Greetings, fellow humans! This week, I have mostly been collating the lore behind our map. The four of us have bandied about plenty of lore over the past couple of years, so I’ve tried my best to match things up to the locations that are now established on our map.
I quickly used Paint 3D to roughly colour code the areas depending on which of the Grand Alliances are present in/control each area:
Blue = Death
Orange = Chaos
Yellow = Order
Green = Destruction
The Grey Marches are an expanse of impassable craggy foothills leading to rocky mountains, amongst which lie the barrows and tombs of some long forgotten empire. High Yarlek was one such settlement, but is now nothing more than a grave-city, populated only by the dead.
North of the Frayed Peaks lies the Whispering Wastes. The murmur of inhuman voices fills the air in this desolate place, although the source is disputed amongst those not driven mad through prolonged exposure to it. Some say it’s the braying of beastmen carried upon the wind; others think it’s the undead pleading to be dug up from their final resting places underneath the ground. More recently though, wanderers claim that the noises heard aren’t limited just to speech – insisting that scratching and scurrying can also be heard beneath their feet…
The jagged peaks of the Starlight Crescent are home to many Duardin. Two locations of note are the small sky-port Barak-Vhal, and a badly-depleted Fyreslayer hold. The two formed an uneasy alliance to deal with their shared enemies.
The ruins of the Jotun Peninsula are constantly changing hands, due to them being fought over by several Orruk warclans. Torgrath Bronzebreaker of the Thundacracka Warclan is so-named for all the Stormcast Eternals he’s shattered, whereas Grumlok and Jawbog are rival bosses trying to unite the warclans of the region through displays of their might.
The Grimwald is an ancient forest that stretches for leagues in every direction. Once verdant, during the Age of Chaos it turned wild, quickly overgrowing the great civilisations that rested on its borders, and whose ruins now lie overgrown and crumbling. The darker parts of the forest are home to beastmen and other evil creatures. Many small communities exist in the forest, and Kharadron traders sometimes make stops among the treetops.
Carnhold is one such village, so far into the Grimwald that they don’t know or can’t remember anything outside of the forest. Inscriptions on the many shrines that dot the woodland realm seek the blessings of the Lady of the Grimwald; the goddess of the forest.
The Lightning Gate is amongst a mountain fastness where the worshippers of a godbeast they call the ‘Father of Gryphons’ make their home. These ‘Children of the Gryphon’ worship the Gryph-creatures that are found throughout Ghur, which they regard as purebreeds among the dark times when warped and twisted chaos-beasts roamed with impunity. They were awestruck when demigods riding Gryph chargers and followed by packs of Gryph hounds poured from the Lightning Gate, and feel compelled to follow their crusade to reclaim Ghur.
The Forest of Bones is actually a desert, but the area takes its name from the bones of some long dead monstrosity jutting up from the landscape. The Beast Boyz warclan control these lands, and use some of the bones as large pens to house their captive beasts. These pig-pens (as they are known) are also home to the copious sounders of gore-gruntas kept by the warclan.
The Obsidian Precipice is the abode of a recently-defeated Khorne warlord, who lost his god’s blessings as he got older and weaker. Guided by a small regiment of Varanguard, the remnants of this once-grand horde make ready to ride out on one last bloody crusade to make their claim for eternal glory.
Across the shore are the Glistening Bog and Rotting Reef; home to many tribes of Grots. The most prominent of these is the Brotherhood of Ognob, named after King Ognob – the Colossal Squig that they worship. For some reason, King Ognob seems to not only tolerate the presence of his numerous minions, but is incredibly protective of them.
Travellers have vague memories of seeing ‘something’ in the ruins around the Silver Mere, but because of the Idoneth Deepkin’s memory-magic, they slip from all memory once they leave. Nearby Jebel Zooghur, known as the lighthouse-city, is a great bastion of Order. Many races reside within its walled confines, and its brilliant light can be seen for many leagues. Whilst originally built to aid sailors in the traditional way, its subsequent fortification means that it now seeks to detect Idoneth raids as much as warn of dangerous shorelines.
Gol Rathir is a sprawling, coastal marshland in Ghur; full of marshlands and fens and swamps by the ocean shore, and a human settlement that was abandoned/razed years ago. The Idoneth weakened the city-state of New Valoris (now known as Brackendust) through successive raids over generations. They weakened it to the point where a beastman warherd was able to conquer it, and then the Idoneth killed the beastmen that lingered afterwards.
With their main source of souls now gone, the Vylathai Enclave has spread out along the coast, preying on other settlements and roving armies. To sailors, the legend of the Queen’s Hope Coast tells of a former queen of Gol Rathir who watched from her palace towers every sunset and prayed her king would return to her after being lost at sea.
It’s not quite as detailed as the timelines in the main Age of Sigmar rulebook, but it’s fleshed things out a bit more for us, and might lead to a narrative hook or two for future games/weekends…