Ghur

Realm of Beasts

Savagery does not begin to cover the attitude the realm of beasts holds for itself and others. Everything is prey unless it becomes a predator, creatures of this realm grow large and muscled. Mountains try to grind hills beneath them, oceans batter cliffs to create shores and even forests try to water their roots with the blood of passerby’s. Ghur will try to eat you unless you eat it first

See ghur

GorkaMorka

GorkaMorka the twin headed god of the green skins and patron of all things “fighty”. Like the orks, ogres, goblins and giants that worship the Great Green God GorkaMorka wants nothing more than a good fight, a half decent drink and a better fight after that. When GorkaMorka feuds he splits into the God of ferocity Gork and the god of trickery Mork when the two are aligned on a purpose they merge into GorkaMorka once more. Sigmar found GorkaMorka trapped under an avalanche and freed the green skinned god, GorkaMorka repaired his kindess by immediately trying to attack sigmar. Their battle lasted for 12 days and nights carving canyons and mountains across ghur in their melee. Soon the two gods grew tired and looked at the destruction and crowed of monsters observing the fury and laughed. Pleased another could match his battle fury GorkaMorka Joined Sigmar’s pantheon. The Pantheon sent GorkaMorka and his green skins to clear the realms of monsters and massive problems, soon however he became board with fighting others battles and announced his GREAT WAAAAGH! Where his armies would stampede from one side of creation to the other to revel in the age of chaos and all the foes it brought.

ghur Realm Symbol
ghur Realm Symbol

The Magic of Ghur

The lore of beasts is cold primal and uncaring devoid of reason and malice. Flowing far from inhabited places ghur cares for the wild and the hunt only. practicers often called Shamans or Amber Mages use their magic to summon beasts of the lands sea and sky to fight on their behalf. They commune with and use the senses of the wild beasts and in extreme cases can transform into a beast themselves. Some shamans imbue objects with the traits of beast, turning fields into razors and forests into predators. In its solid form Ghur forms into Amber Bone, as its name implies it resembles the cracked and well gnawed bone remains of animals that appears to be semi fossilized and thumbing with a soft amber glow. Mostly used as talismans, staves or piercings amber bone can enhance the natural ferocity and primal instincts of a creature, aspects of the beast form on users such as sharp claws or thick furs, even superior senses. However over exposure can leave a man little more than a true beast

Mortal Life

Ghur is hostile to all life but that does not mean it cannot thrive. The land will try to eat you as often as the monsters will, monsters are plentiful and deadly but there are ways to make a living here. Often people must remain nomadic as to not attract larger predators or cause the earth to attack you. Many live as hunters or mercenaries and even more spend their lives herding beasts in the shadows of jagged mountains or following the hunting trails of larger monsters to harvest the scraps. Might makes right in ghur and you must mind your own beast or become a true monster.

Those of the realms

Orruk- Massive muscled brutes who care about fighting and fighting only, the age of chaos has made them mighty indeed
Kruleboyz- Orruks followers of Mork who prefer trickery and terror tactics over brute force.
Fyre Slayer Duardin- Warriors of Grimnir questing to recover the lost Ur-Gold of their god, mercenaries and raiders.
Beastmen- Heralds of chaos, strange humanoids who despise civilization and cannibalize mortals despite the heads and features of prey animals
Goblins- Mostly underground dwellers that crawl up at night or during a bad moon to wreak havoc, steal bottles and spread their fungal magic as destructively as possible
Sylvaneth- Tree folk, the spirits of the woods given physical forms and connection with the song of nature.
Gargants- Giants of prodigous size and minute mids
Ogres-Large humanoids with a prodigious gut and a cultural focus on food
Humans- savage or savey, its hard to say, their rough survivalist life has hardend these people and they can survive almost anywhere