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Offline rufus sparkfire

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Guide to the Imperial provinces
« on: August 25, 2004, 11:58:05 AM »
[I can't seem to get in contact with Grutch, so I'm going to put this here. I'm afraid it is very long indeed, so I hope it won't cause the board to colapse under its own weight or something. Note that this is the final version, and that it is pre-storm of chaos.]

The Karl-Franz authorised

Complete Guide to the Imperial provinces

Being a study of the likely dispositions of the armies of the various provinces and city-states of our most glorious Empire, the greatest nation of the Old World

Taken with permission from Starke's Almanac, 2522 edition, Averheim Press, by the Grace of Holy Sigmar
The editor would like to humbly thank General Helstrom, Benedictus, S.O.F., and the multifarious inhabitants of warhammer-empire.com for their many valuable contributions and suggestions. Without them, this guide would not exist.


Our glorious Empire is a diverse place, and its armies reflect that great variety. In the rich lands of the south, modern weapons of war, such as the cannon and the handgun, are put to great use; in the cold north, soldiers rely on spears, bows and their faith in the mighty Ulric, god of battle. Such is the size of this great nation of ours that it would take a larger work than this to describe even a fraction of it in any detail. This guide will therefore provide an overview of the ten provinces and four city-states of The Empire, compiled from the works of the greatest scholars, past and present (please see the bibliography section at the end of this work if you wish to study further). For each of these, the predominate classes of soldiery and weaponry will be listed, allowing the military scholar to differentiate with ease between the armies of each province. Along the way it will explore lesser towns and fortresses, sketch out places of interest, and recount tales of historic battles and ancient horrors.

Each province or city state will be given its own section, with the state colours and regional capital (where appropriate) as the first information given. The provinces are the ten Electoral states; each is ruled by an Elector Count with his own standing army. Though the provinces are theoretically subject to Imperial authority, in practice they are virtually independent nations. Any decree issued by the Emperor can simply be ignored by the Electors, and only the threat of arms can bring them in line. It is for this reason that The Empire has suffered under so many centuries of civil war.

Along with the provincial armies, the larger towns are also capable of mustering significant forces. Some towns, such as Kemperbad, possess an Imperial charter that makes them independent from provincial rule. Other towns band together into leagues, pooling their resources to fight common foes – for this reason relations between the Electors and the towns are often somewhat strained.

The four city-states, Altdorf, Middenheim, Nuln and Talabheim, are nominally independent entities of equal import to the provinces. Again, this is not true in practice, for the city-states lack direct representation on the Electoral council. Indeed, Altdorf, Middenheim and Talabheim are now little more than provincial capitals – in ages past they wielded far greater influence, but those days are now departed.

Before the main body of this guide begins, there are a few important points to be made. Firstly, by Imperial edict, every Elector Count must retain a standing force of halberdiers. Thus the state army for each of the ten provinces contains soldiers armed with this iconically Imperial weapon. Nevertheless, some Counts favour the halberd more than others – indeed, some northern provinces can afford relatively few – and thus it should not be expected to see significant numbers of halberdiers in every state army.

Secondly, every Elector Count possesses a personal bodyguard of elite soldiers, wearing the best plate armour and armed with deadly greatswords. However, one should not believe these fearsome warriors to be restricted only to the Electors. The wealthy Burgomeisters of the city states also maintain similar units.

Thirdly, though there are but ten Elector Counts, there are many individuals who can fulfil the same roll on the battlefield. Famous generals, rich Burgomeisters, lesser nobility and even merchant-adventurers can and do lead armies.

Towards the end of this guide can be found a section detailing the major religions of The Empire – their symbols, regional popularities, and their degree of involvement in the cause of war. This will be referred to many times in the individual province sections.

Altdorf
state colours red and blue

Altdorf is the Imperial capital, the seat of Karl-Franz; home to the Great Cathedral of Sigmar, the Colleges of Magic and the School of Engineers. The city is a centre for trade and learning; its docks teem with merchants, its taverns with students. From the strange creatures housed in the Imperial zoo, to the majestically solid, Dwarf-built walls, Altdorf is a city of great beauty and variety.

The city’s official ruler is Karl-Franz; Emperor, Elector Count of the Reikland and Prince of Altdorf. Naturally, the Emperor has other duties to occupy him; as a result, Altdorf is governed by an oligarchy of rich merchants and minor nobles. Corruption is rife; if the Emperor is aware of it, he does nothing.

The Imperial palace is a vast building, easily the largest in the city. The Emperor’s court is always filled with nobility from across the Empire, and is a hotbed of political intrigue, social manoeuvring, and hedonistic frivolity. Foremost on the political side is the Council of State, a group formed from the noble families of the most ancient lineage. Though the Council has no constitutional authority, it advises the Emperor on all matters of state. The Grand Theogonist is always a member of this council, and is behind many of the more urgent suggestions – not for nothing is the head of Sigmar’s priesthood regarded as the most powerful man in The Empire.

The Elector Counts, though physically distant from the politics of Altdorf, employ their own council of representatives. The Prime Estates, as this council is known, act as a check on the Emperor’s powers – they study the Imperial edicts, tax levies and so on, reporting their findings back to the Electors. Should an Imperial proclamation be regarded as undesirable, impractical, or just plain foolish, the Electors can simply refuse to enforce it. Even the strongest Emperor is helpless in the face of unified defiance from the Elector Counts.

Altdorf has been the home of magical study since the time of Magnus the Pious. There are eight colleges of magic, one for each of the ‘colours’ of the winds of magic: Amber (beasts), Amethyst (death), Bright (fire), Celestial (heavens), Gold (metal), Grey (shadow), Jade (life), and Light (light). The three most spectacular college buildings - the flame-topped towers of the Bright college, the lofty spires of the Celestial college and the mystic pyramid of the Light college – are magically concealed so that few residents of Altdorf are even aware of their presence. The Jade college, a thing formed from living trees, is hidden behind high stone walls. The Grey college is a run-down building located in the city’s poorest slums, and allegedly connects to many secret tunnels. The college of the Amethyst order overlooks the infamous haunted cemetery of Old Altdorf, the resting place of the plague victims, and few dare go near it. The Alchemists of the Gold college maintain a vast, smoke-billowing forge complex, and pollute the river Reik with their arcane chemicals. Only the Amber order has no college within the city, preferring instead the caves of the Amber Hills, away from the civilisation that is the antipathy of their magic.

The School of Engineers has been responsible for some of The Empire’s most amazing technical breakthroughs, especially in the field of warfare. The School’s founder was the legendary genius Leonardo de Miraglio, whose Steam Tanks are still repaired, maintained and refitted here (though it has so far proven impossible to create new tanks from scratch). The weapons produced by the engineers range from the deadly (the infamous Helblaster Volley Gun) to the useless (von Tropp’s Spring-assisted Chain Lasso), though most lie somewhere in between. Many of the engineers are Dwarfs, banished from their holds for showing too much innovation – a trait not popular among the traditionalist Dwarfs. Altdorf has a large Dwarf population, not only engineers but merchants, workers, and indeed members of all branches of society. Dwarfs fight in their own units rather than being recruited into state regiments – they will often wear uniforms of their own design, and favour Imperial fashions over the sombre clothing of other Dwarfs.

Though far inland, the river Reik is still phenomenally deep and wide at Altdorf. Even ocean-going war vessels can dock here, and do so at the Reiksport. The ships of the Imperial fleet lack the grace of those of Bretonnia; they are boxy, practical constructs laden with heavy weaponry. Of particular note are the Hellhammers – wargalleys that mount a solitary, massive cannon capable of sending a Man o’War to the bottom with a single shot.

Altdorf is the centre for the worship of Sigmar, founder and patron of The Empire. Fittingly, it boasts a tremendous cathedral dedicated to the god. The cathedral is octagonal in shape (the octagon is a symbol of Sigmar, see the section on religion at the end of the guide), very richly decorated, and is said to be built upon the very spot where Sigmar was crowned as the first Emperor. A large palace nearby is the official residence of the Grand Theogonist.

There are four major Knightly Orders based in Altdorf. Foremost amongst these is the Reiksguard, the bodyguard of the Emperor. Their ranks include nobility from every corner of The Empire. The High Helms are a new order, regarded as one of Karl-Franz’s more extreme eccentricities – the order accepts only very tall men, and is said not to be overly concerned if the recruits lack even the most basic degree of intelligence. The Order of the Fiery Heart are fanatical templars of Sigmar, and form the personal guard of the Grand Theogonist. Finally, the Knights Griffon were formed by Magnus the Pious in 2305 to protect the Temple to Sigmar in Nuln, but moved to Altdorf after it became the Imperial Capital in 2429. There is some rivalry between the Fiery Heart and the Knights Griffon, as each sees the other as impinging on their duty.

The shadow of war has fallen over Altdorf many times in its long history. Waaagh Gorbad reached the city walls in 1707, and brought about the death of the Emperor Sigismund himself. Centuries later, in the long and bitter wars with the undead nobility of Sylvania, Altdorf was to be besieged twice by legions of the walking dead. Vlad von Carstein, greatest of the vampire counts, came closest to taking the city in 2051. It is said that the entire population sought surrender, but Wilhelm III, Grand Theogonist, rekindled the true spirit of Sigmar within them and convinced them to fight. Wilhelm knew the secret of Vlad’s invulnerability: he dispatched the great thief Felix Mann to break into the vampire’s pavilion and steal the Carstein Ring. Deprived of his magical protection, Vlad was slain at the cost of Wilhelm’s own life and Altdorf was saved. To this day, Wilhelm III is invoked as the patron saint of those who seek protection from the unquiet dead.

Mannfred, last of the vampire counts, came to Altdorf a century later to finish what Vlad had begun. It was another Grand Theogonist, Kurt III, who was to be Mannfred’s undoing. Kurt read the great spell of unbinding from the Liber Mortis, that work of vile necromancy that had once belonged to Vlad himself, and so devastated Mannfred’s army that the vampire was forced to retreat.

As the largest and richest city in The Empire, its troops are perhaps the best equipped of all the state armies. Altdorf maintains not only its own army, but also the Emperor’s guard (for details of which the appropriate appendix army list should be consulted). In time of war, the Emperor can call upon the Elector Counts, and also the Burgomeisters of the city-states, to supply troops directly, and thus form the Imperial army.

The Moot also supplies troops directly to the Imperial army at Altdorf; these constitute the Imperial Halfling corps. However, Halfling regiments are generally assigned to foraging and provisioning rather than actual fighting – though they make excellent baggage train guards, willing to fight to the last to protect the food. The Halfling Hot Pot, invented by master chef Gambo Hartstock and first used against the goblin warlord Grom, is a key part of the corps. Hartstock was unable to reveal the secret of Hot Pot preparation to the Imperial Engineers, since it would have meant betraying the Chef’s code. Thus the weapon remains a uniquely Halfling one.

Altdorf’s heraldry includes the Imperial crown, the Hammer of Sigmar and the griffon. The last two are often combined as a griffon wielding a mighty hammer. The crowned skull is the device used by the Reiksguard. The key is an occasionally used motif, representing Altdorf’s place as the centre of The Empire.

The army of Altdorf

Characters
Elector Count, representing a Burgomeister or Marshall, especially riding a Griffon from the Imperial zoo
Templar Grandmaster of the High Helms, the Order of the Fiery Heart or the Knights Griffon
Wizard Lords and Battle Wizards of any college
Warrior Priests of Sigmar
Engineers
Captains, especially riding Pegasi from the Imperial zoo

Magic Items
The Laurels of Victory
The Rod of Command
The Sword of Justice
The Hammer of Judgement
The Armour of Meteoric Iron
The Armour of Tarnus
The Grey Wand
The Ring of Volans
Van Horstmann’s Speculum
The Banner of Sigismund
The Griffon Standard


Core
Swordsmen, Halberdiers, Spearmen (representing Half-pikemen), Handgunners (who should include a marksman with a special weapon)
No Free Company, Archers, Huntsmen or Crossbowmen
Knights of the High Helms, the Order of the Fiery Heart or the Knights Griffon
No Knights of the White Wolf

Special
The Altdorf Greatswords
Pistoliers, always with a marksman with a special weapon
Great cannon
Mortar

Rare
Helblaster Volley Gun
Steam Tank: Von Zeppel (Fighting Platform), Conqueror (steam cannon and steam gun)
Flagellants, drawn to the Cathedral of Sigmar
Mercenary Dwarfs, Pikemen, Halflings, Duellists, Halfling Hot Pot

The Imperial army (see also the ‘Emperor’s Guard’ appendix list from the Empire army book)

Special Characters
The Emperor Karl-Franz
Ludwig Schwartzhelm, the Emperor’s Champion
The Reiksmarshall Kurt Helborg
The Supreme Patriarch Balthasar Gelt
Thyrus Gormann, Archmagister of the Bright College and former Supreme Patriarch
The Grand Theogonist Volkmar the Grim (historical)

Normal Characters
Templar Grandmaster, representing the Reiksmarshall
Wizard Lords and Battle Wizards of any college
Warrior Priests of Sigmar
Engineers
Captains, especially riding Pegasi from the Imperial zoo

Magic Items
As for the army of Altdorf, plus The Imperial banner

Core
All standard state infantry (including crossbowmen and archers), painted in a variety of colour schemes to represent troops sent from across the Empire
No free company
Huntsmen represented by Halflings from the Imperial Halfling corps
Knights primarily from the Reiksguard
No Knights of the White Wolf

Special
The Reiksguard Infantry, represented by Greatswords
Pistoliers
Great cannon
Mortar

Rare
Helblaster Volley Gun
Steam Tank (any)
No Flagellants
Mercenary Dwarfs, Pikemen, Halflings, Duellists, Halfling Hot Pot, Ogres
Gryphon Legion


Averland
state colours yellow and black
capital Averheim

Averland is one of the richest provinces in The Empire, though it is neither the largest nor the most influential, and its army is famous for its ostentatious uniforms. Its wide, open plains are perfect for growing crops, but the most important feature of the province is the Blackfire Pass. The pass, a deep, volcanic cleft in the rock, is the only reliable route across the mountains. An old Dwarf road runs through the pass, connecting the Dwarf holds of the World’s Edge Mountains and the lands of the Border Princes to The Empire; trade goods, especially the valuable metal ores from the Dwarfs, flow constantly into Averheim, from where they are transported by river into Nuln. It is this trade that grants Averland its wealth, but it comes with a heavy price. The pass is perpetually attacked, mostly by orc and goblin tribes, and keeping the way safe for trade is a difficult task. Guardianship of the pass falls to the Mountainguard, the elite of Averland’s forces.

The dangers of the pass were made all too clear by a massive Orc invasion that occurred quite recently. The Elector Count Marius Leitdorf was slain by the Orc general (later dispatched by the Emperor himself). Thus far, no successor has been named. The pass has been the gateway to the Empire for many other greenskin invasions, most notably those of Grom the Paunch of Misty Mountain (2410) and Gorbad Ironclaw (1707). The pass was also the site of Sigmar’s legendary defeat of the Orc and Goblin tribes, and remains a place of pilgrimage for the faithful and the fanatical.

Averland has very strong links to Tilea, and the influence of that country can be seen both in the province’s heavy use of crossbows and half-pikes, and in the worship of Myrmidia, the goddess of war. Averland makes greater use of mercenaries than any other province, and the state army almost invariably includes a high proportion of Tileans. The Knights of the Blazing Sun are the most important Knightly Order in Averland. Templars of Myrmidia, they were formed in 1457 during the crusades against Araby.

The Bergjaeger are a special detachment of the Mountainguard, comprised of trappers, hunters and other rangers. They are excellent archers and master trap-setters who know the pass like no other. Halflings serve both in the state army and in the Mountainguard – they have been part of the later ever since Gorbad Ironclaw’s devastation of The Moot, the Halfling homeland.

The army of Averland

Special Characters
Marius Leitdorf, Elector Count of Averland (historical)

Other Characters
Elector Count, representing Marius’ heir, possibly riding a Griffon
Templar Grandmaster of the Knights of the Blazing Sun
Wizard Lords and Battle Wizards (especially Gold)
Warrior Priests of Sigmar or Myrmidia (see the religion section)
Engineers
Captains, possibly riding a Pegasus

Magic items
Runefang
Dawn Armour
Steel Standard

Core
Swordsmen, Halberdiers, Spearmen (representing Half-pikemen), Handgunners (who should include a marksman with a special weapon), Crossbowmen
Free Company (representing mercenary troops)
No Archers or Huntsmen
Knights of the Blazing Sun
No Knights of the White Wolf

Special
Great Cannon
Mortar
Greatswords
Pistoliers

Rare
Steam Tank: Implacable (Mortar), stationed in the town of Hochsleben near the Black Fire Pass
Helblaster Volley Gun
Almost any Mercenaries from Tilea or the Border Princes, especially Pikemen, and also Halflings and Dwarfs

The Mountainguard of the Blackfire Pass

Characters
The Marshall of the Pass, represented by an Elector Count
Wizard Lords and Battle Wizards (especially Bright)
Warrior Priests of Sigmar and Ulric
Engineers
Captains, possibly riding a Pegasus

Magic items
Rod of Command

Core
Swordsmen
Halberdiers
Handgunners
Crossbowmen
Huntsmen (the Bergjaeger)
No Free Company, Archers or Spearmen
No Knights

Special
Great Cannon
Mortar
Greatswords (representing the Mountainguard elite)
No Pistoliers

Rare
Helblaster Volley Gun
Flagellants
Mercenary Halflings, Dwarfs, Halfling Hot Pot


Hochland
state colours red and green
capital Hergig

Hochland is covered almost completely in dense forest. Its people are famous for their skill with the bow; and for Leon Todmeister’s deadly long rifle, developed from firearms used by the province’s rangers and hunters. Nevertheless, Hochland is a superstitious and backwards place, where the worship of Taal, Rhya and even the nature spirits of the Old Faith is still very strong.

The Middle Mountains lie along one border; no Dwarf holds can be found there, but instead they are infested with beastmen, trolls and other monsters. The border with the province of Ostland has been much disputed, and Hochland must constantly be on guard against its larger neighbour.

The Elector Count of Hochland, Aldebrand Ludenhof, lives in a fortified palace in the centre of the capital Hergig. His son Konrad is the named heir. The Elector has a passion for hunting, and his collection of hawks is unrivalled. This love of hunting is a common trait in all Hochlanders; the nobility in particular spend more time at their forest hunting lodges than they do anywhere else.

Hochland fights many battles against the Beastmen of the forests, though these are more skirmishes than open warfare. The Jaegerkorps, an elite group of marksmen armed with the dreaded Long Rifle, are a key component of the province’s defence – the severed, goat-like heads and flayed hides arrayed outside every settlement are a grim testament to their efficacy.

The army of Hochland

Special Characters
Aldebrand Ludenhof, the Elector Count of Hochland

Other Characters
Elector Count, representing Aldebrand or Konrad Ludenhof (no Griffon)
Templar Grandmaster of the Knights of the Silver Mountain
Wizard Lords and Battle Wizards (especially Jade or Amber)
Warrior Priests of Sigmar, Ulric and Taal (see the religion section)
Captain (no Pegasus)
Note that longbows or handguns should be taken for those characters that can use them.

Magic Items
Runefang
Silver Horn
Dragon Bow

Core
Spearmen, Halberdiers, Handgunners (including a marksman with a Hochland Long Rifle), Archers, Huntsmen, Free Company
No Swordsmen or Crossbowmen
Knights of the Silver Mountain
Knights of the White Wolf (not inner circle)

Special
Greatswords
Great Cannon
Mortar
No Pistoliers

Rare
No Helblaster Volley Gun, Steam Tank or Flagellants
Mercenary light cavalry (possibly represented by hunting dogs) and Duellists (hunting parties. Duellists with no extra equipment, or with additional hand weapons only, could be modelled as hunting dogs)


Middenheim
state colours blue and white
 
Middenheim, city of the white wolf, is second only in influence to Altdorf. The city stands upon a sheer pinnacle of rock, five hundred feet high, and is reachable only by four highways that run along colossal viaducts. Middenheim may seem invulnerable, but the rock it stands upon is riddled with ancient tunnels that are home to things best not thought about too closely.

Here the worship of Ulric overshadows that of Sigmar; Ar-Ulric, the high priest is an Imperial Elector and wields tremendous temporal as well as spiritual power. Ulric’s insistence upon hand to hand combat, and his hatred of gunpowder weapons, is a strong influence on the city’s armies.

The rock the city stands upon, called the Ulricsberg or the Fauschlag, is said to have been stuck by the axe (or alternately the hand) of Ulric, leaving a flat top a mile across. On this site the god intended a great city to be built; with a temple where his holy fires would forever burn and that his followers would revere above all other places. It was Artur, chief of the Teutogen tribe, who discovered the rock and founded the city. Roughly a century later the High Priest of Ulric received a vision from his god that inspired him to found a temple upon the Ulricsberg.

Ulric’s temple is a vast castle, dominating the city. The holy fire that burns before the great altar is said to do no harm to true followers of the god – something that was proven true by Magnus the Pious when Ar-Ulric Kriestov accused him of heresy, and the saviour of The Empire stepped into the flames and emerged untouched. The Knights of the White Wolf, templars of Ulric, are based in the city and utterly dedicated to its defence.

The city is ruled by Boris Todbringer, Elector Count of Middenland, a descendant of Gunthar von Bildhofen, brother of Magnus the Pious. Gunther should by rights have become Emperor after his brother’s death, but a disagreement with the Grand Theogonist cost him the throne. Boris himself sought to become Emperor, but accepted the accession of Karl-Franz and is now one of his most loyal supporters. Boris is protected by the Knights Panther, a secular order of knights dedicated to the eradication of mutants. The knights, together with their associated sergeants and men-at-arms, are a key part of Middenheim’s army.

The city always houses a contingent of Kislevite mercenaries – these are ‘loaned’ by the Tzarina in exchange for a unit of Knights Panther. Middenheim is a cosmopolitan place, with a sizable population of Dwarfs, many Halfling and even a few Elves.

One of Middenheim’s most celebrated sons was Count Mandred, called the Skaven Slayer. In 1118 the Black Plague was in full swing; Middenheim had become one of the few remaining bastions of Imperial civilisation in a land overrun by Skaven. The city was under siege by the rat men and the situation appeared hopeless. However, Mandred co-ordinated an amazing defence of both the city and the tunnels beneath it. The months passed, and the Skaven horde eventually ran out of food. They withdrew!

In 1122 Mandred rallied enough of the nobility to proclaim a crusade against the Skaven. In a series of great battles the Skaven were driven back below ground. The Empire was saved, and Mandred the Skaven Slayer was crowned Emperor. Mandred rebuilt the shattered infrastructure of his nation during the glorious twenty-five years of his rule; tragically though he died to the cowardly poisons of an assassin, the last act of spite from the broken and bitter rat men.

The army of Middenheim

See the Storm of Chaos campaign book for a dedicated army list, and the special characters Boris Todbringer (Elector count of Middenland and Middenheim) and Emil Valgeir (the Ar-Ulric). Note that Kislev allies, mercenary Dwarfs and Norse Marauders (representing the more crazed devotees of Ulric) are good choices.


Middenland
state colour blue
capital Middenheim

Middenland has long been one of the most important of the Imperial provinces, and many Emperors have come from here. Despite this, it is a desolate place of bad soil and unforgiving climate. Impenetrable forests, home to innumerable beastmen, cover much of the land. The Drakwald Forest is particularly notorious; all know the tale of the province of Drakwald’s destruction by beastmen long ago, and few dare walk its shadowed pathways. It is no great surprise that the people of this harsh land favour Ulric above Sigmar.

The city of Carroburg, known for its famous Greatswords regiment, lies in the south of the province near the River Reik. Carroburg has been the site of many battles between warring Middenland nobility, and has at times served as the provincial capital. The most famous battle was the siege in 1865 prosecuted by the Count of Middenland against his rival in Carroburg. The city was garrisoned by Reikland troops, including the Count of Reikland’s own Greatswords; the regiment fought until their white uniforms had turned red with the blood of their enemies. By tradition, from that day onward the Carroburg Greatswords have worn dark red uniforms. Thanks to its long relationship with Reikland, and its importance as centre for trade, the army of Carroburg more resembles a Reikland army than a Middenland one in composition. The Steam Tank Von Zeppel was once engaged in battle with the Skaven at Carroburg.

The army of Middenland

See the Storm of Chaos campaign book for a dedicated army list, and the special characters Boris Todbringer (Elector count of Middenland and Middenheim) and Emil Valgeir (the Ar-Ulric).

The army of Carroburg

Characters
Elector Count, representing a Burgomeister
Wizard Lords and Battle Wizards (any college)
Warrior Priests of Sigmar or Ulric
Engineers
Captains, possibly riding a Pegasus

Core
Swordsmen, Halberdiers, Spearmen (representing half-pikemen), Handguners, Crossbowmen
State troops can wear blue (Middenland), or dark red/red and black
No Archers or Huntsmen
Knights (no particular order)
Knights of the White Wolf (not inner circle)

Special
The Carroburg Greatswords, uniformed in dark red or red and black
Great Cannon
Mortars
Pistolers

Rare
Helblaster Volley Gun
Steam Tank: Von Zeppel (Fighting Platform)
Mercenary Pikemen and Duellists


Nordland
state colours blue and yellow
capital Salzenmund

The Sea of Claws lies off the Nordland coast – the only Imperial province to have a direct link with the sea. Because of this, Nordland has been a favoured target of Dark Elf raiders, seeking slaves and other plunder. It is hardly surprising then that Nordlanders reserve a particular hatred for the Druchii.

Nordland is home to part of the Imperial Navy (the remainder docks at Altdorf, reaching the sea via the wide and deep River Reik), and the province has many regiments that are adept at naval operations – the Nordland Mariners are the most famous of these. Finally, Nordland derives a certain degree of influence from its Coastal Road, the preferred route to Marienburg from the cities of the north (a far less hazardous journey than the one through the Drakwald Forest). The road is notorious for its many and extortionate toll gates.

Nordland has long had links with Middenheim: These date from 2368, and the marriage of Brunhilde Todbringer to Baron Ludwig Nikse, Elector of Nordland. More recently, Anika-Elise Nikse was married to Boris Todbringer, and he is said to have never recovered fully after her death (which was under mysterious circumstances, and alleged to have been the work of Chaos Cultists). In the past, the province also had strong links to Marienburg – in fact, the Elector Count still hold the (empty) title of Prince of Marienburg, but is forbidden to enter the city on pain of death.

Nordland’s most famous hero was the Elector Count Enrich Moltke, slayer of Dieter Helsnicht the so-called Doomlord of Middenheim. Moltke ran the necromancer through with his Runefang at the battle of Beeckerhoven; the body was never found, and some claim that the Doomlord haunts the Drakwald Forest to this day.

Nordland makes greater use of artillery than is usual for a northern province – much of this comes from the fleet, re-deployed onto land to support the infantry. As a result, the Cannon and Mortars are typically mounted on four-wheeled naval carriages. The Helblaster Volley Gun is occasionally employed by the navy as anti-flyer defence for the mighty Greatships, but is mounted on a specialised swivelling devise unsuitable for use on land.

The army of Nordland

Characters
Elector Count, possibly riding a Griffon
Templar Grandmaster of the Knights of Manann
Wizard Lords and Battle Wizards (especially Grey or Celestial)
Warrior Priest of Sigmar, Ulric or Manann (see the religion section)
Captain, possibly riding a Pegasus

Core
Swordsmen (marines), Spearmen, Halberdiers, Archers, Huntsmen, Free Company, Crossbowmen and Handgunners
Knights of Manann
Knights of the White Wolf

Special
Greatswords
Great Cannon
Mortars
Pistolers (roadwardens)

Rare
No Helblaster Volley Guns, Steam Tanks or Flagellants
Mercenary Duellists (sailors), Norse Marauders and Dwarfs (Norse Dwarfs)
Long Drong’s Slayer Pirates

Kislev Allies are very appropriate


Nuln
state colour black

The city-state of Nuln is home to the Imperial Gunnery School, where most of the cannon, mortars and handguns in The Empire are forged. Nuln also has some of the oldest and most highly-esteemed universities in The Empire, surpassing even Altdorf in this regard. In former times, it was the Imperial Capital – Magnus the Pious, saviour of The Empire, reigned here. The griffon and the twin-tailed comet were Magnus’s symbols, and they are still used on the city’s banners and heraldry.

Nuln is a great focus for trade; goods from the Dwarf holds of the mountains, from the southern provinces and even from Tilea flow constantly into its market places. However, as a result the city has often been in the front line during goblinoid invasions – the armies of Gorbad Ironclaw and Grom the Paunch of Misty Mountain (eight hundred years apart) both sacked Nuln.

There is no Elector Count of Nuln, but Countess Emmanuelle of Wissenland holds her court in the city. She is also Chancellor of the University, though this is a purely ceremonial role. The Countess is renowned for her extravagant parties – her desire is to surpass the Imperial Court at Altdorf in sheer decadence.

The city is home to an Elector, but not one representing the city – one of the two Arch-Lectors of the cult of Sigmar is posted here. The Sigmarite temple is large, ornate, and attracts a great many pilgrims due to its connection with Magnus the Pious (popularly regarded as a saint, and the focus of devotion for many). The second most important temple in Nuln is that of Verena, goddess of justice and learning.

The Gunnery School is probably the most important single factor in Nuln’s economy. At the vast forges and refineries, metal ore from the mountains is transformed into precisely-made weaponry – handguns, pistols, cannon and mortars - sold to the other provinces for a considerable profit. The School also trains artillery crews and master gunners to the highest standard. Like the School of Engineers in Altdorf, many expatriate Dwarfs work in the Gunnery School. Here also, new designs and ideas are perfected, often with the aid of the alchemists of the Gold college of magic.

Given Nuln’s specialisation in all things gunpowder-based, it is no surprise that its army makes very heavy use of such weapons. Nuln is also famous for its use of the pike and the half-pike.

The army of Nuln (see also the ‘Artillery Train of Nuln’ appendix list from the Empire army book)

Characters
Elector Count, representing a Burgomeister or Marshall, possibly riding a Griffon
Wizard Lords and Battle Wizards (especially Gold)
Warrior Priests of Sigmar or Verena (see the religion section)
Engineers, representing Master Gunners
Captains, possibly riding a Pegasus
All characters that are able should carry a pistol, handgun or other firearm

Magic Items
The Gilded Armour
Dawn Armour
Shroud of Magnus
Holy Relic
Sigil of Sigmar
Icon of Magnus

Core
Handgunners (at least one unit)
Swordsmen, Spearmen (representing Half-pikemen), Halberdiers
No Crossbowmen, Archers, Huntsmen or Free Company
Knights of the Blazing Sun, or of a Templar order of Sigmar or Verena
No Knights of the White Wolf

Special
Greatswords
Pistoliers
Great Cannon (always at least one)
Mortar

Rare
Helblaster Volley Gun
Flagellants
Steam Tank: Deliverance
Mercenary Pikemen (especially) and Dwarfs


Ostermark
state colours purple and yellow or purple and white
capital Bechafen   

Ostermark is a rural state; its soil is fertile and perfect for agriculture. Perhaps because of its bias towards farming, the province is regarded by many as technologically backward. Despite this, the armies of Ostermark are among the most experienced in the entire Empire – troops are regularly sent across the border to Kislev to combat the northern barbarians, and because of that relations with Kislev are very strong.

The frontier lands with Kislev are known as the Ostermark Marches. Wooden watch-towers line the border, equipped with beacons to quickly send word of trouble. The provincial capital of Bechafen lies on the Marches, and its many smithies and armourers keep the state army supplied.

Ostermark has suffered many disasters in its time. In 1999 the capital Mordheim was obliterated by a comet – the Elector Count (Steinhardt) was killed, and the province all but ceased to exist (it was known as the League of Ostermark for many years, before a new Elector Count was at last appointed). Ten years later Vlad von Carstein devastated what remained when he began his war against The Empire. Ostermark has never fully recovered from these calamities, and even today the south of the province is severely under populated. As a result, Morr, god of the Dead, is venerated here more than in any other province.

Mordheim of course was infamous after its destruction for the continual gang warfare amongst its blackened ruins. These gangs, some sent by Elector Counts, others by dark powers, sought the material known as wyrdstone – fragments of the comet that obliterated the city. Magnus the Pious eventually had the ruin burned and razed completely after the great war, but the area is to this day devoid of plant life.

Northwest of the location of Mordheim are the Eerie Downs, a wide, flat plain shrouded in permanent mist. The downs are utterly silent and disturbingly still, dotted with rocky outcroppings… it is said that those who become lost on the Downs are never seen again, driven mad by ghostly voices.

The Death’s Head Regiment, formed during the wars of the vampire counts, are an exception to the usual colour scheme of the Ostermark army, wearing black and red uniforms. Ogres are almost common in Ostermark, as in Ostland, and can often be found in the army.

The army of Ostermark

Characters
Elector Count
Templar Grandmaster
Wizard Lords and Battle Wizards (especially Amber or Amethyst)
Warrior Priests of Sigmar or Morr (see the section on religion)
No Engineers
Captains

Magic items
Runefang
Icon of Magnus
Rod of Command

Core
Halberdiers, Spearmen, Crossbowmen, Free Company, Archers, Huntsmen
No Swordsmen or Handgunners
Knights – the Black Guard of Morr, or a Sigmarite order

Special
Great Cannon
Mortar
Greatswords
No Pistoliers

Rare
No Helblaster Volley Guns or Steam Tanks
Flagellants
Mercenary Light Cavalry, Ogres and Dwarfs

Kislev Allies


Ostland
state colours black and white
capital Wolfenburg

The province of Ostland is one of the least hospitable in The Empire. Dense forest covers much of it; the desolate Middle Mountains making up the remainder. To the north is the border with Kislev, and not so far beyond are the Troll Country and the Northern Wastes. As a result, Ostland is the least populated province in The Empire, but its people are regarded as some of the toughest and most determined.

The Forest of Shadows covers a huge area of the province; it is an eerie place filled with grotesquely-distorted trees and weird fungi. Forest Goblins, Beastmen, giant spiders and worse monstrosities of chaos proliferate here. The Middle Mountains, the highest point in The Empire, are a refuge for bandits and chaos warbands, though it is also home to many Ogres. These Ogres often serve in Ostland’s armies, and are much feared for their tremendous strength and ferocity.

The villages of Ostland exist at subsistence level, and are notoriously inbred. It is a common joke in more sophisticated provinces that an Ostlander is more than likely his own uncle, though it would be unwise to say such a thing to his face. Ostland villages are more like large, extended families, and this closeness extends even to the larger towns. What money does flow into the province comes from the fur trade, since Ostland is well supplied with game. Ostlanders have a tendency to squander any disposable income on expensive status symbols – ornate armour or impressive firearms being particular favourites (double-barrelled pistols and hunting rifles are very popular). As a result, they are very loathe to ‘waste’ money on hiring unreliable mercenaries – Ostlanders are self-sufficient above all.

Valmir von Raukov is the Elector Count; the title passed from the von Tassenicks on the death without heir of Count Hals, ten years ago. Valmir has spent all his life fighting the chaotic creatures that beset his land from within and without, and he is more warlord than politician.

Ostland’s symbol is the bull, and a bull’s head is a very common motif on banners and shields.

The army of Ostland

Special Characters
Valmir von Raukov, Elector Count of Ostland

Other Characters
Templar Grandmaster
Wizard Lords and Battle Wizards (especially Amber or Jade)
Warrior Priests of Sigmar, Ulric or Taal (see the section on religion)
No Engineers
Captains

Magic items
Runefang
Dragon Bow

Core
Halberdiers, Spearmen, Crossbowmen, Free Company, Archers, Huntsmen
Limited Swordsmen or Handgunners (However, a marksman should carry a double-barrelled hunting rifle, represented by the Hochland long rifle rules)
Knights – the Black Guard of Morr, or a Sigmarite order
Knights of the White Wolf (not inner circle)

Special
Great Cannon
Mortar
Greatswords
No Pistoliers

Rare
No Helblaster Volley Guns
Steam Tank: Leitdorf (armed with several repeater handguns), stationed at Wolfenburg
Flagellants
Mercenary Light Cavalry (representing Ostlander light cavalry rather than actual mercenaries) and Ogres

Kislev Allies


Reikland
state colour white
capital Altdorf

Currently the most powerful province due to its Elector Count being the reigning Emperor Karl-Franz, Reikland is a wealthy land of bustling trade and orderly towns. The Reikland army is thought to be the most disciplined in The Empire, and is certainly one of the best-equipped – favouring ranged combat over hand to hand where possible. The river Reik itself is the most important waterway in The Empire, stretching many hundreds of miles from its source in the Black Mountains until it reaches the sea at Marienburg. However, the province also contains the Reikwald, a dense forest packed full of bandits and outlaws who pose a constant threat to legitimate trade.

Helmgart is the fortress guarding the Imperial end of the Axe Bite Pass, the gateway to Bretonnia. Relations with The Empire’s most powerful neighbour are often strained, and this is reflected in the number of artillery pieces that line the castle’s massive walls. The steam tank Invincible, the only tank that remains true to the original design, is based here.

Bogenhafen is a prosperous trading town in the south of Reikland, close to the foothills of the Grey Mountains. The town suffers regular attacks from marauding Greenskins and Bretonnian robber-barons, and thus it has a sizable and well-equipped army. Even the town militia are extensively trained, and are provided with expensive purple and white uniforms – a highly visible reminder of Bogenhafen’s wealth and power. When necessary, the town council will not hesitate to use some of that wealth to hire mercenaries to supplement the permanent garrison.

The town is theoretically under the rule of the Baron von Saponatheim (based twenty-five miles away at Castle Grauenburg), but is in practice run by a town council. This council is dominated by the merchant families of the town, who wield tremendous influence (to the extent that the other council members are little more than puppets).

The army of Reikland

Special Characters
Emperor Karl-Franz, Elector Count of Reikland

Other Characters
Elector Count, representing a Burgomeister or Marshall, possibly riding a Griffon
Templar Grandmaster
Wizard Lords and Battle Wizards of any college
Warrior Priests of Sigmar
Engineers
Captains, especially riding Pegasi from the Grey Mountains

Magic Items
Runefang
The Griffon Standard

Core
Swordsmen, Halberdiers, Spearmen (representing Half-pikemen), Handgunners Archers and Huntsmen from the Reikwald
No Free Company or Crossbowmen
Knights (no particular order)
No Knights of the White Wolf

Special
Greatswords
Pistoliers
Great cannon
Mortar

Rare
Helblaster Volley Gun
Steam Tank: Invincible (steam cannon), stationed at Helmgart
No Flagellants
Mercenary Dwarfs, Pikemen and Duellists

The army of Bogenhafen

Characters
Elector Count, representing one of the town council or Baron Wilhelm von Saponatheim
Battle Wizards (especially Gold)
Warrior Priests of Sigmar
Engineers
Captains, especially riding Pegasi from the Grey Mountains

Core
Swordsmen, Halberdiers, Spearmen (representing Half-pikemen), Handgunners
No Archers, Huntsmen, Free Company or Crossbowmen
Knights (no particular order)
No Knights of the White Wolf

Special
Greatswords
Pistoliers
Great cannon
Mortar

Rare
Helblaster Volley Gun
No Steam Tank
No Flagellants
Mercenaries of all types, especially Pikemen


Stirland
state colours green and yellow
capital Wurtbad

Stirland is one of the largest of the Imperial provinces, but it is certainly not among the more prosperous. The Emperor has been a Stirlander on many occasions – most recently from 2369, with the accession of Count Leopold on the death of Magnus the Pious, to 2429, when Dieter IV was deposed over the Marienburg secession. Stirland has often had influence, but it has never had wealth.

Stirland’s armies carry mostly spears, bows and crossbows rather than expensive gunpowder weapons. Many Stirlanders serve in Tilea as mercenary pikemen, and can also be found in the state army. The Stirland Free Foresters are a famous mercenary regiment originally recruited during the great war against Chaos as state militia. After the war, they decided to carry on as mercenaries instead of disbanding, and their fearsome two-handed axes are employed throughout the southern Empire and the Border Princes. From the state regiments, one unit is particularly famous. The Scarlet Guard of Stirland played a decisive role in the battle of Hel Fen. Armed with halberds, the Guard held back a terrible onslaught by the Undead long enough for the Imperial knights to sweep in from the flank. This regiment is still in service today, wearing bright red uniforms rather than the standard green and yellow.

Stirlander generals are legendarily rash, often taking risks in battle that more prudent commanders wouldn’t dream of. Though this tendency towards impetuousness has at times resulted in disastrous defeat, there have been other times when it has paid off – the most dramatic of these was Count Martin’s defeat of Mannfred von Carstein at Hel Fen in 2145. Slaying the last of the vampire counts, and reclaiming Sylvania for Stirland, made Martin into a national hero. Statues and monuments in his honour can be found in all the towns in Stirland, and Martin’s name is invoked by those unlucky soldiers that face the walking dead in battle.

The Stir River Patrol are a portion of the state army dedicated to the policing of the river, a well-plied trade route and also the provincial border. The Patrol use boats of various sizes, armed with swivel-mounted blunderbuss and even cannon on the larger vessels. The crews are generally armed with bows, with which they are highly skilled. The River Patrol wear green and white uniforms instead of the state colours.

The cursed land of Sylvania is considered to be within Stirland’s territory, though it is more of a burden than a benefit. Nothing wholesome grows in the dead soil. Wraiths haunt the blasted hills, ghouls stalk the rotting forests. In the filthy, squalid villages the destitute peasants live in constant fear of things that do more than just go bump in the night. Even Waldenhof, Sylvania’s capital, is a decayed backwater forsaken by all but the most desperate. Many years ago, Sylvania had its own armies, uniformed in red, purple and black, but today it can barely provide a peasant militia. The Elector Count of Stirland sends his tax collectors in numbers that almost constitute armies, backed up by ogre mercenaries and crusader-priests of Sigmar and Morr – even then they sometimes do not return.

Crumbling castles litter the landscape, none more forbidding than the twin horrors of Vanhaldenscholsse and Castle Drakenhof. The former was the stronghold of the legendary necromancer Frederick van Hal. At the time of the Great Plague, Sylvania was hit by a star-fall of corrupting stones from the moon Morrsleib; within days the plague victims rose again in vast numbers, shambling through the land killing all they came across. It was van Hal who successfully imposed his will over this dead legion, and with it he built a kingdom for himself. Eventually he fell to the treachery of his apprentice, but the damage had been done. The dead would never again rest easy in Sylvania.

Drakenhof is more infamous yet, for it was the seat of the vampire counts of the von Carstein dynasty. Their story is well-known, so suffice it to say that for one hundred and thirty-five years, from the devastation of Ostermark by Vlad von Carstein to Mannfred’s death at Hel Fen, these blasphemous monsters ravaged The Empire. Castle Drakenhof is deserted now, but there are some who say an evil presence has returned.

The army of Stirland

Characters
Elector Count
Templar Grandmaster
Wizard Lords and Battle Wizards (especially Amethyst or Bright)
Warrior Priests of Sigmar or Morr
No Engineers
Captains

Magic items
Runefang
Laurels of Victory
Icon of Magnus

Core
Halberdiers (possibly including the Scarlet Guard), Spearmen, Crossbowmen, Free Company, Archers (from the Stir River Patrol), Huntsmen
Limited Swordsmen or Handgunners
Knights (no particular order)
No Knights of the White Wolf

Special
Great Cannon
Mortar
Greatswords
Limited Pistoliers

Rare
No Helblaster Volley Guns or Steam Tanks
Flagellants
Mercenary Pikemen, Norse Marauders with great weapons (representing the Stirland Free Foresters) Ogres (employed by tax collectors in Sylvania), Halflings and Dwarfs


Talabecland
state colours red and yellow
capital Talabheim

Talabecland takes its name from Taal, god of wild places; this is an appropriate choice, since the province is covered by the vast expanse of the Great Forest, and there are few places wilder in The Empire. It is often said that every man in Talabecland is an excellent shot with a bow, and there is no doubt that the state army has a surplus of highly-skilled archers and scouts. However, the province is decidedly under-populated for its considerable size and cannot muster a large force. Neither is it a land where trade flourishes overmuch, and there is little money to spend on modern weaponry.

There is still some lingering animosity towards the Cult of Sigmar, dating back to Countess Ottilia’s declaration of the Sigmarite Heresy over a thousand years ago. Ottilia’s claim for the Imperial throne was backed by Ar-Ulric on condition that Sigmar be declared a false god, and his followers heretics, and there are places in Talabecland where these beliefs live on. Ulric remains the dominant god, with his brother Taal revered by the hunters and woodsmen of the Great Forest.

The Town of Kemperbad is geographically part of Talabecland, but politically it is entirely separate. Kemperbad is a Friestadt, an independent trading town granted its charter by Emperor Boris the Incompetent in 1066. It stands on the high, cliff-like banks at the juncture of the rivers Reik and Stir, and has acquires great wealth from trade passing along the rivers. Thirteen councillors, elected from the most prominent families and guilds, rule the town.

The army of Talabecland

Characters
Elector Count
Templar Grandmaster
Wizard Lords and Battle Wizards (especially Amber or Jade)
Warrior Priests of Ulric or Taal
Captains

Magic Items
Runefang
The White Cloak

Core
Limited Swordsmen and Handgunners
Archers and Huntsmen (especially)
Halberdiers, Spearmen, Free Company and Crossbowmen
Knights Panther
Knights of the White Wolf

Special
Greatswords
No Pistoliers
Great cannon
Mortar

Rare
No Helblaster Volley Gun
No Steam Tank
Flagellants
Mercenary Light Cavalry

Kislev Allies


Talabheim
state colours red and white

Talabheim is the Eye of the Forest; it lies within a vast natural crater at the heart of the Great Forest. The walls of this crater rise high above the surrounding trees, and have been further built upon so as to make a formidable defensive barrier. Within the walls, the land is flat and fertile, covered with farms and smaller settlements that outlie the city itself.

The river Talabec flows around the edge of the crater, bringing with it the possibility of trade links to Kislev and Altdorf. A deep harbour with an associated settlement called Talagaad is located near the southern rim of the crater – from here a tunnel passes though the crater wall, each end protected by a fortress. This tunnel is the only way into Talabheim, and it is no surprise that the city is virtually impossible to capture.

The Knights Panther maintain their headquarters in Talabheim, and are a key part of the city’s standing force. Their rivals the Knights of the White Wolf also have a chapter house here – the situation is the reverse of that in Middenheim, where it is the White Wolves who dominate over the Panthers.

Since the days of Ottilia, the self-proclaimed Empress who began the age of wars, Talabheim’s rulers have always been notoriously autocratic. Laws are more draconian than elsewhere in The Empire, with public mutilation and execution a regular spectacle in the busy market squares. The current rulers are the descendants of Emperor Dieter IV, who was deposed over the Marienburg scandal and fled in disgrace to Talabheim. One of the two Arch-Lectors of the Cult of Sigmar presides over a large temple here, but Ulric remains pre-eminent.

The army of Talabhiem

Characters
Elector Count (actually the Elector of Talabecland)
Templar Grandmaster of the Knights Panther
Wizard Lords and Battle Wizards (especially Amber or Jade)
Warrior Priests of Sigmar, Ulric or Taal
Captains

Magic Items
Runefang
The Banner of Ulric

Core
Swordsmen, Handgunners, Halberdiers, Spearmen, Free Company and Crossbowmen
Archers and Huntsmen (especially)
Halberdiers, Spearmen, Free Company and Crossbowmen
Knights Panther (especially Inner Circle)
Knights of the White Wolf

Special
Greatswords
Pistoliers
Great cannon
Mortar

Rare
Helblaster Volley Gun
Steam Tank: Sigmar’s Hammer (no weapons)
Flagellants
Mercenary Light Cavalry

Kislev Allies


Wissenland
state colours grey and white
capital Wissenburg

Wissenland is a small province in the extreme south of The Empire, bordered on two sides by mountains. The Grey Mountains are the frontier with Bretonnia, and are the natural habitat of the Pegasus. The Black Mountains divide The Empire and the lawless lands of the Border Princes; they are exceptionally high and extremely dangerous, both for their unpredictable weather and the many Goblin tribes that live there.

Much of what is now Wissenland was once the province of Solland. Gorbad Ironclaw’s invasion of 1707 was disastrous for most of the southern Empire, but Solland was hit hardest of all. Count Eldred, Elector of Solland, was slain by Gorbad and his Runefang taken – Solland was so thoroughly burned and ravaged that its surviving population were forced to seek refuge elsewhere. By the time Gorbad had been defeated and reconstruction had begun, Solland was irrevocably absorbed into Wissenland. The Solland Runefang was eventually recovered, and now rests in the Imperial Vault at Altdorf, but the province itself now exists only in the history books.

Wissenland’s Elector is Countess Emmanuelle von Liebewitz, the most eligible woman in The Empire. The Countess famously spends all her time at Nuln, hosting extravagant parties, and has little interest in her province. The people of Wissenland, tough and independent, despise the Countess and the indolent city-dwellers. Lacking the military funding of Reikland or Averland, the Wissenland army makes heavy use of ambush and hit-and-run tactics, favouring horse-archers and woodsmen above artillery and massed infantry. Rather paradoxically, the province is also famous for its pike regiments, drilled at the capital Wissenburg.

The army of Wissenland

Characters
Elector Count, representing a Marshall rather than Countess Emmanuelle herself
Templar Grandmaster
Wizard Lords and Battle Wizards (especially Amber or Grey)
Warrior Priests of Sigmar
No Engineers
Captains, possibly riding a Pegasus
Those characters that are able should carry a longbow

Magic items
Runefang
Banner of Valour
Dragon Bow

Core
Halberdiers, Spearmen (representing Half-pikemen), Crossbowmen, Free Company, Archers (especially), Huntsmen
No Swordsmen or Handgunners
Knights (no particular order)
No Knights of the White Wolf

Special
Great Cannon
Mortar
Greatswords
No Pistoliers

Rare
No Helblaster Volley Guns or Steam Tanks
Flagellants
Mercenary Pikemen, Light Cavalry (with bows) and Dwarfs


Religion in The Empire

Sigmar

Sigmar Heldenhammer is the legendary founder of The Empire; uniter of the tribes of humanity, brother to the Dwarfs, hammer of the Goblins. Sigmar’s story is well-known – the mightiest warrior ever, but also the greatest diplomat and the wisest ruler. Sigmar is not worshipped outside The Empire, but within it he is pre-eminent. Temples and shrines to the first Emperor can be found in every city, town and village, even in those areas where Ulric or Taal is more popular.

The Cult of Sigmar is strictly hierarchical – there are eighteen Lectors, two Arch-Lectors, and at the top the Grand Theogonist (who some say wields more power and influence than the Emperor himself). Johann Esmer currently hold the office, replacing Volkmar ‘the Grim’ von Hindenstern who was most foully murdered by the cowardly and inept northern barbarian Archaon. The Cult is divided into three orders: the Order of the Silver Hammer are the warrior priests; the Order of the Torch are the administrators, and are responsible for officiating at religious ceremonies; the Order of the Anvil are monastic, and live a life of isolation and meditation. Sigmar’s symbols include the hammer, the twin-tailed comet and the octagon (this is formed from two superimposed squares with their points joined up, and represents the eight tribes unified by Sigmar).

The most hated and feared weapon the cult possesses are the Templars of Sigmar, better known as the Witch Hunters. These shadowy, fanatical men roam the land in secret, rooting out Chaos cults, necromancers, mutants and heretics, consigning them to the cleansing flame. Recent times have seen them busier than ever, for the Sigmarite church stands upon the brink of schism – the radical faction lead by Luthor Huss and the alleged incarnation of Sigmar, Valten, accuse the Theogonist and Lectors of corruption, faithlessness and even blasphemy. For their part, the church leaders regard Huss and his fanatical followers as dangerous heretics. The Templars of Sigmar have been everywhere in the last few months, seeking out those who are straying from orthodoxy and persuading them to seek forgiveness. Death by burning has become frighteningly commonplace.

Ulric

Ulric is the god of battle, winter and wolves. In times past he was the greatest god of The Empire, but he has been eclipsed by the upstart Cult of Sigmar. Even so, in the north, and in Middenheim in particular, Ulric reigns supreme. The high priest of the cult is known as Ar-Ulric, and is an Imperial Elector. Ulric’s priests are always skilled warriors. They wear black robes, trimmed with wolf-skin and bearing white wolf-head symbols.

This tension between the cults of Sigmar and Ulric reached its zenith during the age of the three Emperors. When Ottilia, Elector Countess of Talabecland, declared herself Empress without election in 1360, she desperately needed the support of the cult of Ulric to reinfor
Hey, I could still beat up a woman!
If I wanted to.

Offline Clarkarias

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Guide to the Imperial provinces
« Reply #1 on: August 25, 2004, 12:46:33 PM »
Very nice work!!!
Actually, forget Karl-Franz. I want rules for Thyrus Gorman on a dragon. - Rufus Sparkfire

Offline rufus sparkfire

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Guide to the Imperial provinces
« Reply #2 on: August 25, 2004, 12:54:23 PM »
http://www.warhammer-empire.com/library/guide/guide_index.php


[Thanks! Also, I just noticed that the last bit got cut off (probably too long for a single post. Here it is.]


Verena

Verena is the goddess of learning and justice, and her priests are held above all others in matters of law and arbitration. Her followers always look for a peaceful resolution to a conflict, but will take up arms when all else fails. Verena’s priests wear white robes, signifying their neutrality and lack of bias. Her symbols are the owl, the weighing scales and the sword. They can be represented by the rules for priests of Sigmar.

Maanan

Manann is the god of the sea. Naturally, he is worshipped primarily by sailors and merchants, and is favoured in areas dependant on the sea for their livelihood.  His greatest temple is in Marienburg, but Nordland and Altdorf both possess many shrines and temples in his honour. Manann’s priests wear robes of dark blue, green or grey; the colours of the sea. His symbols are the albatross, the five-pointed crown and the wave. The rules for priests of Sigmar can be used to represent them.

Taal

Taal is the god of nature and the wild. His power comes from places untouched by civilisation, and his shrines and temples are always far from populated areas. In the Northern provinces, especially Ostland, Hochland and Talabecland (which is named for the god), Taal is still greatly revered. His priests are best represented as wizards using the Lore of Beasts.

Morr

Morr is the god of the dead, into whose protection go the souls of the dead. He is not worshipped day to day, but only at funerals or by the bereaved – indeed it is considered bad luck to invoke his name out of context. His priests, who all wear hooded and unadorned black robes, can be represented using the rules for priests of Sigmar, or (less accurately) as wizards using the Lore of Death.

Shallya

The goddess of healing and mercy, Shallya’s temples always double as hospitals. Her priests are forbidden to take human life, even in self-defence, and thus will not take part in a battle. Instead they will be behind the lines, tending to the wounded, or walking the battlefield once the fighting is over, seeking survivors among the dead.

Rhya

The mother-goddess of the Old Faith, Rhya also appears in the Imperial pantheon as the wife of Taal. She is considered a minor deity of nature, and does not have her own cult or temples.

Ranald

Ranald is the god of thieves, tricksters, illusions and luck, worshiped throughout The Empire by rogues and gamblers. He has no formal temples; instead there are small, easily concealed shrines to him in thieves’ guilds and in the squalid slums of the big cities. Ranald hates violence, and thus his priests are not warriors and do not serve in the Imperial armies.

The Old Faith

The Old Faith is a truly ancient religion, older by far than the gods of the Imperial pantheon. Primarily being the worship of nature, its rituals revolve around sacred groves, stone circles, barrows and other things no longer considered significant by most. In rural areas, particularly in the less-developed provinces in the north and west, the Old Faith is still followed. The wizards of the Jade college share many traits in common with the druids of the Old Faith, and there are some who believe the college to be a centre for this religion.


Bibliography

The following works were consulted by the editor for the preparation of this guide. For the most part, these are wholesome historical texts and scholarly dissertations. However, certain darker tomes were of necessity studied by the editor, by special dispensation of the holy office of the Grand Theogonist. The reader is advised not to seek out these blasphemous books relating to the Undead and to the Ruinous Powers, for such knowledge is certain to warp the mind and draw the witch hunter to the door.

Warhammer Armies: The Empire (6th edition)
Warhammer Armies: The Empire (4/5th edition)*
Warhammer Rulebook (6th edition)
Warhammer Rulebook (3rd edition)*
The Empire Collector’s Guide
The Storm of Chaos Campaign Book
Warhammer 2004 Annual/Chronicles (Cult of Ulric and Army of Middenland)
White Dwarf 279 (UK) – Religion in the Old World
White Dwarf 289 (UK) – The loss of the Solland Runefang
White Dwarf 291 (UK) – Old Weirde’s Incunabulum: Sylvania
Warhammer Armies: Vampire Counts (6th edition)
Warhammer Armies: The Undead (4th edition)*
Warhammer Armies: Skaven (4th edition)*
Warhammer Armies: Dwarfs (4th edition)*
Mordheim Rulebook*
Mordheim Averlanders PDF*
Mordheim Ostlanders PDF*
Fanatic Magazine 1: The League of Ostermark*
Warhammer Fantasy Roleplay Rulebook*
Shadows over Bogenhafen, Hogshead edition*
Death on the Reik, Hogshead edition*
Power behind the throne, Hogshead edition*
Warhammer City, guide to Middenheim*
Realms of Sorcery*
Liber Chaotica: Tzeentch
Liber Chaotica: Nurgle

Those references marked with an asterisk are not fully valid in the current edition of Warhammer. In all cases, 6th edition sources should take priority where there is a conflict. Additionally, note that Mordheim is set five hundred years before Warhammer Fantasy Battle. Provincial capitals are in some cases conjectural, as sources disagree or are incomplete. The editor recognises that he is fallible, and would therefore appreciate it if errors, omissions or manifold stupidities detected within this text were brought to his attention. He may be contacted at www.warhammer-empire.com, where he is often to be found.

Completed this day, Konistag the first of Erntezeit, by the grace of Sigmar. May his Empire endure forever, and his courage be in the hearts of all men and women.

The scrivener's office of Averheim, by appointment to the Avermarshall.
« Last Edit: August 17, 2007, 03:37:49 PM by rufus sparkfire »
Hey, I could still beat up a woman!
If I wanted to.

Offline Albrecht von Hinkel

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Guide to the Imperial provinces
« Reply #3 on: August 25, 2004, 12:54:25 PM »
Whoa! That's a lot! Read through half of it now, and it really is great!
:clap:

Offline imperialforge

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« Reply #4 on: August 25, 2004, 02:12:12 PM »
IMpressive work, Rufus! Great stuff! :clap:

Offline Pavane

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« Reply #5 on: August 25, 2004, 02:35:20 PM »
I have a copy of WD 146 & 147 (Feb. & Mar. 1992), where the 3rd/4th(?) Edition Empire is introduced by Nigel Stillman & Rick Priestly.  There is a lot of background material including banners and many provincial symbols like the bulls' head of Ostland, the galley of Nordland, the sun of Averland, etc.  If you would like more information so that you can expand your article, drop me an email.

Pavane
Pavane,
Toronto

Offline Grutch

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« Reply #6 on: August 25, 2004, 06:07:31 PM »
Oh wow!  :shock:

I'm going to be busy with the pencils for this!

-Grutch

Offline rufus sparkfire

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« Reply #7 on: August 25, 2004, 06:59:42 PM »
Looking forward to the illustrated version! :biggriin:


@Pavane - emailed you.
Hey, I could still beat up a woman!
If I wanted to.

Offline Grutch

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« Reply #8 on: August 25, 2004, 08:51:23 PM »
Rufus,

I'll lock the thread here so that any suggestions and ideas for your article can be submitted through the Elector's Forum.

-Grutch