Thondia
Thondia is the current prime landmass within the Ghurish Heartlands.[1a] It's the epicenter of the Dawnbringer Crusades in Ghur[4a].
Contents
Landscape
A mighty land even by the pitiless standards of the Realm of Beasts, Thondia is a massive primordial wilderness, resentful of civilisation’s touch. The long dead kingdoms that once dwelt here in the Age of Myth are all shattered and lost. There are almost no standing ancient ruins to be found, only broken stone and the destroyed hopes left by ill-fated Sigmarite settlers remain, but they too will soon be subsumed by the ever-changing landscape.[6a]
Thondia is an alpha continent of the Ghurish Heartlands, a primordial landmass of gargants and monsters. The sheer scale of Thondia is difficult to fully comprehend.[5b]. Most of Thondia is comprised of arid plains or sun-baked grasslands. These plains have been the site of titanic battles, made more animalistic by the essence of Ghur. The savannah's in the south have been turned into a swamp, the Drowned Lands by the Kruleboyz. Tectonic changes have always been a part of life in Ghur and Thondia. But ever since the Kruleboyz plot to poisoned the country, they're more and more prevalent on this contingent. A start has been made to undo the poisoning by Sigmar's people. Many monsters find their lairs in the mountain ranges of this continent.[4a][4b]
Fauna
The beasts here reflect the land. Deadly Mawkrushas prowl the mountains and plains, flattening anything that dares to stand before them, their bellows shattering stone, flesh, and living bone. A Thondian Rok thinks nothing of scooping up an entire Steam Tank to drop it from a great height and get at the sweetmeats inside. Rockgrinder Wyrms surge out through the soft rock mesas to swallow Troggoths whole.[6a]
Inhabitants
The folk of Thondia are by necessity a rugged breed. Most Thondians make a living as hunter of some sort. Those of other realms, often carry the impression that Thondians are little more than savages themselves, barbarians at heart. In truth, Thondians are innovative warriors, experts in the art of siege defense. None are more skilled than they when it comes to killing the great monsters of the realms.[5b]
Roving tribes dedicated to the Ruinous Powers are omnipresent in the wilds of Thondia and shrines to the Blood God are disturbingly common. Orruks thrive here, and their warclans cover the savannah, as do tribes of voracious Ogors. Some of the territories claimed by Ogor Mawpaths in Thondia are so gigantic, they can take a cautious hunter a month to traverse. The Gargants of Thondia are strong indeed, for this is the land their legendary forefather Ymnog supposedly once trampled, and his people flourish here. All sup well in Thondia, for the bounty is near limitless, if you’ve the skills to bring down its massive beasts.[6a] The plains of Thondia were once inhabited by lost tribes of people such as the Clawfolk and the Thondia Redmen.[4b]
Neighbors
It sits adjacent to its siblings Gallet and Andtor, which although lesser, represent an ever-present threat around its shifting borders, and the ancient land of Donse has yet to give up its fight. Beyond its coastline, Thondia's greatest rival is arguably Bjarl, a cold-hearted continent that has bit at its heels for centuries. Lendu is a more patient foe, but that perhaps makes it most dangerous of all - for a truly cunning beast knows how to disguise its intentions before striking.[1a]
Thondia is surrounded by several bodies of water: Clawing Sea, Crashing Gulf and Mawbright. The islands Mangrel Isle and The Ravenids can be found in these seas.[5a]
Locations
Settlements
- Amberstone Watch: A Sigmarite Strongpoint which was partially drowned during the formation of the Drowned Lands.[5a]
- Bilgeport: Built within the corpse of a Godbeast's spawn, it is a haven for pirate activity.[5a]
- The Craw: Sigmarite Strongpoint just west of the Gnarlwood.[5a]
- Excelsis: A great City of Sigmar founded near a fallen shard of Mallus.[5a]
- Great Gutfort: Stronghold of the Meatfist, most dominant of all Ogor Mawtribes.[5a]
- Izalend: A frozen port city found at the mouth of the Icefangs.[5a]
- Krondskol: A gargant settlement supposedly within the skull of the Godbeast Krond.[5a]
- Salzagor's Hope: A trade post which was partially drowned during the formation of the Drowned Lands.[5a]
- Vexothskol: Former capital of the [[Draconith] empire, it has since been occupied by the cultists of the Jade Obelisk.[5a]
Bodies of Water
- Clawing Sea: A predator and pirate infested sea beyond Thondia' northeast coast.[5a]
- Icefangs: A half-frozen bay that leads to Izalend.[5a]
- Lake Everglut: The largest inland body of water in Thondia. Used as a site of sacred gathering by Ogor Butchers.[5a]
- Marblood: A russet-coloured river that runs down from Ursricht's Kill to the heart of the Mar.[5a]
- Questing Serpent River: A viscious, living river that cuts through Morruk Hills.[5a]
- Vensoth Bay[5a]
Islands
- Mangrel Isle: Home of a former kingdom that has devolved into a Carrion Kingdom.[5a]
- The Ravenids: A chain of coal islands inhabited by vampires of the Avengorii Dynasty.[5a]
Regions
- Breakface Mawpath: The Mawpath of the Breakface Mawtribe.[5a]
- Coast of Tusks: A north-eastern coastline of Thondia beside the Clawing Sea. The major cities of Order are found there or nearby.[1b]
- Daggertooth Coast[5a]
- The Drench: A series of cold marshlands that lies along the northern edge of Thondia.[5a]
- Drowned Lands: An ever-expanding region of swamps resulting from leylines being poisoned by Kruleboyz.[1b][2a]
- Fraktoa Crevasse: A large fissure in the earth that delineates the border between Thondia and ]Gallet.[5a]
- Glossom Crevasse: A deep fissure in the earth that seems to attract aether-gold.[5a]
- Gnarlwood: A primordial jungle of carnivorous trees known as Gnarloaks, formed by the damaged Realmshaper Engines of the fallen Serphon Ziggurat-Ship the Eye of Chotec.[5a]
- Great Excelsis Road: A trade route that stretches from Izalend to Excelsis.[5a]
- Krondspine Range: A mountain range that surrounds Lake Everglutt, supposedly formed of the skeletal remains of the godbeast Krond.[1b]
- The Mar: A stretch of land possessed by a daemonic entity of the same name.[5a]
- Meatfist Mawpath: The Mawpath that extends out from the Great Gutfort.[5a]
- Morruk Hills: Forest-covered hills know to contain clans of aggressive orruks.[5a]
- Nautil Peaks: Mountain range west of Carcass Donse, which is home to remarkable creatures known as Nautilors.[5a]
- Stone Nautilor: The massive shell of Nautilor found northwest of the Nautil Peaks. Inexplicably, it is a fixed-point within the realm.[5a]
- The Stamping[5a]
- The Thunderscorn Peaks: Once the home of the Dragon Ogors, who were driven from Azyr. The Shaggoths were once again driven out by an alliance of Drogrukh and Draconith before the Age of Myth.[3a]
- Twinhorn Peak: The largest of Ursricht's Kill mountains, it served as the prison of Kragnos.[5a]
- Ursricht's Kill: A high granite mountain range in western Thondia named for the totemic Godbeast, Ursricht.[5a]
- Ymnog's Trample: Series of craters - supposedly stamped into the earth by Ymnog - that run from the south in Bjarl to Thondia in the north.[5a]
Sources
- 1: Season of War: Thondia
- 2: War at Amberstone Watch (booklet)
- 2a: A Monstrous Stirring, pg. 2-4
- 3: Broken Realms: Kragnos
- 3a: Kragnos, the End of Empires, pg.34-37
- 4: Warhammer Age of Sigmar: General's Handbook 2021
- 5: Age of Sigmar: Core Book (3rd Edition)
- 6: Soulbound: Era of the Beast
- 6a: Thondia, pg. 71-89