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Here’s How Warcry's Gnarlwood Setting Fits In With the Rest of Ghur

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We’ve taken our first steps into the Gnarlwood, a horrible region of Ghur where even the trees want to eat you. But where does it all sit within the Realm of Beasts, and why is this the most happening place in the Warhammer Age of Sigmar setting?

It was the awakening of Kragnos,* the God of Destruction, that kicked off both the Era of the Beast and the current edition of Warhammer Age of Sigmar. With the End of Empires (Kragnos has more nicknames than your average wrestler) rampaging around Ghur, the local greenskins, ogors, and giants were all very keen to join in the carnage.

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It’s not just the beasts** that make the Realm of Beasts so dangerous, though – the very land itself is treacherous. The mountains grind their way across the earth as the realm literally eats itself, and the trees feast on blood. This brutality also manifests as Incarnates of Ghur, roaring vortexes of energy, matter, anger, and bestial bone.

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This harsh land has made the peoples of Ghur into hardy hunters who revel in battle. Sigmar’s Dawnbringer Crusades have made inroads, founding cities such as Excelsis and Colonnade. But even their sturdy walls are no guarantee of safety.***

With the Heart of Ghur boxed set you’re taking steps into a much wider fantasy world. Sign up for our newsletter to keep up to date with the latest news on Warcry and Warhammer Age of Sigmar.


* Learn more about Kragnos in the Black Library novel Kragnos: Avatar of Destruction.

** Discover the flora and fauna of Ghur in Season of War: Thondia.

*** See the lengths cities will go to in order to survive in Ghur in A Dynasty of Monsters.

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