Anyone know the rules for the 7 realms, can't find them anywhere. I know they exist somewhere as I've seen them being used. Well at least the realm of life I've seen.
I think that one or two realms are in the first scenario book, I remember life or something, or was that just fluff?
I guess we could invent some[rules]. What are the names of the "realms" anyway? Air [ Light ] (cf. next post. Thanks Craken) Fire Water Earth Metal Life Death??? That would be like the elements from Chinese alchemy plus the last two for a good / evil pair.
Ya I think that's the realms, I think air is called Light though. I think its the same as the spells of 8th, the Lores
Hmm. I thought there were 8 Lores in 8th edition—which one didn't graduate to Realm? (Edit)— The Chinese Five Elements were: Fire Earth Metal Water Wood (Wood and Metal replacing Air)
As far as I know the "mortal realms" line up with the old Lores, and have the same names. Azyr - Heavens Aqshy - Fire Shyish - Death Ghyran - Life Hysh - Light Ghur - Beasts Chamon - Metal Ulgu - Shadows I have a feeling that Azyr is not considered a "mortal" realm but rather a different kind of realm in the same way that Chaos have their own realm (Realm of Chaos... duh). I could be wrong though. I haven't seen any mention of Ghur, so maybe there is no realm of beasts?
i have one of the books so far aqshy, ghyran and (as of the ghal maraz book) chamon have rules for them
they are called time of war rules so up first is aqshy: flaming missiles missiles start burning with a magical fire as they streak through the superheated air of the peninsula. you can re-roll wound rolls of 1 for missile weapon attacks taking place at a range of more than 12" clouds of smoke and steam terrain features in the brimstone peninsula are wrweathed in smoke and steam that block sight. a model cannot see over a terrain feature to any targets that lie beyond it. geysers of boiling blood the battlefield is pockmarked with bubbling geysers that suddenly erupt. before setting up any units, the players take it in turns to place three dice each to mark the locations of the geysers. each dice must be placed more than 9" from any of the other dice and more than 3" from the edge of the battlefield. the first dice must be placed so that it is showing a roll of 1, the second dice to show a roll of 2, and so on. each player rolls a dice at the start of each of their hero phases o see whih of the geysers erupts. the geyser that erupts is the one marked with the same number as the roll. any unit within 6" of an erupting geyser suffers d3 mortal wounds. if your army includes one or more priests of khorne, you can choose to add of subtract 1 from your dice roll to determine which geyser erupts. fireball wizards in the brimstone peninsula know the fireball spell in addition to any other spells that they know. fireball has a casting value of 5. if successfully cast, select a target unit within 18" of the caster. if the target unit consists of a single model it suffers 1 mortal wound, if it has 2-9 models it suffers d3 mortal wounds, and if it has 10 or more models it suffers d6 mortal wounds the only thing i skipped is the triumph table
Ghur exists: some of the fluff states that Sigmar found Gorkamorka there, trapped by sentient amber. I'm pretty sure Azyr is considered one of the eight principle realms, the others are just referred to collectively as the "Mortal Realms" for ease rather than being exclusive of Azyr. The 'Laws of War' had rules to help with balancing, although I'm unsure if they've been released officially yet. Rules for fighting in each room come with their appropriate Realmgate Wars entry, I think.
i have some for gyrhan i'll post it tomorrow i dont have the ghal maraz book yet so thats gonna be awhile before i can post it the eight mortal realms are the realms that man has been and settled (hence why chaos is counted seperate) azyr itself is basicly a country sized space station sorounding what remains of the core of the old world and is the source of sigmars power and where all that lovely sigmarite armor was mined and forged from
Azyr is a normal realm with Azyrheim as a big (capital?) city. The old world is put there in the sky/space and around that is a "space station" where the Stormcast are forged. As far as I know only Fire and Life have seperate rules in the books. Metal is mentioned but somehow those rules weren't included (yet)