Ghur: Difference between revisions

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It is a ''brutal, brutal'' realm, resulting in the creation of equally brutal inhabitants, from Humans and Orruks to creatures almost analogous to [[Tyranids]] (also, [[Flesh-Eater_Courts#The_Grand_Courts|''Gristlegore'']]), even the land may want to get on the action. Mountains will shake to create avalanches in order to destroy a forest that took root there. Rivers slowly chip away at the land around it for more room to flow. Tectonic plates will grind against each other to produce rough and uneven terrain to prevent roaming warbands from traveling across them. Everything here is part of a giant food chain, and everything is simultaneously predator and prey.
It is a ''brutal, brutal'' realm, resulting in the creation of equally brutal inhabitants, from Humans and Orruks to creatures almost analogous to [[Tyranids]] (also, [[Flesh-Eater_Courts#The_Grand_Courts|''Gristlegore'']]), even the land may want to get on the action. Mountains will shake to create avalanches in order to destroy a forest that took root there. Rivers slowly chip away at the land around it for more room to flow. Tectonic plates will grind against each other to produce rough and uneven terrain to prevent roaming warbands from traveling across them. Everything here is part of a giant food chain, and everything is simultaneously predator and prey.


The (crazy) people who live in Ghur are master survivalists, typically living in nomadic societies or building small easily movable structures. The few traditional cities tend to build massive spike-traps as moats around their city in order to skewer any giant monster that tries to renact a Godzilla film. If these traps work, the city typically gets enough meat to feed itself for a month. Might makes right is the defining law of the Realm and you’d be a fool not to follow it. Expectedly, the forces of Destruction are the most prevalent here, being the birthplace of the Ironjawz Orruks, and the home base for the largest [[Ogor Mawtribes]].
The (crazy) people who live in Ghur are master survivalists, typically living in nomadic societies or building small easily movable structures. The few traditional cities tend to build massive spike-traps as moats around their city in order to skewer any giant monster that tries to renact a Godzilla film. If these traps work, the city typically gets enough meat to feed itself for a month. Might makes right is the defining law of the Realm and you’d be a fool not to follow it. Expectedly, the forces of Destruction are the most prevalent here, being the birthplace of the Ironjawz Orruks, and the home base for the largest [[Ogor Mawtribes]]. Another noteworthy faction are the [[Beasts Of Chaos|Beastmen]] of the Allherd Greatfray, whose herds are spread to every corner of Ghur and beyond. On each continent of Ghur can be found herdstones or other ruinous glyphs depicting the conquests of the Beastmen, reminding everyone just how far their influence is.  


Unsurprisingly, the majority of Stormcasts in the tribal and barbaric Astral Templars trace their former mortal lives to this Realm.
Unsurprisingly, the majority of Stormcasts in the tribal and barbaric Astral Templars trace their former mortal lives to this Realm.

Revision as of 00:46, 7 July 2020

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G’day mates. Welcome to the Australia of the Mortal Realms. Ghur is the Realm of Beasts and one of the most dead ‘ard places you’ll ever find.

Fun note; the name Ghur likely originates from the onomatopoeia for growling, which is "grrrr!"

Overview

On the surface, it appears to be absolutely pristine. Clear blue skies. Wide open savannas. Clean water. And herds upon herds of creatures and other magnificent fauna. But that’s only the physical attributes. In actuality, Ghur is what you get if you throw Fenris, Cretacia, Nocturne, and Catachan together in a foul bowl, add a small dosage of Chaos, mix it together, then eat the whole fucking thing and shit it out.

It is a brutal, brutal realm, resulting in the creation of equally brutal inhabitants, from Humans and Orruks to creatures almost analogous to Tyranids (also, Gristlegore), even the land may want to get on the action. Mountains will shake to create avalanches in order to destroy a forest that took root there. Rivers slowly chip away at the land around it for more room to flow. Tectonic plates will grind against each other to produce rough and uneven terrain to prevent roaming warbands from traveling across them. Everything here is part of a giant food chain, and everything is simultaneously predator and prey.

The (crazy) people who live in Ghur are master survivalists, typically living in nomadic societies or building small easily movable structures. The few traditional cities tend to build massive spike-traps as moats around their city in order to skewer any giant monster that tries to renact a Godzilla film. If these traps work, the city typically gets enough meat to feed itself for a month. Might makes right is the defining law of the Realm and you’d be a fool not to follow it. Expectedly, the forces of Destruction are the most prevalent here, being the birthplace of the Ironjawz Orruks, and the home base for the largest Ogor Mawtribes. Another noteworthy faction are the Beastmen of the Allherd Greatfray, whose herds are spread to every corner of Ghur and beyond. On each continent of Ghur can be found herdstones or other ruinous glyphs depicting the conquests of the Beastmen, reminding everyone just how far their influence is.

Unsurprisingly, the majority of Stormcasts in the tribal and barbaric Astral Templars trace their former mortal lives to this Realm.

History

While the other Realms had near existential crises over the Age of Chaos, Ghur basically looked at the incoming Chaos hordes and said “Fuck yeah! Christmas came early!” The natives of Ghur were ecstatic to have fresh bodies to fight against and new food to hunt. Over time and numerous Chaos Vanguards, the people become stronger and hardier. This is best exemplified with the Orruks, who would become so strong and big that they would eventually become the very first Ironjawz.

The Nine Realms of the Age of Sigmar
Hysh
Ghur Chamon
Aqshy Realm of Chaos Ghyran
Shyish Azyr
Ulgu