The Empire: Two Thousand Years of Barely Not Dying

A Geography of Doom

The Empire at a Glance: Organized Chaos

The Empire of Man is the largest human nation in the Old World, which is like being the tallest building in a city that's on fire. Founded by Sigmar Heldenhammer over 2,000 years ago, it's a collection of semi-independent provinces held together by tradition, mutual enemies, and the desperate hope that tomorrow won't be worse than today.

graph TD A[The Empire] --> B[Electoral Provinces] A --> C[Great Cities] A --> D[The Emperor] B --> E[Elector Counts] C --> F[Altdorf, Nuln, Middenheim, Talabheim] D --> G[Karl Franz Currently] E --> H[Vote for Emperor] F --> I[Proud and Prickly] G --> J[Herds Cats] H --> K[Usually Corrupt] I --> L[Constant Politics] J --> M[Good Luck!]

The Electoral System: Democracy with Swords

The Great Provinces: Where You'll Probably Die

REIKLAND Capital: Altdorf • Wealthiest province • Emperor's seat • Colleges of Magic • Cosmopolitan (relatively) Danger: Political intrigue MIDDENLAND Capital: Middenheim • Ulric worship center • City of White Wolf • Deep forests • Beastmen everywhere Danger: Forest horrors STIRLAND Capital: Wurtbad • Borders Sylvania • Haunted reputation • Poor province • Vampire problems Danger: Undead. So many undead. AVERLAND Capital: Averheim • Rich farmland • Horse breeding • Border princes nearby • Famously eccentric Elector Danger: Political chaos OSTLAND Capital: Wolfenburg • Forest of Shadows • Tough frontier folk • Raiders from the north • Superstitious Danger: Everything in the trees WISSENLAND Capital: Nuln • Imperial Gunnery School • Gunpowder capital • Industrial center • Countess is... interesting Danger: Explosions, decadence Other Notable Provinces • Nordland: Norscan raiders, cold coasts • Hochland: Hunters and marksmen • Talabecland: Deep woods, Taal's faithful • Ostermark: Border with Kislev • The Moot: Halflings (yes, really) • Sylvania: Technically Stirland (vampires) • Marienburg: Broke away (rich and smug) • Kislev: Not the Empire, but next door Lost Provinces Solland (overrun by orcs) | Drakwald (lost to beastmen) | Westerland (now Marienburg)

Major Cities: Centers of Civilization (Sort Of)

Imperial Law: Justice with a Hammer

graph TD A[Imperial Justice System] --> B[Roadwardens] A --> C[City Watch] A --> D[Witch Hunters] A --> E[Local Lords] B --> F[Patrol roads<br/>Rarely effective] C --> G[Keep peace<br/>Take bribes] D --> H[Burn heretics<br/>Ask questions later] E --> I[Whatever they want<br/>Usually hanging] F --> J[Justice?] G --> J H --> J I --> J J --> K[Usually death]

Languages and Dialects: Talking Your Way to Trouble

Languages of the Empire Reikspiel (Imperial) • Official language of Empire • Spoken everywhere (badly) • Required for official business • Many regional dialects Regional Dialects of Reikspiel: • Middenlander: Guttural, lots of wolf references • Stirlandian: Drawling, fatalistic phrases • Ostermarker: Mixed with Kislevite • Wissenlander: Tilean influence • Nordlander: Norse-influenced • Averlander: Rural, lots of horse terms Other Common Languages: • Classical: Academic/magical texts • Bretonnian: Neighboring kingdom • Tilean: Trade language • Khazalid: Dwarf (for trade) • Eltharin: Elf (good luck) • Daemonic tongues: DON'T

Imperial Culture: Paranoia as a Lifestyle

Core Imperial Values:

  • Sigmar Above All: The state religion dominates (Ulric in the north)
  • Fear the Mutant: Burn first, ask questions never
  • Trust No One: Your neighbor might be a cultist
  • Work Until Death: Then work some more (necromancy)
  • Obey Your Betters: They have bigger swords
  • Education is Suspicious: Unless you're rich
  • Magic is Terrifying: Even legal magic

The Imperial Calendar: Measuring Doom

Common Threats by Province

Regional Danger Guide:

  • Reikland: Cultists, political intrigue, occasional beastmen
  • Middenland: Beastmen, forest spirits, Chaos warbands
  • Stirland: Undead, vampires, poverty, more undead
  • Averland: Greenskins from Black Fire Pass, bandits
  • Ostland: Forest monsters, Norse raiders, isolation
  • Wissenland: Skaven, industrial accidents, decadent nobles
  • Nordland: Norse raiders, sea monsters, dark forests
  • Hochland: Beastmen, harsh winters, wolf packs
  • Talabecland: Beastmen, isolation, suspicious locals
  • Ostermark: Chaos from north, undead from east

Living in the Empire: A Survival Guide

Daily Life Tips:

  1. Pay your taxes: Or face the consequences
  2. Attend temple: Be seen being pious
  3. Report mutations: Even your own (then run)
  4. Know your place: Social mobility is suspicious
  5. Join a guild: Protection through bureaucracy
  6. Avoid the forests: Nothing good lives there
  7. Trust roadwardens: But verify they're real
  8. Learn local customs: Ignorance is dangerous
  9. Keep emergency funds: For bribes and fleeing
  10. Have an escape plan: Always

"The Empire endures not because it is strong,
but because everything trying to destroy it hates each other more."
- Attributed to Emperor Magnus the Pious