One of the things that has been challenging for me is the sort of abstract landscape of the Age of Sigmar setting. But, the recent events of the Realmgate Wars have established a foothold of civilization, and what we now have is a completely open canvas, vast and tumultuous. I’m going to be writing up background based on what I feel is necessary to establish a coherent environment to role play, write, and game in. My first attempt is the region of Glyse (Glyse and its foremost city Novun are my own creations)
Glyse, Gyran frontierlands
The region is called Glyse, which is a border territory in Ghyran, ruled from a free city called Novun. Originally an Aelf settlement, the free people erected a stone castle adjacent to the elegant wood structures, and it serves as both a stronghold in times of strife and a hub for commerce and tradecraft. Novun is a dreary and provincial place. The blacksmiths make excellent horseshoes, but their armor work is fairly crude and their arms unimpressive. The Fletcher’s are talented, however, with elvish arrows in ready supply for the many hunting parties that enter the forests and wastes that border the territory.
The City is a small keep surrounded by bustling markets and shops
The architecture I envision is closer to this than classic castle designs, but I’m still brainstorming
The keep itself is well defended, and regional strongholds serve as refuge for the farmers who are too far for regular patrols to reach
It is a time of building, a time of growth. The realmgate wars were won and men retook the lands. The vast landscape surrounding the free cities was settled by throngs of refugees seeking a new life. In these verdant lands, agriculture took hold as chaos receded. In this new birth of life, order took hold, modeled on the tradition of Sigmar. Feudal rule organized the throngs and helped instill martial prowess in this new frontier.
The lands close to Hammerhall may be blossoming, but the forces of chaos have not left these lands, they have only been pushed back.
The great houses hold territory nearest the cities, and the cities increase in size as they get closer to Hammerhall, where the land has been reclaimed longest, while the lesser houses work the rougher soil of recently reclaimed lands. Their borders are met with immense dense forests that take years to clear and which shelter numerous tribes of nomadic raiders, and even occasional tribes of greenskins. The area has been fairly tranquil for the past year, and harvests have been good, upwardly mobile young knights, eager to prove their mettle, organize tournaments. Preachers take up collections and give sermons in the streets outside tournaments. The increase in travel and commerce draws the attention of gangs of fanatical witch hunters, traveling under cover and searching for signs of corruption.
The religious zeal can turn good men into a mob, and some even abandon their old lives to serve the faith of Sigmar.