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The Cosmos Arcane
The Worlds of Age of Sigmar
The Mortal Realms are both part of what’s left of the World That Was (the Old World of Warhammer Fantasy) as well as a wholly new creation of magic. The Mortal Realms aren’t exactly planets, but they move in a sort of heavenly way, and some even have moons. They move through space on a somewhat reliable pattern–not exactly an orbit–but all of them moving together.
They are what has become of the original 8 Winds of Magic, each Mortal Realm being the physical embodiment of that particular kind of magic. The closer you are to the center of a realm, the more it is stable, earthlike, and habitable. But the further you get from the center of a realm, moving to the outskirts, the more it becomes ethereal and magical and dangerous.
Of course, each Mortal Realm holds some dangers–some more than others–but in virtually all of them people manage to eek out an existence. Each realm is larger in size than the entirety of the World That Was, so we’re talking about some seriously large distances here. And to travel from one Mortal Realm to another you have to use a mysterious Realm Gate.
The Mortal Realms
Aqshy, The Realm of Fire
As you would expect of one of the Mortal Realms called the Realm of Fire, Aqshy is covered in arid and desolate wastes, with volcanos and lava rock strewn everywhere. Also known as The Bright Realm, Aqshy holds its largest population center in the center of a desert called the Great Parch. Here lies Hammerhal Aqsha, which is the largest of all of Sigmar’s cities. There is a Realm Gate in Hammerhal which leads to its sister city Hammerhal Ghyra in the Realm of Life, and there is active trade between the two, which helps Hammerhal survive the arid wastes.
Hammerhal is watched over by the Stormkeep, or Perspicarium, which guards the Stormrift, a golden building for the Stormhost.
In the habitable lands that are ruled by Sigmar, people lead a fairly prosperous life. They have magma generators that fuel great factories and kilns. They have a strong irrigation system to bring precious water–as well as Aqua Ghyranis, magical waters–to feed their crops. But all around the habitable lands there are signs of war, both modern and ancient. But there are dozens more nations and myriad cities across the face of Aqshy.
It is said that people who live in Aqshy have a “live fast, die young” mentality, and the elderly are not venerated but viewed with derision. The people live to fight, to be fierce warriors who can pass any test of bravery and physical endurance.
Although Aqshy is home to, among others, the Fyreslayers who fight and die with great gusto, there is no dearth of people for them to fight. Or, instead of “people” we should say “creatures”. Chaos has a strong presence in Aqshy, but all manner of foul things live there as well. There are followers of Slaanesh (the Skintakers), Nurgle (Supplicants of the Weal), as well as Tzeentchian dark sorcerers and Khorne’s bloodthirsty warmongers.
Among the Grand Alliance of Order, Aqshy is home to humans, duardin, aelves and even Seraphon.
Ghyran, The Realm of Life
If there could be a Mortal Realms that is the polar opposite of Aqshy, Realm of Fire, it is Ghyran, Realm of Life. The realm is filled with forest and waters, trees and fertile earth. However, there is a dark side to this living land: Nurgle. The Father of Plagues saw the goodness of the earth as a thing he could corrupt and twist to his whims. Waterfalls turned to phlegm and lakes turned to pus with daemonic toads.
Alarielle, leader of the Sylvaneth, fought Nurgle for the sake of Ghyran and in the War of Life she captured the Genesis Gate, the portal through which Chaos had been entering the Realm.
Today, Ghyran is a split Realm, where green things and life fight for control against plague and ruin.
The largest kingdom of Ghyran is the Everspring Swathe, based on two islands named Verdia and Thyria. On one island all living things are female and on the other all living things are male. Allied with Sigmar, Alarielle has established strongholds–three cities, the Seeds of Hope. And on Verdia lives Hammerhal Ghyra, the sister city to Hammerhal Aqshy.
Unlike the smokey city of Hammerhal Aqshy, Hammerhal Gyhra is a verdant paradise. Waterfalls pour from the crags of green rocks, and fountains bubble up everywhere. While Aqshy uses magma to turn its machines, Ghyra uses watermills. However, it is not truly a paradise, as many thousands toil in the farms day after day, constantly irritated by insects–both natural and Chaotic.
All around, just as in nearly every mortal realm, there are the signs of never-ending war. Chaos worshippers haunt the Everspring Swathe, and Ogors wander the forests eating their way through anything they can find. Even here, in the Realm of Life, the Grand Alliance of Death has a presence–Deadwalkers in the bogs.
Ghur, The Realm of Beasts
A far more dangerous Mortal Realm than the previous two, Ghur is a roamed by ravaging beasts, from giant bears to massive insects to vultures to things even worse. The landscape is a land of bones, both the bones of the recent dead as well as exposed fossils of the creatures that lived and died in Ghur long ago.
But there’s a stranger thing about Ghur than the animals–the land itself moves, almost as though it was thinking for itself. Mountains pursue rivers and rivers attack hills. Even the forests’ roots are thirsty for a fight, feasting on the blood of anything foolish enough to sit too long next to a tree.
But where there are creatures to be fought and eaten, there will be other creatures to do the fighting and eating. Ghur is home to both Ogor and Orruk, both Beastman and Giant.
There is no cultural center of Ghur that is a bastion for the Sigmar’s followers. The heartlands of Ghur are the Hunting Grounds of the forces of Destruction–and the hunting grounds of the continents that are battering each other for domination. Admittedly, there are a few free cities on Ghur–Excelsis and Izalend most notable–but they are always under threat of siege.
Thondia deserves a mention, as it is a small haven of Sigmarites, but even there the people are hard-bitten and quick to fight. They are raised as hunters, warriors, and trappers, and most Thondians live what could be called a hunter-gatherer lifestyle. There are enough of them to have a society and center, but the goods that they produce to sell are the meat and hides of the animals they have killed.
Fortunately, the people of Thondia have learned over the centuries to be experts at seige defense, and are always prepared for the attack of greenskins or Ogors or whatever else can come after them.
Excelsis, also known as the City of Secrets, stands thanks to what it can mine from the Spear of Mallus. A monolith carved with magic writings that change daily, it is an actual piece of the World That Was and it provides the people with the gift of prophecy. The prophecies both protect the people and give them their livelihood–pebbles from the monolith are traded with as currency.
When Kragnos came in his fury leading the armies of Destruction he hurled everything that he could at Excelsis but the hardy city withstood–barely.
Chamon, The Realm of Metal
Looking at a map of the Mortal Realms, you would be forgiven for thinking that this one is a swirling storm. But on the ground, the Realm of Metal is stranger still. Waterfalls of quicksilver dot the landscape, with mountains floating in the air, and magic portals everywhere. It is the work of Tzeentch, the God of Change, who laid eyes on the Realm of Metal and decided that he would corrupt it with his Chaos magic. Therefore, the defining feature of Chamon is not that it is filled with metal but that it is ever changing.
Tzeentch has been temporarily held at bay, but his influence has never left Chamon, and the realm changes daily. Sigmarites search daily for the Lands of Gold, a place so full of wealth that it could purchase all of the Mortal Realms, but it is always elusive.
Everything in Chamon has a tinge of metal to it, from the ferrous bark of the trees to the rust on the rocks.
The once-proud heart of Chamon is the Spiral Crux, which at one time was carved and perfected by the god Grungni. But when Tzeentchian forces came upon it to have it–and were defeated–the magic of the God of Change forever altered the Spiral Crux. It is now a typhoon of metal and color and rocks, all blowing around in a twisted vortex.
However, also found in this whirlwind is aether-gold, a substance that is “mined” from the storm by the Kharadron Overlords.
The one place of peace for free people is the Viscid Flux, which is far enough from the Spiral Crux to offer a modicum of safety. Liquid metal lakes flow, and deposits of the valuable Chamonite are mined. In the Viscid Flux is the great city of Vindicarum, which is the strongest Sigmarite fortress city in the Realm.
Vindicarum is not a glorious city by any means. It is great only in that it has thrown back its enemies, but it is hard living. The city lies on the slopes of a volcano. One Chaos incursion that was met by a brutal counterattack from the Stormcast Eternals, in which hundreds of free people died, has caused the free people to fear all.
It is hard for anyone other than the duardin, who can eat the rocky plants that grow, to survive. Others must trade with those who farm in the arable hearthlands–always with the threat of danger.
Shyish, The Realm of Death
The Realm of Death once magically bordered any lands where the living believed in an afterlife, and when they died–whether they believed in heaven or hell–they all went to Shyish. Sigmar tried to calm this Mortal Realm, establishing underworlds where the living could live alongside the dead spirits. This lasted for centuries, but eventually Nagash broke free and turned this Realm into a “necrotopia”.
Still, there remain living in this Realm of Death. He cannot control all of the underworlds as long as there are mortals living who have hope. And even as his forces of Death seek to hunt down and kill, or subjugate, everyone, he cannot gain his prize.
The Realm of Death exists in many different forms. One continent, Stygxx is a gloomy woodland, while Charnelcourt is a cannibalistic home to the Flesh-eater Courts.
One holdout city of Sigmarites is Glymmsforge, a castle complex that maintains its freedom (and life). However, even here the living exist alongside the dead. Trade is in the form of warding crystals and enchanted rings. Still, there are occassional sacrifices made to the Ossiarch Bonereapers, with the hope that giving them what they want they’ll be left to live another day.
Lethis, the most prominent free city in Shyish, is on the shore of a lake of black water. The mortals who live here worship not only the God King but also a deity known as Morrda, Master of the Bleak Raven–a god who is thought to have eaten Nagash. The city is swarmed with greatravens, which are held in deep respect (and/or fear). They say that Lethis is a graveyard with a city attached, which isn’t far from true.
Every part of Lethis looks like a mausoleum or crypt, even the Stormkeep of the Anvils of Heldenhammer, which is a massive building of black stone. The water of the lake can steal the memories, but in small quantities and when mixed with herbs it can soothe fears and heal ailments. But the chief trade of Lethis is death: selling talismans, charms, and amulets that are meant to thwart the curse of undeath. Truly one of the darkest and grimmest of the Mortal Realms, which is saying something.
Ulgu, The Realm of Shadow
This Mortal Realm is indeed shadowy, as there is little light–never more than enough to show a little sliver of gloom. And the land itself uses the dark to lead people to their doom: cliffs appearing in front of you, water trying to swallow you up, and tar pits jumping in your way to suck you down.
Broken into Thirteen Dominions, the Realm of Shadow is home to the cruel aelves of Malerion and Morathi, and every corner is infested with Skaven.
At the heart of Ulgu is the Shadrac Convergence, where the Thirteen Dominions meet. And at the center of the Convergence is Hagg Nar, the city of the Khainite cult of the Daughters of Khaine, home to Morathi. Because of its location, it is a trading hub and a meeting place–but it’s still extremely dangerous and deadly. Morathi’s dominion faces the main threat of Ulguroth on the east, home to Malerion’s forces.
Ulgu is an ever-changing land, and no part of it is more unpredictable as the Shadrac Convergence, where mountains and valleys move from day to day to snare unwary travelers into mystifying journeys.
The most infamous city in Ulgu is the City of Scoundrels, known as Misthavn. A port city, Misthavn is not settled on dry ground by the sea but is instead a massive amalgamation of ships, boats, and skiffs that are all connected. The districts of the city are groups of armadas. And at the center is Scryer’s Ark, the floating fortress of the Celestial Warbringers.
The main trade of Misthavn is narcotics, poisons, and other illicit substances. These are made from the bodies, bones and blood of the many creatures of shadow. And these substances can give people more than a high, but rather magical powers like the ability to levitate or channel magic into explosive energy. Many have succumbed to the power of these drugs and transformed into things not entirely human.
Hysh, The Realm of Light
Hysh is, as the name would suggest, a truly dazzling place. It is never dark, but instead goes from a warm glow to a blasting, radiant light. It is broken down into ten territories call the Ten Paradises, which are arrayed as a wheel around a hub known as Xintil and bounded in by an outer rim called Haixah.
In Xintil, aelves and humans live together in what is not exactly harmony, but a tentative and dissatisfied truce. However, despite their differences and general dislike of each other, they have joined forces many times to defeat the dark powers that threaten their lands. Among those dark powers are the Slaanesh-worshipping cults as well as the Orruks–Kruleboyz and Ironjawz which have never been expelled from the realm.
While Hysh is predominantly the home to the Lumineth Realm-lords, Xintil was a land put aside for the Sigmarite humans to possess, with the blessing of Teclis and Tyrion. The Lumineth are content to let the humans live in their land, but they must follow the Lumineth’s rules. They cannot go on military conquests without the Lumineth’s say, and in fact the humans are becoming more and more like the Lumineth every day, trying for self-perfection and ignoring other worldly pursuits.
The largest city of the free people is Settler’s Gain, a city that is wholly remarkable in the Mortal Realms as being free from pollution and any kind of filth. It is a majestic city with tall spires that reach up to where crystals hang sparkling in the sky. The residents seek enlightenment on spiritual excursions. There is a dark side to Settler’s Gain, however–the peace and enlightenment is found by savagely controlling any dissention with what appears to be indoctrination camps, though no one can really say.
Azyr, The Realm of Heavens
Azyr is the home of the God-King Sigmar himself, the Mortal Realm where he first stepped foot, introduced by the dragon Dracothion. It is a truly magnificent city that makes every other city in the Mortal Realms–and every city in the World That Was–look plain and unremarkable.
Though heavenly, it is not truly heaven, and there a hundreds of cities and towns in Azyr where mortals live.
Azyr is home to the Sigmarbulum, the place created by the gods and where the gods join, and from where the armies of Sigmar spring forth.
The Realm of Chaos
The Realm of Chaos is not one of the Mortal Realms, but it does deserve a note here. The Realm of Chaos is not a place that can be found on a map, but is instead the Immaterium. It is made up of pure emotion and psychic energy, and each of the four Chaos gods has territory here.
Khorne’s domain is a hellish inferno of sulphur and volcanoes. There is constant war there. The Blood God resides there in the Brass Citadel.
Nurgle’s Garden is alive with putrid swarming and pulsating filth. Nurgle lives in the center, humming good-naturedly to himself while he goes about his vile work.
Tzeentch’s land is strange and unknowable. He lives inside the Crystal Labyrinth, a “sanity-shredding maze.”
The Palace of Slaanesh is every bit as hedonistic as you’d expect from the God of Excess, with all the pleasures and obsessions imaginable. But Slaanesh is not here, captured by the aelves.