Ghur: Difference between revisions
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==History== | ==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]]. | 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]]. | ||
==Notable Locations/Regions== | |||
'''[[Warhammer Underworlds|Beastgrave]]''': A colossal and ominous living mountain made from the corpses of (presumably) dead god beasts. Those who gaze upon its looming visage are filled with mixed feelings of curiosity and repulsion. It’s described as a Lovecraftian nightmare; an eldritch place with a will of its own that calls to many people far and wide, beckoning them to come to Beastgrave. Those hapless few that do heed the call will find themselves wandering endlessly in its cavernous interior, either killed by other adventurers or by Beastgrave itself and consumed. It’s kind of like FB’s [[Ogre Kingdoms|Great Maw]] in a sense, the comparisons becoming more apparent when you meet the primitive tribe of Neanderthals that live at the base of Beastgrave and regularly offer live sacrifices to the mountain. | |||
{{AoS-Realms}} | {{AoS-Realms}} | ||
[[Category:Warhammer Fantasy]][[Category:Age of Sigmar]] | [[Category:Warhammer Fantasy]][[Category:Age of Sigmar]] |
Revision as of 20:34, 21 July 2020
This article related to the Warhammer: Age of Sigmar is a stub. You can help 1d4chan by expanding it |
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.
Notable Locations/Regions
Beastgrave: A colossal and ominous living mountain made from the corpses of (presumably) dead god beasts. Those who gaze upon its looming visage are filled with mixed feelings of curiosity and repulsion. It’s described as a Lovecraftian nightmare; an eldritch place with a will of its own that calls to many people far and wide, beckoning them to come to Beastgrave. Those hapless few that do heed the call will find themselves wandering endlessly in its cavernous interior, either killed by other adventurers or by Beastgrave itself and consumed. It’s kind of like FB’s Great Maw in a sense, the comparisons becoming more apparent when you meet the primitive tribe of Neanderthals that live at the base of Beastgrave and regularly offer live sacrifices to the mountain.
The Nine Realms of the Age of Sigmar | ||||
---|---|---|---|---|
Hysh | ||||
Ghur | Chamon | |||
Aqshy | Realm of Chaos | Ghyran | ||
Shyish | Azyr | |||
Ulgu |