The Broken Continent

# The Broken Continent/Panghura

## Overview

 The Realm of Ghur, also known as the Realm of Beasts, is a wild place where civilization is broken down, and the continent of Panghura is an excellent example of that. Shattered long ago and having suffered greatly during the Age of Chaos, the Broken Continent still endures, even if its lands are shattered and divided. The mighty Stormhosts of Sigmar blaze across the sky and sunder mighty monsters and beasts, while brave adventurers journey into the trampled grounds of former empires, seeking ancient treasures. The dead march unnumbered while mankind and their allied races stand tall behind their mighty cities, all the while the forces of destruction rave havoc upon the continent. The Broken Continent is a place where unnumbered tribes of monsters and men roam their shattered land, while pinpoints of order stand against death, chaos, and endless destruction. While the spirit of the continent and its people has been broken, the hope of the Age of Sigmar has rekindled hope in the Broken Continent.

## What is it?

The Broken Continent/Panghura is a homebrew region within Warhammer: Age of Sigmar. It is a completely non-canon and self-created vast area of expanse, full of history and diverse factions based upon the main ones within AoS. It serves as a personal and fun side-project that I hope to continually update and add to. (It should be noted, that this is, however, a *side* project, and so any updates may not be frequent).

The goal is to create a small and fun "playground" for further homebrew ideas and adventures, adding new ideas to the already vast world of Age of Sigmar.

#### What can you do?

This is an open project, meaning that anyone who wants to can add to the "canon" of the Broken Continent. These include creating your own cities, locations, or factions set within the lands of Panghura, or adding more history and information about the lore and records of the various regions or factions. If you want to add to this project, merely message me about what you want to add and be respectful of both Age of Sigmar lore, and my personal canon within the Broken Continent.

#### Note on canon

It should be noted, that while I do have an interest in Warhammer: Age of Sigmar, I only have a limited amount of information about the lore of the franchise. As time goes on, I hope to expand my knowledge, and thus expand this project, but be aware that not everything will be 100% canon compliant. Please let me know if I stray away from AoS lore, and I will make sure to update accordingly.

## History

### The Age of Myth

#### Fall of the Three Cataclysms

In the ancient era of the Age of Myth three great godbeasts arose from the primordial matter that became Panghura: Irochikar the Steel-Feathered, Morakthule the Raging Forest, and Agwaz the Scale-Shifted. Coming into immediate conflict, they waged a long and tiresome conflict between each other, raising mountains and flattening plains, and shaping the land of Panghura. After ages of war they eventually grew exhausted, and it was then that Gorkamorka and his legions of orruks arrived. One by one the Three Ancients were slain and defeated: Gorkamorka killed Irochikar and scattered its body into what would become the Rusty Vale, wounds and cuts apart Agwaz (with many monsters and creatures birthing from its dismembered parts), and with the aid of Sigmar finally slays Morakthule.

#### The Green Flood

Following their god, numerous orruk tribes spread across Panghura. For centuries they warred with each other, erecting crude fortresses, while hunting the great monsters and beasts that hunt across the Broken Continent. The greatest among them, Gmort Dragonchoppa, united almost the entirety of the orruk race in Panghura into a massive WAAAGH! and cleanse the supercontinent of dangerous life. However, without any major monsters to battle, the orruks turned on each other in a terrible bloodbath.

#### Coming of Alarielle

Upon request by Sigmar, Everqueen Alarielle briefly visits Panghura, to give life to the land while taming its more ferocious nature. The dead corpse of Morakthule, became the breeding ground for a great host of wooden monster that emerged from it, spreading unchecked across the land. According to legend, Alarielle gave a great song that drew them together at the heart of Morakthule, and there she cast a great spell, weaving the bodies of the Children of Morakthule together into a massive mystical tree sprouting from the heart of Morakthule, creating the Ur-Tree. Taking the First Seed of the Ur-Tree, she began the Long Green Walk across Panghura. Where she marched life bloomed, and several great forests and jungles sprout up in the southern regions of the continent.

#### Age of a Hundred Arrivals

With Panghura largely pacified of major threats, the Age of a Hundred Arrivals began, as many colonies of aelves and humans began to arrive on the shores of Panghura. To the south, a massive migration of humans known as the Jimbawi arrived in the south, rapidly spreading into various tribal territories. In the southeast, the tribes of the Gerangute , Wualgra, and Vardeni emerged from the Great Southern Wall, forming large confederations that are often in conflict with each other. Small groups of aelves began to arrive in various locations, generally isolating themselves. These new arrivals battled with the orruks, waging long and bloody conflicts with each other. Slowly but surely, however, the tide was turned and the greenskinz retreated into more isolated regions and the heart of Panghura itself.

#### Coming of the Dragon

To the far north, a great storm appeared on the horizon and shattered any who sailed in its path. From it emerged a the great and mysterious Dragon Fleet from across the Storm Ocean. They settled on Chianshi Island, claiming a new home for themselves, completely scouring it of any greenskin or monstrous taint.

* A being known only as the Grey Lord arrives, a powerful vampire who begins to spread the Soulblight Curse.
* The duardin of the Khazalid Empire establish a prominent colony in northern Panghura, named Khazan.
* Several human empires and nations are established across Panghura.

### The Age of Chaos

#### Night of Falling Fire

The coming of Chaos to Panghura was heralded by the Night of Falling Fire. Across the continent, hundreds of small cults were guided by their dark masters, offering sacrifices to the Ruinous Powers in gory blood rituals. Mortals across Panghura awoke in sweats and feverous dreams, some horrified to find family turned into vile chaos spawn and mutants. From the night sky glowing spears of vile green were spotted, as massive shards of mutative warpstone smashed into Panghura, from the deserts of the Sea of Sand to the great metropolitan cities such as Holy Skyra or Redhelm. These great chunks of radiative crystals mutatedthe burnt out landscapes around them, drawing Chaos followers like flies to a dead body.

* At the same time, five champions of the Ruinous Powers arise from the mortal races, becoming known as the Five Heralds. They bring forth legions of daemons that scour the land, butchering any in their path.

#### The Breaking of Panghura

As the invasion of Chaos despoiled the lands, a mysterious but devastating event occurred which reshapes the continent itself. Known only as the Breaking, huge earthquakes level cities, shattering defenses and long-held fortifications, while massive tidal waves crash into coastlines, carving new valleys and features. The kingdom of Satalarish was broken apart into small islands, while in the west Rat Bay was born as vast chunks of land slide underneath the ocean. The volcanic chain of Kurz Valka erupted like never before, threatening even the hot-headed Fyreslayers who had to rebuild their holds from the churning volcanoes. The Great Chasm opened up, virtually trapping the massive hordes of greenskinz within the Greenblood Bowl. The Breaking truly gave birth to the Broken Continent, even more weak and vulnerable to the predations of Chaos.

* The king of Kryxia searches for any chance to save his people, and in his desperation curses himself with the Soulblight Curse. The Unnamed King soon infects the rest of his people, who manage to fight off the hordes of Chaos. However, Kryxia becomes a cursed land, home only to the restless dead and vampric overlords
* A small fleet of Kharadron Overlords accidentally find their way to the Broken Continent. The leaders of the fleet eventually crash-land and establish the settlement of Barak-Ryza
* The largest orc WAAAGH! ever seen in Panghura assembled under Gogroz Boomboy, which smashes several Chaos armies, granting a slight reprieve for the surviving mortals.
* Several undead necromancers begin to infest the jungles of Panghura, creating the haunted Jungle of Ghosts, where the dead attack any intruder.
* The Five Heralds solidify their claims and establish their own Kingdoms of Chaos.

### The Age of Sigmar

* The Stormcast Eternals descend from Azyr in a tempest of lightning and fury, and conquer numerous Realmgates. Relief is finally granted to the beleaguered survivors, as new forts and settlements are established and old cities rebuild and repaired. The Realmgate Wars begin in the Broken Continent.
* A sect of the Daughters of Khaine, led by Thelvi Flamefury, arrive in the Broken Continent and establish Khai Refag near the Great Chasm.
* From Freewind Isle a vast collection of aelven scourge privateers are united under Fleetmaster Zaleria Enfaren, creating the Freewind Fleet. They begin to hunt down the various great beasts of the sea.
* A massive orruk WAAAGH is created , but remains contained at the city Vanderhal.
* The Queendom of Lilea is restored, and allies with the forces of Order.
* The Necroquake sees the birth of new armies of undead, starting the Great War of the Undying. Various settlements and cities are overrun by tides of nighthaunts, zombies, and other undead. Eventually, the various forces of Death are united under a master necromancer, but eventually defeated in a cataclysmic battle. In addition, new rogue Endless Spells are unleashed, and an age of anarchy and undeath ensures.
* The War of Blood and Fire begins, with Khornate invaders of the Bloodlands attack the Fyreslayers of Kurz Valka in the wake of the Necroquake. Striking deep into the duardin's home, the armies of the Blood God are defeated after a combined assault by the forces of Order and the duarding Fyreslayers, now led by Fyrequeen Valaka.
* A seraphon constellation begins the struggle to retake the Jungle of Ghosts.
* An army of Ossiarch Bonereapers attempts to harvest the bones of the innumerable Greenskinz in the Greenblood Bowl. After years of doing so, the vicious grot Snikgrit the Bonecruncha achieves an extrodinary feat, uniting ogors, gargants, grots, and orruks into one mighty WAAAGH! and completely destroys the Ossiarch forces.
* The Era of the Beast begins, with the coming of the Beastclaw Raiders from the south, and ravaging the southern lands. Eventually, they are defeated, but not at great cost.
* Orruks, ogors, grotz, and all forces of destruction rampage across the Broken Continent, with the land of Ghur itself rising up. Ghurist incarnates, creatures of primal energy and magic, form, causing new calamities, as feral behavior and mutations spread across Panghura.

## Regions & Factions

**Kurz Valka**: A string of highly active mountains and volcanoes, Kurz Valka is a very tectonically active, with frequent eruptions and earthquakes. In ancient times, a group of Fyreslayers under Vargi-Grimnir established the lodge of Kurzvulk, and in time numerous magmaholds were established across Kurz Valka. Centuries of building and fortifiying ensured that the mountains of Kurz Valka were well defended during the Age of Chaos, despite numerous assaults by the forces of the Bloodlands or the greenskin warclans. However, despite heavy losses the duardin weathered the storm, given reprieve in the Age of Sigmar.

The rise of new settlements and cities saw the duardin open up their magmaholds, and the Kurzvulk lodge began to expand its operations, taking contracts from local cities and becoming well known for its beast hunters and tough warriors that stood against the blood-crazed servants of Khorne. The Fyreslayers have become a part of the new web of trade, wealth, and protection within the Broken Continent, often allying with other forces of Order against greater threats.

In recent times, the land of Kurz Valka has suffered, with the Kurzvulk lodge itself nearly broken. The Necroquake of Nagash saw the rise of thousands of ghostly Nighthaunts, that crushed many magmaholds. Seeing an opening, a massive invasion by the Herald of Khorne, Vyrkhe the Sanguine, broke through many of the defenses of the Kurzvulk. The forces of Khorne even breached the capital seat Valkendreng, Only the aid of a rabble of Stormcast Eternals, Kharadron warriors, knights of Lilea, and even the Daughters of Khaine turned the tide. However, the Auric Runefather of the lodge, Grumvir-Grimnir, was slain during the battle, along with all of his male heirs, the Runesons.

Leadership of the lodge fell to Grumvir's only daughter, the wild-eyed and very fierce Valaka, self-proclaimed Fyrequeen of Kurz Valka and Runemother of the Kurzvulk. Despite initial protests, Valaka has proven to be a hot-tempered by capable leader, equally skilled in both warfare and leading her people. Bitter every since she saw her father and brothers cut down by Vyrkhe, she has sworn eternal vengeance against him and the rest of the Bloodlands, while forging a new pact with the forces of Order. Under her rule, the Fyreslayers have established even greater ties with the other forces on the continent, committing to oaths of loyalty and friendship. She leads her people boldly into the Age of Sigmar, ready to protect their allies and bring the wrath of Grimnir and the duardin upon their foes.

There exist numerous magmaholds scattered across Kurz Valka, each a marvel of duardin engineering and craftsmanship. Each is capable of impressing even the most scoffing of mortals, as well as being very defensible against invading forces. All are connected by the Pathways of Fire, a series of underground tunnels constantly being rebuilt thanks to the movement of magma and tectonic activity.

Due to recent conflicts, the magmaholds of Kaeraz, Vakdarune, Gronnd, Ghuryd, and Kraykun have all fallen to enemy forces. Vakdarune and Kraykun have been painfully reclaimed and are slowly being restored, while Kaeraz is still fiercely fought over between skaven, duardin, and a tribe of grots. Gronnd and Ghuryd were both destroyed utterly, now piles of ruin and destruction.

Other magmaholds persist, however, such as Vostalen, Svelan, and Njorwae. Krakarak lies on the edge of Kurz Valka in the western edge, the first stop for travelers or merchants. It is the largest site of interactions and activity between duardin and other humans, with good relations with the few human tribes and neighboring settlements. Interestingly, Krakarak boosts a small native human minority, descendants of people who fled to the magmahold for protection. According to legend, their chieftain had to fight the Auric Runefather himself, and so impressed him that the chieftain's people were given residence in the magmahold.

Veldengal is a large magmahold and home to most of the lodges magmadroths, tamed and prepared for battle. It has been the target of numerous invasions, especially by Khornate bersearkers and followers of the Blood God. The Forge-Temple of Grimnifjar is the main component of the duardin city, essentially a massive forge-temple complex devoted to the working of smithing and worship of Grimnir. It is largely within Grimnifjar that the ur-gold of the Kurzvulk reside, and where it is hammered into the body of duardin warriors. The smith-priests of the Zharrgrim protect the sacred flame of Grimnir, and are ruled by the Auric Runemaster.

The magmahold of Gadrunn is sometimes referred to as the City of Innovation, and is home to some of the greatest smiths and priest in Kurz Valka. This has recently been proven with the unleashing of the greatest creation of the Gadrunn smiths and runespriests, that being the Avatar of Grimnir. Based upon an old design and idea, the builders and workers of Gadrunn pooled their ur-gold and fashioned a mighty mechanical being, slowly coming together over many years of labor. During the most recent invasion, the Avatar was completed, inscribed with mighty runes and empowered by its ur-gold. It sprang to life, embodying the fury of Grimnir and used to devastating effect. Though the Avatar of Grimnir can only function for so long and requires a large amount of ur-gold to function, it is has proven incredibly potent against the powerful duardin foes. Some plans are even being drawn up to produce similar such constructs.

Valkendreng is the capital of Kurz Valka, and seat of power for the Kurzvulk. The greatest creation of the Fyreslayers within Panghura, it is decked with elaborate statues and long hallways of impressive size, with rivers of magma carved to form elaborate silhouettes and awe-inspiring pictograms. Valkendreng is also heavily defended, built deep within Kurz Valka, underneath the Everruption, the most active volcano in all of Kurz Valka. Fyrequeen Valaka-Grimnir rules over her kingdom from here.

**Azori:** Surrounding the lands of Kurz Vulka to the north, along the Firestone Coast, are the wild-eyed and fierce nomadic people known as the Azori. The Azori tribes arrived from somewhere from the north, and are the only people known to be able to master and control the powerful apes known as the *markens*. Each Azori community rides atop these giant beast in self-made villages built on their backs, with Azori whip-masters guiding and controlling the markens. The Azori are not specifically allied to Order, and instead are known to rampage and bring ruin and destruction wherever they go.

**Kharadron Enclaves:** The Kharadron Empire has established itself far and wide across the Mortal Realms from its base in Chamon, expanded even into the distant lands of Panghura. Numerous Kharadron enclaves exist in among other factions, such as Dawidocks in Holy Skyra or Skytower in Vanderhal. However, the Kharadron Overlords have also established their own outposts, usually the forms of a trading post or mining colony. Many were established either by Kharadron companies or sky-ports. In the Broken Continent, there exists only a handful of outposts, and three notable sky-ports.

Barak-Rysa, the Free City, is located above the main island of the Jade Empire, and its actually the oldest sky-port in Panghura. During the Age of Chaos, when the Kharadron were still establishing themselves and launching operations in search of veins of aether-gold, a large sky-fleet mysteriously appeared in the region, marooned and far removed from the Geldsraad and Kharadron Empire. This "Black Fleet" as it became known turned to pirating and raiding to survive, becoming a thing of legend in Panghura, until the fleet was attacked by forces of Tzeetch and largely destroyed, with most of the sky-vessels plummeting towards the ground. The survivors built a new settlement in the wreckage, forming Barak-Ryza, which remains independent from the rest of the Kharadron Empire to this day, and a rare-example of a grounded "sky-port." Though very independently-formed, Barak-Ryza does have a good economical relationship with the Jaidean Empire, and works with other factions for profit. It is the only main open port that has access to the interior of Chianshai Island, and has expanded into a city full of crime, wealth, and intrigue.

Barak-Karum, the City of Coast. One of the most recent sky-ports, it was established by pioneers of Barak-Zon, initially a small mining colony that grew into a subject sky-port. Recently, it has gained autonomy from Barak-Zon. It is located above the main estuary of a the River Andorita, with a thriving fishing market. Due to its prime location it has become a major trading and meeting hub in the region, and many human tribes have flocked towards the safety of the sky-port, creating a small but growing settlement under its shadow. The sky-port serves as one of the only true stable sites, frequently clashing with orruks, skaven of Chipswits Hollow, and the wulkwolves.

Barak-Azak, the City of New Horizons, was originally a small preexisting aerial mining colony, the furthest settlement of the regional Khazalid Empire. During the Breaking, and the sinking of Khazan, most of the neighboring duardin of the close-by karaks fled to the site, Thus, the population quickly grew, and Barak-Azak was established as a new home for the duardin. Interestingly, a small number of aelves were even granted asylum. Barak-Azak remained isolated, eventually coming into the fold of the Kharadron Empire. Nowadays, it remains in the northern portions of the Sea of Sands, boosting a small but powerful aelven minority who offer incredible magical talents and opportunities.

**Khai Refag**: A great and terrible fortress, it was formerly once a prosperous city during the Age of Myth, its name lost to legend. destroyed by the ravages of the Breaking and the destruction of the Age of Chaos. During the Age of Sigmar, however, one of the High Priestesses of the Daughters of Khaine, Bloodwrach Medusae Thelvishak, was sent to the Broken Continent to expand the orders influence there. There, she established the temple of Khai Refag upon the ruins of the ancient city, bringing Khainite aelves to Panghura and establishing the Khai Scatha sect.

The Khai Scatha revere Khaine as a protector and bringer of wrath and vengeance against his opponents, giving as much of his own blood as spilling that of his foes. They are infamous for their own bloodletting rituals, cutting open themselves in specific patterns and "painting" a tapestry of scars upon their own bodies, which are often painted over later on. In addition, the sect features a large number of Scáthborn, from the winged Khineri to the snake-like Melusai. The Khai Scatha revere such figures as truly blessed of Khaine. The Scáthborn are heavily armored and given the blood of their sisters to drink, channeling their power and wrath for the day when they draw out the blood of the foes of Khaine and Morathi. The Khai Scatha are the largest sect within Panghura, with hundreds of smaller war covens and minor locations littered throughout the cities and settlements of the land. They are rivaled by the Draichi Ganeth and Khaielbron sects, who have smaller holds and covens within the cities of the Broken Continent.

Khai Refag itself is a veritable fortress, a large city built with numerous reinforced walls carved with screaming faces, writhing snakes, and winged harpies that seem to claw from the stone they are carved out of. It seats in a highly important location, sequestered between the Greybowl Mountains to the north, and the wide Great Chasm to the immediate south. These temple-fortress thus guards the Pathway of Blood, the northern passage out of the Greenblood Bowl, and since its founding the Daughters of Khaine have clashed constantly with the local orruk and greenskinz tribes. Khai Refag has been assaulted numerous times by orruk clans and WAAAGH!s, the greatest being that of WAAAGH! Crognan.

Due to this, the Khai Scatha have a long history of working with the forces of Order, usually the neighboring cities and Free Peoples who rally together to defend the Greenblood Gates. In the aftermath, sacrifices are given to Khaine, bodies thrown in the Great Chasm from the Twisting Bridge, and a great celebration of blood and excess.

Khai Refag also hosts a large arena within its labyrinthine temple complex, known as the Folly of Champions. The greatest and most skilled warriors are summoned here to fight, challenging other noble champions or even the Khainites themselves. Losers have a tendency to disappear, but victors and talented warriors who deliver a good fight are given gifts and honors, spending a night of passion deep in the temple itself with the beautiful servants of Morathi.

**Khazan Char**: In the Age of Myth the duardin established numerous mighty nations across the Mortal Realms, one of them a colony of the Khazalid Empires established a region named Khazan. Most of Khazan sank during the Breaking, however, and the surviving duardin fled to the grassy plains of Char, establishing Khazan Char. Throughout the Age of Chaos the flatlands were constantly assaulted by orruks, Chaos worshippers, and daemons, but by luck, stubbornness, and a few tricks the duardin were able to survive, if barely. In the Age of Sigmar the duardin have been granted powerful new allies, and have been able to finally strike back at the forces waiting to crush them.

Khazan Char is bordered by several key geographical markers. Greysand River is the de facto southern border, while to the west lie the indomitable Eternity's Edge Mountains. To the north likes the Bonesplitter Mountains, the lake of the Great Eye, and to the east the Dawi Peaks and Rat Bay, All of this is defended by mountains and numerous fortresses, with numerous fortifications to the south defending against the skaven.

Khazan Char itself is largely an elevate flat plain, divided into various clan-held territories, such as those of Clan Votann, Clan Durinn, Clan Kharak, etc. Each clan was formerly nomadic, riding the large kurkigronn beasts, allowing the dwarves to rapidly regroup, fight, or (to their shame) flee from overwhelming enemies. Most clans, however, had general areas of influence, and in the present have settled said areas. However, centuries of wandering has lead to overlapping, which is often a source of constant bickering and feuding.

Each clan is led by a Warden-Chief, who rules with great influence alongside rune-priests and commands so long as he is unchallenged and unbeaten. Ruling all of Khazan Char is Warden King Ungrimbol Skyhammer, elected by the power of the Clansmoot. Ungrimbol is the one to have seen the vast changes with the coming of the Stormcast Eternals, and his kingdom now stands tall against the wrath of Ghur.

The capital of Khazan Char is Karak Kron, an oddity being a duardin hold built above ground. It was found by the duardin on top of a long-lost ruin, and became the meeting place for their Clansmoot, slowly fortified over the centuries. Now, it serves as the true seat of power of the Khazan duardin, rings of concentric dwarven architecture standing above the Greysand River, a grim marvel of duardin building talent and strength set against the skaven.

The large holds of the skaven of Verminhold to the south constantly assault the duardin, burrowing underneath the flatlands or directly attacking the duardin en masse. The duardin are also frequently assaulted by the Bonesplitterz of the north, the infamous Bone Clanz of the wild orruks. Finally, the worshippers of the Blood God often pour down from the northern mountains in various warbands or hordes, raiding and attacking.

The duardin have adapted to such frequent warfare, and use smaller and more maneuverable units to defend themselves. Local clans rally together warbands, and harass their opponents, or draw them out towards their defensible fortress-cities, stalling the enemy for reinforcements to arrive. Pivotal to duardin success has been their taming of the kurkigronn, large and stocky creatures with incredible stamina and strength, which cleave through enemy forces with their horns and hooves. This is even further compounded with the dwarves armoring their steads with gromril, and empowering them with mighty runes.

**Beastwoods**: Once a great forest, the Beastwoods have been consumed by tides of the beastmen and their brayherds. They constantly travel throughout the Beastwoods, following ancient trails known only to them, and living nomadic lifestyles under their various tribe-like brayherds and warherds. Many beastmen warherds from the woods to cross the Eternity’s Edge Mountains, attacking the lands of Skiriya or marching north, crossing the Eastveld Mountains or the Howling River. Beyond this lies the Wulkenvel, once apart of the old forest, but now the domain of the wulkwolves. The beastmen and wulkwolves are old enemies who have been fighting since the Age of Choas.

The Beastwoods remain a dangerous landscape, rarely trespassed into. Rumors abound of ancient totems that dot the land and meeting places for the warherds, many built upon ancient cities now ruined and trampled.

    **Seven Cities of Skiriya**: The land of Skiriya is one of the few free areas in the Broken Continent, thanks to a loose league of defense between the major cities of Skiriya united the seven great cities of the region. Beastmen, Chaos incursions, and threats of other kinds still persist, but the region is a major focus for the forces of Order and one of the few areas of the Broken Continent to survive the Age of Chaos remarkably untainted. The Skyran League was formed by the 12 Prophet of the Holy Skyra during the early stages of the Age of Chaos.

* Coldstone Fastness: A fortress-city that guards the path into the Sea of Sands, thriving off trade and rarely ever attacked. It has a militaristic culture and a sizeable population of Dispossess duardin. They have most recently begun to establish minor settlements in the surrounding mountains. Coldstone is famous for its strong industry and prominent Freeguilds and Ironweld Arsenal factions. One of the last and truly safe havens for humans, protected by a great dragon, who's name has long been forgotten, and looms over the city. Some claim the hunters tamed the titan to guard the city, while others swear it was the dragon itself that erected the city in the first place. None are certain. All travelers, and refugees are welcome, if they're able to brave the treacherous landscape of mountain steppes. Once the newcomers are assimilated to their new lives, all must do their part for the city and its people. Those unable to pull their weight are wrangled and forced to undergo the hunter's trials. "If you cannot find your place in Coldstone, we shall find it for you."
* Highgarden: Resting in the middle of the Blackwood Forest at the end of the Blackwood River, the Kingdom of Highgarden has an uneasy alliance with the local sylvaneth, and must constantly be on guard against beastmen warherds. Infamous for its intricate court politics and shenanigans, with a sprawling underworld and crime organization. The Labyrinth of the White Roses is a famous part of the city, with trees said to have been planted by Alarielle herself. It has a powerful scent, and at the center lies the mystical Pool of Desires, said to be guarded by a wizard who may grant wishes. Ruled by the wise but aging King Nisawad the Lotus, father of five daughters.
* Luminar: A majestic city, famed for its shining towers and powerful mages. The Collegiate Arcane have a large presence here, with Luminar being the main hub for magical training and instruction. The Mages Quarter takes up a substantial portion of the city, with the Eight-Lore Academy being a famed old and quite extensive facility of the Collegiate. Following the Arcanum Optimar, the Order of the Chained Flame/Spell Hunters have a large presence here.
* Ashenmar: Almost destroyed by a Chaos invasion, it was saved thanks to the arrival of the Stormcast Eternals. Located on the edge of the Greenwhip Woods, with a thriving industry and a large Dispossessed duardin population. Ashenmar is also home of one of the Waytowers of the Swifthawks Agents, called Ashensky Tower. Borders the Garganwoods, home to a large number of solitary gargants are either hunted or bribed to prevent issue.
* Aelvenheim: The City of Aelves, it was established by them in the Age of Myth. Has an aelf majority, and houses local chapters of the Eldritch Council, the Phoenix Temple, and the Order Draconis. Aelvenheim is also rumored to house a small sect of Shadowblades, but who they serve and what they want remains a mystery. Ruled by the Aeymia Dynasty. At the center is the crystaline Feyrune Castle, built by King Oltherian I, the original founder of the Aeymia Dynasty. Said to have many secrets, such as the Hidden Crypt or the White Vault.
	+ **Falani Aeymia** - Daughter of the current queen of Aelvenheim. Impulsive and headstrong, but also brave, loyal, and courageous. Loves drawing and painting, and is a skilled archer, known to rider her own favored steed.
	+ **Ealema Dylix** - Close friends with Falani, but more mild and calm. Skilled sculptor and cook, secretly Falani's cousin.
	+ **Lothian** - Comes from a family of dragon riders and elite warriors. He is assigned to protect Princess Falani, and takes greats responsibility with his tasks. Committed and skilled, a master of bow and arrow, hand-to-and combat, and follows a specific code. Rides his own personal dragon.
* Redhelm: A bustling city that guards large tracts of farmland, shipping off grains and food to the other cities. It is infamously known for a large darkling coven led by ancient aelf sorceress Calaedrial. Ruled over by the royal Antigaelle family. Redhelm is known for his skilled ranger-knights, the greatest being the Vanguard who defend the city. Ruled by King Garen IV Antigalle. Redhelm is built around the Red-Helmed Sword, a gigantic ancient sword of unknown history. The central great palace and upper city is built high above the rest of the flat urban rest of the city.
* Holy Skyra: One of the greatest cities in the region, and leader of the Skyran League. An exceptionally sacred place, where the Devoted of Sigmar are strong and worship him fervently, and the seat of power for the Holy Skyran Church, the largest Sigmarite sect in the Panghura. Connected via the Realmgate Sigmar’s Hand to the other Realms. The church is currently lead the 117 Prophet of Sigmar and the Council of 12.

> Father-Sun grabbed the soil and spat upon it, creating mud. But it was dull and formless, until Mother-Green took hold of the mud, and from it fashioned us, the children of the Everwoods. That is why we are colored brown, for the mud we were formed from, and the soil to which we will return.
>
> An Amber Mother, reveling the creation story of the Everwood Tribes.

**Great Everwoods**: The region known as the Great Everwoods were created by Alarielle, whose mere presence allowed life to bloom as she journeyed across the Mortal Realms in the Age of Myth. Originally a large region, the Everwoods were grown over an abundance of amberbone, realmstone of Ghur.

Many human tribes settled the region, befriending the sylvaneth of the Everwoords and developing a culture focused on harmony and symbiosis with the forests which they revere. The Great Everwoods were greatly affected by the start of the Age of Chaos and the Breaking, which saw a huge southeastern section of the forest sink beneath the renamed Warped Ocean.

Further losses would continue throughout the Age of Chaos, as the northern portions of the Great Everwoods were claimed, conquered, and corrupted by the various Chaos kingdoms, who constantly penetrated deep into the Everwoods. Years of warfare hardened both the sylvaneth defenders, and the human defenders, who created a deep pact with the forest itself, and fought fiercely to defend it.

The Age of Sigmar has brough new allies and respite for the denizens of the Everwoods, especially with the rebirth of Alarielle herself. She even briefly visited the Everwoods, blessing its defenders and encouraging new growth

The Great Everwoods nowadays is home to a glade of sylvaneth, as well as twelve human tribes that worship a variety of gods, including Sigmar (Father-Sun) or Nagash (Grandfather-Grave), but most important of all is Alarielle (known to them as the Mother-Green).

The tribes live in a symbiote relationship with the magical forest, incorporating it into their clothing, food, weaponry, religion, and lifestyles. They constantly battle with the Kingdoms of Chaos, especially the Pleasurecourt of Slannesh. Each tribe is led by a male individual known as the druid-chief, who commands his tribe and fights in major battle, as well as being taught the ancient rituals to commune with nature, and in desperate times are able to call upon the sylvaneth to aid them in battle. Most tribes get along well with each other, but when conflicts and issues due arise they are brought towards the Amber Mothers

The Amber Mothers are incredibly important figures in the Everwoods, an ancient order of woman who settled the Isle of Amber long ago. It is home to a vast reserve of amberbone, and there Alarielle had planted a sacred tree known as the Orange Oak. The Amber Mothers care for the tree, the island, and the amberbone deposits. They are held with great respect by the rest of the Everwood Tribes, with the greatest and oldest among them being the Elder Matron.

Each Amber Mother sends out one of their acolytes, known as Amber Sisters, to advise and direct the druid-chiefs, keeping them in line and supplying them with amberbone for important occasions, which the chieftains use both for military and cultural reasons, such as empowering them with animal ferocity during battles.. The druid-chiefs themselves regularly visit the Isle of Amber, receiving blessings and guidance. In addition, they lay with one of the Amber Sisters (who after the pregnancy become Amber Mothers), whose children are considered sacred towards Mother-Green. Girls become Amber-Daughters and join the order, while boys are trained to be either druid-chiefs and elite bodyguard and warriors, and are sent to be "adopted" by one of the druid-chiefs. Thus, the cycle continues, and the Amber Mothers ensure that the tribes are led by their own loyal servants.

**Ikhrehan Enclave**: The Idoneth Deepkin came to Panghura long ago, and established the enclave of Ikhrehan, a vast undersea kingdoms. They have only recently revealed themselves, and frequently attack the coasts of Maggot Marsh and other realms of Choas, previously raiding and attacking the few seaside human villages. In the Age of Sigmar, they have devoted themselves to fighting Chaos, raiding their lands to gather the necessary souls needed.

The nation of Ikhrehan is established around a giant underwater mountain range, which is prone to heavy tectonic activity and eruptions. The Idoneth have thus learned to move and magically control the flowing lava to form their cities.

Despite the history of raiding by the Idoneth, a sort of treaty has grown up between the sea aelves and the land dwellers. Many of the neighboring nations will offer up criminals to the Idoneth, who in exchange make attempts to raid the cannibal islands to the south or the forces of Chaos.

**Kingdoms of Chaos**: Created by the Five Heralds, who rule over their own domains for their Dark Gods. The Kingdoms of Chaos are equally corrupted areas of land, and connected to the Realm of Chaos via different realmgates, known as the Five Shattered Portals.

* Maggot Marsh: Realm of Nurgle and ruled by Sizhab the Rotten, a foul and putrid place. Connected to Nurgle's Gardens through the Rotrift.
* Bloodlands: Realm of Khorne, a violent land of barbaric clans, nominally lead by Vyrkhe the Sanguine, but infighting is rampant. They sacrifice the blood of their victims in Crimson Lake, so named due to its red color, full of blood and gore. Vyrkhe rules over the Bloodlands from the city of Khornsca, connected to the Brass Citadel via the Iron Teeth.
* Pleasurecourts: Realm of Slannesh, where hedonism and ecstasy is found in abundance, and every type of pain and pleasure is indulged in. The capital is the city of Slanneshium, formerly connected to Palace of Slannesh through the Gate of Desire. The Pleasurecourts are in a chaotic state after the death of its former leader, Nhesi the Merciless, and the destruction of the Gate of Desire by a combined host of Stormcast Eternals, sylvaneth, and duardin of Khazan Char.
* The Warped Isles: Also known as the Everchange Isles, the Realm of Tzeetch. A warped collection of islands where insanity runs rampant, mutation and chaotic magic twisting the landscape. Its Prince of Madness, Szigzauld the Magnificent, was slain by the Stormcast Eternals, who also destroyed the Warped Eye, which connected to the Crystal Labyrinth. Once a powerful civilization, it is ruined by the madness of Tzeetch. Walls of mist tower across whole islands, vast fields of jagged glass shatter against flat oceans, monsters and mutated men run rampant, corpses remain as serene as the day they died, and angry bitter ghosts haunt fortress old and new.
* Ratlands: Realm of the Horned Rat, and land of the skaven, led by Verminlord Thelk Cinderseeker. The skaven are constantly attacking and fighting each other and other races. Their capital is Verminhold, with the surrounding lands turned into a putrid and polluted landscape covered in former warpstone shards.

**Jungle of Ghosts**: The Jungle of Ghosts is a dangerous and violent, region, though this was not always the case. During the Age of Myth, an ancient civilization of seraphon-worshipping humans established a sprawling empire of various temple-cities and ancient complexes, though they were all wiped out during the Age of Chaos. It was later claimed by a powerful necromancer, who was killed during the Age of Chaos, but the undead remained, slowly whittled down by time.

Following the Necroquake by Nagash, legions of nighthaunts rose and have begun haunting the jungle, ghostly figures that kill any intruder. Vast armies of undead souls swarmed over Panghura, until a group of powerful mages uncovered a lost artifact in the jungle, and used to gather together and imprison the great nighthaunt armies who are now confined to its borders. Despite the presences of the ghostly undead, ruins of an ancient civilization constantly draw adventures all across the world here.

A constellation of Coalesced seraphon, Zaztecloc's Chosen, began to establish themselves in the region, establishing several temple-cites along the Cetzica River, battling against the undying nighthaunts. However, the beginning of the Era of the Beast has begun to effect the seraphon, who have grown larger, more primitive, and savage, and with the death of their slann starmaster they have devolved into vicious tribes that fight each other and anyone who intrudes upon their lands.

**Sea of Sand**: A blazing hot desert, the Sea of Sand is the largest (and in truth, only) desert in the Broken Continent, already a harsh dry land home to little life before the Age of Chaos. The few human settlements established here were built around fertile oasis. During the Age of Chaos, many of the aelven Wanderers who could not flee to Azyr instead retreated to the Sea of Sand, its natural environment used against invading hordes of Chaos. Mortal servants of the Dark Gods could not sustain long campaigns in the hot desert, with the aelves retreating and harrowing their foes, learning the ways of the Sea of Sand.

Thus, the Sea of Sand became somewhat of a strange refuge for the aelves and others who joined their caravans. With the coming of the Stormcast Eternal, however, the Sandwalker Wanderers (as they became known) have been able to reconnect with their brethren from Azyr, and begin to retake their homes.

The largest settlement in the Sea of Sand is Oasis City, the only true city within the entire jungle. According to legend it was established by a tribe of wandering humans, who settled down where a great sand worm had died. Since then, Oasis City has expanded, built around a large water reservoir and located deep within the Sea of Sand, thus secure from most invasions. The city was originally home to only humans, duardin, and a few aelves, a meeting place for the Sandwalker aelves. In the Age of Sigmar, it has thrived, serving as a large trading hub for merchants and travelers, who journey along the Riches Road between the city of Coldstone Pass to the south and Vanderhal to the north.

The Sandwalkers are a group nomadic aelven Wanderers, are the only ones to traverse the hot landscapes, who have learned to survive in the harsh environment and know the region very well. They protect their desert from the forces of Death, Destruction, and Chaos, and are pivotal in guiding and protecting travelers across the desert, keeping the vibrant trade system alive. Many Sandwalkers themselves engage in trade, using the mighty sand worms for transportation. They are divided into various small groups called Gatherings, of various sizes and compositions. These can range from only a few dozen to several hundred aelves, but all are led by a Nomad Prince. Oasis City serves as the central meeting place for all the Gatherings, who frequently elect a leader called the Sand King to settle disputes and command them for a time during periods of crisis.

**Jaidean Empire**: Founded by the survivors of Cathay from the World-That-Was, they are led by an emperor and the Emerald Council, a powerful kingdom and one of the few to survive the Age of Chaos. According to legend, a great fleet of lost souls appeared on the shores of the Chiansai Island during the Age of Myth, and soon set about establishing their own nation. During the Age of Chaos, however, the empire was assaulted from within and without, but managed to stave off the tides of destruction.

The lands of the Empire are mighty allies of Order, calling forth legions of dragon warriors, sky fleets, terracotta sentinels, and even the vicious nagas. The Jaidean Empire has also expanded to the Chung Isles, launching attacks against the undead from there. These are a key location, connected by the Moon Gate and Dragon Gate. The Chung Isles are frequent targets of attacks by the Slaaneshi followers of the Warped Isles, who seek to conquer the Moon Gate and with it assault the core of the empire. The Jaidean Empire is divided into various provinces and ruled by the all-powerful emperor and his dragon children.

Unlike most other nations and regions of Panghura, the Jaidean Empire was able to successfully and effectively fight back the forces of Chaos, even invading one of the Realms of Chaos. They have thrived during the Age of Sigmar, thanks in part due to their advanced magical practices and technological advances, especially combining advanced science and spells. There exists an elite caste of mages trained for years to master a specific Lore of Magic. In particular, an aelven people have long resided in the Jade Isles, existing almost as the preeminent scholars, warriors, and especially mages who are able to perform true magic and use all eight Lores of Magic together.

The tech-mages of Jaidea have made incredible use of realmstone, though ambebone is used the most due to is natural prevalence. Elite soldiers might be given small doses of aetherquartz, for example, to enhance their speed and thinking, or magical-equipped weaponry might rely upon celestium to fire bolts of electrical arcane bolts. The Jaideans are especially skilled at carefully applying and mixing every realmstone together. The Jade Guard, for example, have been placed in magically-enhanced power suits that release carefully measured amounts of realmstone for specific effects, mixing and adding in different realmstone quantities to create warriors capably of preparing for any situation.

    The greatest inventions of the tech-mages have to be the mehk-ai, (known as mechai or mechas on the mainland). These are incredibly advanced machines powered by magical cores of energy, crafted with incredible care and controlled by special mages known as warmasters. The mehk-ai are usually attuned to (and often powered by) a specific realmstone, and are larger, stronger, and more powerful than anything seen on the Broken Continent. Various sizes and models exist, with the largest towering over houses, and rivaling gargants in size.

The arrival of Endless Spells and now the powerful Incarnates have brought new dangers but also new success of the Jaidean Empire. Many Endless Spells are created and then captured, locked in powerful nullstone forms or serving as living batteries, and then released upon the Jaidean's foes. The recently awakened Incarnates are likewise hunted down and bound, becoming incredibly dangerous but useful weapons of war, if they can be contained.

The Dragontail Isles were once a peninsula that juts down from the south of Jaidea, home to a variety of dragon species. The Isles are generally divided into five regions. Bordering Maggot Marsh are the Xu'tin Swamps, where toad dragons corrupted by the touch of Nurgle rot and waste away. Chaun is a coast region most frequent to sailors and traders, and home to a colony of sea dragons. Many other dragons reside within the great forests of the isles, or hide away in the high mountains, or soar above the grassy plains of the Dragontail Isles.

**Blood Clans/Blood Country**: A small collection of vampire clans bordering the Jungle of Ghosts. This region was once a famed hunting ground for great beasts and monsters, but during the Age of Chaos it was consumed by a tide of vampirism. Various insatiable groups of cursed vampires settled and conquered the region, slaughtering any who lived there or turning them into one of their own.

In time, the Blood Clans would form, made up of a wild and insane undead creatures. These vampires far more primitive and primal, using simple weaponry and clad in animal skins. Each clan differs, led by the strongest (and frequently maddest) vampire, eternally raving and questing for more blood. They go on regular hunts to satiate their hunger, and are often on the brink of insanity. The city of Vanderhal has had considerable history with the Blood Clans, with the former human tribes in the area often raided by the Blood Clans, who would kill and steal new blood to convert into one of their own.

The area under control of the Blood Clans remains a dangerous pathway for travelers along the Riches Road, who have to hire guards to protect their caravans. A common practice is to pay off the Blood Clans with small offerings or sacrifices, such as livestock. In rare cases, criminals or other humans are offered up, to guarantee safe passage, though such practices remain not entirely reliable.

**Greenblood Bowl**: The largest defining feature of the Broken Continent, a vast wild steppe where only the greenskinz and forces of Destruction can survive. Bordered by the Eternity’s Edge Mountains and the Great Chasm, it is home to vast orruk tribes, who assemble under the Da Brok'in Mountain, where a vast warpstone shard fell from the sky long ago, and now a common fighting and meeting place for all warclanz. Greenskinz WAAAGH!s are an ever present threat to the rest of Panghura, with innumerable tribes and clans of ogors, gargants, orruks, and gitz constantly fighting each other and everyone else.

Gitmob and Moonclan and Spiderfang grots battle each other for favor of the Bad Moon from the mountains, while hungry Gutbuster and Maneater ogors regularly feast from the Slaughterpits of the east. Firebellies enjoy the feast of flame near the Eternity's Edge Mountains, while troggoths and gargants of every variety roam the land searching for the next meal.

In the mountains and plains surrounding the Greenblood Bowl are many ancient and terrible monsters. One of the most notorious is Unatullabi, the Thunder That Walks, a great draconine creature that spawned from the body of the godbeast Agwaz that feeds upon anything within its domain.

**Lilea**: A realm of knights and courtly romance, named after the ancient goddess from the World-That-Was. They worship the dead aelven goddess Lileath’s daughter, known as the Spring Maidan. The land of Lilea is built around the legacy of the World-That-Was. Before the End Times, an ancient goddess of the aelves. Lileath, placed her daughter away in a pocket dimension along with her aelven lover Araloth, where she would grow protected from the Ruinous Powers. However, Chaos always finds a way to ruin all realms, and eventually the sacred realm of Lilea (named after its creator/discoverer) was discovered and by the ancient daemon prince, Be'lakor. Araloth lead the few survivors of the world and fought with Be'lakor, sacrificing himself to ensure, and Lileath's daughter fled from her safe domain, using her divine power to flee with the last of her protectors, the Paragon Knights, and fusing the remnants of Haven into a small peninsula in Panghura. Exhausted, she rested for a long period of time.

The presence of the young goddess soon and the overlay of the mystical realm effected the land itself, and in time various human tribes were drawn to the area, conquering the area. Near the end of the Age of Myth, Lisanne ter Maatje, a powerful female leader in her tribe, had a divine encounter with the resting Spring Maiden, and quickly began a series of wars to unify the land. With the aid of the Spring Maiden and the Grail Knights, and the Queendom of Lilea was formed, with Lisanne ruling as its first queen.

Lisanne's dynasty would see a short-lived but prosperous golden age ensue for Lilea, with the Queendom expanding across the Gulping Bay. New cities were established and the queendom expanded, creating a strong and centralized nation united under a common language, culture, and worship of the Spring Maiden, with proper respect for Sigmar and the rest of the pantheon of Order.

However, the Lilean Golden Age was short-lived, with the Age of Chaos beginning under Lisanne's great-granddaughter Queen Klaartje. The Breaking caused a large warpstone meteorite to fall from the sky and attract a horde of skaven, while cults devoted to Tzeetch sowed chaos and discord among the nobility. Orruk warbands began to trickle from the southern mountains, raiding southern provinces.

    The constant assault from Chaos caused the far southern portions of the queendom break off or be destroyed, despite the efforts of the ruling monarchs. During this time, however, the Spring Maiden, and, fearful of being discovered by Chaos and seeking to protect her people, used her powers to destroy the invading Chaos armies, and then covered the lands in a magical mists. This spell froze time itself, causing everyone within the queendom to slumber for centuries, while the mists shrouded Lilea from the prying eyes of Chaos, and prevented any Chaos-spawn to enter. Thus, the denizens of Lilea slept through the entirety of the Age of Chaos, with the Maiden herself resting with the land.

With the coming of Sigmar's Tempest, a chamber of Stormhost entered into the mists, and undid the ancient spell, thus reawakening the entire long-forgotten nation. Since then, the Lileans have begun a grant crusade to retake their former lands and fight in the name of Queen, Maiden, and Sigmar. The Necroquake and subsequent Soul Wars saw much strife in Lilea, but the nation has endured, even with the coming of Kragnos and the era of destruction.

The Queendom of Lilea itself is a matriarchal society divided into thirteen or so duchies, each ruled by a powerful duchess. At her side is her royal knight-consort, who vows to protect and love her until the end of his days. These are the knights, or ridders, with some also holding the position of freiherr (baron) or jonkheer (noble), The females born from a consort-duchess union are trained in politics and courtly manners, and given positions of governance and authority, while sons are taught battle tactics and trained for warfare, and devoted to the ideals of protecting woman, honoring their vows, and performing knightly acts and deeds. Men are generally ranked into different classes, with average peasants at the bottom, then their are knight-consorts, lord-consorts (married to a duchess), and the prince-consort (married to the queen),

Each territory is subdivided under small counties and knights, with a similar female ruler and knight-consort at her side. Each knight themselves must prove themselves, and upon a certain age undergo a pilgrimage to the holy city of Amersdam. There, they drink from the sacred Pool of the Seasons, and see a vision of the Spring Maiden herself. Vowing eternal fealty to her, they are knighted, though some may choose (or be choose) to undergo a quest to prove their worth. They are given special blessings by the Maiden herself, crowned as Saint Knights.

Leading the entire nation is the Royal Queen, elected from one of the duchies by both popular vote and the choice of the Spring Maiden herself. Currently, Queen Nelleke II Klein Huismink rules over the queendom, the duchess of the prosperous and wealthy duchy of Belagaeia. Coming from a well-known noble line, she is a skilled military planner and political ruler, who has mastered a technique of pitting enemy factions against each other to weaken them. She is married to Prince-Consort Matthijs Mijnders, a legendary knight who is famous for taming a dragon, as well as being crowned as a Saint Knight. He is eternally devoted to Nelleke, and has served as the instrument of her will for years.

The Knights of Lilea are feared and respected throughout the known world. Men of valor and honor, they are exceptional warriors and guardians who protect a land founded upon the most heroic of ideals. In the name of the Spring Maiden and for the glory of the duchess and queen, they sweep aside evil on the field of battle, for none can stand against their glorious charge.

The Spring Maiden, also known as the Eternal Maiden, is the central deity of worship among Lileans, they do honor and respect other deities, such as Sigmar, Grungi, and Alarielle. Most of the worship of the Maiden is done by the poor peasants who clamor to their neighboring temples. Each temple is home to the female acolytes and priestess of the Maiden, with the various temples of worship also functioning as the magical institutions of the nation as well. Female spell-casters are taken in by the virgin priestess, who train each one to employ their magical in healing and protection spells. Male mages, meanwhile, are trained as mage-knights, given harsher restrictions and forced into a life of eternal servitude to the crown. The Temple of the Maiden is governed under various Holy Daughters, with all temples under the rule of the First Daughter.

**Greysword Coast**: A vast region dominated by city-states and regional powers, the Greysword Coast is a dangerous region with all manner of deadly threats lurking behind every corner. Many human tribes struggle to survive, against various native wildlife and Greenskinz. Despite this, it is still a busy location for the forces of civilization.

* Deperon was a former city that was nearly destroyed by monsters and orruk warclans during the Age of Chaos, with the survivors scattering. They were eventually reunited under and ambitious leader, who managed to retake the city with the aid of the Stormcast at the beginning of the Age of Sigmar. His descendants currently rule over the prosperous hub, one of the few stable locations in the region.
* Miria is a former colony of Lilea to the north, but was cut off from its mother nation, and developed its own unique culture. With the return of the kingdom of Lilea, numerous attempts have been launched to return Miria back to the fold, but all have, so far, failed, and the Mirians have no desire to fall under the sway of the Lilean monarch. Miria possess the same language and similar culture to Lilea, but is governed in a more cosmopolitan manner, with a large middle-class who hold sway over the ruling knights and nobles of the city.
* Fort Alba was established by the Stormcast Eternals, and is a military outpost for the servants of Sigmar. A local chamber of Stormcast reside in the fort, and are frequently called forth to do battle against orruks, gargants, and other foul monsters.

**Vanderhal**: Named after Vandus Hammerhand, the legendary Stormcast Eternal who established the city. The region was originally home to a potent Realmgate, once used during the Age of Myth. During the Age of Chaos, numerous Sigmar-worshipping human tribes surrounded the portal as a holy relic, and built a small fortress to defend it against orruks and other threats, all in the hope that one day their God-King would return and save them.

In the later stages of the Realmgate Wars, a large Ironjaw warclan formed, which moved against the human tribes to seize the porta. A desperate battle was pitched, but the pitiful human defenders were no match for the fury of the orruks. At the last moment, however, Vandus Hammerhand and his Stormhost burst from the sky, turning the tide of battle. Vandus personally slew the orruk leader, and decimate their forces. The tribes worshiped him as an ambassador of Sigmar, and under his tutelage quickly built up a new fortress-city.

Vanderhal has endured into the present day, with the former tribes now the main populace of the city itself. They are dominated by a strict warrior culture, with every man, woman, and child trained and ready to fight to the end for their city. Vanderhalers worship Sigmar as a god of divine strength and battle, with a particular reverence for the Stormcast Eternals, and, of course, Vandus Hammerhand himself, who is honored like a saint and an ideal for the citizens of Vanderhal

The city itself is ruled by a strict oligarchy, which oversees the defense and everyday running of the city. Trade and arts flourish, but Vanderhal is first and foremost a fortress city, defending the Pathway of Bones out of the Greenblood Bowl. It has been assaulted numerous times by the orruk tribes of that land, but has so far withstood them, keeping back the green tides from spilling out and bringing doom to the rest of the Broken Continent.

**Bone Clans/Trinian Jungle**: A small peninsula jutting into the Great Eye, the Trinian Jungle was formerly a part of the Great Everwoods, before the Breaking, after which a mysterious power began to emanate from the area. In time, this created a violent and steamy tropical jungle, standing apart from the more temperate biomes of the land.

Over the Age of Chaos, many mad Bonesplitterz, orruks driven by the power of the WAAAGH!, were drawn to the region, establishing numerous warclans under the Warrgog Prophets. Throughout the Age of Choas, they regularly united into powerful WAAAGH!s that broke through the duardin holds in the Bonesplitter Mountains, assaulting the duardin clans of Khazan Char. This continues to this day, with the Bone Clans mad and dangerous orruks clad with almost nothing, relying only on their savage insanity and energy of the WAAAGH! to pull through, hunting great beasts before either breaking apart or being crushed militarily by the duardin.

The Trinian Jungle itself is an aberration, a land that should, geographically, not even exist, and all who visit it (and live) describe a constant strange energy in the air, which motivates and moves the land itself into a fervor. This energy is what has drawn the orruks and empowers them, with numerous theories abounding as to what it could be. Besides the Bonesplitterz, the jungle is also home to other natural dangers, from venomous snakes to large spiders and giant monsters, all of whom are constantly hunted by the orruks. Large deposits of amber Ghur realmstone are rumored to exist deep within the peninsula, with tales of a meager orruk capital where they sacrifice prey to Gorkamorka and inject venom and hallucinogenic fungus to further empower themselves for battle.

    **Ankoram**: A large region, home to the undead dominated north, the Ironjawz orruks of the Rusty Vale, Wulkenvel Forest, and other locations, such as the human city of Tempium. Many tribes and small villages eke out a meager living, trying to survive the bloody conflict between the vampiric undead, orruks, and wulkwolves

* **Kryxian Empire**: A vampire empire ruled by the Unnamed King. Stryxia is a land of mist and unease, bordered by the Brokenvale Mountains to the north, the Eternity's Edge Mountains to the west, the Bay of Blood to the east, and the Nekrash River to the south, beyond which lie the Ironjawz orruk tribes of the Rusty Vale. It is governed by many Vampire Lords, who command small armies of undead and frequently bicker amongst themselves. The populace are superstitious and lorded over by their undead vampire rulers. The ruler of the empire is the Unnamed King, progenitor of the Zekhashi bloodline, who hates himself for the curse he has brought upon his people. Originally a desperate monarch, he turned to vampirism to save his nation, but this soon created bickering vampire courts, and forced the Unnamed King to serve Nagash, whom he despises. He has ensured his kingdom remains independent, though it cost him slaying his own children who betrayed him in service of Nagash. Bitter, loathing, but cunning, he remains determined to protect his empire, no matter the cost.
* **The Three Fingers**: Once proud and noble kingdoms, they fell to the forces of Death or Chaos. The kingdoms of Crucia, Ressia, and Morcia are constantly fighting themselves or the Stryxian Empire.
	+ **Crucia**: Ruled by a powerful Wight Queen, Lady Iskarsha Marrow. She was killed as a child, but resurrected by the combined power of her sorcerous mother, and reborn as an incredibly powerful necromancer. Has come to rule over Crucia, seeking vengeance against those that wronged her. Controls a network of spies and secret cults. Iskarsha served Nagash, but with his death has pursued her own ambitions and attacked the other kingdoms. Her legions of boney Deathrattle armies assault the fortress of her enemies in eerie battles of dominance. At the core of each Deathrattle army are the bone knights, clad in distinctive bonecraft armor built from fallen enemies that allows them to focus their magic to command units of mindless undead. Bonecraft armor can't be removed without killing the knight who wears it, and numerous orders have been established in the Wight Queen's name.
	+ **Ressia**: The Darkened Kingdom, that chose to join the forces of Chaos rather than be obliterated. Its people are servants of Chaos Undivided, their armies composed of Slaves to Darkness, each seeking their own Path to Glory in a bid of daemonhood.
	+ **Morcia**: The Kingdom of the Walking Dead, Morcia is a shambling hallow of its former glory, ruled by a dynasty of powerful necromancers, and above them all Akash Kor, King of Necromancers. He leads huge armies of moaning Deadwalkers, overwhelming his foes.
* **The Rusty Vale**; The Rusty Vale was formed when the metallic god-beast Irochikar was killed and destroyed by Gorkamorka, leading to the iron-feathered creature falling apart and showering the vale with is metallic components. In the centuries since then, these components have rusted and faded away, and have become a natural breeding ground for the mighty Ironjawz orruks. Several Ironjaw warclans reside in the Rusty Vale, pounding crude armor and fashioning dangerous rusted weapons to use in WAAAGHs and assaults on nearby nations.
* **Tempium**; Tempium is a grim place, also called the Broken City, due to being literally divided between various giant sinkholes and cracks, and overloaded with large quantities of raw magical energy and magical crystals, such as realmstone, warpstone, and Endless Spells. It is fought over between various factions, including the Blackcloaks, grim survivors and descendants of the original Tempians, the Grunnirsen Expedition of duardin explorers, orruks of the Cracked Eye Clan, the zealous mutants of the Highmont School of the Damned, or Hala's Hellriders vicious mercenaries hired by merchant houses.

**Eastern Isles**: A group of isles in the south-east of the Broken Continent, known for the many natural sea beasts and vile storms that frequently rage. The Eastern Isles used to be connected to the mainland and were once much more temperate but following the Shattering have become what they are now. The Eastern Isles are home to the vul, a race of lizard-like humans, who possess green scales, reptilian eyes and senses, and an extended tail. The vul otherwise appear human, and possess enhanced speed, agility, and flexibility. Politically, the vul are generally united but remain nominally divided into various dynasties that vie for power.

* **Cursed Island**: Home to the Fleshlands and other cannibalistic tribes, once the seat of a prosperous civilization that fell apart during the Age of Chaos. It is believed some sort of maddening curse or spell of insanity sits upon the island, turning any who wish to settle upon it mad.
* **Broken Isles**: Once formerly together, they were shattered by an ancient artifact long ago during the Age of Myth, and have remained divided between various Merchant-Houses that hire mercenary bands and adventure companies in search of lost treasures, to settle rivalries, or to hunt down giant sea monsters. Each rich family constantly vies with each other, and recently the House Mzolisa has been gained strength and influence in the region.
	+ **Vezjar**: Composed of humans and vul, Vezjar is ruled by a republic, though heavily influenced by the wealthy merchant-princes of the island, such as House Tyali or House j'Snaga. Vezjar is famous for its totem-lords, warriors who carve wooden masks and armor, and channel the power of their ancestors to battle their foes.
	+ **Kera**: Seat of House Mzolisa, a major trade hub. Located on excellent trade winds and currents, and a generally peaceful and tropical island. The Kereans are renowned merchants and mariners and boasts of their boats going all the ways to Chiansai are apparently true. Their land is also full of gold mines letting them buy large armies of mercenaries and even call foreign sorcerers to their court. The Kereans worship a variety of smaller deities, such as the bull-god Kechuba, who has in his service a guard of women trained for war.
	+ **Daycrown**: Formerly a desolate island home to the undead, it was cleansed by Stormcast during Sigmar's Tempest, and has since been recolonized. Daycrown is the seat of power for House Vavi.
	+ **The Vanilla Isles**: A collection of a few isles home to rare and powerful vanilla flowers, which produce alchemical dust that is said to help make objects fly. The people of this land are peaceful and prefer to stay isolated, though in recent years have had to deal with growing interest and trade. Led by Untaba Italambi.
	+ **Galazar**: A small island home to the Galazeng, female warriors who reside in the untamed Dreadwood. The Galazeng are powerful and dangerous female warriors, worshipping their goddess known as Ar-rigka, a warrior queen who battled against Chaos in ages past. They are very territorial and attack any who step on their island. Rumors of gold and rare artifacts draw adventurers and explorers to their island.
	+ **Machaka**: Also known as the Lion Kingdom, Machaka is ruled by different clans each devoted to an animal totem. These totems change their devoted as they serve them, creating hybrids who are not wholly human anymore. Despite their link with the spirits the Machakans revere the gods of the Pantheon of Order in slightly alternate forms and are one of the great military powers of the region. They are especially skilled with the bow. Seat of House Orabwhe.
	+ **Mabab**: Also known as the Sorcerer-Realm. The Mababians have several gods and totemic spirits but they worship Zuugar the Spider above all. Mabab is apparently a theocracy where the king is sacrificed each year and the power reside in the priestly caste. They are also accomplished sorcerers-smiths; Their magic and worship center upon rocks and metals and they seem very good alchemists. In addition, they practice a type of mummification for the dead.
	+ **Anchorholm**: The "City of Pirates" where many dastardly crews and captains can make anchor and deal with less reputable business. Has a black reputation, but remains a wealthy and mercantile isle that keeps trade going. There is no unified central government, instead a place of vairous gange leaders, syndicates, and power brokers that vie for power. Anchorhold is not totally lawless, however. Wealth is the true power, and House Tiraqi are the wealthiest of them all, maintaining some semblance of order in the city.
	+ **Oathuan**: A heavily forested island settled by a group of aelven Wanderers. King Saeynis the Founder built Arothan Castle, and founded the Alzoridian dynasty, with his descendants continuing to rule over the island. Arothan Castle itself is a soldi and welcoming structure, but also nearly impenetrable. It sits atop a valley, and the Taletha Forests will come alive by mystic arts to attack any intruders.
	+ **Xhalba**: Vigil of the Sun. They hate undead with a passion and worship the sun, and consider undead as deprived of his light but you are not sure your explorers understood the situation all that well.
* **Corla Isle**: Also known as Freewind Isle or the Tribelands, home to giant beasts and monsters, and nearly destroyed by wild elementals and spells. All sorts of legends are told about Corla, such as the Winterlands of the White Ridge where weasels speak like men and rule, or the underground city of Goldengate, protected by halfings who guard a mighty treasure, or reports of a seven-headed dragon. Many low-technology tribes and humans reside within Corla, particularly the Four Tribes at the center of the island, savage warriors who fight to survive.
* **Freewind Fleet**: A nomadic fleet of aelf mariners, the Freewind Fleet, the "Fleet of Ten Thousand Sails," is constantly moving, hunting new prey and selling their wares. Led by Fleetmaster Zaleria Enfaren, they constantly raid the shores of Chaos and other opponents of order. Other fleets of Scourge Privateers recognize Zaleria as the "Empress of the Tides" and give her due respect. The aelves themselves are known as Jiarchii, were an ancient nomadic people who came from an unknown land and have traveled in small bands of boats. The Freewind Fleet, as it is called, is the greatest of these, home to the majority of the Jiarchii people. They sail in regular patterns, making trade route stops and journeys. In the spring and summer many ships split off, but come winter they come together to form one of the strongest navies in the Broken Continent. The Freewind Fleet is formed of thousands of ships at its peak, and has faced hundreds of sea battles, usually emerging victorious. The Scourge Privateers are also an important ally to the local Cities of Sigmar, notable for sailing in uncharted waters and discovering vital new trade routes, can be called up for battles or war or explorations. The Nomad Fleet is governed by a Supreme Fleetmaster essentially a king, who rules alongside the Court of Sails, made up of nine leaders of the different main factions or fleets of the Jiiarchii. The Supreme Fleetmaster has considerable power, but needs consent of the court and their advice, and may be ousted if he becomes corrupt. When the Fleetmaster dies, the Court of Sails elects a new one. The Fleet is divided into small extend families, which typically live, work, and survive on one or two ships. Families with a common ancestor form a sort of clan. These small "clans" form sorts of "mini-fleets" with other clans, and it continues until it is divided between the Nine Fleets.
* **The Cursed Island**: The Cursed Island itself is the largest of the Eastern Islands, swarming with ghouls and those afflicted with the madness of the court. The large Bitter Mountains cut down from the north, while Blightergut Lake stands at the center, full of dead bones and the carrion of human and animal flesh. Flowing out from the lake is the great Bident River, the main sources of aquatic travel by the Hungerborne courtiers. The strength of the curse of the Hungerborne upon the island has warped it to such a degree that any mortal who even sets foot upon it is effected. Very few can remain long on the Cursed Island without some form of madness and insatiable hunger overcoming them, which, unless they wisely flee, will cause them to gorge on every food and drink they have and eventually even their own friends and family.
	+ **The Fleshlands**: A dangerous land where the Hungerborne Flesh-Eater Court resides, formed after the Breaking on the Isle of Cannibals. Few dare tread here, as only the cannibalistic vampires are able to survive on their desolate lands. It is here that a powerful Ghoul King resides, the leader of most of the flesh-eater courts in the Broken Continent.

    **Wulkwolf Packs**: Wulkenvel, a forest once home to an ancient kingdom. During the Age of Chaos, its king used an ancient ritual, and the amber Ghur realmstones, to try to save his people, but cursed them into becoming hulking, bipedal lupine monsters that combine the essence of man and wolf. Most wulkwolves are feral, their humanity lost in the mind of a beast, and now live in packs ruled by an alpha. They are almost always in their lupine form, but some, through magic or intensive training, can turn human, though even in this state many are nervous, tense, and prone to lashing out in rage.

Wulkwolves are able to reproduce only with each other, and their children are raised in their the rough life of a pack, where the strongest rule. Wulkwolves generally mate for life, and constantly hunt and move across the Wulkenvel. The male alpha of the pack. In battle, they unleash their predatory nature, and their bodies constantly shift and warp . Muscles and tendons thicken on legs or arms to provide burst of speed or power to their rending claws, and tooth-like spurs erupt to protect vulnerable areas of fresh wounds quickly close on their bodies as skin wriggles, ripples, and reforms over an injury to erase it entirely.

Each pack is different, with some virtually wolves in anything but name. Many retain only barest human understandings, living only to hunt, eat, and mate. Some packs, however, retain more human-like characteristics and have a distinctive culture, with tales of wulkwolves clad in simple wooden or even metal armor, and building simple fortifications and residences. Rarer even are the few packs that interact and in some cases even work for or protect human cities and societies, but these are few and far between.

Many wulkwoves, however, are scourges to neighboring villages and settlements, raiding for food for farms have ample livestock, but also in some case for new blood to add to their pack. Many wulkwolves will attack at night and scurry off with a human, taking them deep into the woods to become their bond-mate. Wulkwolves, for all their savagery, always revere small totem-like areas of power called amberpools, where mystical and raw amberbone is kept. When the moon is high, their prisoners will be captured, cut by the amberclaw of the pack's alpha, and bathed in the light of the moon, turning them into a wulkwolf ready to join the pack. Rumors abound of the largest Tower of the Wolves, a secretive meeting place for the entirety of wulkwolf society, where their packs may meet with each other. In rare occasions, the many packs can united under an all-powerful omega, who leads them in conquest of the surrounding lands.

The Wulkenvel is thus a grim and harrowing forest, but not without attraction. Many lost cities and ancient treasures are hidden among the trees, former centers of trade and power when the Wulkenvel was a prosperous kingdom. In addition, the Wulkenvel is choke-full of amberbone, making it a treasure-spot for realmstone mining. Explorers, merchants, miners, and more all venture into the Wulkenvel, despite its many dangers.

**Great Oceans**: The Kelpdar and merwynn are a race of aquatic humanoids that dwell in the sunnier reaches of the great oceans surrounding the Broken Continent. They are generally peaceful and have established their own societies underneath the waves. This also includes generally peaceful relations with surface-dwellers.

The merwynn dwell in the regions such as the Jade Sea or the Great Bay, and according to legend they able to sing a magical underwater song that brings good health and harmony to the land itself. Within the Shadow Sea, in the warmer coastal areas, the merwynn of Thuthiser are rueld by Queen Anemona and Lord Tirist LenAshaogani. They ruled from the Pearl Caslte, located in the center of a place lagoon and hidden behind the Red Coral Reef. Powerful beasts of the deep protect the homes of the merwynn, such as Salecor the Sea Dragon, who lives in the Splendor Cave, Tirarch the giant whale that roams the Great Dunes, or Calamore the squid that lurks in the Black Pits, and the Eal of Old, a mysterious remote creature that guards the Seeing Pearl which may answer one question.

The Bay of Lost Souls is haunted by ghostly drowned Nighthaunt, many of whom take the form of hypnotic sirens and wail unending agonizing upon the living. They are reportedly lead by the Emerald Lady, who sings a terrible lament and hunts down any who enter the green-colored bay of the damned.

**Thylons**: The thylons, more commonly known as the catfolk, are a race of humanoid cat-like creatures, with a bipedal stance despite their catlike claws, feet, tail, and fur, though the latter traits can vary. Thylons also have natural witch-sight, since they are cats. There origins are mysterious. Some legends spout that the thylons have always existed, the lost rulers of an ancient empire or civilization that once ruled the Broken Continent, while others say they were born from a magical curse cast by Tzeetch, and still more believe the thylons were the spawn of man and cat united via the magic of a long-lost cat godbeast. Regardless however, the thylons are found all across the Broken Continent, among the best hunters and trackers in all of Panghura. Modern thylons are placed into two distinct groups or "kin": city thylons or Krrythkin, or pride thylons or Syrixkin.

The Syrixkin reside in small and traditionally nomadic prides, though small and extremely isolated villages to exist. These small communities are lead by the manelord, the strongest and most powerful thylons of the pride, who is always at the front lines of any conflict and marked with his large and magnificent mane. Syrixkin hunters can outdistance even a galloping horse, their tireless stamina carrying them on while their echoing roars coordinate the hunt. While some of the warriors form the pursuit, others pick out good spots for ambush or places to corral their prey, or wait for their prey to come to them. The exist for the hunt. Fierce and deadly, they abhor city or village life for the wilds of the forests, jungles, and open plains of the Broken Continent.

The Syrixkin are fiercely independent and each kills to meet their own hunger, living in a world where only the strong, whether in mind, body, or will, survive. Those who cannot hunt must find something else to contribute, or else they will be, at best, exiled, or else killed and perhaps even eaten by their own kin. When food runs scarce, due to living in a harsh and Chaos-tainted continent, the common custom is for the manelord to exile adults who are unmarried, less productive, or have run afoul of the reigning council. These exiles spread to the four winds, seeking new hunting grounds or earning their acceptance into an existing Syrixkin community. Most of these exiles either join the Krrythkin in the cities, frequently becoming adventurers or mercenaries. A small few walk a different path entirely, hunting less and becoming merchants or caravan traders who might roam through far reaches of the Broken Continent.

The Syrixkin, while ferocious, are very rare, however, whittled down due to time and general isolation. The Krrythkin, in contrast, are far more common and are found all across the Broken Continent, and even beyond, mostly concentrated in the metropolitan areas under Sigmar's domain. Some are exiles, or the descendants of exiles, while others came from prides and communities that found refuge in the Cities of Sigmar.

Krrythkin usually live in specific communities within each city called a krryth, essentially a self-contained community/communal village, lead by a council of elders. There society is based around communal simplicity, Food is shared, all aid in village upkeep and building dens, and trades are designed so that the needs of all met, and all are expected to provide some service in some way. Most wandering or exiled thylons can find sanctuary among the krryth. Although rarer compared to other races, Krrythkin have little difficulty getting along with them. They are inquisitive and adaptable, accustomed to leaving a situation when it becomes suitable and finding a new one.

Each krryth is self-contained, with a central pillar established at the center of it. This is referred to as the Tower of Remembrance, and carved into it is the general history of the krryth, as well as holding the names of many of the dead thylons . It holds a special place among the Krrythkin thylons, and should any specific community ever have to move they will cary the pillar with them. Most krryths offer some sort of service to the settlements they reside in or near, with many thylons excellent hunters or trackers, or becoming assassins or skilled spies. Some krryths are more open, with barely any difference between the feleni homes and the rest of the city, while in other areas a specific district is set apart and walled off.

Due to a long history with each other, humans and thylons due fall in love, marry, and produce offspring. Half-thylon most often retain the reflexes, senses, and coordination of their thylon parent, but commonly gain the aesthetics of their other parent’s species. Many half-thylon appear as heavily furred humans with cat-like ears and clawed fingers, though there are nearly limitless variations. Generally, they are considered a curiosity, and more accepted and welcomed by their pure-blooded thylon kin.

**Eternity's Edge Mountains**: The "Mother of Mountains" that stretches all across Panghura, which have been vital in dividing the Broken Continent into various part. Numerous ancient tunnels and caverns are home to ancient secrets and lost duardin holds or Greenskin fortresses, with legends abound about what can be found in the moutains.

In Emeret Peak, for example, the mountain is said to be home to the dragon Redgriaal , a fierce and jealous creature that protects the Eternal Chains. These chains were said to be made by might smiths of ages past, the gold soaking in liquid sunlight. It can bind objects with infinite force and never let go, only to be undone by a magical chant.