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REFUGES OF THE REALMS
CREDITS
Writing:
KC Shi
Editing:
Christopher Walz
Producer:
Emmet Byrne
Cover Art:
JG O’Donohue
Illustration:
JG O’Donoghue.
Graphic Design and Layout:
Mary Lillis
Proofreading:
R P Davis
Cubicle 7 Business Support:
Anthony Burke, Elaine Connolly, Donna King, Eileen Murphy, and Kieran Murphy
Cubicle 7 Creative Team:
Dave Allen, Emmet Byrne, Dave Chapman, Walt Ciechanowski, Zak Dale-Clutterbuck,
Cat Evans, Runesael Flynn, Dániel Kovács, Elaine Lithgow, TS Luikart, Rachael Macken, Rory McCormack,
Dominic McDowall, Sam Manley, Pádraig Murphy, Ceíre O’Donoghue, JG O’Donoghue, Síne Quinn,
and Christopher Walz
Publisher:
Dominic McDowall
Warhammer Age of Sigmar: Soulbound Designed by
Emmet Byrne and Dominic McDowall
Special thanks to
Games Workshop
No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form by any means,
electronic, mechanical, photocopying, recording, or otherwise without the prior permission of the publishers.
Warhammer Age of Sigmar Roleplay: Soulbound © Copyright Games Workshop Limited 2021. Warhammer Age
of Sigmar Roleplay: Soulbound, the Warhammer Age of Sigmar Roleplay: Soulbound logo, GW, Games Workshop,
Warhammer, Stormcast Eternals, and all associated logos, illustrations, images, names, creatures, races, vehicles,
locations, weapons, characters, and the distinctive likenesses thereof, are either ® or TM, and/or © Games Workshop
Limited, variably registered around the world, and used under licence.
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The last safe places in the Mortal Realms are falling.
While Sigmar gathers his strength in high-walled cities,
raging wars and senseless magical catastrophes consume
the sanctuaries beyond. The refuges that still stand have
used strange and extreme methods to survive, and while
a party of Soulbound or Stormcast Eternals might find
safety within, these places often bear little resemblance to
the free cities.
Refuges of the Realms
presents nine refuges to use in your
campaign, as well as items, statblocks, and adventure hooks
to support these new locations. The refuges include not
only the forces of Order, but also Death and Destruction
subfactions who don’t mind crossing allegiances for their
own benefit. In even the most inhospitable lands, the party
can find allies — but they must fight hard if they want
these sanctuaries to last.
create your own locations! The party can stumble on the
refuges if they are stranded beyond city walls and need a
place to rest, or you can use Rumours, Fears, and Threats
to hint that these safe havens exist.
The realm’s perils are too many for the refuge guardians to
trust everyone who approaches them. Each refuge’s entry
has a
Gaining Access
section, detailing the gifts, promises,
or arguments which will make the refuge open its doors.
Once inside, the party can spend downtime there as they
would in a free city, though use your discretion to disallow
or adapt Endeavours that don’t make as much sense in this
new location. Each refuge has unique allies and resources,
as well as a unique Endeavour which can only be taken
within the refuge.
But disaster follows if the party keeps taking from these
places without contributing in return. Each entry comes
with an adventure hook which, if not dealt with, leads
to the refuge’s annihilation. If the party leaves the refuge
without dealing with these growing troubles, they might
come back only to find smoking ruins. On the other
hand, if the party lends their assistance, they can watch
as the refuge grows and blossoms, a beacon of safety in
otherwise cruel lands.
U
sing
T
hem in
Y
oUr
g
ame
The first seven refuges cover every realm except Azyr,
while the last two are travelling safe havens the party can
find in any realm. Many refuges have been written with
their home realms in mind and would be difficult to
translocate, but you can always use them as inspiration to
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REFUGES OF THE REALMS
THE SKOLWYR ALFROSTUN
AQSHY
Night never truly falls on Aqshy, but sometimes the
migratory snow storm called the Everwinter rages dark
enough to block out the sun. Relentless in its pursuit of
the Beastclaw Ogors, who organise into armies called
Alfrostuns, the Everwinter freezes solid any who cross its
path. But Aqshians who survive the storm’s passing rejoice,
for the eternal blizzard brings The Great Parch something
worth more than gold — water.
Ogors of the Skolwyr Alfrostun know just how much
Aqshians prize snow and ice. By letting enterprising
water-harvesters ride with them, the Skolwyr have found
they can eat more with less effort. Successful merchants
return with even greater tributes when next they cross
the Alfrostun’s path, and frozen failures make a crunchy
dessert after the Ogors finish eating their supplies.
Shrouded by the Everwinter itself, those who seek refuge
among the Skolwyr have a reprieve from Aqshy’s many
perils, but they stay safe only if the Ogors stay fed.
Aqshians make fortunes off the mile-long ice patches left
in the Skolwyr’s wake, shards of which (see page 12) sell
for a premium in the Great Parch. The thirsty and the
desperate are not the only ones who tail the Skolwyr; wild
Mournfangs
(see page 16) lope after the Alfrostun sniffing
for scraps, and Ogors encourage guests to try taming them.
(The result is always entertaining.) If travellers arrive
during the breeding season, they can usually convince
an Ogor to part with a Mournfang pup with a feast of
commensurate size.
ENDEAVOUR: RACE THE STORM
Requirement:
A mount
The Everwinter pushes the Beastclaw mounts to their very
limits, but those who stay ahead of the storm become
stronger for it. Racing the storm is
DN 4:10
Extended Test.
Over the course of the week, you can make three Tests to
outpace the Everwinter. The first two Tests require
Soul
(Beast Handling),
as you egg your mount onward, and
the last requires
Body (Athletics),
as the Everwinter tests
your own stamina. If you succeed, your mount’s maximum
Wounds permanently increase by 1. (Your mount starts
with 0 Wounds if it is not a Chosen-type creature.) If you
fail, your mount becomes ill-tempered and ignores your
orders until your next downtime period.
g
aining
a
ccess
The Skolwyr would never stoop to something as
demeaning as trade, but outsiders who offer appropriate
gifts — preferably salty, crunchy, or greasy — can ride
with the Ogors for as long as they can keep up. If even one
Ogor does not receive their fill, the supplicants risk being
immediately and messily devoured, so travellers usually
approach outriders rather than the entire Alfrostun at its
full strength. Splintered Everwinters follow these bands no
matter how small, and though protected from non-Ogor
threats by the relentless blizzard, the Skolwyr’s guests must
constantly move to stay ahead of it.
a
dvenTUre
h
ook
: T
he
c
all of The
Waaagh!
A Weirdnob Shaman, eyes blazing with green fire,
summons all of Gorkamorka’s worshippers to join
the biggest WAAAGH! in living memory. Not just
Orruks, but Grots and Gargants have answered
the call, and soon Ogors shall follow. The Skolwyr
are divided about whether to join the horde, but if
they do then their diplomatic relations in the Great
Parch will dissolve. Words shall not dissuade them,
only action. The party must silence the Weirdnob
Shaman, prove his weakness publicly, or find some
other way to prevent the Skolwyr from joining the
grand WAAAGH!
W
iThin The
r
efUge
Ulfjarl Roadeater and her Mournfang riders range the
farthest of the Skolwyr’s packs, and they are often the first
to meet travellers in the Alfrostun’s path. Magnanimous
when sated and churlish when hungry, Ulfjarl constantly
seeks food she’s never tried before. Despite being a
hundred times more well-travelled than the average free
city’s citizen, she still marvels at every new taste and
sensation.
3
KARAZNETHIL
CHAMON
When Chamon’s mountain karaks fell to Chaos, the
Ironbark Glade opened their enclaves to the fleeing
Duardin refugees, saving thousands from fates worse than
death. Thanks to the Sylvaneth’s kindness, many of these
Dispossessed would go on to Azyrheim or the nascent
Kharadron sky-fleets — but in Karaznethil, with the
glade’s consent, the Duardin stayed.
Generations later, the ironthorn fortress still stands, its
population equal parts Sylvaneth and Dispossessed. In
forges where smiths mold living wood rather than molten
metal, gromril hammers fall in rhythm to the Spirit-Song,
while Kurnoth Hunters guard the metal forest, arrows
tipped with Duardin timber-steel. Just as Chamonic trees
weave both wood and metal in their trunks, Karaznethil’s
two Species are distinct but inseparable, made stronger by
their symbiosis.
Karaznethil owes its existence to the mineral-rich soil
upon which it grows, and its residents take care never to
extract more from the forest than it can give. Copperwoods
and ironoaks surround the soulpod groves like fortress
walls, their upper branches woven together by Sylvaneth
songweavers to form the ceilings of Khazalid-style halls.
Gardener-smiths coax wooden armour and weapons from
the soil, which they trade with passing Kharadron ships
for news and supplemental foodstuffs.
ENDEAVOUR: TEND STINGERSPITES
Stingerspite hives hang throughout the wood, their
metallic honey glistening like quicksilver. Karaznethil’s
guardians admire them, for the stingerspites blend nature
and artifice much like the Karak-Grove itself.
Tending stingerspites is a
DN 4:8 Soul (Beast Handling)
Extended Test. Over the course of the week, you can make
three Tests at spitekeeping. If you succeed, you harvest
a pot of quicksilver honey (page 13). If you fail by 3 or
more, the irritated stingerspites descend upon you and
you suffer a
Lasting Wound
— this has the same effect
as a
Minor Wound
but cannot be healed until your next
downtime period.
g
aining
a
ccess
Sentry trees rise over Karaznethil’s forest, whose razor-
sharp leaves slice at travellers and adamantine branches
shatter the weapons of those who try to cut them away. The
only safe way to enter is with a guide, but both Ironbark
Sylvaneth and Dispossessed Duardin have a reputation
for stubbornness. No amount of bluster or bargaining
can convince them to open a path for people they think
troublesome. Instead, humility is the key to entering the
Karak-Grove. Karaznethil became what it is by offering
refugees sanctuary, and its people would never betray
their ancestor’s memories by turning away those in need.
a
dvenTUre
h
ook
: d
eep
r
ooTs
Every single tree in Karaznethil grows straight, for
they, like the people who live among them, refuse
to bend to something as paltry as the wind. But
a blight now twists the rim of the woods, and the
cause soon becomes clear — three Great Unclean
Ones loom on the horizon, their mountainous
silhouettes shambling closer each day. Against
such foes, no defence is possible, and the party
must convince both Duardin and Sylvaneth to flee
before the daemons annihilate Karaznethil and its
unique culture completely. If the Karak-Grove is
to survive in any form, its people must plant new
roots elsewhere.
W
iThin The
r
efUge
Treelord Grundylach and Warden King Aedagrim are the
joint rulers of Karaznethil. They are as close as brothers,
and while stern when alone, they share inside jokes in each
other’s company, grinning beneath their beards. Many
such Sylvaneth-Duardin pairings exist in Karaznethil,
from ‘Mossbeards’ who grumble away the days together
to Duardin lineages who pledge themselves to a single
Noble Spirit, each new generation befriending each new
reincarnation.
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