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MajorWood Studios
Jan 9, 2023
In Book reviews
The Indomitus Crusade is the focus of the latest 40K set piece, with themed game sets and an accompanying novel, written by Gav Thorpe. After a thrilling start following the Ultramarines brutally disabusing a shipful of mutants about their choice to abandon the god-emporer's grace (and giving us a wider insight into the Indomitus Crusade), the story then focuses on the main villains - the necrons, and their machinations. Ithraca’s Vengeance is the ship our heroes - Captain Aeschelus, and Lieutenants Praxamedes and Nemetus - lead across the galaxy. They are chasing an elusive enemy, at a crossroads, when they receive a distress call. Determined to make a difference after being thwarted, Aeschelus orders the Ithraca’s Vengeance to investigate, which proves to be a fateful decision - the necrons are resurgent and have a deadly plot in place across Imperial systems. For new fans, this novel is the perfect starting point for learning more about the Adeptus Astartes and necrons and, for experienced players/Black Library readers, it offers a compelling read to get them embroiled in the Indomitus Crusade. It is fast-paced, uncompromising and compelling - everything 40K stands for. 3/5
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MajorWood Studios
Dec 28, 2022
In Book reviews
As a fan of the Warhammer world of old, I've always being a bit wary of the Age of Sigmar, with its flashy, 40K-lite approach. However, that was all about to change as I dived into Cursed City by CL Werner, a fantasy novel set in the blighted, vampire-run city of Ulfenkarn, a nightmarish place in the Mortal Realms smothered in dark magics. The city is the by far the main protagonist of the novel, with its menageries of cruelties and wicknesses, and monsters and sanguinary rituals. Werner captures the intricate details of a city at the mercy of vampiric overloards beautifully and overlays it with a mystery that sets a group of vampire hunters on a collision course with the mighty vampire Radukar. A band of unlikely heroes is formed, comprising a Sigmarite witch hunter, a swordswoman from a long thought lost noble lineage, and a wizard of ambiguous intent. What follows is a game of cat and mouse around the streets of Ulfenkarn, as the vampire hunters race against Radukar to unmask a serial killer who could bring about the end of the vampire's macabre reign. I now intend to continue my education in the Age of Sigmar by exploring more novels first, but, who knows, I may also be tempted into trying out the tabletop wargame. I highly recommend this book for Warhammer and fantasy fans alike. I would rate this novel a strong 4/5.
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MajorWood Studios
Oct 27, 2022
In Book reviews
After hearing good things about Dan Abnett's work in the 40K universe, I decided to jump into the Bequin novels, of which there are two in the series so far (he's written well over 20 Warhammer books altogether). Pariah is a novel of two halves - the first sets the scene, with a protagonist (Beta) at times too professional, too unemotional to really become attached to; the second a descent through Beta's crumbling world, which builds to an enthralling climax. Beta is an Inquisitorial agent, adopting various roles or functions to infiltrate the city of Queen Mab's nefarious nooks and crannies to uncover (primarily) heretical dealings. It is a place withered and worn by humanity's wars in the stars, where the machinations of chaos have taken root. However, as her life starts to unravel in a series of catastrophic events, she discovers much greater peril at the heart of the city, which reaches to the highest echelons of society. It's in the latter stages of the novel that the loose ends come together and seemingly random encounters take meaning, which speaks volumes of Dan's authorial powers. It's also where Beta blossoms into a much more relatable being - amongst other things - and, with her caught between opposing forces, it sets up the next novel in the series nicely. There were some editorial issues, e.g., the large amount of metaphors used, which proliferated early in the book and detracted from my enjoyment (however I know this won't be an issue for everyone), but these were offset by the joy of the world building, a favourite of mine being the warblind, those augmented, used and discarded veterans of war, now terrifying Queen Mab's underworld. Have patience with this story and it'll reward you. I'm looking forward to getting started on the second Bequin novel. Score - 3/5
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MajorWood Studios
Sep 11, 2022
In Films and TV
1971 Tennessee, Brandon Cobb (Deiondre Teagle) has escaped from jail and is on the run – aided by his siblings Angela (Faith Monique) and Clarence (Travis Cutner). The trio plan to lay low in a run-down barn on their grandfather’s old ranch, which is supposed to have been abandoned. As night falls, we find out it’s currently being used by a clan of KKK cannibals to lynch, torture and eat their victims. Death Ranch is an independent film by Dark Temple Motion Pictures and Empire Studios. It was written, directed and edited by Charlie Steeds. It’s an unapologetic and gory grindhouse movie that tackles the issues of racism and hate crime, set in America during the period of desegregation. The film really nails its intentional style, reminding me of Tarantino’s earlier work, especially Jackie Brown, with 70’s swag and plenty of blood. It’s satisfying to watch small-minded bigots meet their maker in a myriad of ways splattering from one revenge kill to the next. However, this is where I feel that the film misses a trick. Considering its sensitive subject matter, I would have liked to have seen a little more character exploration. A scene or two revealing the impact that systemic racism and hate has had on Brandon and Angela in a more touching, human way, along with one of the adversaries realising that their beliefs are dramatically flawed, would have elevated this film in my opinion. I realise this would be counter intuitive to the style but I believe it would have provided a welcome change of pace and the emotional carnage would have complemented the physical butchery nicely. I’m not saying that these themes aren’t present, because they are, I would have personally liked more of a deep dive into them. But, ultimately, that’s not what Death Ranch is. Death Ranch is an homage to pulp grindhouse cinema and its loyalty to that never wavers. From its score to its effects. From the cinematography to its dialogue. The main cast give believable performances throughout, with Teagle really controlling the lead role and holding the audience. It’s a great lesson in low budget filmmaking - take a single location, a handful of characters, a simple and achievable plot, and have a clear concise directorial style. Charlie Steeds is a veteran of independent cinema with 13 features to his name, so you know you’re in good hands, he understands the art of cinema and I’m sure I’ll be discussing some of his other films in the future. In conclusion, Death Ranch is a film for people that want to be hauled through blood-soaked indignation at pace, racing from one crimson cluster fuck to another in an entertaining way. It’s a splatter movie that delivers just that. It paints the screen red while giving the finger to racism and without ramming a political agenda down your throat – just some guys nuts. What do you think? Do you agree with me? Do you disagree with me? Let's discuss.
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MajorWood Studios
Sep 8, 2022
In Book reviews
A gritty tale about something sinister haunting an outpost on the planet of Potence, York-based author Justin D Hill does a great job of capturing the desolation and desperation of an agri-world on the fringes of Imperium space. The story follows enforcer Rudgard Howe as he leaves the relative safety of his childhood home to begin the journey to claiming his birthright. It is a bildungsroman of sorts, as we experience Rudgard's shift from enthusiastic rookie to bloodied soldier, taking the first steps to replacing his father as chief enforcer. Along with Terrini, his gnarled mentor, he goes on his first duty as a rookie - enforcing the will of the God-Emperor by ensuring distant agri-complexes are harvesting enough crop to fulfil their tithes. It's bloody work - after all, it is the 40K universe - as they punish serfs and perform executions to reinforce the need for absolute compliance to the Imperium's war effort. However, then they receive a call about Thorsarbour, a facility a few days' drive away, where there has been unsettling tales of a cult uprising. When they arrive, the story truly begins, everything else setting the groundwork for what happens next - the two enforcers are quick to control the situation by whatever means necessary, getting the serfs working - but their efforts are hampered by a series of horrific events that leave Rudgard questioning whether there is something supernatural at play. This well-written story proves an intriguing dive into the 40K universe, without necessarily being enthralling. However, the small details, e.g., Rudgard's childhood "toy", a criminal's mind trapped inside a plaything (one of the most eerie aspects of the book) keep the story interesting, and the ultimate mystery of Thorsarbour keeps you engaged till the end. I wouldn't class it as a horror, more of a mystery, which worked, given the subject, though the horror aspect could have been hightened through greater relationship development. In Terrini, Rudgard finds a steely mentor, a man who has seen it all and lived to tell the tale and, as their relationship develops, it's nice to see Rudgard growing apart from Terrini and becoming more independent. But even that relationship is flimsy. The other people he meets are fleeting characters or props - when, given it's meant to be a horror, more developed relationships would really have hit home the terror he faced. Even without that emotional heft, the story still works. Even though it may potentially be lacking for someone without an interest in the Warhammer universe, Justin D Hill offers enough intrigue and character development (not just of Rudgard, but the world) for a fan to deliver an enjoyable dive into - what could be refered to - an often overlooked cog in the Imperium machine. 3/5
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MajorWood Studios
Aug 30, 2022
In Vervewalkers: Spoils of War
Not native to Atala, humans were instead created by the living god the Grand Ogrun 1,000 years ago, to the shock of the other gods. Their arrival had been a surprise, but their predilection for dominance combined with an alarming rate of growth has sent tremors of terror and dismay throughout the world, thrusting humanity into hostilities with most other species. That said, they aren't wholly disliked, with some ambassadors building strong ties with other likeminded individuals in far-flung lands. They maintain their dominance of the world's waterways through an impressive fleet of battleships, much to the distress of the acquatic teleost, and have an innate ambition to uncover all of Atala's secrets, given large swathes of the world have yet to be touched by human hands. Each kingdom has a large military, complemented by sophisticated weapons, such as guns, and brutish ogres. They are the most balanaced species in terms of their martial abilities.
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MajorWood Studios
Aug 22, 2022
In General Discussions
We have been working hard to develop a game that not only encompasses the best elements of RPG and skirmish games, but also offers something new. Below, we have given an overview of what makes our game different: A robust core game, supported by “bolt-on” mechanics, including gaining the favour of the gods to grant bonuses Unique gameplay, including: 1), Chapters - As you gain companion points, you'll progress through chapters, opening up access to new spells, warriors and sabotage actions; 2), Fellowship – create a band of adventurers from several different species, meaning there are limitless opportunities to customise your party to your playstyle; 3), Sabotage - use underhand tactics to disrupt your opponents' plans, including taking control of mercenaries; 4), "Keep your enemies closer" - When an opposing player engages an enemy, you will take control of those enemy units to try to stymie your opponent - this means no one is waiting around and everyone is involved in the most important aspects of gameplay; 5) Quests - Become a hero by completing quests, but be careful which you choose, for they all have different rewards and challenges. To support our game and kindred geeks, there will be ongoing community participation through the MajorWood Studios’ website, which you can sign up to here. This living, breathing world will also be supported by continued investment (e.g., novels, expansions, etc.), promoting worldbuilding and longevity. Please, sign up to our Kickstarter here and our launch page here. There will be an early bird pledge so make sure you are ready to get backing. All the best, MWS
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MajorWood Studios
Aug 4, 2022
In Vervewalkers: Spoils of War
Once rulers of much of Atala, the Tyalhysh Kingdom has suffered a slow decline over the past millennium, with much of the species now confined to the south of the Ikterian continent. They are a wary, yet friendly species, which avoids conflict but is known to use its aerial superiority to quickly strike wherever needed. This is especially true against the Destelt who they have been engaged in conflict with since the Destelt appeared in the Pillars an aeon ago. It was the tytalbans that formalised the use of magics an aeon ago, creating the first quorium, Svalteran, in the Valtrean forest. Even though a few species had been harnessing it before them, the sprites, for example, they were responsible for introducing it widely to the once ignorant denizens of Atala.
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MajorWood Studios
Jul 10, 2022
In Vervewalkers: Spoils of War
Huk-ata is one of the most populous destelt cities, located on the third "pillar" in the Pillars mountain range. Everyone living in the city is in servitude to High Master Krald Bonesplitter, even the other masters. It is possible for a destelt to have many masters, though they are only answerable to one at any time. It is a complex, hierarchical society, in which power is gained through battle or rukdats, which are gladiatorial contests. Surrounding the city are wooden structures alight with soulflame, a magical fire that keeps the destelt masters' reavers (flying war chariots imbued with the souls of the dead) in control. It is an inhospitable landscape, which is part of the reason they often raid neighouring lands for food and supplies, earning them a fearsome reputation.
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MajorWood Studios
Jun 30, 2022
In Vervewalkers: Spoils of War
Newspire stands apart from the human realm's other cities due to it being where the human's living diety, the Grand Ogrun, resides, and therefore enjoys an elevated status across the kingdoms. As such, the kingdom of Skolheim reaps the benefits of having Newspire within its borders, boasting wealth beyond the other kingdoms combined. Located on the Untisia Strait, the city has almost unrestricted to access to the rest of Atala, with many lucrative trade routes to other kingdoms and civilisations. The Newspireans don't get it all their way though - to the east are the Pillars, a mountain chain that divides continents, with Untisia on one side and Ikteria the other. A belligerent species, the destelt, call these mountains home, and launch raids into Skolheim from their mountain strongholds. To find out more about the TTRPG Vervewalkers: Spoils of War and MajorWood Studios, please become a member of our website.
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MajorWood Studios
Jun 9, 2022
In Vervewalkers: Spoils of War
An aquatic species endemic to most coastal waterways. Once one of the most populous races, they have lost their best habitats to human endeavours in the Untisia Strait. Most are now refugees in other distant waters, harbouring a grudge that dates back generations. Even though they prefer the water, they can live on land for days before suffering any ill effects. They are a curious and kind species that has many footholds and friends across Atala, however their ability to freely navigate the oceans unimpeded has led to their use as spies and lookouts, earning them a (mostly) undeserved reputation as crooks, schemers and liars. Some say it’s their ability to traverse both the sunken and dry worlds, others that they have spent too long building homes in Verve-rich deep-sea vents, that explains their resistance to magics – but they are one of the few species, along with the mighty chimeron, that can shrug off magics that would otherwise disable most creatures.
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MajorWood Studios
Apr 11, 2022
In Vervewalkers: Spoils of War
Kindred Geeks, I hope you're gaming well. Here at MWS we got another round of playtesting done over the weekend. This included trying out the new quest system, which we believe makes the game more dynamic and helps to bring the world to life. It also means that each player's journey to victory plays out differently. I've got a whole load of notes that need working into the rule book to aid clarity. But making the game as good as it can be is what it's all about. Ryan is going to release a video on how he made his game table: Positioning is key when facing 10 blighwurms: Ryan's dice rolls were abysmal - 2 is a miss and he rolled a number of them!
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MajorWood Studios
Apr 4, 2022
In Vervewalkers: Spoils of War
Compared to the other civilised species of Atala, the Grorc is a primitive creature that keeps to the fringes of civilisation, looking for opportunities to take advantage of its neighbours’ weaknesses. Though their society is rudimental, they have language and culture to a degree, and have been known to construct dwellings, which has been recorded, mainly, as a mating behaviour. However, when a leader rises, ragtag bands of grorc can be transformed into fierce forces, known as “maws”. Around Atala several strongholds are led by fearsome bosses, however these tend to be mercurial and dissipate as fast as they form. But don’t be fooled, waiting for a maw to falter of its own accord would be unwise, especially with the formidable Spatt the Cut or Balagrinde the Kill leading the charge. They are savage and many, infesting a region with haste. Most species deal with grorc incursions quickly for fear of being overcome. Grorcs play differently to the other playable species in the game. If you enjoy wreaking havoc on your opponents' plans and strategies, this may be the species for you. They are a landslide of brutality, but do need protecting - the more casualties you suffer, the more likely they will flee.
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MajorWood Studios
Apr 3, 2022
In Vervewalkers: Spoils of War
Hey Kindred Geeks, I hope you've been gaming well. We have some amazing collaborators on the V:SOW project, without whom we wouldn't be able to bring the game to life or do it justice. Mariia Borysekno is one such collaborator, responsible for producing much of the game's artwork. I hope you'll agree that she's supremely talented: You can find her on Fiverr as speed_riri if you want to check out more of her work, and also at https://mariiaborysenko.squarespace.com/. She's working on some exciting stuff at the moment which we'll share with you as and when it comes to fruition. Let us know what you think of her work!
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MajorWood Studios
Mar 14, 2022
In Films and TV
'They think I'm hiding in the shadows. But I am the shadows.' Robert Pattinson growls at the end of his opening monologue as the rain falls on what is, arguably, the best-looking live action adaptation of Gotham city. I was totally in it. As a massive Batman fan, I've said for a long time that there should be a Batman film that focuses on the detective side of the character - and that is truly what this does. The production design is faultless, from the batsuit to the Iceberg lounge, from the batcave to the video recording contact lenses (which in my opinion should have clouded Battinson's eyes finally giving us a comic accurate look). The tone was so perfect that I could almost taste the grit and the cinematography was inspiring. Paul Dano's Riddler was captivating, even if he did take a cue from Ledger's joker in some self-taped media posts. On paper this movie is the greatest Batman flick ever projected in a cinema - so, why did I leave so disappointed? I've never felt as uncomfortable about a movie than I do about this one. I really enjoyed so many aspects of it, yet I still found myself thinking, 'God, this is slow.' I feel like Bruce, stood shirtless, surrounded by all the evidence but unable to solve the riddle. When I dissect it there's so many things that I love about it - the visual style, the believability of the world and the machinations of its inhabitants. So, I asked myself again what didn't work for me? Well, I think for all the promise old R-Pats delivered in those opening scenes where he grabbed me and dragged me in, he ultimately gave a one note performance that left me clock watching. Apart from a glint of emotion/rage when he injects himself with what I assume is a sample of Bane's steroid of choice - venom, or as he races back to Wayne towers towards the underutilised Andy Serkis. Which is a common theme here - underutilisation. The Batman is littered with stella actors, such as Peter Sarsgaad, Jayme Lawson, Alex Ferns and Colin Farrel (almost unrecognisable), who aren't given enough screen time. For a film that's just shy of 3 hours this is a bit of a disappointment. But, in the end it's the pacing for me. It's the monotonous way it drags its feet through an unnecessary subplot like a mardy teenager. How it starts a superfluous (extra 30 minutes) city-wide disaster just as the story is coming to a natural close. All in all, I think it was too long to burn so slow. I personally feel it could have lost half an hour (and a subplot) and felt fuller if some of the characters had been allowed to interact a little more. I understand that we are experiencing the story solely from Bruce's point of view, but it didn't create enough diversity of emotion for me. I thought it was quite flat. In my opinion it needed to ebb and flow a little better instead of playing at one level continuously. But, having said that, I do think that the future is bright for this new franchise. Matt Reaves has established a strong foundation that clearly takes inspiration from and pays homage to the source material. Pattinson looks the part as Batman and hopefully he'll grow into the role and find some more emotions as time goes on. I'm looking forward to a sequel that takes all the things that I loved about this film and brings them together in a way that excites me. I want the equation to balance. Overall rating: 6/10 What do you think? Do you agree with me? Do you disagree with me? Let's discuss.
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