Skip to content

Mortal Realm

Ghur, the Realm of Beasts

Ghur, the Realm of Beasts, is a savage living wilderness that hunts its own inhabitants, where only the strongest predators of man, monster, or orruk endure.

Astrography

Anvalor, the Anvil CityAnvilgardAqshy, the Realm of FireAzyr, the Realm of HeavensAzyrheim, the Eternal CityBarak-Nar, the City of the First DawnBrightspearCarngrad, the Chaos-HoldChamon, the Realm of MetalDraconiumExcelsisGhur, the Realm of BeastsGhyran, the Realm of LifeGlymmsforge, the City of LightGreywater FastnessHallowheartHammerhal, the Twin-Tailed CityHar Kuron, the Shadow-TempleHysh, the Realm of LightLethisMisthåvnNagashizzarNulahmia, the Mortis PalaceSettler's Gain, the Jade CityShyish, the Realm of DeathTempest's EyeThe Eightpoints, the Gateway RealmThe Great Parch, Heartland of FireThe Living CityThe Phoenicium, City of the Reborn FlameThe Seven WordsThe Sigmarabulum, Ring of the HeavensThe Ten Paradises of HyshUlgu, the Realm of ShadowVindicarumXintil, the City of Automata

Ghur, the Realm of Beasts, is the wildest and most predatory of the Mortal Realms, a savage wilderness where the land itself hunts. Mountains prowl like slumbering titans, continents drift and collide like fighting animals, and the amber wind carries a hunger that sinks into every living thing until survival becomes the only law worth knowing.

Here strength is the sole currency and the weak are simply eaten. Vast monsters roam plains of bone-white grass, and the ground is layered with the fossils of ages, for Ghur devours the dead as readily as the living. Even the great predator-god Kragnos, the End of Empires, was said to slumber beneath its earth until war and ruin at last woke him.

It is little wonder that the Orruk Warclans count Ghur their truest home, for the realm rewards ferocity and appetite above all. Beside them stalk the Ogor Mawtribes, whose endless hunger drives them across the wilds like a moving famine, and countless lesser tribes who have learned to fight as beasts to endure among beasts. Nomad hunter-clans of men follow the migrations of the mountain-herds, taking their names and totems from the predators they slay, while the shamans of a hundred savage peoples read fell omens in blood and bone and worship the very appetite of the land.

Yet Order clings on. From storm-lashed Excelsis and other frontier cities, the servants of Sigmar wage a grinding war to tame a realm that despises taming, hunting monsters that hunt them in turn. In the age men call the Era of the Beast, Ghur's savagery has only swelled, spilling its predators into neighbouring realms and reminding all that the wilderness can never truly be conquered, only briefly outfought.