Cities of Sigmar

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Cities of Sigmar
Stormkeep inside City 01.jpeg
City of Sigmar with a Stormkeep and a Realmgate
Grand alliance Order
Associated factions Collegiate Arcane
Freeguilds
Dispossessed
Ironweld Arsenal
Darkling Covens
Scourge Privateers
Shadowblades
Phoenix Temple
Wanderers
Order Serpentis
Main grouping Free City
Allies Daughters of Khaine
Fyreslayers
Idoneth Deepkin
Kharadron Overlords
Sylvaneth
Stormcast Eternals
Races Aelf
Duardin
Human
Skink
Mounts Black Dragon
Demigryph
Drakespawn
Deer
Griffon
Horse
Phoenix
Vehicles Steam Tank
Gyrocopter
Gyrobomber
Creatures Gryph-Hound
War Hydra
Kharibdyss
Spell lores Lore of Cinder
Lore of Leaves
Lore of Smog
Lore of Whitefire
Lore of Dark Sorcery
Lore of the Phoenix
Lore of Eagles
Lore of Umbral Spite
Prayers Prayers of Morrda
Artefacts Darkling Covens Armoury
Dispossessed Armoury
Freeguild Armoury
Greywater Fastness Armoury
Hammerhal Armoury
Living City Armoury
Phoenicium Armoury
Wanderers Armoury
Archetypes Trade Pioneer
Excelsior Warpriest
Darkling Sorceress
Black Ark Corsair
Battlemage

The Cities of Sigmar also known as the Free Cities were cities built by the forces of Order after the Realmgate Wars. Most of these cities are built around Realmgates, many of which have a Stormkeep. These Stormkeeps will most often be garrisoned by the same Stormhosts that conquered the lands upon which the cities were built.[1a][10a][17b][47a]

Founding of the Free Cities

Every Free City begins at the behest of God-King Sigmar himself. In his grand war efforts to drive back the forces of Chaos, Sigmar works tirelessly to determine what resources and strategic locations will most benefit his expanding empire. When an ideal location is selected, Sigmar will send forces from his Stormhosts to lay claim to these locations, as they are rarely unoccupied. Typically such cities are founded to lay claim to Realmgates, though the forces of Azyr seeks to claim any resources that can benefit Sigmatr's empire and crusades.[37a]

The first of the Cities of Sigmar would have their groundwork lain during the Realmgate Wars, when the Stormhosts of the Sigmar valiantly fought to wrest control of the Gates of Azyr from the lingering legions of Death, the vast war hordes of the Orruks, and the manifold forces of Chaos. Around the claimed Gates of Azyr, and many other Realmgates besides, the Stormcast Eternals built their mighty Stormkeeps, these great bastions allowed the Free Peoples of Azyr to follow without fear of the horrors of the Mortal Realms.[10a]

These early colonists erected settlements around the Stormkeeps, build new defences around them, and work the fields. As the years wear on these frontier settlements around reclaimed Realmgates grow into some of the most magnificent and important metropolises scattered across the Mortal Realms. First among these great cities are the Seeds of Life known as Living City, The Phoenicium, and Greywater Fastness built in the [[Realm of Ghyran. But it would be Hammerhal that became the grandest of the Cities of Sigmar. Hammerhal, also known as the Twin-Tailed City, is constructed around the Stormrift Realmgate, it is a sprawling city that stretches across both Capilaria in Aqshy and Verdia in Ghyran.[10a]

But these great cities were just the first among many. The Stormhosts continue to liberate Realmgates and constructing their citadels around them. These Stormkeeps are as varied and diverse as the Stormhosts themselves. Soon after mortals will arrive and begin the arduous work of making the plans made by the greatest architects and engineers of Azyr a reality.[10a]

It is the Lord-Ordinators and Lord-Castellants of the Stormhosts who work tirelessly to identify ancient ley-lines and fonts of magical energy upon which a city's Stormkeep will be laid. In some cases, depending on the size and importance of a city, additional Stormkeeps will be constructed to ensure the city is well-defended. The grand city of Hammerhal has no less than six Stormkeeps.[17b]

Once plans are determined for the structure of the Stormkeep, the Lord-Ordinators and Lord-Castellants get to work implementing them. Working alongside them are human masons, artisans, and work gangs as well as Dispossessed labour-clans and even small groups of aelves. With the inventiveness of the Duardin, the adaptability of the Humans, and mystic mastery of the Aelfs at their side the Stormcast can raise their awe-inspiring fortresses.[15b]

After the Stormkeep is complete, engineers of the Ironweld Arsenal and regiments of the Freeguild will arrive to erect temporary defences, such as earthen emplacements and wooden palisades, around the Stormkeep. Months will be spent testing these defences and building upon them where needed.[10a] In addition, Freeguild bastions will be constructed at key, strategic points; each of these imposing citadels capable of housing thousands of soldiers.[17b]

Once these defences are secure members of the Devoted of Sigmar begin their arduous task of cleansing the area upon which the great settlement will be built of the foul taint of Chaos and undeath. Sigmarite priests will pray to the God-King as great lines of Flagellant will strike themselves with barbed flails, the blood of these faithful will seep into the earth and burn away the taint within it. Agents of the Collegiate Arcane and Sacrosanct Chambers will then work to purify any lingering traces of taint.[10a]

Once the lands have been sanctified and purified, the next task is clearance. Trees are felled to make room for tents and barrack-halls, which will serve as domains to the early colonists, dams are built, irrigation systems are implemented, and the ground is made ready to be turned into farmland.[10a]

Once the land has been cleared and sanctified, the labour clans of the Duardin, the Dispossessed and Ironweld, build the roots of the city. These foundations often take the shape of a twelve-pointed star in honour of Sigmar. Starwater, blessed metals, and realmstone will often be used in the construction of the outermost walls of the city, as an added protection against daemonic and ethereal incursions.[10a]

In the months that follow the city will begin to take shape. Walls will rise in concentric circles, with the Stormkeep as the central-most defence. Next, the citizens of the city will build the first streets and thoroughfares, with statues of great heroes lining them. Soon after the first major wave of settlers will arrive, most of whom will be Azyrites but there are often many Reclaimed, the untainted natives of the regions around the new city, as well. Once they are settled in, the sounds of industry will earnestly begin to echo through the streets.[10a]

Eventually, the population will outgrow the plans for the city and inevitably more land is cleared and sanctified, new walls are built and streets are extended. Oftentimes the cities may grow faster than resources can be developed and slums will spring up beyond the outer walls of the city. These slums may be beyond the protection of the walls, but many local magnates and criminal enterprises will work to build crude walls and palisades around them.[10a]

This entire process can take decades, or far longer, and generations of settlers and citizens will be dedicated to building their city. But the result is a settlement that can claim to be among the greatest in Sigmar's burgeoning empire.[10a] Such cities become a haven for the many varied cultures and races of the Free Peoples, who live and work side by side.[17b]

Each Free City is drastically different and shaped by its history and the lands around it. The nature of the Stormhost that first founded their city, the factions and cultures that followed in their wake, the arcane and mundane industries that the surrounding land can support, the dangers that surround these newly built bastions of Order, all these things and more will shape a free city, it's people, cultures, and even it's policies.[37a]

Expanding Beyond the Walls

The Free Cities of Sigmar's empire are not merely solitary polises, whose people cower for safety behind the imposing walls and Stormkeeps constructed to protect them. Rather they are the centre of, often extensive, civilizations. As a free city swells in size and population, many townships, mines, watchtowers and other signs of civilization will spring up around them.[10a][47a][47b]

Border Forts will also spring up around the territories controlled by the free cities, many of them garrisoned by Freeguild soldiery.[47a][48a]

Government

Long ago the city of Azyrheim was ruled over by a senate that represented the greatest factions of the city, but during the Age of Chaos it was infiltrated by agents of the Dark Gods, eventually a disastrous and bloody civil war broke out across the city. In the aftermath of this war, the senate was dissolved and its membership purged. The God-King himself summoned two-hundred forty-four of the city's leaders, the God-King bestowed upon each of them a title and command, these mortals would be the first Grand Conclave, the Lords of the Heavenhall. This Grand Conclave rules Azyrheim to this day, and the governing bodies of every Free City is modelled after it. Though the number of representatives varies according to any given city's size.[17c]

Known Free Cities

Name Realm Region Sub-Region Patron God Founder Resources Status
Anvilgard[37a]
Har Kuron[37a]
Aqshy Great Parch Charrwind Coast Sigmar(Former)
Morathi(Current)
Anvilgard: Anvils of the Heldenhammer
Har Kuron: Morathi
Conquered
Anvilspire[45] Chamon Unknown Unknown Sigmar Unknown Argentium[45]
Glassware[45]
Active
Arbitrium[26] Shyish Prime Innerlands Penultima Sigmar Azyrite Arbiters Bonewheat[26]
Corpsemaize[26]
Destroyed
Brightspear[10b] Aqshy Great Parch Aspiria Sigmar Celestial Warbringers Floatsilk Active
Brighthall[41a] Aqshy Great Parch Reaver Wastes of Aridian Sigmar Unknown Unknown Destroyed
Cartha[30a] Ghur Hinterlands of Ghur Carthic Oldwoods Sigmar Astral Templars Destroyed
Colostrum[40a] Ghyran Everspring Swathe Jade Kingdom of Erosia Sigmar An Unknown Stormhost Unknown Destroyed
Darkdelve[36a] Ulgu Unknown Unknown Sigmar Unknown Unknown Active
Draconium[9] Aqshy Great Parch Capilaria Sigmar Destroyed
Excelsis[37a] Ghur Ghurish Heartlands Coast of Tusks of Thondia Sigmar Knights Excelsior Glimmerings[37a]
Monster Bones[37a]
Silksteel[37a]
Active
Glymmsforge[6] Shyish Prime Innerlands Lyria Sigmar The Glymm Cats[6]
Fish[6]
Active
Gravewild[6] Shyish Sea of Dust Sigmar Captain General Albain Lorcus
Hallowed Knights
Aurochs[14] Unknown
Greenfire [46a] Chamon Unknown Unknown Sigmar Unknown Spyglasses
Telescopes
Active
Greyspire[36a] Ulgu Unknown Unknown Sigmar Unknown Unknown Active
Greywater Fastness[37a] Ghyran Everspring Swathe Jade Kingdom of Verdia Sigmar
Grungni
Artillery Pieces[37a]
Blackpowder Weapons[37a]
Runic Munitions[37b]
Active
Hallowheart[37a] Aqshy Great Parch Golvaria Sigmar Hallowed Knights Whitefire Tomes
Gems
Emberstone
Active
Hammerhal Aqsha[37a] Aqshy Great Parch Capilaria Sigmar Hammers of Sigmar
Hallowed Knights
Anvils of the Heldenhammer
Cogforts[37a]
Shadeglass[10b]
'Ivory[10b]
Megalofin Teeth[10b]
Amber Beads[10b]
Salted Meats[10b]
Fyresteel Blades[10b]
Active
Hammerhal Ghyra[37a] Ghyran Everspring Swathe Jade Kingdom of Verdia Alarielle
Sigmar
Hammers of Sigmar
Hallowed Knights
Anvils of the Heldenhammer
Grains[37a]
Meats[37a]
Ironoak[10b]
Active
Helmgard[7] Chamon Unknown Ironroot Mountains Sigmar Metal Ore[7] Destroyed
Izalend[8] Ghur Ghurish Heartlands Coast of Tusks of Thondia Sigmar Unknown Unknown Active
Kurnothea[44a] Ghyran Unknown Unknown Unknown Unknown Unknown Active
Lethis[37a] Shyish Prime Innerlands Styggx Morrda Anvils of the Heldenhammer Peacewater[37a]
Talismans of Morrda[37a]
Active
Living City[37a] Ghyran Everspring Swathe Jade Kingdom of Thyria Alarielle Alarielle Ironoak[1b] Active
Matarka[39a] Ghur Unknown Unknown Unknown Unknown Unknown Destroyed
Mhurghast[24] Shyish Prime Innerlands Athanasia Sigmar Active
Misthåvn[37a] Ulgu Klarondu Cape Tenebrax Sigmar Anvils of the Heldenhammer
Various Fleetmasters
Misthåvn Narcotics[37a] Active
The Phoenicium[17a] Ghyran Everspring Swathe Jade Kingdom of Humidia Ur-Phoenix Phoenix Temple Active
Ravensbach[28] Chamon Unknown Unknown Sigmar An Unknown Stormhost
House von Koeterberg
Unknown Active
Settler's Gain[37a] Hysh Xintil Unknown Active
Seven Words[30b] Ghur Ghurish Hinterlands Gorkoman Sigmar Astral Templars Lumber[30] Active
Skythane[31a] Ghur Ghurish Hinterlands Gryphspine Mountain Range Sigmar Unknown Minerals[31a] Active
Tempest's Eye[37a] Aqshy Great Parch Khul's Ravage Sigmar Tempest Lords Active
Twinned Towns of Belvegrod[43a] Shyish Graveswater Sigmar Westreach: Azyrite Settlers/Eastdale: Native Reclaimed Destroyed
Umbramox[36a] Ulgu Unknown Unknown Sigmar Unknown Unknown Active
Vandium[10b] Aqshy Great Parch Capilaria Sigmar Hammers of Sigmar (Presumed) Crusading Armies from Azyr[10b] Active
Vindicarum[37a] Chamon Sigmar Celestial Vindicators Quicksilver[37a] Active


Free Cities Whose Locations Are Unknown

Great Cities of Azyr

Azyrheim the Eternal City

These are the great cities of the Realm of Heavens. They are not considered Cities of Sigmar in and of themselves, but it is from these cities that the first Azyrite settlers and crusading armies set forth to aid in retaking the Mortal Realms. These Azyrite cities share many similarities to their offshoots.

Organizations

Defenders of the Cities of Sigmar

The following are those organizations and factions that live and operate within the Free Cities of the God-King's growing empire:

  • Free Peoples: A loose alliance of Humans, Duardin, and Aelfs.[20a]
    • Collegiate Arcane: A loose alliance of tower and palace dwelling mages, seers, wizards, alchemists, elementalists, and other practitioners of magic. The organization is academic in nature and serves as a safe place for the magically gifted to explore their abilities and study. The most skilled of these sorcerous artisans create magical devices and artefacts to assist the Cities of Sigmar both on and off the battlefield. Others personally take to the field as Battlemages.[17d][10a]
    • Darkling Covens: These matriarchal cults are dedicated to the acquisition of resources, power, and influences. Each Darkling Coven is comprised of a Sorceress and her personal entourage of thralls, lieutenants, and followers. Members, or at least spies, of the Covens, can be found wherever the forces of Order congregate.[17h][10a]
    • Devoted of Sigmar: The Azyrite church is led by Arch War-Priestess Asvai Stormwright and nominally her authority extends to the entirety of the Devoted of Sigmar, but there are many sects and denominations within the Devoted. Notably the Order of Azyr is said to answer to the God-King alone. Whatever their denomination or form of worship, the Devoted are the zealous followers of Sigmar, seeking to purify the Realms in his name.[10a]
    • Dispossessed: The Dispossessed clans are the remnants of the mighty Khazalid Empires that fell in the Age of Chaos, they have clung to the arts of smithcraft, masonry, and rune-shaping of their ancestors. They now use their expertise to build some of the mightiest fortifications of Sigmar's empire with their hammers and when the need arises they take up their axes and defend those same walls.[17g][10a]
    • Freeguilds: Many of the military guilds known as the Freeguilds serve as the standing military and city watch of the Cities of Sigmar, while many others contract themselves out as mercenaries. Still, others are employed in a wide range of duties from guarding palaces to clearing sewers.[17e]
    • Ironweld Arsenal: This conglomeration of human and duardin weaponsmiths was formed in the aftermath of the closing of the Gates of Azyr. They have since become the creators of some of the most innovative and deadly inventions made by mortalkind. Their guilds are scattered across the Cities of Sigmar.[17f]
    • Order Serpentis: An ancient order that once ruled over the empire of Narkath in the Realm of Ulgu, long ago during the Age of Myth. Though the empire was mighty indeed, it fell in only a few mere decades when the forces of Chaos invaded Ulgu. Those that survived the slaughter fled to Azyr like so many others and brooded over their losses during the entire span of the Age of Chaos. Though they fight alongside and within the armies of Sigmar, they are known to be cruel and brutal to both foe and ally alike. The Dreadlords that lead the order see the crusades of Sigmar as their best chance to regain power and influence in the Realms.[17m]
    • Phoenix Temple: This martial order serves the Godbeast known as the Ur-Phoenix and its members fight alongside the fiery and icy spawn of the great godbeast.[17k]
    • Scourge Privateers: Often employed by the ruling conclaves of coastal Free Cities such as Anvilgard and Excelsis. Once they were pirates and reavers who commanded vast, ocean-spanning empires, and there are any among the ambitious Fleetmasters who dream of one day rebuilding those empires, beyond the authority of Sigmar and his lieutenants. But for now, they turn their talents to hunting beasts of the sea and those fleets that would endanger the Free Cities, such as those of Orruk freebooters.[17i][10a]
    • Shadowblades: No one knows the exact origins or nature of this secretive order of assassins, but many tales and legends surround their legendary exploits, and the enemies of Order have learned to fear them. Whatever their origins may be, the Shadowblades are dedicated to destroying the enemies of Azyr.[17j]
    • Wanderers: There was a time when Aelven kingdoms and their inhabitants served as guardians of the Realm of Life and lived in its great canopy-cities. Initially when the legions of Chaos fell upon the Ghyran valiantly fought to defend their homes, but in the end, they joined Sigmar in his flight to Azyr, a betrayal that Alarielle and the Sylvaneth have never truly forgiven. With the coming of the Age of Sigmar, the Wanderers return to the Realms to save, secure and purify their wild places[17l][10a]
  • Relations With Other Factions of Grand Alliance of Order
    • Daughters of Khaine: Nearly every major city hosts a Khainite sect, many play host to several, and their temples of bloodshed and murder dedicated to Khaine are forbidding edifices. These sects are known as covenite sisters, or Daughters of Khaine, and perform a wide variety of duties; many serve as such as the Witch Aelves, gladiators, spies, assassins, and sword-dancers.[10a]
    • Eldritch Council: The Council is comprised of Azyrite Aelves trained in the arcane arts by Teclis and given the lofty duty of preserving the ways of their ancestors. Members of the Council study all forms of magic, rather than focusing on one, and their mastery is called upon to cleanse areas too tainted for the Devoted of Sigmar to purify.[20a]
    • Fyreslayers: Elite Mercenaries, find much demand for their skills in the Cities of Sigmar, and their fyrds are a common sight, marching in and out of the cities to collect payment. Many Lodges operate Forges in the Cities to take advantage of this demand. Those such as the Gelvagd have taken this further, however, for their magmahold, not merely a secondary forge, is contained within the city of Azyrheim - although they do their best to separate themselves from the wider population.[19a][19b][19c]
    • Kharadron Overlords: Most Cities of Sigmar hosts a Kharadron Enclave. To ensure that their relations with others are to their benefit, the Kharadron Overlords establish ever-evolving webs of trade agreements and contracts with their trade partners.[17n][21c] They often invest in the construction of vital commercial infrastructure in foreign settlements by handling the contracts and providing the design, materials and labour.[21c] This allows them to establish monopolies over key trade routes and resources.[21c] As a result, kharadron enclaves have grown exponentially in both size and influence.[35a]
    • Lion Rangers: The Lion Rangers are descended from the rangers that once hunted along the mountains ranges around Azyrheim. They have become a warrior brotherhood specialized in close-quarter combat. In the Age of Chaos they were nearly wiped out but have since been bolstered with the aid of other Free Peoples. They do not linger overlong in the Free Cities, as fortresses failed them in the Age of Chaos, and instead prefer to roam the natural places of the Mortal Realms.[20a]
    • Order Draconis: In the Age of Myth, Sigmar united many of the aelves of the Realm of Heavens. Some of these aelves found kinship with the noble stallions and wild drakes, these were the ancestors of the Order Draconis. The noble aelven knights of this order follow in the wake of the storms signifying the presence of Sigmar's Stormhosts, ever eager to join the fight against Chaos.[20a]
    • Seraphon: Entire enclaves of Seraphon are found within some of the Cities of Sigmar, the clever and crafty Skinks offering their services as scribes, crafters, and even readers of mystic portents.[10a]
    • Stormcast Eternals: Most Free Cities of Sigmar's expanding civilization are founded around Realmgates captured and liberated by the Stormcast of the Stormhosts. These valiant demigod warriors then lay the foundations for the city to come and Stormkeeps are built around the captured Realmgates, from which the Stormcast Eternals direct their crusades across the Mortal Realms.[15b]
    • Swifthawk Agents: The Swifthawk Agents serve as messengers and agents between the armies of the Free Peoples, relay messages between armies and aiding in coordinating plans while simultaneously disrupting the communication networks of foes.[20a]
    • Sylvaneth

Other Organizations

  • Black Pipers: A freelance guild of Underjacks, who specialize in hunting Skaven.[10a]
  • Far Traders of Bataar: The merchants and traders of the legendary Floating Market have made inroads to rebuild their once-mighty trade empire. These merchants are not content to sit idly by and have made forays across the Mortal Realms, many have even established themselves in the trade districts and markets of Cities of Sigmar, such as Brightspear.[10a][10b][21a][21b]
  • Folly: A traveling troupe of Aelven acrobats and singers. They specialize in exposing Slaaneshi cults.[10a]
  • Guild of Certified Thaumaturgists: A guild of alchemists comprised of students expelled from the Alchemists' Guild for their unethical experiments. The organization has a dark reputation of being as dangerous and unethical as their experiments but will sell their products to anyone willing to pay their prices. Though they are based in Hammerhal, their guild's influence extends to many other free cities.[23a]
  • Hawthorns: A loosely connected network of professional killers, with a knack for rooting out and hunting Vampires.[10a]
  • Order of Azyr: While technically the Order of Azyr operates as an extension of the Devoted of Sigmar, its agents are said to answer to no authority except that of Sigmar himself. It is their duty to root out corruption and heresy in the Free Cities and the rest of Sigmar's empire.[10b]
  • Order of the Dove: A mendicant order of the Church of Azyr comprised of priests and priestesses who attach themselves to armies to act as healers and erect field hospitals to attend to the wounded. In exchange for their service, they are often granted the right to build hospices in newly conquered territory.[14c]

Internal Conflict

Conflicts often erupt between the groups and subfactions that represent the many Free Peoples of the Cities of Sigmar, though these conflicts rarely descend into bloodshed. Instead, such conflicts play out in the Conclaves of the cities. Bribery, blackmail, filibustering, and politicking often plagues even the most stable Conclave's proceedings.[37a] Prejudice is also common among the Free Cities, in all of its varied forms.[10b]

In the cities found on the Great Parch, a citizen will rarely face prejudice based on their species or gender but rather based on their station within a city's hierarchy or due to where what Realm they originate from. The politics of these cities will often exacerbate existing prejudices, often in ways, native Aqshians do not fully comprehend.[10b]

Encroaching Threats

The Free Cities of Sigmar are isolated beacons of civilizations in Realms that have largely fallen to the wilderness or the dark deprivations of Chaos and Death. To step outside the walls of a Free City is to court the dangers that lie without, though myriad horrors can be found within.[10a]

Beyond the walls of the Free Cities are vast wildernesses full of predatory Living Spells, monstrous beasts such as Maw-Krushas, and Chaos-tainted entities such as Sphiranxes and Jabberslythes. The Beasts of Chaos also lay claim to many of the wilds beyond the walls of the stalwart cities of the God-King and these self-same imposing walls often attract the attention of ravenous Ogors, brutal Gargants, and rampaging Orruks.[10a]

Mortal servants of the Ruinous Powers are also attracted to these grand bastions of Order, eager to bring them to ruin in the names of their Dark Gods. These forces of Chaos range from the rampaging hordes the of Bloodbound and Rotbringers to the duplicitous cults of Arcanites and Sybarites hidden within the populations of the Free Cities. The verminous children of the Great Horned Rat have also set their sights on the Free Cities. Their mad machinations can undermine even the greatest among Order's beacons of hope. For those who survive the fall of a city to these dark forces, slavery and servitude to the Dark Powers await them.[10a]

So too do the followers of the Undying King threaten the sanctity of the Free Cities, ever more so since the Necroquake warped the Mortal Realms. Vast armies of Nighthaunt, Deathrattle, and Deadwalkers stalk the lands, preying on the living.[10a]

Quotes

‘There are places where valour reigns, my child, where death does not thirst so for the souls of the living. Some say that Hammerhal Ghyra’s gardens can feed a million mouths and that the Phoenicium has the power to bring a man’s spirit back from Shyish. But these places are few, and still assailed on all sides. We must fight the darkness each day so they may thrive, and our people will thrive with them.’

Elder Cahastor of Neos describing the grandeur of the Free Cities.[22a]

Gallery

Sources

Cities of Sigmar
Founding Cities Anvilgard (Har Kuron) • ExcelsisHallowheartHammerhalTempest's EyeVindicarum
Seeds of Hope Greywater FastnessLiving CityPhoenicium
Free Cities AlshimeAnvilheimArbitriumBlackwallBrighthallBrightspearCatransaCelestriusColostrumDarkdelveDraconiumGlymmsforgeGravewildGreenfireGreyspireHelmgardIzalendKurnotheaLethisMatarkaMhurghstMisthåvnSeven WordsSettler's GainSkythaneTabernaThraeshUmbramoxVandium
Scion Cities Phoenicium: HoldashHoundsgate
Cities of Sigmar
Factions
Collegiate ArcaneDarkling CovensDevoted of SigmarDispossessedFreeguildIronweld ArsenalOrder SerpentisPhoenix TempleScourge PrivateersShadowbladesWanderers
Associated Factions Eldritch CouncilDaughters of KhaineFyreslayersKharadron OverlordsLion RangersOrder DraconisStormcast EternalsSwifthawk AgentsSylvaneth
Artwork