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The realm of fire, wrath, anger, passion, love and barbecue. It's pretty much what would happen if Australia, Mordor and the realms from Conan the Barbarian were mashed together, set on fire and thrown into a volcano. It is also [[Khorne|Khornes]] favorite chew-toy and many of his most famous warriors originate here. Unlike the [[Elemental Planes]] of Fire, Aqshy isn't a perpetual firestorm. Just as the Realm of Beasts isn't a single, giant superbeast to crawl around in, the Realm of Fire is more a place where fire is encouraged to happen and grow. There are volcanoes and lava flows, but also scrublands, sulfurous swamps, and chaparrals (even though most publications focus on the nasty, burning aspect of Aqshy.) It is basically a rip-off from Magic the Gathering's color red, expanded into an entire dimension.


The realm of fire. It's pretty much what would happen if Australia, Mordor and the realms from Conan the Barbarian were mashed together, set on fire and thrown into a volcano.
== History ==
Back in ye olden days, Aqshy was the home of the <s>Dwarfen</s>Duardin god [[Grimnir]], who went around killing monsters and engaging in grand scale terraforming via swinging his axe. Then he got himself shattered while trying to kill a burning salamander the size of a mountain. The most commonly-held belief is that he was turned into shards of Ur-Gold, which the [[Fyreslayers]] will slavishly hunt down and hammer onto their skin as magically-infused runes of power. It was also home to the Volc-Giants, the Fire Giant schtick equivalent to the Jotunbergs of Ghyran's Ice Giant schtick. The Volc-Giants were massive, comparable in size to the godbeast Behemat, and brutal slavers who saw mortals only fit to be slaves and used in wars against the armies of other Volc-giants, like a living game of Warhammer. Sigmar killed them all in the Age of Myth, liberating the people from their cruel rule.


==Brimstone Peninsula==
At some later point, a [[Magocracy]] called the Algoraxians came into power across the Great Parch. As with other Magocracies in fiction, these people treated non-magicians as slaves while they spent their time building all sorts of weird shit including [[Adeptus Titanicus|literal magical titans]]. Of course, they got so obsessed with their research that they'd begin secluding themselves in pursuit of magical power - all perfectly placed for Tzeentch to come and corrupt them and take over their greatest tower, which would later become the Free City of Brightspear. While heavily damaged by Tzeentch's forces much of the former nation has been reconquered by the returning armies of Order, with Brightspear becoming a defacto capital of the region. Though Tzeentch's minions still contest many regions.
===Flaming missiles===
All shooting attacks that fire further than 12" reroll wound rolls of 1 cuz' the missiles catch fire.


===Clouds of smoke & steam===
At this time another great power came about in the Great Parch known as the trading empire of Bataar. This civilizaitons of traders and Bankers came to prosperity by the manufacture of a high-demand fabric know as Firesilk that was harvested from their Flamespider herds. Eventually creating their capial known as the Floating City (as it actually floats and is made from hundreds of ships that were tied/hammered together). This came in handy when their lands were ravanged by Khornes legions were they took refuge in the sky while many of their people were enslaved by the Chaos hordes. Eventually got the last laugh however as with Sigmars return they used vast stockpiles of hidden gold reserves to hire armies of Fyreslayers from Vostarg Mont to help reconquer their lands and free their surviving people. The empire of Bataar has since returned to being a major trading hub for the greater continent.
No unit can see past any piece of terrain, so everything blocks line of sight now.


===Fireball===
When the Age of Chaos came, Khorne wanted to secure himself the coolest, most metal realm he could find. This was surprisingly not Chamon, which got claimed by Tzeentch, but Aqshy. The next few centuries, his followers had a grand old time slapping around local tribes, sacking cities and building giant pyramids out of skulls. Unfortunately, this happy murder-party could not go on forever, as a nice gentleman called Sigmar decided to send out his shiny new toys, the Stormcast Eternals, to kick the shit out of the skull fetishists. After the initial fighting had died down somewhat, Sigmar began building new cities in the Realm of Fire as his first step in re-stabilizing the realms and presumably pissing off Khorne.
All '''WIZARDS''' know ''Fireball'', basically an ''Arcane Bolt'' that instead of D3 mortal wounds does from 1 to 1D6 mortal wounds depending on unit size (only worth on units of more than 10 models).


===Geyser of boiling blood===
== Locations and People ==
6 geysers randomly blow up throughout the battlefield doing D3 mortal wounds to anyone nearby. If you have a '''PRIEST''' of '''KHORNE''' you can add/subtract 1 to de dice to change which geyser erupt.
Aqshy, like most realms, is pretty big and varied in population. One of the most detailed parts of it is [[The Great Parch]], the very centre of the realm where a lot of important stuff to the setting occurred, up to and including the first counter-attack against Chaos that heralded the so-called Age of Sigmar. It contains some of the most important [[Cities of Sigmar]] in the Setting, such as Anvilgard, Hallowheart, and the Aqshy half of Hammerhal (creatively named Hammerhal Aqsha).


==Burning Catacombs==
A subspecies of Troggoth lives in Aqshy known as the Sulphurbreath Troggoth.
===Firegates===
Baleful Realmgates works differently here. The following rules apply instead of the normal battlescroll.
*'''Massive firestorms''': roll 2 dice at the start of each battle round; 7+ nothing happen, otherwise any unit in the result radius from the gate suffer D6 mortal wounds.
*'''Call forth lava seraph''': if in your hero phase you have a '''PRIEST''' within 6" of the gate, roll a dice; if he's within that many inches from the gate it evoke D6 lava seraph (each deal 1 mortal wound to a enemy unit within 18" from the '''PRIEST''').


===White-hot weapons===
A Halfling Subspecies known as the Rockwrist Halfings lives here. They have indigo blood and periwinkle skin.
Roll 2 dice at the start of each round. If the result is an odd number both the players add +1 to all wound rolls. If you have any Firegate on the board the same roll determine if it erupt. Also you always add +1 to all wound rolls for a unit within 6" of a Firegate.


===The Fyreslayers' realm===
A race of Duardin from Ulgu emigrated here, known as the Shadow Duardin.
*'''Home ground''': if a '''FYRESLAYER''' model suffer a wound due to a '''massive firestorm''' on a 2+ you ignore the mortal wound. A '''FYRESLAYER''' general has the '''Undertunnels''' command ability (on a 4+ you can return a whipped out '''FYRESLAYERS''' unit, it appear everywhere more than 9" from the enemy).


==Orb Infernia==
The Graz are a race of bat-apes descended from humans who dwell in the caves under Aspiria.
===Blessing of Dracothion, the great drake===
If your general is a '''HERO''' of '''ORDER''' roll a dice and if he's also '''CELESTIAL''' you can add or subtract 1 to the result. Possible results are:
*'''Scions of Dracothion''': you can reroll failed hit rolls of 1 for '''MONSTERS''' attack or every failed hit rolls for '''CELESTIAL MONSTERS'''
*'''Stellar alignment''': roll a dice, you can reroll that amount of dices in that turn.
*'''Heavenly boon''': choose 3 of your units and heal D3 wounds for each (or D3+1 if it's a '''CELESTIAL MONSTER''')
*'''Power of the stars''': choose one of your '''HEROES''' or '''MONSTER''', reroll its failed charge, hit and wound rolls and add 1 to the damage of every of its weapon.
*'''Celestial boon''': roll a dice every time your '''MONSTERS''' suffer a wound or a mortal wound; on a 6+ (or 5+ if it is a '''CELESTIAL MONSTER''') the wound is ignored.
*'''Astral aid''': set up a '''CELESTIAL''' unit more than 9" from enemy units as reinforcement.


===Magical storms===
The Telantr are a humanoid reptilian race that dwell in caverns under Aspiria as well, and whose warriors, the Arrow-Tongues, can spit poison.
If you roll the same result on the order of turn roll, every non '''SERAPHON''' unit on the field suffer a mortal wound. All '''CHAOS DAEMON''' units heal D3 wounds instead.


===Sorcerer's boon===
=== Factions Present ===
All '''CHAOS WIZARDS''' trying to evoke a '''CHAOS DAEMON''' unit add 1 to the casting roll. Additionally they know ''prismatic flamestorm'' (CV of 3, 18", #of attacks equal to casting roll, 4+ to hit, 3+ to wound, - rend, 1 damage).
*'''[[Blades of Khorne]]:''' Before the Age of Sigmar, Khorne had been trying pretty hard to conquer this realm because of how well this aesthetic meshed with his own. However, this would also be the first place where Sigmar would bring down his golden supermen to ruin his shit.
*'''Cities of Sigmar/[[Stormcast Eternals]]:''' As mentioned above, there are quite a few cities present in Aqshy, and many of them were founded by Sigmar's golden men. Of note among them are the Hammers of Sigmar, who are based in Hammerhal, and the Anvils of the Heldenhammer, who founded Anvilgard.
*'''[[Daughters of Khaine]]:''' Definitely have a place now that they've conquered the abovementioned city of Anvilgard and now own it, having rechristened it as Har Kuron. Though they were never exactly unwelcome elsewhere, they now have a definitive monument to [[Morathi]]'s power as an ascended war god.
*'''[[Fyreslayers]]:''' Of course this entire faction calls the realm home. After all, this was the realm of their god and is now his grave. Several Lodges call this home, most notable among them being the Vostarg Lodge.
*'''[[Idoneth Deepkin]]:''' Home of the Fuethán Conclave, who are best known for collecting all sorts of giant fire-spewing sea monsters. Of course, they're also considered the most impulsive and ruthless of the Idoneth.


===Stepped in magic===
== Trivia ==
For every '''CHAOS DAEMON''' or '''SERAPHON''' model, or models with the ethereal ability, that run or charge across a terrain roll a dice. On a roll of 1 it is slain. All the other units can move, charge and run across without any obstruction.
* Despite being inside a realmSPHERE, most continents are at about the same level.
 
* Most places are named after fire-related things (like the Brimstone Peninsula, for example), even though most of the Realm is not on fire.
==The Ashlands==
* Aqshy, more than any other realm, got ''devastated'' by the Age of Chaos, with many continents getting smashed into smaller pieces. This unfortunately made travel very hard, and subsequently made realmgates or any means of rapid transportation - especially ones that involve flying - highly prized in this realm.
===Blessing of Ignax, the solar drake===
* Nurgle apparently once tried to take over Aqshy, but Skarbrand got so pissed at this, his wrath literally [[What|killed every bacteria in a thousand-mile radius]].
Every hero phase, each player roll a dice. The possible effects are:
* The realmstone of Aqshy is called Emberstone, creatively enough. This stone seems to constantly emanate a heat that can be felt not only physically, but also mentally as some seem to claim that this stone can resonate and amplify certain emotions. Because of these properties, Emberstone is often used in equipment, be it in burning weapons, armor wreathed in protective flames, or more conventional and non-military uses.
*'''Solar flare''': -1 for your unit's missile weapon hit rolls.
*'''Raging heatwave''': +1 to the Attacks of every melee weapon used this turn.
*'''Legacy of Vulcatrix''': all your '''MONSTERS''' breath fire! Choose a unit within 12", on a 4+ it suffer D3 mortal wounds. '''MAGMADROTH''' don't need to roll that dice.
*'''Burning rays''': roll a dice for every non '''HEROES''' unit on the field, on a roll of 1 it suffer D3 mortal wounds.
*'''Ash storms''': ranges of weapons, spells and ability are limited to a maximum of 8".
*'''Blazing vista''': choose D3 terrains on the field; every model within 3" on a roll of 1 suffer a mortal wound.
 
===Apocalyptic rage===
If you roll the same result on the order of turn roll, for this round all the units within 12" of enemy units must attempt a charge. If Skarbrand is on the field both players must reroll any failed charge roll.
 
===Burning skies===
Flying units that move more than 10" suffer a mortal wound for every model. All the '''WIZARDS''' also know ''meteoric conflagration'' (CV of 7, choose a model on the battlefield and every unit within 3" on a 3+ suffer D3 mortal wounds)
 
===The pyroclasm===
Choose to appease or defy it.
*If appease choose one of your unit, it suffer D6 mortal wounds, then on 2+ (or automatically if you have chosen a '''HERO''') nothing happen. Otherwise you suffer an additional mortal wound on every of your unit.
*If defy on a roll of 6 nothing happen, otherwise you suffer a mortal wound on every of your unit.


{{AoS-Realms}}
{{AoS-Realms}}
[[Category:Realms of Age Sigmar]]

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The realm of fire, wrath, anger, passion, love and barbecue. It's pretty much what would happen if Australia, Mordor and the realms from Conan the Barbarian were mashed together, set on fire and thrown into a volcano. It is also Khornes favorite chew-toy and many of his most famous warriors originate here. Unlike the Elemental Planes of Fire, Aqshy isn't a perpetual firestorm. Just as the Realm of Beasts isn't a single, giant superbeast to crawl around in, the Realm of Fire is more a place where fire is encouraged to happen and grow. There are volcanoes and lava flows, but also scrublands, sulfurous swamps, and chaparrals (even though most publications focus on the nasty, burning aspect of Aqshy.) It is basically a rip-off from Magic the Gathering's color red, expanded into an entire dimension.

History[edit]

Back in ye olden days, Aqshy was the home of the DwarfenDuardin god Grimnir, who went around killing monsters and engaging in grand scale terraforming via swinging his axe. Then he got himself shattered while trying to kill a burning salamander the size of a mountain. The most commonly-held belief is that he was turned into shards of Ur-Gold, which the Fyreslayers will slavishly hunt down and hammer onto their skin as magically-infused runes of power. It was also home to the Volc-Giants, the Fire Giant schtick equivalent to the Jotunbergs of Ghyran's Ice Giant schtick. The Volc-Giants were massive, comparable in size to the godbeast Behemat, and brutal slavers who saw mortals only fit to be slaves and used in wars against the armies of other Volc-giants, like a living game of Warhammer. Sigmar killed them all in the Age of Myth, liberating the people from their cruel rule.

At some later point, a Magocracy called the Algoraxians came into power across the Great Parch. As with other Magocracies in fiction, these people treated non-magicians as slaves while they spent their time building all sorts of weird shit including literal magical titans. Of course, they got so obsessed with their research that they'd begin secluding themselves in pursuit of magical power - all perfectly placed for Tzeentch to come and corrupt them and take over their greatest tower, which would later become the Free City of Brightspear. While heavily damaged by Tzeentch's forces much of the former nation has been reconquered by the returning armies of Order, with Brightspear becoming a defacto capital of the region. Though Tzeentch's minions still contest many regions.

At this time another great power came about in the Great Parch known as the trading empire of Bataar. This civilizaitons of traders and Bankers came to prosperity by the manufacture of a high-demand fabric know as Firesilk that was harvested from their Flamespider herds. Eventually creating their capial known as the Floating City (as it actually floats and is made from hundreds of ships that were tied/hammered together). This came in handy when their lands were ravanged by Khornes legions were they took refuge in the sky while many of their people were enslaved by the Chaos hordes. Eventually got the last laugh however as with Sigmars return they used vast stockpiles of hidden gold reserves to hire armies of Fyreslayers from Vostarg Mont to help reconquer their lands and free their surviving people. The empire of Bataar has since returned to being a major trading hub for the greater continent.

When the Age of Chaos came, Khorne wanted to secure himself the coolest, most metal realm he could find. This was surprisingly not Chamon, which got claimed by Tzeentch, but Aqshy. The next few centuries, his followers had a grand old time slapping around local tribes, sacking cities and building giant pyramids out of skulls. Unfortunately, this happy murder-party could not go on forever, as a nice gentleman called Sigmar decided to send out his shiny new toys, the Stormcast Eternals, to kick the shit out of the skull fetishists. After the initial fighting had died down somewhat, Sigmar began building new cities in the Realm of Fire as his first step in re-stabilizing the realms and presumably pissing off Khorne.

Locations and People[edit]

Aqshy, like most realms, is pretty big and varied in population. One of the most detailed parts of it is The Great Parch, the very centre of the realm where a lot of important stuff to the setting occurred, up to and including the first counter-attack against Chaos that heralded the so-called Age of Sigmar. It contains some of the most important Cities of Sigmar in the Setting, such as Anvilgard, Hallowheart, and the Aqshy half of Hammerhal (creatively named Hammerhal Aqsha).

A subspecies of Troggoth lives in Aqshy known as the Sulphurbreath Troggoth.

A Halfling Subspecies known as the Rockwrist Halfings lives here. They have indigo blood and periwinkle skin.

A race of Duardin from Ulgu emigrated here, known as the Shadow Duardin.

The Graz are a race of bat-apes descended from humans who dwell in the caves under Aspiria.

The Telantr are a humanoid reptilian race that dwell in caverns under Aspiria as well, and whose warriors, the Arrow-Tongues, can spit poison.

Factions Present[edit]

  • Blades of Khorne: Before the Age of Sigmar, Khorne had been trying pretty hard to conquer this realm because of how well this aesthetic meshed with his own. However, this would also be the first place where Sigmar would bring down his golden supermen to ruin his shit.
  • Cities of Sigmar/Stormcast Eternals: As mentioned above, there are quite a few cities present in Aqshy, and many of them were founded by Sigmar's golden men. Of note among them are the Hammers of Sigmar, who are based in Hammerhal, and the Anvils of the Heldenhammer, who founded Anvilgard.
  • Daughters of Khaine: Definitely have a place now that they've conquered the abovementioned city of Anvilgard and now own it, having rechristened it as Har Kuron. Though they were never exactly unwelcome elsewhere, they now have a definitive monument to Morathi's power as an ascended war god.
  • Fyreslayers: Of course this entire faction calls the realm home. After all, this was the realm of their god and is now his grave. Several Lodges call this home, most notable among them being the Vostarg Lodge.
  • Idoneth Deepkin: Home of the Fuethán Conclave, who are best known for collecting all sorts of giant fire-spewing sea monsters. Of course, they're also considered the most impulsive and ruthless of the Idoneth.

Trivia[edit]

  • Despite being inside a realmSPHERE, most continents are at about the same level.
  • Most places are named after fire-related things (like the Brimstone Peninsula, for example), even though most of the Realm is not on fire.
  • Aqshy, more than any other realm, got devastated by the Age of Chaos, with many continents getting smashed into smaller pieces. This unfortunately made travel very hard, and subsequently made realmgates or any means of rapid transportation - especially ones that involve flying - highly prized in this realm.
  • Nurgle apparently once tried to take over Aqshy, but Skarbrand got so pissed at this, his wrath literally killed every bacteria in a thousand-mile radius.
  • The realmstone of Aqshy is called Emberstone, creatively enough. This stone seems to constantly emanate a heat that can be felt not only physically, but also mentally as some seem to claim that this stone can resonate and amplify certain emotions. Because of these properties, Emberstone is often used in equipment, be it in burning weapons, armor wreathed in protective flames, or more conventional and non-military uses.
The Nine Realms of the Age of Sigmar
Hysh
Ghur Chamon
Aqshy Realm of Chaos Ghyran
Shyish Azyr
Ulgu