The wall shown in the art is undoubtedly Patyél’s mighty wall. 

In this sketch I assumed that the central citadel is the Governor's palace with the "walled gardens" beyond. This arrangement appears to differ from the Man of Gold text, which places the Governor's palace north of the city and surrounded by gardens. Looking at the box art there certainly seems to be a forested patch immediately north of the city. Could this be the southern part of the Governor's vast gardens? Perhaps the citadel that dominates the central part of Béy Sü in the box art is not the governor's palace at all, and that ediface is an even more imposing structure not shown? Could it be that the fortress shown is the "Pyramid of Ssirandár III"? The Professor was well known for using terms in unconventional manners - his use of the word "pyramid" is not meant to connotate to that used to house Egypt's Pharoahs and he frequently uses the terms "many-legged serpent" and "worm" to describe things that are neither snakes nor worms!

There seems to be an island just north of the walled gardens. Presumably part of the Governor's palace gardens as no structures are shown, though admittedly they could be out of frame to the north. Possibly the location of another Imperial Prison - Jakálla has many prisons, why not the capital?

The descriptions I have found [are there others?] are missing some locations: the Foreigner's Quarter, for one; and the numerous barracks for the other legions headquartered in the city; also the other temples. The Man of Gold text seems to indicate that the Temple of Thúmis - the Temple of Eternal Knowing - is within the city and not on the eastern bank as stated in the solo game book description. Possibly there are two temples, or perhaps it is just a temple to Lord Keténgku, the cohort of Thúmis. To me, it does make sense for the temple of Keténgku to be located out of the city. I imagine it to be a Great Hospital, if the Tsolyáni have such things(?), located away from the stink and contamination of the city.

There are two, possibly three other gates not shown - at least, there are three other sákbe roads: to Haumá in the south-west, to Tsurú in the north-west and to Avanthár in the north. 
The gate in the outer wall used in the solo book (the road to Usenánu) is also not named. 

From the text of the solo book description one can determine that the sákbe road "faces" west - that is, its high side looks to the west, with its low side facing the river. This is known because the text describes the character being able to see the sákbe roads on the opposite shore and this would only be possible from the upper parapet otherwise. As that level is reserved for the guards, high officials and imperial messengers, the low side must face the river. There is no indication how the other roads are aligned, but I suspect that the southbound road to Thráya faces the river, while that to Fasiltúm faces to the south-east. The northern road to Avanthár [I think] would face west, the road to Tsurú, south-west and that to Haumá south. This assumes Mu'ugalavyá to be the greatest threat and thus the one they would be facing towards.

To be continued...

Sunday, July 22, 2012

Some more thoughts about Metlán and Jáyo...


I've been doing a few doodles and researching the kind of names used for locations in existing cities. The names of Tsolyáni Emperors are popular for things like gates and major thoroughfares.

My thoughts on what the towns might look like are currently as follows:

They are focused primarily on commerce and travel. Clans related to transport - whether by porter or chlén cart; shipping; provisioning; wheelwrights; and entertainment of various kinds predominate. High clans might maintain small clan houses for their members to stay while travelling. Administrative buildings are small except those required for commerce and travel related needs. Temples restricted generally to small shrines as is the case in Sétnakh (see "Seal of the Imperium" Vol 1 No 1.)


Metlán - the larger of the two. More up-scale. River Police maintain a small barracks and wharf. Most of the nicer clan houses are located here. Hostels are more up-market as well. No permanent slave market. Small temple to Lady Avanthé. A number of clans run ferries across the river, competing with each other and with clans from Jáyo. The ferries are stratified like the hostels with most of the up-market ferries operated by clans based out of Metlán.


Jáyo - smaller and seedier than Metlán. Has a small but permanent slave market. Largely devoted to entertainments. The temples of Dlamélish and Hriháyel are well represented. Neither town has a proper "foreigner's quarter" but Jáyo itself is such a mix that it essentially serves this purpose. Generally speaking high status travelers prefer to travel through to Metlán rather than spend the night; unless, of course, they are given to hedonistic pursuits! The "House of the Emerald Curtain" caters strictly to those of high standing, with the House Guards roughly turning aside any who don't "make the grade."

Monday, July 16, 2012

Metlán and Jáyo


I've decided to start customizing My Tékumel a bit.

I've been reading up about the town of Sétnakh in the Seal of the Imperium (vol. 1, no. 1) and thinking about where else there might be town or perhaps even small cities. Looking at the maps I noticed how the Sákbe road running north from Jakálla crosses the Mssúma River on its way to Usenánu. It seemed likely to me that there would be a community there, probably on both sides of the river, as the Mssúma is too wide to bridge so there would have to be ferries. I decided I wanted something along the lines of Buda and Pest, two small towns that eventually grew to become modern-day Budapest.

For My Tékumel I decided on Metlán and Jáyo to be my version of Buda and Pest. Looking at the Provincial Map of Tsolyánu I noticed that they would be in two separate provinces: Urusái and Jakásha respectively. Perfect - I thought! All the more reason for them to be separate entities, and it means they can each have their own "City of the Dead" and municipal buildings, and the like. 


I think they are probably rivals to a certain extent. Perhaps there are cross river feuds? I picture Metlán as being the larger of the two with a strong leaning toward Avánthe. Jáyo, I see as being still feeling the influence of Jakálla and so Dlamélish has more of a presence there.


That's about all I've got for them as of yet, but while making the map I noticed a spot on the Swords and Glory map that I thought was just the right place for another town: Mssúra. And then I started wondering about why that unfinished Sákbe road running south from Haumá curved about so much. I decided there are probably some large lakes in the area and added those: The Chegá Lakes. Then I added another small town - Urúk - just for good measure.


I spent a bit of time thinking about the names Metlán and Jáyo but the others I came up with on the fly as I was making the map. No point in getting too hung up on the names! I'm not a linguist and cannot hope to get them in proper Tsolyáni form. Mssúra is of course inspired by the Mssúma River and Urúk is borrowed from Tolkien but at least looks similar in form to Urusái Province.


What I want to do is continue to expand these towns and use the area as the starting point at least for my games.

Saturday, July 7, 2012

A View of Sétnakh?



Photo credits: A photo of Varanasi (Benaras) by Liday Kiran

From National Geographic




I found this image while researching the Lohars, nomadic smiths of India. I had read about them in a National Geographic book published in the late seventies, and a quick search pulled up more recent articles online. The Lohars are the basis for "the Clan of the Third Eye Blue" a similarly nomadic clan in my Tékumel campaign. The name is borrowed from Greg Stafford's Glorantha, as fans of his world will recognize. I have no doubt that he was similarly inspired by the Lohar. 

Anyway, I thought the view was a good impression of what the small town of Sétnakh might look like with the Ranánga river in full flood.

A couple of us have been trying to develop a "formula" for describing clans. I've posted my description of the Clan of the Third Eye Blue here.


Sunday, June 24, 2012

How Many Figures?

How Many Figures?

With Tékumel gaming the tradition has been to use a ratio of 1:100 when translating a battle for the tabletop. With the maximum Tsolyáni legion size fixed at 8000 men, this yields 80 figures on the tabletop. This seems manageable, and I think the thought is that any lower figure ratio would make for units that were just too large to be manageable (let alone affordable.)

The thing is that Tsolyánu is a big place and the odds are that elements are going to be detached for garrision duty or to other sectors. In addition, the paper strength is 20 cohorts @ 400 men per cohort giving the total strength of 8000 men (and aridáni.) This does not take into account casualties and those missing due to illness or injury or desertion.

In the published battle reports the numbers of troops available for the battles is much lower. In fact, the Professor doesn't even refer to cohorts, but rather "blocks" of 500, 1000, 1500 or 2000 men. I'm assuming these numbers are approximate; and so they should be - no one is going to know exactly how many men are at a given battle. It's almost always going to be an approximation.

Granted there could be really large battles fought where the full legion, or a large part of it, were present but these are going to be the exception, not the rule in my opinion. My thinking was at first to use a 1:100 ratio but now I am thinking that small to medium sized battles are going to be more likely. Battles where any particular legion typically has 500 to 2000 troops available.

With this in mind, I want a figure ratio that makes a nice looking unit of the tabletop. At 1:40 scale, one could field a cohort or two of skirmishers in 12-figure skirmish groups. A 2000-strong detachment from the Legion of Ever-Present Glory would be 50 figures. That could be an on-table formation some 12 figures wide by 4 deep with assorted officers, standards and musicians included. On 20mm bases that would be a unit about 240mm wide by 80mm deep (about 9.5" x 3".) A proper phalanx! :-) IIRC, that would be the size fielded at the Battle of Ry (or Rü.) 

Thursday, June 14, 2012

Another Warrior-Priestess of Karakán...


This time an upcoming figure from Hasslefree Miniatures, sculpted by Kev White.

It's almost perfect! The helmet has a hawk or eagle motif, as does the shield...



Kev's figures are not the over-sized, "heroic" figures that some manufacturers make, and I'm pretty confident that this figure will scale nicely with ours.

As I said, it isn't perfect, however.

Myself, I will be swapping out the sword for something more appropriate for Tékumel and lopping off the scabbard for either another weapon or a bow case and quiver combination which I just happen to have castings for. :-)

I'm going to smooth out the creases in the trews and give her bare legs and maybe gussy up the boots a little to make them a little more exotic looking. I'm not sure if the figure has bare arms - she might be intended to be wearing a long-sleeved tunic. If so, I'll alter that with paint and a bit of filing or perhaps add some short sleeves with greenstuff.

The figure isn't available yet so I'm just going by what I can tell from the pictures, but if that works I'd consider providing a conversion kit (ie. bow case, etc) to Tekumel Club members who wanted to do their own conversion.

Sunday, June 3, 2012

Arena Update...

I didn't spot this at first, but one of the later posts to the arena thread on the Lead Adventure Forum mentioned that Playmobil had re-released their large Arena playset. And so they have! You can find it here...

Not sure if they ship to Canada or not. Often these big US companies do not. :-(

Thursday, May 31, 2012

A Hirilákte Arena For Your Very Own?

Read this thread, to find out how to transform this...


into this...


Simply Superb! :-)

Be careful though, if hunting on eBay, it seems to have been re-released as a smaller, partial set...

Friday, May 25, 2012

Warrior-Priestess of Karakán?



This new figure released by Dark Sword Miniatures is sculpted by Patrick Keith.

I think that with very few modifications she would make a very nice warrior-priestess of Karakán, one of the five Lords of Stability, and styled the "Lord of War, the Master of Heroes, and the Ultimate Warrior on the Final Day."

The most glaring change is the scabbard, but that could be carved away and fixed with putty. The sword could be swapped out or perhaps carved and puttied a bit to make it a bit more exotic looking. 

Monday, May 21, 2012

K is for Khíl



The Khíl is the stereotypical Yán Koryáni helmet. The Yán Koryáni wear other helmet styles of course, but this is the style most associated with Tsolyánu's foes to the North. It is a close-fitting pointed skullcap with a short, pointed visor,  round ear-pieces, and a mail aventail. A.row of fluted plates around its rim are its most distinctive feature. The basic form of the helmet varies considerably: the shape of the visor or ear-pieces changes; the height of the fluted plates and even their placement can be different on individual helmets; the aventail might be of chlén hide scales rather than mail. Sometimes the plates are roofed over with a flat cover; on others there is a central crest or the helmet point is taller and features a long plume of a variety of colours depending upon the wearer's city of origin.

The above illustration is by Kathy Marschall and is from the cover of a solo game-book by the late MAR Barker, entitled "Adventures on Tékumel, Part 2, Volume 1: Coming of Age on Tékumel." It depicts Yán Koryáni soldiers fighting with two Tsolyáni from the the Legion of the Searing Flame (stage right) and one from the Legion of the Lord of Red Devastation. I am not certain of the Yán Koryáni unit but I believe that they are from the Rüllá Gurék. I think the scene depicts street fighting just prior to the fall of Sunráya, which is one of the many threads of the book.

If you are at all interested in Tékumel then I highly recommend you hunt down these books. Part 1 is a thin booklet that deals with character creation, but Part 2 consists of three volumes which provide a wealth of detail and atmosphere about Tsolyáni society and places beyond its borders. I only wish there were more volumes! 


Wednesday, April 11, 2012

J is for Júmre's Ladder

The Átkolel Heights in north-western Tsolyánu are right on the border with Yán Kór. When the war started the Yán Koryáni seized the heights and advanced south around them on either flank only to be halted by hastily raised Tsolyáni forces. A stalemate occurred as both sides gathered their forces. When the Tsolyáni counter-attacked they found it necessary to take the heights to prevent the Yán Koryáni leaving a sizeable force in their rear.

The Átkolel Heights are the eroded cone of an ancient volcano of massive proportions. The caldera is a wooded area with a large lake surrounded by peaks that were the eroded sides of the volcano. The heights are easily accessible from the north, but from the east, south and west are surrounded by steep cliffs. The only access is a feature known as Júmre's Ladder; this is a narrow cleft about ten paces wide that ascends the cliffs from the south. The "ladder" is a series of rough terraces that resemble giant steps; each is about fifty paces deep and five or six feet high. The sides of the cleft are steep cliffs. The climb is long and arduous, made more difficult by the fact that the Yán Koryáni controlled the top third of the "ladder". Several attempts to force the passage failed before the heights were finally recaptured.

I is for Infantry

On Tékumel that is pretty much all they have if you discount the Hláka scouts. At least in the area of the planet occupied by the Five Empires we are familiar with. There is no cavalry, as few riding beasts were brought by Lords of Humanspace when the planet was terraformed and colonized. There are horses (and other riding beasts) on the planet - just not in the same hemisphere.

So warfare on Tékumel is an all-infantry affair, made a little more exotic by the inclusion of non-human legions made up of Ahoggyá, Páchi Léi, Pé Chói, Shén, the aforementioned Hláka, and Pygmy Folk. The infantry comprise a variety of troop types: the main forces consist of well armed and armoured heavy infantry - pikes and spears for the most part, but not exclusively so. These are supported by well armed but somewhat lighter armoured medium infantry, often spearmen or armed with halberds or two-handed swords. Missile support is provided by crossbowmen and archers. Light infantry skirmishers armed with bows, slings or javelins harass the enemy and provide blank security. War machines firing darts or stones are used in the field on occasion, or in siege warfare.

Tuesday, April 10, 2012

H is for Hrúgga

The personification of a Hero of the Age, Hrúgga is the epic hero of Tsolyáni legends. His legendary deeds are a model for modern Tsolyáni in many aspects of life...

In Tsolyánu the ideal gambler is polished and urbane; he has courage but is not foolhardy; he is generous but not ostentatious; and he is neither a “poor loser” nor a “poor winner.” “Noble” action is the keynote. The model is the epic hero, Hrúgga, who “won the world, the two moons, and half as much again” from the Goddess Avánthe – yet graciously continued to stake everything he had on each play until he had lost it all back again ‘because it is not seemly for a mere mortal to overmaster the everliving Gods.”

M.A.R. Barker, The Tékumel Source Book

G is for Grey Hand

The Grey Hand (tathyánikh in Tsolyáni) is a powerful and much feared spell known only to the higher ranking priests of Wurú, cohort of Hrü’ü - one of the Lords of Change in the Tsolyáni pantheon of twenty Gods and Goddesses.

It is rightly feared as one of the few spells that will utterly destroy a being, body and soul.

Friday, April 6, 2012

F is for Fasíltum

Fasíltum, the City of the Chiming Skulls, lies in the northeastern corner of the Tsolyánu. Seat of the Vimúhla worshipping Vríddi clan, it earned it's sobriquet

"because of the grisly custom of hanging the heads of executed felons from silver chains from the ramparts, where they dance together in the arid breezes with wind-bells of glass and metal, a funereal and wistful music in which the city’s hawk-faced Vríddi overlords take much pride."

M.A.R. Barker, The Tékumel Source Book

Fasíltum is a desert city with a daytime high in the summer reaching 48 degrees C and averaging 15 cm rain annually.

Thursday, April 5, 2012

E is for Eye

"Eyes" are spherical techno-magical devices about the size of the human eye, with an aperture on one side - it is because they so resemble an actual eye that gives them their name. These devices of the Ancients were created to perform a variety of tasks, each creating a spell-like effect when the stud on it's side is activated. Some emit energy beams, others will put a target into a form of stasis, still others emit light or sound. They are powered by inter-planar energy and each use reduces the Eye's "charge". Some have counters that show how many charges are remaining. Many have inscriptions giving the name of the Eye; there are many standard types, and some are still relatively common. Eyes can be recharged and there are even Eyes that serve that purpose! Tinkering with Eyes is dangerous, but there are reputed to be some scholars who still have the skill.

In A Band of Joyous Heroes each Eye would have a rating that would be assigned either by the GM, if there is one, or randomly otherwise - when a character obtains one. Each time it was used the dice would be rolled and any rolls of '6' would be noted and the rating reduced by that amount. When the pool of dice was reduced to zero then the Eye would cease to function, having run out of charges. Under this system the character would never know the exact number of charges left. YTMV, of course.

Wednesday, April 4, 2012

D is for Desert

The Desert of Sighs lies to the north of Tsolyánu. Most of it is part of Milumanayá, a squalid desert kingdom whose people are mostly desert nomads and with little in the way of a central government. What government there is is restricted to the cities; in the west, one faction supports Yán Kór and in the east, the other Tsolyánu; the nomads themselves are fiercely democratic and support no one but themselves.*

In ages past the region was the site of a shallow sea, but the land rose up and now the coast is many hundreds of tsán to the north. The sifting sands occasionally uncover the ruined quays and warehouses of lost port cities and the ruins of an ancient Sákbe road that once followed it's shore snakes across the wastes. The nomads know all the wells and other hidden places but they share their secrets with no one.

* While this description may sound strangely familiar, remember that Professor Barker wrote this background several decades ago...

Tuesday, April 3, 2012

C is for Cartography

In Tsolyánu, High Cartograhy is an Art. Stones are fashioned so that by size, colour and minute details of shape they provide information that one skilled in the art can "read" the stone and learn details of population, taxes, etc.

Here is a passage from A Man of Gold, by the late MAR Barker:

Prior Haringgáshte pulled himself to his feet and extracted a worn leathern case of map-symbols from the litter of documents on his work table.

From this he took out a small pyramid of blue lapis lazuli. Tiny knobs and loops of gold had been affixed here and there upon its surface, and flecks of other minerals glinted from within. This, Hársan knew, symbolised the Empire of Tsolyánu, and each protuberance, curve, subtle shading, and texture told its tale of cities, roads and distances, populations, products, villages and towns, and other data, readable only by those skilled in High Cartography. Next emerged an oblong of sand-yellow jasper: the desert lands of Milumanayá to the north of Tsolyánu. Beyond this he set out a faceted rhomboid of smooth green serpentine; this stood for the hostile lands of Baron Áld of Yán Kór. Above this a tablet of wavy blue slate was placed to indicate the crag-coasted northern sea, each serration, curve, and change of texture marking a harbour, a cove, an island, a distant settlement-even reefs and tides. Three smaller polyhedrons of carnelian,agate, and red porphyry were arranged to the left of this to represent the little northern states of Pijéna, Ghatón, and N’lüss. The Prior then brought forth a cloudy wine-red dodecahedron of bloodstone which stood for the sprawling empire of Mu’ugalavyá, Tsolyánu’s sometimes hostile western neighbour beyond the Cháka Range. Below this he added a curiously twisted moon-shaped symbol of rippling fire opal: the far-off land of Livyánu. A final plaque of wavy slate to the right of the symbol for Livyánu and beneath that of Tsolyánu signified the southern ocean, the Deeps of Chanayága. The rest of the symbols he left in the case.

“Can you read these, then, priest Hársan?”

“Only the rudiments, my Lord. I am more comfortable with the maps drawn upon paper by merchants – not with these of the High Cartography.”

The Prior’s lips sketched a thin smile. “These tell much more. To see, to touch, to feel – so much more than flat lines upon a page. Come, show me where the Empire of Llyán of Tsámra once lay.”

Wondering, Hársan put forth a tentative finger and touched the empty space between the symbols for Mu’ugalavyá and Livyánu. “Here, my Lord.”

The Prior reached into the welter of materials on the table, picked up a small casket of dun-red metal, and extracted another map symbol. With the air of a mother setting a morsel of sugary Dmí-root before a child, he laid this in the space marked by Hársan’s finger. “This was found in a tomb of the Bednálljan Dynasty near our city of Úrmish. The casket is Fulát – steel – alas, now one of the rarest metals on Tékumel and one of the most costly therefore. Go ahead, examine it.”

Monday, April 2, 2012

B is for Band of Joyous Heroes

A Band of Joyous Heroes is the name of a set of rules for tabletop gaming in the world of Tékumel that I have been working on - on and off - for a year or so now. Most recent progress can be found here. The rules are based upon the Two Hour Wargames family of rules.
Actually that isn't the most recent stuff: I've been thrashing out ideas on how I want combat to work, I just haven't finalized it yet. Yes, I'm waffling! :-(

Sunday, April 1, 2012

A is for Aridáni

The term Aridáni is used in Tsolyánu to describe independent women (it literally means "independent" in Tsolyáni); it is a status that any free woman can claim, and doing so sets them apart from the "good clan-girls" that represent most of the female population. By making the declaration before witnesses the woman gains all the rights and obligations of a Tsolyáni male in society - she becomes “a person in the eyes of the law.”

Only about 10-15% of Tsolyáni women make this choice, the majority preferring the security of the life of the "good clan-girl". As a clan-girl women are protected by their clans, receive an education, housing, clothing and food, but at the same time giving up many freedoms such as the choice of whom to marry - as this will be arranged by the clan elders.

As an Aridáni, a women has more control over her destiny, but also shares the risks. She can participate in business, join the temples or the military - anything her male counterparts do. And , as with them, her clan will support her in many instances but ultimately she is responsible for her own debts and actions. A clan will only support someone so far - if they become a liability a clan may be forced to cut it's losses.

Thursday, March 8, 2012

Off to Cold Wars! Yay!

Heading south to Lancaster, PA, for Cold Wars 2012 - returning Sunday. Hope to pick up some of the cool new fantasy stuff from Bronze Age Miniatures, and maybe some float ships and flying stands. I'm planning on sticking to my "limit" this time - that is, $400CDN - so I will be "duty free" at the border. Thankfully this year $1CDN is almost $1US. A far cry from the days when $1US was $1.50CDN!

Sunday, February 12, 2012

Just the Facts, Ma'am!

A fellow Frother helpfully pointed out this rather useful site of random factoids. Entirely NSFW. :-)

Sunday, January 29, 2012

Spartacus Preview?



OK, not really Spartacus, but I like it!

If you liked it as well reply to this thread!

Sunday, January 8, 2012

The Side Door...

Well, my resolution to try and achieve "one-post-per-day" has sort of fallen by the wayside. It's not that I haven't been doing stuff, it's just that I have had nothing substantive - and Tekumel related - to post.

I did manage to pick up this "Aztec Doorway" on ebay. It is an old Grendel resin piece and looks to me that it might make a good side entrance to an old temple or shrine.

EDIT: This just arrived and I see it is actually by a revived Scotia-Grendel!

Sunday, January 1, 2012

"Unofficial" New Years Resolution

Don't know if they are allowed to be "unofficial" or not, but as I am generally pretty bad about the "official" versions, I thought I'd squeak this one through:

That is, to: paint, type, photograph, glue, base, or plan at least one thing each day for the next year.

Now by "paint", I don't mean the whole figure but maybe prime one or paint the coat on another, that sort of thing. By "type" I mean either work on my rules or make a blog post. I would really like to achieve 100% daily blog posts this year! By "photograph" I mean take pictures of my figures and terrain - and hopefully upload them to the blogs. By "glue" and "base" I mean the same as with painting, only referring to the very first stage and the last. And "planning" is the escape hatch - I do this everyday practically as it is...see this Pie Chart, from Larry the Leadhead.

2012 - Happy New Year!

Happy New Years everyone! :-)