Realm of Azyr
|Mortal Realms:||Aqshy • Azyr • Chamon • Chaos • Ghur • Ghyran • Hysh • Shyish • Ulgu|
The Realm of Azyr, also know as the Realm of Heavens or the Celestial Realm, is one of the eight Mortal Realms. It's a glittering realm of glowing palaces ruled by Sigmar. It is called the Hearth-Realm or Star-Throne by some Aelves, the the Fortress of the Lost or the Peerless Kingdom by many of its human inhabitants and Bastion by the Duardin of the lost Khazalid Empire. [20a]
From the distant ground of Azyr the skies look like an empty black pall, but from the edge of the Sigmarabulum one can see that the stars, multicoloured nebula and clouds of brilliant aetheric magic exist all around.[4e]
- 1 Symbol
- 2 Characteristics
- 3 Culture
- 4 History
- 5 Locations
- 6 Inhabitants
- 7 Flora and Fauna
- 8 Magic
- 9 Notes
- 10 Sources
The symbol of Azyr, is the Comet of Power, a link to the celestial lore that influences the lives of the realm’s people. It is traditionally shown with the comet travelling skyward, symbolizing the transcendent and ever-expanding knowledge of the realm’s finest minds.
A reality glittering like a swirl of heavenly jewels. The realm of Azyr is a place of wonder and endless possibilities, the embodiment of thoughts and ideas, of dreams, potential, imagination, prophecy, fate, weather and cosmic law and order . It is a place were deities, demigods, and mortals converse and philosophise, where civilisations and cultures prosper.
Azyr has countless celestial bodies within it, from blazing suns and shining stars (independent from Hysh) to glowing moons and heavenly comets. Sentient storms rumble across the skies, all the while innumerable constellations shine across the cosmos.
The realm is composed of countless sub-realms floating within it, all a wonder to behold. Some feature vast gleaming cities such as Azyrheim, with orreries and observatories crowning every tower, while those sub-realms steeped in celestial magic contain sights that could break a mortal mind. Mountains made of coalesced starlight play home to zodiacal demigods. Void-dust comets rain down upon lands made of glass, shattering them into shards that twinkle in the aether. Celestial energy flows in parabolas between sub-realms, creating both physical and metaphysical bridges. And above all, the Sigmarabulum shines like a crown in the firmament, a god-wrought ring of crystal and sigmarite surrounding the tortured orb that is the Broken World.
The architecture of Azyr is often composed of sky-piercing spires and gilded domes, marble colonnades and heavenly arches, while wonderous mosaics and beautiful glittering stained glass are common sites. Statuary tends to be of Sigmar, stormcast eternals, celestial bodies, cherubs, erotes and other angelic beings and draconic or leonin creatures. Iconography is most commonly of the twin-tailed comet, the cross of Sigmar, the twelve-pointed star of Sigmar, Ghal Maraz. As well as cherubs, suns, moons, stars, clouds and lightning bolts.
Fashion in the realm is represented with the colors often associated with Azyr. Golds and yellows for the sun, blues and white for aetheric void and the sky and silver for the moon. The inhabitants of the Realm of Heavens will often where trinkets and jewelry in the shapes of celestial bodies such as suns, moons, stars, and comets.
Dracothion found Mallus, the core of the World-That-Was hurling through Azyr with Sigmar barely hanging to it. He grabbed the metallic sphere and set it upon the firmament. He befriended Sigmar, showing him the hidden potals between the realms and with his guidance they explored the Mortal Realms.[4b]
Age of Myth
Dracothion sensed the Slann and communed with these ancient seers, gaining a vision of death of the World-That-Was. The great drake cried for it's loss and the Slann followed the blazing path of silver stars that were his tears and reached the Realm of Azyr.
After exploring the Mortal Realms Sigmar flattened the peak of Mount Celestian and in there together with other gods, demigods and zodiacal monsters founded the Pantheon, building their parliament on the newly made plateau.[4a]
Age of Chaos
After the fall of the All Points, Sigmar took many refugees in Azyr before closing all the Realmgates to Azyr, just as the banners of the Everchosen could be seen on the horizon. The Gates of Azyr remained closed throughout the Age of Chaos, as the God-King Sigmar brooded upon his throne.[4c]
- The Purge: All followers of Chaos, Monsters, Orruks and Skaven within the realm are hunted down - any who Sigmar does not deemed worthy are killed.[4d]After this purge none of the mythic beasts of Azyr have any trace of corruption.
- Lightning from Heaven: Grungni captures the Winds Celestial and uses them to forge comet-headed thunderbolts for Sigmar to cast down upon his enemies.[4d]
- The Forging: Sigmar and the duardin god Grungni conceived of the Stormcast Eternals and constructed the divine implements necessary to forge them. Teclis, Tyrion and Malerion hide the labours from the gods of Chaos.[4e]
Age of Sigmar
Sigmar sent his Stormcast Eternals to wage the Realmgate Wars, slowly reopening many Realmgates to Azyr. After their victory many of the refugees (or their descendants) from Azyr resettled in many of the newly-built Great Cities in the other Mortal Realms.[4e]
At the conclusion of the Realmgate Wars, Sigmar dispatched every warrior he could, Stormcast, Aelf, Duardin and Human to try and secure the Allpoints, stripping even the Realmgates that led to Azyr of their defences. Various malign forces too this opportunity to attack and several - the Gryphonne Gate and Crystalgate were damaged. Luckily, the Slann had forseen the danger and used their own forces to sweep away the various legions of Chaos. [19a]
Azyrheim, also known as the Eternal City, is a celestial city and an ancient stellar metropolis shining brightly at the heart of the Celestial Realm. It is the last of the great cities from the Age of Myth and within its walls man, aelf and duardin coexist peacefully. Many refugees from the Age of Chaos fled and they and/or their descendants still dwell here.[2a] Before Sigmar closed the Gates of Azyr, refugees from all the Realms fled to Azyrheim seeking safety, adding to the already vast population that included entire armies from the world-that-was. Directly above the walled city, far up in the mystic nimbus of the Heavens, shines the High Star Sigendil, beacon of the palace of Sigmar. Also called the First City and the City of the Lost. 
Sigmar rebuilt his armies here, preparing for the counter-strike against Chaos.[2b]
Mallus is the remains of the world-that-was set in the firmament by Dracothion.[2a] It is from here that Sigmarite is mined. Its energies make the stormcast eternals possible, and they are reforged in the Chamber of the Broken World.[2c]
Mount Celestian is the greatest of all summits in the Mortal Realms and whose peak was smashed by Sigmar during the Age of Myths to make Highheim, the city of the gods and the Court of the Gods.
Sigmaron is the great palace city of Sigmar standing high above both the Celestial Realm's lands and the Mallus. From its highest spire Sigmar can look down on the whole of Azyr.[2a] The equipment of the Stormcast Eternals is forged here.[2b][2c]
The Sigmarabulum is fabricated ring of towers that surround Mallus, where Sigmar's forges, laboratories, armourers, alchemist factories, soul-mills, and other divine constructs can be found. It contains forges of the Six Smiths, were many of the weapons of the Stormcast Eternals are forged.[2c]
- Dharroth: The dark moon. [20a]
- Nordrath Mountains: An area that has been logged by foresters for generations. 
- Sigendil, the High Star of Azyr: The beacon of Sigmaron, surrounded by by an enormous clockwork mechanism that made it the brightest of all stars in Realm of Azyr. It never moved from it's place in the sky like other stars did.
- Smoak Fens: An area in the south of the Realm whose clans are well regarded for their skill at both making and using firearms. Sons and daughters of the fens often find glory in the Freeguilds regiments of Grimpeak, Hallowstar and Nordrath. Noted in Great Cities of Azyr by Ogwell Mancini. [17a]
- Grimpeak: One of the great cities of Azyr. Known for employing gun regiments of Smoak Fens clansfolk.[17a]
- Hallowstar: One of the great cities of Azyr. Known for employing gun regiments of Smoak Fens clansfolk.[17a]
- Sidereal Mountains: A mountain range quarried by the Starhammerer's Guild.[25a]
- Skydock: One of the great cities of Azyr.[23a]
- Starhold: One of the great cities of Azyr.[23a]
- Vault Celestial: Where the gods of the Pantheon held council during the Age of Myth.[4a]
- Quillia: Known as the twilight lands. The Gryphonne Gate is located here.
- Corvine Gate: The Realmgate that connects Nordrath to it's former sister city of Caddow, now known as Gravewild.[24a]
- Crystalgate: At the end of the Realmgate Wars it was attacked and several cracks appeared within it before the Slann came to its aid. [19a]
- Gryphonne Gates: Connects the twilight lands of Quillia in Azyr to the kingdom of Rhodium in Chamon. It was dented by attacking forces at the conclusion of the Realmgate Wars. [19a]
- The Twelve Tribes of Azyr: People freed from the King of Broken Constellations by the God-King in the early days of the Age of Myth.[20b]
- Nepholites: One of the ancient tribes of Azyr. It is believed that they are the mystic tribe from which all members of the Celestial Warbringers hail, as well as one of the Twelve Tribes of Azyr. The Freeguilds of the city of Brightspear use uniforms and standards modeled after this tribe.[22a]
- Guilds of the Cat: Known as the foremost thieves and murderers of the Mortal Realms, until the Purge of Heaven when the last of their masters were killed. They developed a series of codes known as Trickster's Tongue which was a combination of Azyrite and Arcanti, with strange syntax. Though the guilds are now long gone, the codes of the masters live on and are extensively used by the criminals and scoundrels of the Realms.[21a]
- Dracoths: The children of Dracothion, the Great Drake. The dracoths are closely allied with the Stormcast Eternals and fight with them as mounts. They are sentient and as intelligent as other races. As children of Dracothion, Dracoths do not truly die when slain but return to the Heavens to reincarnate.
- Stardrakes: Great winged creatures and children of Dracothion. Stardrakes resemble dragons, but are different creatures altogether. Like Dracoths, they are highly intelligent and have formed strong bonds of alliance with the Stormcast Eternals, serving in their Extremis Chambers as mounts for Lord-Celestants and Drakesworn Templar. The connection, if any, between Stardrakes and Dracoths is unclear. Scholars of Azyr contend that Dracoths are Stardrake hatchlings that eventually metamorphose into Stardrakes. As children of Dracothion, Stardrakes do not truly die when slain but return to the Heavens to reincarnate.
Flora and Fauna
- Gryph-hounds: Beasts that due to their intense hatred for Chaos have aligned themselves with Sigmar's cause and support his Stormcast Eternals in battle.Needs Citation
- The adjective for Azyr is Azyrite.
- Whites, Blues, Golds, Yellows and Silvers are colors often associated with Azyr.[16a]
- 1: White Dwarf Issue 75 4 July 2015, The Nine Realms
- 2: White Dwarf Issue 76 11 July 2015
- 3: Season of War gaming aid from the WH AoS app, Ruin Reclaimed.
- 4: Mighty Battles
- 5: The Realmgate Wars: The Quest for Ghal Maraz
- 6: The Realmgate Wars: Balance of Power
- 7: The Realmgate Wars: Godbeasts
- 8: The Realmgate Wars: All-Gates
- 9: Pantheon (short story) by Guy Haley
- 10: Battletome: Seraphon (2015), Masters of Order
- 11: Battletome: Stormcast Eternals Extremis (2016), pg 13
- 12: Hammerhal & Other Stories by Josh Reynolds - Hammerhal pg. 82
- 13: Battletome: Fyreslayers (2016), Fyreslayers of the Realms
- 14: Battletome: Everchosen (2015), pg. 29-32
- 15: Battletome: Stormcast Eternals (2015), pg. 17-20
- 16: Age of Sigmar: Core Book (2nd Edition)
- 16a: The Great Parch, pg. 86-89
- 17: Shadespire: The Mirrored City (novel) by Josh Reynolds
- 17a: Chapter Twelve, pg. 193
- 18: White Dwarf October 2019, pg. 36-37
- 19: The Realmgate Wars: All-Gates
- 19a: A Storm of War like no Other, pg. 12
- 20: Soulbound Core Rulebook
- 21: Thieves' Paradise (novella)
- 21a: Chapter Five
- 22: Soulbound Brightspear City Guide
- 22a: Chapter Two: Guide to the Brightspear
- 23: Soul Wars (novel)
- 23a: Chapter Three: Sigmarabulum
- 24: Black Pyramid (novel)
- 24a: Chapter Two: Nordrath
- 25: White Dwarf February 2021
- 25a: Old Whitebeard's Special (short story)