Fantastical Realms: The Realm of Beasts
June 2019·pp. 18–21
THE SHORT VERSION
Ghur’s landscapes and animals offer colour and modelling ideas far beyond a single dusty palette. Hunter cultures, amber magic, patterned skins and snowbound or forest environments let almost any faction acquire a bestial regional identity, with examples explaining how details and bases make that connection visible.
EXPLORE RELATED TOPICS
Back to the original
Find this article in White Dwarf 443, pp. 18–21.
This is an original summary. Refer to your magazine for the complete article, rules, images and painting steps.