
Custom artwork · about our art
When Sigmar's tempest broke over the Mortal Realms, it was the Stormcast Eternals who seized the realmgates — but lightning cannot plough a field, raise a roof, or rock a child to sleep. That work fell to mortals. As the Realmgate Wars ended, the gates of Azyr opened and out came the descendants of every refugee the God-King had sheltered through the Age of Chaos: humans, duardin, and aelves carrying seed-grain, anvils, hymnals, and the memory of homelands their great-grandparents had fled. In the shadow of the Stormkeeps they raised the free cities — Hammerhal of the twin realms, smoke-crowned Greywater Fastness, burning Hallowheart, vigilant Tempest's Eye, and scores more — and every stone was laid by hands that would only ever have one life to give.
The Cities of Sigmar are not armies that happen to hold territory; they are civilizations that learned to fight back. Their regiments are Freeguilds drilled from bakers' sons and dockhands' daughters, their guns are cast by the Ironweld Arsenal — a guild where human ambition and duardin craft argue their way to genius — and their battle-magic is loosed by collegiate wizards who treat sorcery as one more civic utility. Binding it all together is faith: warrior-priests bless the powder stores, orisons are pasted inside shield rims, and every massed volley is half prayer. In the free cities, the divine and the practical are the same discipline.
In the era of the Dawnbringer Crusades, the cities ceased merely surviving and began to advance. From their gates march columns miles long — Steelhelms and Fusiliers, wizards and priests, surveyors, masons, families with everything they own in a wagon bed — each one carrying a city in embryo, meant to be planted in the wild dark and made to grow. Many crusades are never heard from again; the roads between the realms' lights are paved with their nameless graves. But where a crusade takes root, a strongpoint rises, then walls, then a market, then a cathedral — and the map of the Mortal Realms is redrawn one lamplit window at a time.
Every other power in the realms fights for dominion, vengeance, or hunger. The Cities of Sigmar fight for the right to be ordinary — for harvest festivals, guild squabbles, and children who die old. Their soldiers are not reforged when they fall; no storm carries them home to be remade. They get one life, they know exactly what it is worth, and they spend it anyway at the wall, the breach, and the crusade road. The Stormcast Eternals may be Sigmar's storm, but the free peoples are the reason the storm was sent — and theirs is the only victory that will matter when the thunder finally stops.
Order of battle
Units
Leader
InfantryAlchemite WarforgerA battle-alchemist who transmutes the metal of her own army, hardening armour and blades mid-fight while hurling corrosive reactions at the foe.
InfantryBattlemageA collegiate wizard who bends a single lore of magic to war, hurling fire, ice, or howling wind across the battlefield at their city's command.
CavalryCavalier-MarshalA mounted commander who leads the city's knightly orders from the saddle, lance couched, spearheading the charges that break enemy armies.
InfantryFreeguild MarshalA hardened field commander who leads from the front, sword raised, turning terrified conscripts into a wall of levelled steel by sheer force of will.
InfantryFusil-MajorA veteran gunnery officer who drills the city's fusiliers into a machine of disciplined volley fire, timing each thunderous salvo to the second.
Battleline
InfantryFreeguild FusiliersBlack-powder marksmen of the Freeguilds, whose rolling fusil volleys crack from behind pavise walls like a rehearsed thunderstorm.
InfantryFreeguild SteelhelmsThe rank-and-file of the Dawnbringer Crusades — ordinary mortals in blessed steel, holding the line with halberd, maul, and unkillable stubbornness.
Heroes & legends
Characters
Armand CallisThe Soldier of ExcelsisA former Freeguild soldier turned witch-hunter's partner, a plain-spoken man whose loyalty and steady blade have carried him through horrors that broke better-born heroes.
Galen ven DenstThe Long RifleA grizzled witch-hunter and master marksman who has spent a lifetime purging cults from the free cities, his blessed long rifle the last thing many heretics ever hear.
Hanniver TollWitch Hunter of ExcelsisThe Order of Azyr's most relentless witch hunter — a quiet, methodical man who digs corruption out of the free cities root by root, whatever it costs.
Pontifex ZenestraMatriarch of the Great WheelThe ancient matriarch of the Cult of the Great Wheel, borne at the head of the Dawnbringer Crusades on a palanquin — a frail saint whose faith works verifiable miracles.
Tahlia VedraLioness of the ParchSupreme commander of Hammerhal Aqsha's armies and the finest mortal general of the age — a strategist beloved by her soldiers, who rides a tamed manticore to war.
Chapters, dynasties & kin
Subfactions
Greywater FastnessA fortress-foundry rising from the marshes of Ghyran, where the sky is permanent gunsmoke and the civic anthem is the ring of hammers. Greywater Fastness arms half the free cities from its Ironweld manufactories, and its answer to every threat is the same: more cannon. The Sylvaneth have never forgiven it the forests fed to its furnaces.
HallowheartA city of wizards in the Realm of Fire, raised above a chasm of raw magic whose glow gilds every tower. Sorcery runs so close to Hallowheart's surface that even its street-sweepers carry warding charms, and the battle-wizards of its Whitefire Court wield the arcane with an aggression that unsettles allies almost as much as enemies.
HammerhalThe Twin-Tailed City, greatest of all the free cities, built across two realms at once: Hammerhal Aqsha amid the fires of Aqshy and Hammerhal Ghyra in the green abundance of Ghyran, joined through the Stormrift Realmgate. Its Freeguilds are the proudest and most numerous in the realms, and where Hammerhal plants its standard, civilization tends to stay planted.
Tempest's EyePerched atop the Titanspear mountain in Aqshy, Tempest's Eye keeps eternal watch over the horizon and prides itself on never being surprised. It is a city of merchants, aelven outriders, and duardin gunners that musters faster than any other free city, with Kharadron trade fleets moored above its spires.
Community
Discussion
- No comments yet — be the first to break vox-silence.