Land of Chill

This will be about terrain and my take on the Land of Chill.

So with my elves having blackened deserts with tufts of yellow grass as the basic composition, I thought I needed something more on the terrain, to have those individual pieces pop out more in the landscape like oases and the sort. I immediatly thought of decayed lands, bogs and so forth. Dead marches also came to mind. So here are my results!

Also bear in mind with the lighting.

I made four pieces and based them as usual adding leaves and magnets, painting the water and giving it a sheen. Sometimes also a little elevation between the marsh water and dry land. However, I made sure to stay away from rocks and larger tufts of grass and reeds, since it is meant to be played on, and movement trays or single models would fly on rocks and crush vegetation.


This left my landscape rather dull looking and lacking. While I first made trees I realised it needed more detail, and to comprimise I made little islands of rocks and other movable, but impractical terrain, and thus were born the template for both trees and statues as well.

I had not only made forests, but marshes too by only placing rocks around, giving the idea that trees are long gone from the area. The statues creating that elven eery feel of dread. Every tree and rock are based on a round plate with three magnets under, allowing for detailed looking terrain, without sacrificing function.

The trees and statues still need painting and basing to truly fit in (and stand out!)


Always thinking about multipurposing, I came up with the solution of magnetised props and debris. While I first tried to hide the magnets under grass and dirt it immediatly weakened and the trees fell over constantly. So they are in plain view.

I did not fancy making accurate ‘holes’ or lowered portions to interchange, since I want to customise as much as possible every time and found it a hassle. In addition I found a magnetic sheet similar to ones used for movement trays, but this had precut tiny squares in it. Perfect! 


In these pictures I wish to highlight how the terrain can vary from game to game.

Around the terrain base are magnets in groups of three, positioned as a triangle. This allows for for the prop pieces to be shifted around as desired, as well as turning – if each
tree has a ‘front side’, that side can be turned to face one of three directions.

To summarise in game: I treat the terrain as forest if it has trees on it. Is it merely rocks and reeds it is a marsh. However, due to the amount of water on the pieces they could all function as lakes or rivers as well, depending on how much you stuff on each piece. As long as you are clear on what it is, everything is great.

Of course mixing all things together make for an interesting looking piece of terrain, in the third combination; a forest with a mystical statue and rock.

Whenever a unit enter the terrain you just remove the obstacles or relocate them on the piece, unless of course you play AoS and you just keep it in place. It has been quite a success on our gaming table so far!

It obviously has potential for storytelling and roleplaying approaches too, such as D&D and the likes. I took a few inspired pictures as example. Hope you enjoyed this tour of Dreadmarshes and Chillwoods.

“I’ve a baaad feelin’ about this, lad..”

    “Aye.. after you.”


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