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Ghur, the Realm of Beasts

Ghur, the Realm of Beasts, is the most savage of the Mortal Realms, a boundless wilderness where the very land hungers. Its amber magic is the wind of predators and prey, and it saturates everything: mountains are the fossilised corpses of titanic monsters, forests uproot themselves to stalk migrating herds, and whole continents drift like grazing leviathans across seas that swallow the careless.

Survival in Ghur obeys a single law, that the strong devour the weak, and the realm reshapes anything that lingers to match it. Predators grow to monstrous size, and even plants learn to hunt. It is little wonder that the roaming tribes of the Beasts of Chaos and the earth-shaking giants of the Sons of Behemat thrive here, for the Realm of Beasts rewards ferocity above all else.

Yet civilisation endures in fortified pockets, most famously the prophet-city of Excelsis, raised on a spur of coast and defended against unending waves of monsters and marauders. Such settlements survive by never resting, for in Ghur a lowered guard is an invitation to be eaten. To the peoples of Order the realm is both a frontier of terrible danger and a hunting ground of priceless resources, its beast-bones, hides, and amber-charged treasures worth the constant risk of becoming a meal.