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Five Novel and Thrilling Ways to Spend an Extremely Short Time In Ghur

LMGhur Aug03 Header

As fans of Warcry and readers of the General’s Handbook may have noticed, much of the action for Warhammer Age of Sigmar is currently taking place in the untamed expanses of Ghur. Each of the Mortal Realms is chock-full of numerous ways to die – from the molten plains and boiling seas of Aqshy to the suffocating shadows of Ulgu – but none are so downright hungry as the Amber Realm.

Over on Warhammer+, our intrepid host of Loremasters has picked over the bones of the Realm of Beasts for every last morsel of information. To help, we researched the most important facts of all – the top five ways to die in Ghur.

1. Get Eaten By a Mountain... or a Continent

Ghur

A savage ravenousness afflicts everything in Ghur, and not even the geography is free from this curse. One of Ghur’s moons even has a chunk taken out of it!* Great cliff faces chow down on timid hillocks, while predatory peaks like Beastgrave roam the realm like alpha beasts. You’d better watch your step.

2. Find Yourself Under Attack by the Trees Themselves 

Ghur Warcry

The fauna (and megafauna) of Ghur is legendarily violent, but the realm’s bestial nature affects even its flora. In the Gnarlwood, roving groups of skirmishers have more to worry about than running into another warband – those trees look eerily like great muscled arms, with branches ending in clawed hands that lash out to grab their next meal. Packing pruning shears is advised.

3. Succumb To The Savage Power of the Krondspine Incarnates

Ghur Spirit

Alarielle’s Rite of Life has ushered in a time of ascendency for the Sylvaneth, but there’s been an unexpected side effect – the appearance of incarnates, ethereal manifestations of each realm’s magical energies. Krondspine Incarnates radiate an aura of feral power, turning even the most taciturn warrior into a wild, slobbering mess, desperate to bloody themselves in the grimmest battles.

4. Get Carried Off Into the Darkest Depths of Gallet

Ghur Battle

The latest General’s Handbook features battles that take place in the circuitous tunnels and caverns of Gallet. Roving armies use them as shelter from the punishing storms above ground, but they come with their own problems – chief among them being the many gigantic insects that snatch up unsuspecting travellers and carry them off into the abyss. Hopefully for tea parties. Hopefully.

5. Get Ground to Paste Under the Pummeling Hooves of Kragnos

Kragnos

Every ecosystem needs an apex predator, and there is none mightier in Ghur than Kragnos, the End of Empires. Those who spend time in Thondia are all too aware of the constant thundering of drums in the distance – that’s the war beat of Kragnos’ endless march across the continent, with a Waaagh! of orruks hot on the hooves of the God of Earthquakes, intoxicated by his primaeval power.

There’s plenty more to learn about Ghur, for as so often in nature, its primal power can be downright majestic – when observed from a safe distance. Check out this week’s Loremasters on Warhammer+, and tune into an extra special – and extra savage – Warcry: Heart of Ghur themed episode of Battle Report. White Dwarf issues 344 and 345 meanwhile enter the Warhammer Vault.


* Excellent news for our finest skaven scientists, who have long theorised that it is made of cheese.