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==Soulbound== Considering the diverse natures of the cities, it also makes no surprise that they also hold a diverse number of archetypes in [[Age of Sigmar Roleplay]]. Naturally, these Free Peoples are descendants of those who holed up in Azyr during the Age of Chaos as well as those who managed to weather the mayhem that ensued. As the gates of Azyr opened up again, many joined hands in their great cities, some out of total loyalty while others see this as merely an opportunity. Of course, those who become Soulbound do so for an equally vast number of reasons, though all are hailed among the cities as heroes and champions of the gods, perhaps equal to the Stormcast Eternals. The ''Champions of Order'' splatbook introduces the various cities for a Free Peoples hero to hail from: *'''Anvilgard:''' Initially founded on the Charrwind Coast of Aqshy and employed defoliant mists to keep the rampant vegetation at bay. Before long, it fell victim to the manipulations of a powerful criminal syndicate called the Blackscale Coil. Though it first acted through subterfuge and blackmail, it eventually escalated to more direct means of murder and espionage with such brazenness that many questioned whether or not they actually ruled the city...and then the city got steamrolled by Morathi and turned into Har Kuron. Heroes from Anvilgard start with either two contacts to benefit from or one contact with better contacts to benefit from. *'''Brightspear:''' This city has suffered much despite its relative youth. This relative recency has made surviving the Necroquake much harder, and when combined with the constant invasions by Tzeentch's forces, who seek to plunder both its supply fleets and its walls, it makes for a nigh-impossible situation. Those who hail from this city don't live in luxury, but live knowing that they fought tooth and nail for all that they own. Heroes from Brightspear can ignore any tool requirements for tests or endeavors, but the tests become more difficult. During any downtime, they can also swap their training and focus from one skill to another, even if this is a skill they lack any training or focus in. *'''Hammerhal:''' The greatest of cities, split between both Aqshy and Ghyran. It is here that the god-king Sigmar claims is his capital in his ambitions of clearing the taint from the other realms. However, this is something of a gilded dream, as the rich often live in lofty palaces while the rest are left in slums and ghettos. Hammerhal Aqsha is an industrialized haven, home to several military guilds and the most famous militant academy, the Acadamae Martial. Hammerhal Ghyra are stubborn in seeking their goals, filled with the vigor that comes from living in the realm of life. Heroes from Hammerhal Aqsha double their training in any skills involving military acumen, including when undertaking the Fortify endeavor, and have the Tactician talent available to all archetypes. Heroes from Hammerhal Ghyra add the Industrious talent to all archetypes, and reduce the complexity of Death checks by 1 - Any instant-kill abilities instead renders them mortally wounded. *'''Greywater Fastness:''' An industrial haven residing in Ghyran, much to the hatred of the neighboring Sylvaneth. This place is driven by its military might, as it houses a great many stores of weapons and powder that they supply to other cities. Often, there is no freedom from the constant labor. Heroes from Greywater Fastness always possess a firearm (be it a blunderbuss, a pair of pistols, a rifle, or a repeater pistol). In addition, any time they undertake the Crafting endeavor, they can always auto-pass the tests needed, though doing so comes with peril as Doom is increased by 1. *'''Excelsis:''' This city is split between fortune-tellers who entered the city with open eyes who hail from Azyr and those hunters who have always resided in Ghur during the Age of Chaos. Though the city is under constant watch of the Knights Excelsior, their greater threat comes from the realm itself, filled with many menaces and threats that are all too immediate, unmoored from past or future. Heroes from Excelsis carry Glimmerlings, valuable magical items that can be expended to tell the future. These can always be bought from any marketplace, though not for cheap. Later during the Broken Realms Saga a mini-civil war breaks out in the city after some Tzeentchian demons manifest and a reactionary force of magic haters called the Nullstone Brotherhood starts to gain power. Unknown to everyone the leader of the group is actually a Slaanesh worshipper. The Newborns of Slaanesh later hire some Skaven to undermine the defenses of the city and to summon them into the city just as Kragnos and his Orruk allies begin to assault the city. In the end, the leader of the Nullstone Brotherhood is killed, the twin Newborn demons are banished and Morathi arrives with reinforcements in a Black Ark and helps Lord Kroak trick Kragnos into going through a portal that drops him on the opposite side of the Realm of Ghur. Thus, the city is left severely damaged but still intact. *'''Lethis:''' Residing in the realm of death, the citizens of this city revere an obscure god rather than the great necromancer who rules here - though it is debated whether this god still exists or was devoured by Nagash in a past age. Regardless of the truth, they utilize talismans to war themselves from evil. Heroes from Lethis all carry such talismans, making their weapons and armor count as magical when facing the undead and daemons. *'''Misthåvn:''' This city is just as shady as the realm as it claims as home. It is a bleak and dismal colony, populated by pirates, conmen, and other duplicitious individuals in search for a good time - and often, there are secrets behind the façades, usually hiding something far worse. This is what the inhabitants embody, much to the consternation of the Azyrite members of the city. Heroes from Misthåvn start with a False Identity and can always undertake this endeavor at any time. They also have one dose each of three particular narcotics, which they can always seek more of when needed. *'''Settler's Gain:''' A seeming utopia in Hysh, where automatons manage all of the manual labor so the citizens can pursue more intellectual pursuits. That said, it is not-so-subtly manipulated by the Lumineth, who are the abiters of progress and lawkeepers and seek to discipline and re-educate those they deem their lessers. Heroes from Settler's Gain can re-arrange their environment during their rest, having a chance of adding +1d6 to either Mind or Soul tests for the rest of the day. *'''Vindicarum:''' This city is a veritable fortress, stationed atop a mountain and guarded by the Celestial Vindicators. Though it is a devout place, it is constantly imperiled by the machinations of Tzeentch and as a result, its Stormcast protectors are often merciless with their persecution. Heroes from Vindicarum add their training in Theology to Insight, Awareness, or Survival checks made to determine the traces of Chaos. In addition, the Theology skill is available to all archetypes. Because of their diverse natures, there are archetypes available to Human, Duardin, and Aelf members of the Free Cities. Any of these races can select the '''Trade Privateer''' archetype. Humans can select the '''Battlemage''' and '''Excelsior Warpriest''' archetypes, with Aelfs also being able to select the former. Aelfs can select the '''Black Ark Corsair''' and '''Darkling Sorceress''' archetypes. The ''Era of the Beast'' splatbook also introduces the '''Witch-Hunter''' as an Archetype available to any race.
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