WFRP:TheWorld
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The World for Beginners
The Empire
Right in the geographic and political center of the Old World sits the Empire. It has no other name. The Empire is the largest and oldest nation of the Old World.
Place in the World
The lands of the Empire are bordered by several other smaller kingdoms: Brettonia to the west, Tilea to the southwest, the Border Princes to the south, and Kislev to the northwest. The World's Edge Mountains form the eastern border; the ocean forms the western border.
The kingdoms of Brettonia and Tilea are similar to the Empire culturally and politically, even if not as powerful economically. The lawless lands of the Border Princes are ruled by a coalition of warlords and petty princelings whose armies hold the frontier against the marauding Orc tribes of the Badlands. The World's Edge Mountains have been home to the Empire's ancient allies the Dwarves even before the founding of the Empire. A bleak, snow-swept land, Kislev is populated by fierce nomadic tribes ruled by Tzars (or Tzarinas).
History of the Empire
Over two thousand years ago, a man named Sigmar rose up to unite all of the tribes of humans in the area against the constant attacks on their lands from orc and goblin armies. Sigmar united all of the major human tribes and forged an alliance with the Dwarfs when he saved their king from an ambush. These days, Sigmar is revered as a god-emperor, and a church in his name is the de facto state religion of the Empire.
Only scholars know most of what happens in the next two thousand years... if you're curious, you might find out more than you wanted to know!
Everyone in the Empire knows what has happened since Emperor Karl-Franz took the throne twenty years ago, though. Thirteen years into Karl-Franz' reign, the Beastlord Graktar staged a massive attack, leading his armies of Beastmen with their Greenskin allies of orcs and goblins, destroying several small cities, before finally being driven into the Drakwald Forest and scattered by Count Boris Todbringer of Middenheim. This turned out to be only a diversion, as a huge Chaos horde the likes of which the world had never seen poured through Kislev to the northeast. Emperor Karl-Franz calls the Council of Light, calling representatives from all neighboring lands -- Kislev, Bretonnia, Estalia, Tilea, the Dwarf and Elf nations, and even the anarchic Border Princes -- and forms a great army to try to save the Empire. Many eastern provinces and cities are razed, but the army is stopped just short of sacking Middenheim and are eventually driven off by the combined might of the Old World.
To this day, much of Kislev remains levelled and scorched, and refugees from Kislev and Ostland cram every city and village in Hochland and Talabecland as well as most of the other major cities of the Empire.
People of the Empire
Much of the Empire is unsettled. Large concentrations of people exist only in the towns and cities of the Empire. Small villages and towns are scattered throughout the land, clustering on the outskirts of the larger towns and cities.
Humans are by far the most populous of the races in the Empire and form the ruling nobility and dominate politics and trade as well.
While the Dwarves are still dominant in the dwarfholds of the World's Edge Mountains, their numbers have been reduced considerably over the last few centuries. Continuing battles with the ever-increasing hordes of Goblinoids and Skaven have depleted their people as births of young Dwarves do not keep pace with battle losses. Many ancient dwarfholds have been overrun and lost to the Goblinoids over the centuries and the once flourishing Dwarven Realm is slowly shrinking. Dwarves can be found as artisans and engineers in the larger towns where their skills are much in demand. Trade with the dwarves in the mountain kingdoms is still fairly regular.
Halflings also comingle with humans in their cities, mostly as chefs or pickpockets. The majority of halflings live in The Moot, an area set aside for them by Emperor Ludwig the Fat. Their culinary skills have found ready employment in the noble houses of the Empire. Because of their nearness to Sylvania, Halflings tend to be knowledgeable enemies of vampires and the undead.
Fewer and fewer Elves are seen with the passing centuries since the Elves retreated from the Old World to their ancestral homeland of Ulthuan across the Great Sea. The Elves in the Old World are the descendants of those who had chosen to remain in their adopted homeland. These Elves are called Wood Elves, to differentiate them from their High Elven brethren in Ulthuan. All that remains of the Elven colonies is Athel Loren (located deep within the Loren Forests), the last enclave of the Elven race in the Old World. Elves are rarely seen getting along with anyone else, and elves in human cities is a very unusual sight. Elves mostly keep to the Laurelorn and Loren forests, though some Elves ply their trade as Bards and Minstrels and are popular with the nobles of the Empire.
It is prudent to note that the Dwarves and Elves have an ancient feud and many conflicts have erupted in the past between them. The Elves, being a noble people, are more than happy to forget dusty old quarrels. However, Dwarves have long memories and are renown for their ability to hold a grudge. Humanity has proven to be the stabilizing factor in inter-racial relationships, being allies of both races. In the Empire, Dwarves and Elves are content to go about their business tolerating each other, at least in public. Privately, most Dwarves bear a deep distrust and this colours their attitudes towards Elves.
Provinces and Politics
Originally there were twelve provinces, but the province of Solland was all but destroyed by the invasion of the orc warlord Gorbad Ironclaw and it is now part of Wissenland, while the old state of Drakwald was overrun by Beastmen and other foul creatures, and the lands were divided between Nordland and Middenland, though precisely which parts go where is still often argued to the point of armed conflict.
There are currently ten provinces -- Averland, Hochland, Middenland, Nordland, Ostland, Ostermark, Reikland, Stirland, Talabecland, and Wissenland. Of these, Reikland is currently the most powerful by far. For the last hundred years, it has been the seat of the Emperor and it is home to Altdorf -- capital of the Empire, location of the Colleges of Magic, and home base to the Church of Sigmar.
The power and influence of the other provinces rise and fall in accordance with the skill and design of their Elector-Counts. The province of Middenland is wild and dangerous, but its capital Middenheim is the center of the cult of the ancient god Ulric, and so it wields power disproportionate to its wealth and resources. Talabecland is bordered by the Rivers Talabec and Stir, so it benefits from trade and taxation of river-borne merchants. The more southerly states of Stirland, Averland, and Wissenland are less densely forested, giving way to rolling fertile fields perfect for farming and herding, as well as being the first stop for all dwarf trade from the mountains; they form the "breadbasket" of the Empire. The other provinces retain influence through alliances with the stronger and more civilized ones.
Each province is ruled by an Elector-Count. Centuries of intermarriages and alliances between the ruling families have created a maze of relationships, treaties, and trade agreements, which often create more discord than they create harmony. When a new Emperor is needed, through death, abdication, or impeachment, the Elector-Counts meet and name the new Emperor. Often, it will be the heir of the previous Emperor, but power struggles and other matters sometimes call for one of the Elector-Counts themselves to be named. The seat of government follows the new Emperor to the capital of their home province.
In addition to the ten Elector-Counts, there are five additional Electors, who have equal votes but do not have the noble lines of succession to become Emperor. The Elder of Mootland has Elector status, as part of the reward from Emperor Ludwig the Fat. Three Elector seats are held by the Grand Theogonist, the head of the Church of Sigmar, and the two Arch-Lectors under him, while the fifth seat is held by the Ar-Ulric, the head of the Cult of Ulric.
Sorcery in the Empire was legitimized by Emperor Mandred, when he created the Imperial Colleges of Magic. However, Witch Hunters were also legitimized at the same time, making the practice of wild magic outside of the auspices of the Imperial Colleges dangerous. Most people of the Empire still view magic as something related to Chaos and won't trust a magician even if he is carrying an Imperial decree.
Trade
The settlements in the Empire are linked by an extensive network of roads and trails. Land travel is mainly by horseback or horse-drawn carts or coaches. The roads of the Empire are well served by coaching houses. The most famous of these are Four Seasons Coaches, Cartak Lines, Ratchett Lines, and Wolf Runner Coaches. For bulk cargo, mule-trains are often used to convey heavy loads over long distances.
Travel by road is reasonably safe around cities and towns due to regular patrols by the Town Guard. Caution should be exercised on lonely roads, especially those which wind through the dark forests of the Empire. Outlaws, highwaymen, and even the occasional orc or beastman prey on the unwary. The Empire maintains a body of armed men called Roadwardens whose duty is to keep the roads safe for travellers. These men and women can be likened to roaming lawmen who patrol the roads and trails of the Empire. However, be wary of them for they do not hesitate to dispense frontier justice when far away from towns and cities. The wheels of justice have a tendency to run over the innocent if the guilty are unavailable.
River travel is a cheaper alternative to land travel. River barges and rowboats ply the fast flowing rivers of the Empire, carrying passengers and cargo. The most important waterway is the Reik which connects most of the largest cities and towns of the Empire. The rich cargoes being ferried attract pirates and other miscreants, and river travel can be occasionally hazardous. Apart from pirates, smugglers also ply their trade by landing goods and contraband on lonely shores. To enforce Imperial laws on the waterways, the Empire maintains the River Patrol. This body of armed boatmen is equipped with a small fleet of fast rivercraft and represent the waterborne counterparts to the Roadwardens.
For the hopelessly rich or powerful, other modes of travel are available. This being a fantasy world, flying creatures or magic can be used to travel great distances. It is well known that Emperor Karl-Franz keeps a trained griffon as a steed. Orc shamans have been known to capture and employ ferocious wyverns as mounts. The famed Dragon Princes of Ulthuan ride ancient and majestic dragons, the last of their kind. While less common than flying steeds, magical portals opened by powerful magic users can transport individuals around the world in moments.
Gods of the Empire
- Manann
- Lord of the Sea and King of Storms, he is chiefly worshipped in the Wasteland (especially at the free port of Marienburg) and along the Empire's northern coast.
- Morr
- Lord of Death, the Dead, Dreams, Dreamers, and Illusions, Morr's cult is a quiet one that is honored throughout the Empire. Morr protects the souls and bodies of the departed from chaos and necromancy.
- Myrmidia
- Goddess of the Art and Science of War and Queen of the Battlefield, Myrmidia is a goddess originating from Estalia and Tilea to the south and spreading recently into Bretonnia and the Empire. Myrmidia's main temple in the area is in Nuln and her cult is popular in the southern provinces.
- Ranald
- The Trickster, god of Thieves and the Downtrodden, worship and propitiation of Ranald is everywhere.
- Shallya
- The White Dove of Mercy, goddess of Comfort and Peace, devotion to Shallya is also found wherever it's needed, her temples doubling as hospitals for the sick, injured, and dying, too poor to afford a physician. Each city and major town has a temple to Shallya, and even temples of other gods in small towns commonly have shrines devoted to her, just in case.
- Sigmar
- The Founder, Sigmar's cult and church is centered in Altdorf, and its top three leaders hold seats as Imperial Electors.
- Taal and Rhya
- Nature Gods, Taal the Animal Father and Rhya the Earth Mother, these dual gods have no banner-waving armies; their worship is subtler and more widespread in rural areas than in cities.
- Ulric
- Lord of Winter, War, and Wolves, Ulric is a god of wild bravery, and many families and even cities owe their lives to his followers. Ulric's worship is centered in Middenheim.
- Verena
- Goddess of Wisdom, Truth, and Justice, her followers tend to be scholars, jurists, academics, and even some wizards. Her cult has no central hierarchy; instead, there is a collegiate network between her worshippers.
Other Gods
Elves and Dwarfs have their own gods. Halflings seem irreligious as a whole. They claim to honor Esmerelda, a Rhya-like figure of hearth and home, but this seems to be a thin excuse for the debauched excesses of Pie Week.
Magic
Magic permeates the Warhammer world from its origins in the Chaos Wastes at either pole. Most magic-users would prefer not to be reminded of the origins of their spell energies, given the healthy abhorrence of the populace for Chaos.
There are many professions who may make use of magic. Of these, Wizards are the most commonly encountered. There are several types of wizards; Wizards who do not specialize in any particular type of magic (these are the most common), Elementalists who employ magic which manipulates the effects of nature, and Illusionists who weave magical spells of deception. It is acknowledged that the Royal Colleges of Magic in Altdorf trains the best wizards in the Old World.
Apart from wizards, clerics of the major faiths also have the power to cast spells granted by their respective deities. The type of spells granted to clerics are always in accordance with the spheres of control of their patron deities. Gods of nature such as Taal and Manaan grant Elemental Magic. Shallya, Goddess of Healing and Mercy grants healing enchantments. Warlike deities such as Myrmidia and Ulric grant awesome Battle Magic to shatter foes. In the wilder regions of the Empire, Druidic Priests of the Old Faith defend the natural order with spells not unlike those of the Elementalist.
A third group of magic users exist who study and practice Dark Magic. These spellcasters are the Necromancers who are masters of the Undead, and Daemonologists who study Daemonic lore and can summon Daemons. The evil nature of their craft is generally abhorred by normal folk and these two professions are outlawed in the Empire. The standard punishment for practitioners of Dark Magic is death.
All learning of magic outside of the Imperial Colleges, or practice of magic without an Imperial License (granted upon graduation), is outlawed.
Magic Items
Enchanted items are quite rare and always unique, with a history and provenance. Dwarves have a practice in which runes are engraved into an item and then imbued with special energies, but this is also rare.
The War Against Chaos
The Chaos Wastes to the far north seethe with the corrupting power of Chaos. The Empire has not been immune to its influence. More mutants are born every year. Beastmen and worse lurk in the dark forests awaiting their chance to rise and sweep all before them. In the north, black armoured Chaos Warriors lead their foul warbands to remote villages, killing and slaying in the name of their dark gods. For the heroic adventurer, Chaos provides many savage foes from lowly beastmen to the awesome greater daemons.
Combat with the minions of Chaos is invariably to the death as these creatures fear their dark masters more than death itself. Adventurers are warned that no quarter will be expected and none given by a Chaos warband. Be wary also of the magics and weapons employed by the minions of Chaos. Favoured Chaos Warriors carry daemon weapons which slay with even the slightest wound. Chaos sorcerers employ powerful spells which have no equal in the Battle Magic practised by the wizards of the Empire. All Chaos-tainted items are corrupting in their nature and the wise adventurer leaves such items where they lie.
Chaos beastmen are the most common of the minions of Chaos and are a unique race combining the intelligence of man with the feral instincts of beasts. They stand on two goat-like legs to the height of a man but have bestial heads. They hunt in packs called Chaos warbands and hide in the dark forests of the Empire where they prey on travellers and remote villages. Warbands are led by Chaos Champions, humans who have cast away their humanity in return for dark powers from the gods of Chaos. These warriors are awesome foes and epic battles have been fought in the past against them by famous heroes of the Empire.
While Chaos Warriors are at least mortal, the daemons of Chaos have no such origins. Daemons are Chaos energy given material form and their powers far exceed those of mere mortals. Daemons can be of several types from daemon steeds ridden by Chaos Warriors to terrifying behemoths several times the height of a man. Greater Daemons are the most powerful of all the servants of Chaos and a single Greater Daemon is a match for whole regiments. Throughout the 2500 years of recorded history, only a handful of mortals have bested a Greater Daemon in combat. Among them are the Elven Prince Tyrion of Ulthuan, the Dwarven Troll Slayer Gorin Firebeard, and the Norse hero Erinon the Fell-Handed.
The last great Chaos incursion from the North occurred more than 200 years ago (Imperial year 2302) where Praag was overrun by an awesome horde of Chaos and it seemed for a time that they would sweep all before them. The Empire was fortunate then that a nobleman from Nuln named Magnus the Pious united the divided people of the Empire and with their Kislevite allies succeeded in driving back the Chaos hordes. For his valour and leadership, Magnus was later crowned Emperor.
While no significant incursions have occurred since then, there are occasional skirmishes in the north between the Kislevite border patrols and the forces of Chaos. In the Empire, Chaos warbands have been responsible for savage attacks on remote villages far from the towns and cities. Of late, these attacks have grown in frequency and intensity, leading some to belief that another great Chaos incursion is imminent.
Lexicon
Altdorf: The largest city in the Empire and the Imperial capital. Altdorf is located near the confluence of the rivers Reik and Talabec. The Imperial Palace, the temple of Sigmar, Imperial Engineers School, and the Imperial Colleges of Magic are located here.
Ar-Ulric: Current High priest of Ulric and an Imperial Elector. Based in Middenheim.
Athel Loren: Located deep in the Loren Forests, Athel Loren is the last enclave of Elves in the Old World. The Elves of Loren are the descendents of those who choose to stay rather than return to Ulthuan during the reign of the Phoenix King Caradryel more than 1000 years before the founding of the Empire. The Elves of Loren (called Wood Elves) are independent of the Phoenix King's rule.
Black Fire Pass: A wide pass which separates the World's Edge Mountains from the Black Mountains. Site of the most famous battle in the history the Empire. Here, Sigmar's armies and their Dwarven allies routed the Goblins and drove them from the lands which were to become the Empire.
Black Mountains: Stands between the Grey and the World's Edge Mountains and divides the Empire from the Border Princes. Riddled with Goblin tunnels and infested by Goblins, Trolls, and Skaven.
Border Princes: Located between the Black Mountains on the southern borders of the Empire and the Badlands. The Border Princes are ruled by a disorganized collection of minor nobles and warlords whose fighting men defend the Empire from the many Goblin tribes which often pour out of the Badlands. Many mercenary bands (Human and otherwise) are employed here as members of the Militia. Hardened veterans of the Border Princes are sought after as unit leaders in the Empire's armies.
Caraz-a-Carak: An underground fortress of awesome size and the ancestral capital of the Dwarven Realm. Located in the World's Edge Mountains, Caraz-a-Carak is also known to Old World Humans as Everpeak. The current ruler of Caraz-a-Carak (and by extension, all Dwarves in the Old World) is High King Thorgrim Grudge Bearer.
Castle Drachenfels: The home of Drachenfels, the Great Enchanter. This forbidding edifice has been largely deserted since the demise of Drachenfels at the hands of Sigmar. However, the enchantments cast on the structure have survived the death of the Great Enchanter and the castle has so far resisted all attempts by the Imperial authorities to demolish it.
Colleges of Magic: Founded by Magnus the Pious in Altdorf with the aid of the High Elven wizards Teclis and Finreir. The only formal school of magic in the Old World. There are 8 colleges, one for each colour of magic.
Chaos Incursion: Also known as the Great War against Chaos. The most significant event to ever threaten the Old World. In 2302 the Chaos hordes engulf Kislev and overrun Praag. The horde is eventually defeated by the combined armies of the Dwarves and the Empire, led by the legendary Magnus the Pious in 2303.
Drachenfels: The Great Enchanter. Master of Castle Drachenfels. The most infamous villain in Imperial history whose origins predate the founding of the Empire. Drachenfels is said to have once been Human but has since become far more than mortal. The Great Enchanter was responsible for many terrible deeds until his defeat at the hands of another figure of legend, Sigmar Heldenhammer.
Electors, Imperial: The ruling elite of the Empire's nobility and clergy. There are 15 Imperial Electors, each either a ruler of one the Empire's provinces or a high-ranking member of the orders of Sigmar and Ulric. The Electors form a council which decides on all important issues which affect the Empire, such as the election of a new Emperor.
Erinon the Fell-Handed: A Norscan warrior of legend who lived and fought during the age of Magnus the Pious. Immortalized in Imperial history for slaying a Greater Daemon of Chaos during the Chaos Incursion of 2302 although he was mortally wounded and later fell defending the Kislevites retreating from Praag. His tale is retold by Norse Skalds as the Lay of Erinon.
Erinon's Axe: An ancient two-handed weapon of great power named after the Norse hero who bore it against the Chaos Hordes during the Great War against Chaos. The axe was lost when Erinon fell in the siege of Praag.
Fiery Hearts: The Templar-Knights of Sigmar based at Altdorf. Their symbol is a burning heart. The Fiery Hearts are known to be fanatically anti-mutant.
Finreir: One of the three Elven wizards of Ulthuan who aided Magnus the Pious in the battles against the Chaos Incursion of 2302. Survived the battles and later returned to Ulthuan.
Ghal-Maraz: Magical Dwarven two-handed runehammer of Sigmar Heldenhammer given to him by Dwarf King Kargan Ironbeard. Has been lost for many centuries.
Gorbad Ironclaw: Acknowledged as the greatest Orc Warlord of all time. Led a huge horde of Orcs and Goblins into the Empire, destroying Averland, Solland, Nuln, and the Moot. Laid seige to Altdorf in 1712. Gorbad was badly wounded at the battle of Grunberg and his army broke up and fled back to the Darklands, leaving the eastern half of the Empire in ruins.
Grand Theogonist: The religious leader of the order of Sigmar, based at the temple of Sigmar in Altdorf. The current Grand Theogonist is Yorri XV.
Grey Mountains: Divides the Empire from Bretonnia. A few Dwarven settlements exist here.
Grom: Obese Goblin warlord known as the Paunch of the Misty Mountain who invaded the Empire with a huge coalition of Orc and Goblin tribes. Razed Nuln to the ground and beseiged Altdorf before disappearing over the sea to invade Ulthuan in the largest armada ever built.
Hel Fenn: A great swamp near the source of the Stir. Site of the great battle between the combined Imperial and Dwarf armies and the undead legions of the Vampire Count Manfred von Carstein in 2145. The undead army was destroyed and the Count slain after a furious struggle.
Hisme Stoutheart: Halfling and Elder of the Moot. The sole non-human Elector and spokesperson for the Moot (and by extension, all Halflings in the Empire).
Ice Mages: The sorcerors of Kislev. Ice Mages practice a unique form of magic unlike that employed by Wizards of the Colleges of Magic. This magic draws from the savage winters of Kislev and is concerned with the manipulation of chill, frost and biting winds.
Imperial Gunnery School: Based in Nuln. The largest cannon foundry in the Old World and site of the only artillerists' school in the Empire.
Katarin: Tzarina of Kislev and one of the Emperor's staunchest allies. Regarded as the most powerful magic user to ever wear the crown of Kislev. Her cold manner has earned her the name "Ice Queen of Kislev".
Karl-Franz I: Current Emperor of the Imperial Empire and the Elector of Reikland. Crowned in 2502 in Altdorf. While not as noteworthy as his more renown predecesors, he is well thought of by the citizens of the Empire.
Kislev: The kingdom on the northeastern borders of the Empire. Its people are nomadic and warlike and are ruled by warrior-sorcerors called Tzars (and Tzarinas). Kislev was almost overrun by the hordes of Chaos during the Great Chaos Incursion and was saved only by the armies of the Empire led by Magnus the Pious. The Kislevites have been staunch allies of the Empire ever since and Kislevite regiments drawn from the fierce nomad tribes regularly fight in the Empire's armies. The current ruler of Kislev is Tzarina Katarin.
Knights Panther: Order of knights formed during the Arabian Crusades. The Knights Panther are the personal bodyguard of the Graf of Middenheim and are known to be fanatically anti-mutant.
Ludwig Schwarzhelm: The Emperor's Champion, renown throughout the Empire for his battle prowess. His role is to uphold the Emperor's justice in trials of combat and he has never been defeated in single combat.
Magnus the Pious: Legendary Nuln nobleman who roused the people of the Empire to unite, fight and turn back the Chaos Incursion in 2303. Magnus was later crowned Emperor in 2304. While his battle prowess could not equal that of Sigmar, he possessed great charisma and tactical genius.
Manaan: God of the seas. Worship of Manaan is popular among sea-faring folk and boatmen. His symbol is a five-pointed crown.
Manfred von Carstein: Last of the infamous Vampire Counts of Sylvania. Believed to have died at the battle of Hel Fenn in 2145, though his body was never found.
Middenheim: Fortress city built atop a sheer-sided pinnacle of rock north of Drakwald Forest. Also known as the City of the White Wolf with respect to its status as the centre of worship for the order of Ulric. The Order of the White Wolf is based here as well. The current ruler of Middenheim is the Elector Graf Boris Todbringer.
Morgor the Mangler: The awesome battle axe carried by the Orc warlord Gorbad Ironclaw through all of his battles against the Empire. Created by Orcish Shamans, the axe is said to possess great powers of destruction. The fate of Morgor the Mangler is unknown after the defeat of Gorbad Ironclaw in 1712.
Moot, The: Province on the upper reaches of the Aver. Home province of the Halflings in the Empire. Led by Hisme Stoutheart, the Elder of the Moot who is an Imperial Elector as well.
Morr: God of death and dreams. Clerics of Morr as resposible for all funeral rites in the Empire. This order offers a standing reward for the capture of Necromancers. Morr's symbol is a raven.
Nagash: The Great Necromancer and Supreme Lord of the Undead. Nagash is the founder of Necromancy and the most powerful undead being in the history of the Old World. Defeated by Sigmar in Imperial Year 15 but was subsequently revived. Believed to dwell in Nagashizzar, deep within the Desolation of Nagash on the shores of the Sour Sea.
Nine Books of Nagash: Nine volumes bound in human skin which contain all the lore and magic known to Necromancers as inscribed by Nagash himself. One volume is known to be kept in the deep vaults of the temple of Sigmar in Altdorf.
Norsca: A bleak, snow-swept land north of the Sea of Claws and homeland of the Norse barbarians. Its people live in nomadic tribes and are tall, strong and warlike. The Norse mount occasional raids in longships against the coastal towns and villages in the northern Empire and Kislev. Norse berserkers are renown for their ferocity which rivals that of a Dwarven Trollslayer.
Nuln: City astride the Reik and the focus of the entire economy of the southern Reikland. The second largest city in the Empire and home of the Imperial Gunnery School. The current ruler of Nuln is the Elector Countess Emmanuelle von Liebewitz.
Old Faith: An ancient religion practised by the people in the remote regions of the Empire. Based on the worship of nature. Clerics of the Old Faith are known as Druids or Druidic Priests.
Ranald: God of thieves and tricksters. While worship is not illegal, followers of Ranald tend to be viewed with suspicion. Ranald is the patron god of thieves and gamblers.
Reiksguard: An elite order of knights which form the personal army and bodyguard of the Emperor. Based in Altdorf.
Roadwardens: A body of law enforcers whose duty is to keep the roads of the Empire safe for travellers.
Runefangs: Twelve magical runeswords forged by the Dwarf runesmith Alaric the Mad as payment for Sigmar's aid in freeing Zhufbar. Later presented one each to the 12 Elector Counts of the Empire. Since there are now only 10 Elector Counts, the Drakwald and Solland swords are held by the Emperor and reside in the Imperial Armoury in Altdorf.
Shallya: Goddess of healing and mercy. Worship of Shallya is popular among the common folk of towns and Cities. The clerics of this order are revered by the lower classes of society. The symbol of Shallya is a dove.
Sigmar Heldenhammer: Founder of the Empire. The "Hammer of the Goblins". Wielder of Ghal-Maraz. Official diety of worship for the Imperial Empire. Date of his crowning as Emperor is taken as Imperial Year 1. His symbol is a twin-tailed comet.
Staff of Volans: Magical staff made for the first Supreme Patriarch, the legendary Volans by another wizard of renown, Fredrick von Tarnus. This staff is the badge of rank of the Supreme Patriarch of the Royal Colleges of Magic.
Sword of Justice: An ancient Dwarven runesword borne by the Emperor's Champion and passed down from Champion to Champion for many generations.
Sylvania: This undead-haunted province which rests on the eastern border of Stirland is the most ill-famed region in the Empire. Armies of Undead marched from this region in many campaigns against the Empire during the Wars of the Vampire Counts.
Taal: God of nature and wild places. Worship of Taal is popular among rangers, Elementalists, and the rural folk of the Empire. His symbol is a stag skull.
Teclis: Leader of the three Elven wizards who fought for the Empire alongside Magnus the Pious against the Chaos Incursion in 2302. A founder of the Colleges of Magic and taught the first human students. Later returned to Ulthuan after more than 20 years in the role of a teacher. Regarded by many as the most powerful wizard of the age.
Trollslayers: The Dwarves are a proud people and do not cope well with failure or loss of honour. Trollslayers are dwarves who have suffered such blows. They forsake their homes and kin to wander the wilder regions of the Old World, seeking death in unequal combat against monsters. Trollslayers are extremely dangerous individuals whose ferocity in battle is unmatched.
Thyrus Gormann: Bright wizard and the current Supreme Patriarch of the Colleges of Magic. Arguably the most capable wizard in the Empire.
Ulric: God of battle, wolves and winter. Worship of Ulric is popular among warriors and people in the Northern provinces of the Empire and Kislev. Ulric's symbol is a wolf head.
Ulthuan: The ancient island homeland of the High Elves far west of the Old World, over the Great Sea. Another ancient ally of the Empire since the days of Magnus the Pious. The current ruler of Ulthuan is the Phoenix King Finubar.
Vampire Counts: The infamous von Carsteins who ruled Sylvania for centuries. Vlad von Carstein began the Wars of the Vampire Counts which continued until the last of the Vampire Counts, Manfred von Carstein was killed in an epic battle in the marshes of Hel Fenn in 2145.
Verena: Goddess of learning and justice. Verena is worshipped throughout the Empire especially by academics. Her symbol is the owl, a traditional symbol of wisdom.
Vlad von Carstein: The first of the Vampire Counts of Sylvania. Attempted to conquer the Empire during the Age of the Three Emperors with his undead hordes. Returned from the dead many times but was finally slain in the siege of Altdorf in 2051 by the Grand Theogonist Wilhelm III.
Volans: One of the first Humans to be taught magic by the Elven wizards of Ulthuan. Volans took part in many battles during the Great War against Chaos and is considered to be the greatest Human wizard of his time. He later became the first Supreme Patriarch of the Colleges of Magic.
Werner Bock: Current Grand Marshall of the Empire and commander of the Emperor's armies. Regarded as a capable tactician and reputed to be the best swordsman in the Empire.
White Wolves: Templar-Knights of Ulric. This order exists in both the Empire and Kislev. Based in Middenheim in the Empire and Praag in Kislev. Their symbol is a wolf pelt worn across the shoulders. The battle ferocity of this order is renown throughout the Old World.
Witch Hunters: A body of law enforcers whose duty is to root out, expose, and punish mutants and the worshippers of Chaos Gods. They are granted great authority to accomplish their tasks and are universally feared.
World's Edge Mountains: Mountain range of prodigous height on the Empire's eastern border. Ancestral homeland of the Dwarves.
Yorri XV: Current Grand Theogonist and head of the cult of Sigmar. Based in Altdorf.
Yrtle: One of the three Elven wizards of Ulthuan who aided Magnus the Pious in the battles against the Chaos Incursion of 2302. Later fell in battle and was buried with great honours.
