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The Sealed Mountain

Submitted by:

JHRabbit

The Sealed Mountain is a massive fortress built into the tallest spire of rock in a range of mountains that appear as monstrous teeth. Surrounded by a network of swamps and bogland, its isolation is part of its defenses. Only recently rediscovered by Sigmar’s forces in Ghur, the fortification existed as far back as the Age of Myth. It was at the time a showing of Sigmar’s and Nagash’s friendship and unity in bringing order to an orderless realm. After Nagash’s withdrawal into Shyish in the final days before the sealing of Azyr, records of the Sealed Mountain were lost among the living. For the centuries that intervened between it becoming lost and it’s rediscovery by stormcast forces it was defended by the undead legions that spilled out from the depths of the necropolis and the giant eagles known as the Aetar. The undead are an ancient and independent army that has thrived in the energies collected within the mountain and the Aetar have been blessed by Sigmar’s Fount of Lightning which flows freely from barren rock. 

The Mountain can be separated into three distinct sections:

  • The Lower Fortification
  • The Aetar’s Roost
  • The Necropolis 

The Lower Fortification is a network of walls, gatehouses, bridges, causeways, and choke points that cover everything from the gravel plain at the base of the mountain to the Grand Parade Lane before the entrance of the citadel gate. The lowest of the walls is also the newest, an encompassing siege wall built by chaos forces during one of the many sieges during the Age of Chaos. This lowest of walls has been reinforced in more recent days to prevent lesser threats from assaulting the fortress. The most iconic areas of this section is the Lower Steps, a section of repeating choke points that allow defenders to mount calvary charges and shield walls alike to stall or push back enemy forces. 

The Aetar’s Roost is the hub of all operations in the Sealed Mountain. A bustling hive of barracks, eating halls, parade grounds, foundries, stables, towers, and offices make up the citadel. The citadel contains the bastion keep that operates as the latchkey of the fortress and controls both ascent and descent within the fortress proper. Spires and bridges soar overhead at heights that would leave a mortal lightheaded from lack of oxygen, and the foundations dig to the very genesis of the mountain’s roots. High up in the swirling cloud cover can be found the nesting aeries of the Aetar. The Aetar are giant eagles that are native to Ghur, these avians assisted the undead fight against the chaos assaults. The Aetar still remembered the blessings of Sigmar through the Fount of Lightning. The Fount of Lightning is a storm blessed spring that bubbles out of the high reaches of stone. The spring allows the power and will of Sigmar to reach without interruption into the areas it touches.

The Necropolis is the deepest section of the fortress reaching deep into the bedrock. The miles of steep tunnels and stairways form a labyrinth of sealed gates that keep unwanted invasion out and the dead from escaping in force. The Necropolis proper is a massive tomb of twisted mausoleums and crypts that rivals a number of free cities in sheer scale. Most of the resting places have remained undisturbed since the time they were laid to rest so strong are their wards, however many of the restless dead go about their business underground since the earliest days of its construction. At the bottom of this massive vault of souls is the precious resource of a realmgate. The realmgate connects to southern Lyria in Shyish where a mortal regiment holds a secluded fort which can function as a lane of supply in times of siege. 

The fortress is held by a contingent of Stormcast Eternals from the Anvils of the Heldenhammer called The Sentinels of the Sealed Mountain lead by Ahr’guasse, Fang of the Heavens. The fortress is often under siege by chaos forces specifically the Khornate Warlord Tar’rok. Such a commonly sieged place has lead to extreme vigilance and swift violence against suspected assailants.

Submitted by:

JHRabbit

Rules:

Do not destroy

If you’d like to make a character a part of this location and listed on the page, message me on discord: J. Shepherd#8154

Soulbound Doom Level: 5

Warcry Twist Rules:

Alert and Ready

Both warbands have grown tense waiting out the siege. Often enemy reinforcements arrive sooner than expected.

In the reserve phase of the first battle round, starting with the player who has the initiative, players alternate rolling a die for each reserve fighter in their warband.
On a 4+, the fighter being rolled for arrives immediately.

Realm Rules:

Ancient Traps

This location is divided by a network of traps and fortifications left from centuries of warfare. It is treacherous to walk unguarded.

After deployment but before the first battle round begins, pick 1 enemy unit on the battlefield that cannot fly and which has a Wounds characteristic of 3 or less. That unit has a Move characteristic of 3″ in the first battle round.

Rules:

Do not destroy

If you’d like to make a character a part of this location and listed on the page, message me on discord: J. Shepherd#8154

Soulbound Doom Level: 5

Warcry Twists:

Alert and Ready

Both warbands have grown tense waiting out the siege. Often enemy reinforcements arrive sooner than expected.

In the reserve phase of the first battle round, starting with the player who has the initiative, players alternate rolling a die for each reserve fighter in their warband.
On a 4+, the fighter being rolled for arrives immediately.

Region of War Rules:

Ancient Traps

This location is divided by a network of traps and fortifications left from centuries of warfare. It is treacherous to walk unguarded.

After deployment but before the first battle round begins, pick 1 enemy unit on the battlefield that cannot fly and which has a Wounds characteristic of 3 or less. That unit has a Move characteristic of 3″ in the first battle round.

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