Greetings, fellow humans! This week, I have mostly been putting the finishing touches to a map that I’ve drawn. I’d been wanting to draw one for quite a while, and Phil Kelly’s article in March’s White Dwarf gave me the push that I needed to get started. In terms of actually making the map, I also watched a lot of videos by WASD20 and used the Fantasy Name Generators site for inspiration. Go check them out!
Ghur (the Realm of Beasts) is one of those which didn’t get its own dedicated map in the Mortal Realms section of the Age of Sigmar rulebook, so I had relatively free reign to create one that suited our narrative. Throughout the blog we’ve all contributed various snippets of lore, so some areas were already ‘well established’: such as the vast Grimwald forest, the Lightning Gate and the Gol Rathir coastal region.
The rulebook describes the realms themselves as going from areas of relative stability towards the centre to the untamed edges, which are wild, fantastical places saturated with raw and uncontrollable magic. I liked the sound of ‘wild, fantastical places’, as it seemed particularly well-suited to Ghur, and allowed for a bit more freedom. Therefore, geographically, Gol Rathir lies more edgewards than corewards. In more cardinal/ordinal terms, I see it being in a roughly North-Westerly direction from the core – with the sprawling Queen’s Hope Coast separating it from ‘mainland’ Ghur.
When we had our Skirmish games last year, it was before the Idoneth had been released – so it made sense to me to map this out as an inland region where the Idoneth had yet to venture. With the Grimwald at the heart of the map, I added a coastline running roughly from one side of the map to the other, to allow for the placement of various marshlands, fens and swamps by the ocean shore. These fairly grimy environs would also fit nicely with my dank Grots, Mark’s filthy Skaven and Ross’ rotting Undead.
In addition to the rulebook, I also looked in my Ironjawz, Bonesplitterz and Gloomspite Gitz Battletomes for reference. With the Ironjawz and Bonesplitterz ones being relatively old, the maps in those are in a completely different style to later maps – being much more detailed and also full colour. I opted to try to replicate the current style – being fairly high level and mostly grayscale. I’m fairly happy with how things turned out, and had fun making it.
Next week, I’ll flesh out several areas of the map with a bit of lore…