Ok, here we go. Every realm has 6 weapons and 6 relics, chosen just like normal artefacts.
Ghyran
Weapons
1.Entangling blade - if hit Hero or Monster, then this Hero or Monster gets -1 to-hit until the end of the phase.
2.Jadewound Thorn - mortal wound on roll of 6+ to-hit with chosen weapon.
3.Blade of Hammerhal Ghyra - +1 attack with chosen weapon.
4.Sunderblade - roll dice for every enemy unit in 9". On 6+ it suffers d3 mortal wounds.
5.Ghyrstrike(?) - +1 to-hit and to-wound rolls for chosen weapon.
6.Arboreal Stave - every combat phase chose enemy hero - on 5+ it cannot pile in.
Ghyrstrike is perfect for Sunblood, but others are so-so.
Relics
1.Hypersnare Seeds - in opponent's shooting phase choose a unit. On 5+ it cannot charge.
2.Verdant Mantle - one attempt to dispel endless spells in hero phase. If Hero is a Wizard, it doesn't consume cast attempt.
3.Jade Diadem - heal 1 wound for every 6+ save roll.
4.Greenglade Flusk - once per battle in hero phase heal d6 wounds.
5.Ghyrropian Gauntlets - +3" for pile-in moves.
6.Wand of Restoration - in hero phase restore 1 wound to any model in 6"
Greenglade Flusk is good for Carnosaur or Enginge of Gods. Others are too situative or random.
Ghur
Weapons
1.Stonehorn Blade(?) - if made any wounds with chosen weapon, then roll d6 at the end of the phase. On 5+ chose a unit in 3" - it suffers d3 mortal wounds.
2.Anraheir's Claw(?) - +2 damage for chosen weapon on to-wound rolls of 6+.
3.Amberglaive - +1 to range of chosen weapon (up to 3") and +1 to-hit.
4.Blade of Carving - to-hit rolls of 6+ with chosen weapon wounds automatically.
5.Rageblade - +1 Attack for chosen weapon.
6.Rockjaws - pick a unit in 8" of the bearer. On 3+ it suffers d3 mortal wounds.
Melee heroes can benifit from most of them, but Stonehorn Blade is too random and situative. Seriously, in which case it can be better than Rockjaws? Rockjaws is simply second prism. All of them are nice but not god-level.
Relics
1.Beastcaller Bones - roll d6 for every monster in 3" at start of every combat phase. On 5+ it cannot attack this phase. If it has rider, he still can attack.
2.Drakeforged Plate - reroll save rolls of 1 for attacks with random damage. Kind of useless with new Mystic Shield.
3.Gryph-Feather Charm - -1 to-hit for attacks targeting bearer and +1 move. Great for any hero - another layer of protection for Slann particularly.
4. Gargant-bone Dice - once per game in hero phase roll 3 d6. For every 5+ each enemy unit suffers d3 mortal wounds. Everything that happens on 5+ seems too unreliable to me.
5.Shardfist Pelt - in combat phase for every save-roll of 6+ attacker suffers a mortal wound. Some enemy horde units with no rend can suffer from this, but we have better choices.
6. Tuskhelm - after charge roll d6 for every unit in 1". On 4+ it suffers 1 wound.
Gryph-Feather Charm is great. Others can deal some mortal wound, but again, too random.
Chamon
Weapons
1.Aiban's Hidden Blade - +1 damage for attack with this weapon for every to-hit roll of 6+.
2.Flowblade(?) - for hit rolls of 6+ with chosen weapon add +1 for to-wound rolls of these attacks.
3.Runeblade - give one weapon -3 rend. Just Blade of Realities killer.
4.Crucible of Molten Silver - once per battle draw a line from bearer ot a visilble point in 9", Every unit that it crossed suffers d3 mortal wounds - friend or foe.
5.Chamonite Darts - in shooting phase choose unit in 8" and roll 6 dice. For every 6+ it suffers mortal wound.
6. Argentine's Tooth - reroll hit rolls for chosen weapon.
Again some nice choices, but our best melee weapons are on mounts, unfortunately. And none of these beats Prism as stable mortal wound output relic.
Relics
1.Gildenbane(?) - negates enemy's artefact effects in 3" of the bearer. Can be a nasty one.
2.Argent Armor - just another -1 to-hit for attacks against bearer.
3.Hydroskin Cloak - gives fly. Also roll 3+ for one enemy unit that the bearer passed across. On 3+ it suffers d3 mortal wounds. Sometimes may be useful.
4.Godwrought Helm - each time you allocate a wound on bearer, roll d6. On 6+ attacker suffers mortal wound. Better then Shardfist pelt.
5.Bejeweled Gauntlets - at the end of combat phase chose enemy unit in 1". On 3+ it suffers mortal wound.
6.Alchemist chain - can unbind like wizard. If given to wizard it gets +1 unbind attempt. Can be useful in small-point games without Slann or against Tzeentch.
Some interesting choices here.
Aqshi
Weapons:
1.Ruby Ring - in hero phase closest unit in 18" suffers d3 mortal wounds on 5+.
2.Magmaforged Blade - inflicts mortal wound on 6+ to-wound in addition to damage.
3.Magmadroth Blood Vials - choose enemy unit in 8" in shooting phase. On 4+ it suffers mortal wound.
4.Purefier Brazier - roll for every enemy unit in 9". On 5+ it suffers a mortal wound.
5.Onyx Blade - +1 for to-wound rolls of chosen weapon.
6. Exile torch - at the start of combat phase choose a hero in 3". On 6+ it suffers mortal wound and cannot fight.
Relics
1.Essence of Vulcatrix - once per battle in hero phase roll d6. On 1 bearer suffers d3 mortal wounds, but on 2+ adds +1 for to-hit and to-wound rolls. Ghyrstrike is strictly better.
2.Thermalrider Cloak - gives fly and +4 move. Good for any melee hero or arcane vassal.
3. Smouldering Helm - in combat phase for every save-roll of 6+ attacker suffers a mortal wound. Shardfist Pelt C'n'P.
4.Ingax's Scales - 4+ save against mortal wounds. Give it to eternity warden and enjoy protecting Slann.
5.Crown of Flames - +1 bravery to friendly units in 9". Probably the last thing Seraphon need.
6.Cleansing Brooch - once per battle in hero phase heal d3 wounds. Incandescent Rectrices or Greenglade Flusk kill this one.
Shyish
Weapons:
1.Blade of Endings - +2 damage for attack on to-hit rolls of 6+ for chosen weapon.
2.Banshee Blade - for every to-hit roll of 6+ for chosen weapon roll 2d6. If result beats target's bravery, deal d3 mortal wounds in addition to damage.
3.Lifebane - +1 to-wound for chosen weapon.
4.Sliver of Decrepitude - if deals any damage to hero or monster - substract 2 from movement for it for the rest of the battle.
5.Wraithbow - - in shooting phase choose unit in 18" and roll 6 dice. For every 6+ it suffers mortal wound. C'n'P pf Chamonite darts, but for 18".
6.Splinterthooth - in shooting phase pick unit in 8" and roll 3 dice. In two of them are same result, then targets suffers d3 mortal wounds, if all 3 are the same - d6 mortal wounds.
Relics
1.Cronehair Fetish(?) - -1 or +1 for the roll for Realmspace Feature in Shyish. Looks utterly useless.
2.Etherial Amulet - ignore rend for bearer. This one is really good. Just makes any hero pseudo-bastiladon. Oldblood on Carno can compete with ScarVet because this one.
3.Sepulcharal Plate - ignore allocated wounds on 6+ (save before save). Not bad, actually.
4.Amethyst Blindmask - when bearer dies, roll d6 for every enemy unit in 6". On 3+ it suffers mortal wound. Meh.
5.The Ragged Cloak - can be used once per battle in opponent's shooting phase. Bearer cannot be targeted by shooting attacks that phase.
6.Goblet of Draining - if one or more wound inflicted by a bearer on a Hero, roll d6. On 5+ it suffers d3 mortal wounds. Nothing said about when or how many times it can be used.
Overall, some nice defencive artefacts. One of the best realms for Seraphon IMO.
Uglu
Weapons
1.Miasmic Blade - another "-1 to-hit against bearer".
2.Blade of Thirteen Dominions - -1 to-hit for the target until the end of the phase if any wounds inflicted with chosen weapon. Can be effective when multi-charging something dangerous.
3.Blade of Foldred Shadows - +1 to-hit for weapon.
4.Blade of Secrets - if inficted wound to wizard, it forgets a spell of your choice. Just shutdown Arhkan's broken Curse of Years.
5.Dimensional Blade - give one weapon -3 rend. Blade of Realities dead twice now.
6.Sword of Judgement - for every to-hit roll of 6+ of chosen weapon inflict d6 mortal wound if target is Hero or Monster. One of the best Weapon Artefacts. Perfect for both Carnosaurs as Scarvets as they can hunt down heroes.
Probably best choice of melee weapons. Everything is good and some even great.
Relics
1.Spellmirror - deny spell effect on any friendly unit in 6" of a bearer on 5+. If roll is 1, it cannot be used for the rest of battle.
2.Trickster's Helm - reroll successfull casts for enemy wizards within 8.
3.Doppelganger Cloak - melee weapons cannot target bearer, if it didn't attack earlier that phase. Simply awesome.
4.Wristbands of Illusion - ignore allocated wounds on 6+ (save before save). Sepulcharal Plate C'n'P.
5.Betrayer's Crown - once per battle at the start of combat phase chose a unit in 3" of the bearer with 2 or more models. Roll as many d6 as there are models in that unit. On each 5+ it suffer a mortal wound. Perfect hoard-crippling artefact. Good both offensively and defensively.
6. Watcher's Talisman - if bearer is not within 3" of enemy models at the start of combat phase, choose a unit within 9". It can reroll save rolls of 1.
Best realm. IMO. Both weapons are relics are excellent and some close to game-breakers.
Hysh
Weapons
1.Blade of Symmetry - +1 damage to chosen weapon.
2.Glittering Blade - if dealt any wound with chosen weapon, heal 1 wound.
3.Luminary Rod - once per battle draw a line from bearer ot a visilble point in 9", Every unit that it crossed suffers d3 mortal wounds - friend or foe. Crucible of Molten Silver C'nP.
4.Sunblade - if dealt any wounds target gets -1 to-hit till the end of the phase. Another C'n'P.
5.Crystalline Blade - +1 for to-wound rolls.
6.Prism Amyntok (what?) - in shooting phase chose unit in 8" and roll 4 dice. For every 6+ it deals mortal wound.
Relics
1.Aetherquartz Brooch - on 5+ recieve a CP every time you spend a CP. With Mighty War Leader you can have a CP farm.
2.Lens of Refraction - reduce damage from enemy spells by d3 within 6" of the bearer.
3.Mirrored Cuirass - ignore mortal wounds on 5+. On 6+ choose enemy unit within 6" - it suffers a mortal wound.
4.Lightshard - when bearer dies, roll d6 for every enemy unit in 6". On 3+ it suffers mortal wound. Amethyst Blindmask C'n'P.
5.Guardians Coronet - once per battle in hero phase declare it is activated. Until next hero phase ignore any allocated wounds on 4+.
6.Sash of the Ten Paradises - +2 to move.
Not bad realm too, but Uglu is better, I think.
EDIT: Pics
