Showing posts with label Empire. Show all posts
Showing posts with label Empire. Show all posts

Sunday, October 29, 2023

Economic potential and military power of the Imperial Provinces (2500 IC)


Humans killing humans

Overview of the economy and militaries of the Imperial provinces. The Reikalnd is the most powerful and prosperous by a good margin. Wissenland and Talabecland follow not too far after, with Middenland and Averland barely making it into that second tier. Stirland and Ostland are further behind in development. There rest of the provinces are even less developed (The Moot is an oddity).

This information should be known to Wigmar. The number is for comparison purposes; it is, of course, not a value known in-universe.

Reikland [Altdorf] (47): The most heavily populated and civilized province. Access to the River Reik. Many secondary rivers and canals. Extensive trade with other provinces and foreign countries. Most important, however, is the culture of money-making that permeates Reikland society. From highborn to the poor, it's all about making money, closing one more deal, and striking rich.

Reikland has large armies, more than any other province, but these are a combination of Imperial regiments and feudal armies. The Reikland has begun the transition to gunpowder. Reikland artillery, for example, is quite good, but there are plenty of older forms of troops too. Pike, halberds, greatswords, crossbowmen, and more. Gun-armed infantry operates alongside all of this, but not in battalion-sized formations such as is found in Wissenland.

Wissenland [Nuln] (39): Wissenland is a well-developed province (except the southernmost areas of old Solland, which are still lightly populated and semi-desolate), centered around Nuln, the second largest city in the Empire. Trade and culture are booming, and the transition to gun and powder promises to make the city even richer.

Wissenland has the most hand gunners and the most artillery of any province. It's hard to say why Nuln is so obsessed with gunpowder, but it could be because they love the sciences and don't put much stock in magic. At any rate, the Elector-Countess is said to have six or more regiments of musket-armed infantry backed by mobile artillery and (admittedly second-rate) cavalry. The Nuln siege train is something to be feared - and if you want to attack the city, be prepared to face a lot of heavy guns.

Talabecland [Talabheim] (36): Centered on Talabheim, the Empire's third largest city, and well-connected to the great trade rivers, Talabecland is the heart of the central provinces. There is even brisk trade with Kislev, many leagues to the east.

Talabecland has a deep manpower pool and can (and has) field great armies. Their forces are a confused mix of the new and the old, state troops, feudal levies, and mercenaries. Unlike Reikland, there doesn't seem to be any sort of plan to transition from the old to the new. On the other hand, there is a quality in numbers - and Talabecland is wholly surrounded by Imperial provinces, without any external borders or major internal threats. 

Middenland [Middenheim] (30): Middenland is a large and varied province, with the population centers around Middenheim and the two great forest roads. What truly propels Middenland into the top-tier category are the lands around the Reik, especially Carroburg. What holds Middenland back is the lack of river/canal access to the wider Empire.  And then the fact that so much of the province is dense forest.

The state of Middenland's armies is much the same as in Talabecland. A mix of the old and the new, with more new found around Carroburg and less new around Middenheim. Middenland is curiously famous (for a forest realm) for the many orders of knights (heavy cavalry) it can field. While Middenheim has a handful of guns defending the walls (which aren't really needed), it's only around Carroburg that field artillery is catching on.

Averland [Averheim] (28): Averland is a fertile, prosperous province but remains largely rural and somewhat traditional-minded. Secondary access to the Reik by way of Nuln. Trade ties to remaining dwarf cities in the World's Edge Mountains and the South by way of the Black Fire Pass.

Averland's forces are rather traditional. Guns are present, but not in large numbers. Instead, Averland tends to employ lots of Tilean mercenaries for missile troops. Artillery is almost exclusively dwarf mercenaries, as Nuln has thus far refused to sell any guns to Averheim. Averland has the best heavy cavalry in the Empire. Averland pikes are also disciplined (and numerous). 

Stirland [Würtbad] (23): This vast province is similar to Averland but more remote, less modern, and generally isolated. Secondary access to the Reik by way of Kemperbad. Note that Stirland includes Sylvania; there is no such thing as an independent land of undead in this campaign!

Stirland's military is not modern at all. It has many of the failings of Averland but few of its strengths. About the only positive things are the Stirland militia - tough, resourceful, and damnably hard to break - and the Elector-Count's professional "Black Guard" based around Würtbad.

Ostland [Wolfenburg] (20): Ostland is potentially a rich realm, but it is physically remote and not as well-connected to the rest of the world as many other provinces. Still, there is a brisk trade with Talabheim (somewhat hampered by mutual animosity) and Kislev. Ostland also has to watch its borders, both external and internal, which are often troubled by enemies.

Ostland has some excellent light and heavy cavalry (hussars) but also relies heavily on mercenaries. This has brought many new impulses to the province over recent years, and the Elector-Count is trying to build up some musket-armed infantry and some artillery batteries. 

Hochland [Hergig] (16): The smallest Imperial province is also covered with forests and mountains, but the province is rich in resources and better developed than you'd think. Hochland is well-connected to the Empire's trade network by way of Talabheim.

Hochland is famous for its disciplined pike and halberd infantry, as well as its gun-armed skirmishes using the infamous Hochland long rifle. While there are no better gunners, and they are perfect for defending the valleys and passes of Hochland, they lack the numbers to be a decisive factor in open battle. Hochland artillery is nothing special except for their so-called "mountain guns," which are 2-4 pound guns specifically made to be mobile enough to be carried by donkeys (or even soldiers) over rough terrain. Hochland cavalry is not a factor.

Ostermark [Essen] (14): Ostermark is less developed than eastern and central provinces, but it's not a wasteland. Indeed, Ostermark enjoys rich farmlands and has many natural resources, as well as river access to both Talabheim and Kemperbad and shares a border with Kislev.

Ostermark's military has a lot of wild lands and border areas to contend with. As such, they have excellent scouts and light cavalry, partially inspired by their Kislevite cousins to the north. Other than that, their forces are nothing to write home about from a battlefield perspective. For raiding, scouting, and screening, you can't go wrong with Ostermark mercenaries.

Nordland [Salzenmund] (11): Nordland has a lot of natural resources, especially silver (as long as the mines hold out), salt, and fish (the last two will never run out). There is some trade with Middenheim and Ostland, but roads are poor and dangerous. Sea trade is also an important factor, but Nordland is still quite isolated from the rest of the Empire. If only there was a canal... and a fleet...

Nordland has some famous units, such as the Salzenmund greatswords, but it's Wigmar's new army that's the future.

Mootland [Eicheschatten] (7): The Moot is quite prosperous. While there are definitely poor halflings, it's nothing like the rest of the Empire. Most citizens live long, relatively peaceful lives and reliably get at least 3 meals a day (7 is what they aspire to).

The Moot does have a military, but it's only for self-defense. Units of halfling slingers are sometimes available as mercenaries. It is, however, as scouts (and cooks) halflings excel.

Wednesday, February 16, 2022

Knightly Orders

 

The Empire is home to many knightly orders, some of them new, some very old. There are literally hundreds of orders on record but the majority of them have long ceased to exist, or exist only as purely honorary institutions (being a knight has certain social benefits, so people with money sometimes purchase knightly ranks).

At the end of the 25th century there about two dozen orders that are still militant and sizeable enough to field knights on the battlefield. The heavy cavalry charge is doubtlessly still a powerful battlefield stratagem, but many orders have adapted to the changing times. They dismount to fight, act more like officers and NCO than rank-and-file, and even employ artillery.

Five orders are hands down the largest and most famous. They are listed here:

Notable Templar Orders

The Orders Templar are sworn to a specific deity. Even gods like Morr (why does the god of the dead need knights?) and Taal (a wilderness/rural god) have templar orders dedicated to them. Shallya is about the only major god NOT to have a templar order.

Knights Griffon: Sigmarites. Protects the Grand Theogonist, other high-ranking clergymen, and key temples. Still fields heavy horse. HQ: Nuln (in practice Altdorf)

Knights of the Blazing Sun: Powerful champions of Myrmidia. Still fields heavy horse but typically fight using modern tactics and weapons. HQ: Talabheim.

Knights of the White Wolf: Ferocious warriors of Ulric. Still fields heavy horse. Its heavy foot is among the Empire's finest. HQ: Middenheim.

Notable Secular Orders

Secular does NOT mean godless. The members of Secular Orders will honour most gods in an equal measure. It's just that they don't have a particular patron god.

Knights Panther: Ancient roots. Rose to prominence during the Arabyan Crusades. Dedicated to human purity and the eradication of mutants. In practice this often means crusading in distant lands, seeking glory and treasure. Still fields heavy horse. HQ: Near Carroburg, Middenland. Major chapter houses in Talabheim and Middenheim (the Knights Panther traditionally guard the Elector-Count of Middenland).

The Reiksguard: Bodyguards of the Emperor. Still fields heavy horse. HQ: Altdorf.

Knights Griffon

 


The Knights Griffon are among the Empire's most famous and easily recognizable knightly orders. The order was founded by none other than Magnus the Pious. It's job was to guard Magnus and follow him into the thick of battle against the Chaos hordes.

After the war, the Knights Griffon became the premiere guards of the Grand Theogonist and other high-ranking clergymen. This continues to this day. All members of the Knights Griffon are sworn to protect the priests and temples of Sigmar to their dying breath. That said, the Knights Griffon are not completely immune to political and honorific appointments. But even such appointees have to swear the same oaths and could (in theory) be called to battle in times of need.

When the Emperor moved his seat to Altdorf, the Grand Theogonist followed suit, and so did the bulk of the Knights Griffon. Still technically headquartered in Nuln, the Großmeister (Grand Master) resides in Altdorf and the "chapter house" there is bigger and more richly appointed that the one in Nuln.

Monday, February 14, 2022

The Imperial Electorate

 


As of 2499 there  are 10 Kurfürsten that rule a province (these are the proper Elector Counts). There used to be 12 but two provinces have been lost.

1. Kurfürst von Averland: Marius "der Löwe" Leitdorf. One of the Empire's most renowned knights.

2. Kurfürst von Hochland

3. Kurfürst von Middenland: Boris Todbringer

4. Kurfürst von Nordland

5. Kurfürst von Ostland: Hans-Hals von Tasseninck (father of Hergard von Tassenick).

6. Kurfürst von Ostermark

7. Kurfürst von Reikland: Emperor Lutipold, long may he reign.

8. Kurfürst von Stirland

9. Kurfürst von Talabecland

10. Kurfürst von Wissenland: Emmanuelle von Liebwitz

(11. The Elector Count of Drakwald): The bloodline was destroyed. Territory divided between Nordland and Middenland.

(12. The Elector Count of Solland): Ravaged by orcs. Absorbed by Wissenland.

There are now 5 additional Kurfürsten (Electors) that aren't provincial rulers (but have other high titles).

11. The Grand Theogonist of the Cult of Sigmar: Yorri XV

12-13. The two Arch Lectors of the Cult of Sigmar

14. The Ar-Ulric of the Cult of Ulric

15. The Elder of The Moot

Monday, September 6, 2021

Emperor Lutipold I and his forebears

 

The Elected Emperors

Magnus the Pious (2304-2369, Nuln): Reunited a fractured Empire. Victor at the battle at the gates of Kislev. Founded the Colleges of Magic. Reaffirmed the ancient "Emperor Elect" tradition.

Leopold (2369-2411, Stirland): Grandfather of Dieter IV. A great administrator and innovator who was responsible for much of the groundwork that made the modern Empire possible.

Dieter IV (2411-2429, Stirland): Wildly obese and incompetent Emperor who sold Marienburg's independence. Universally despised, he effectively ended any hope of Stirland being reelected.

Wilhelm III (2429-2432, Reikland): The elderly and effete Wilhelm was elected either because he was a canny politician or because he was perceived as weak, depending on who you ask. His reign was short but effectively established the current royal line. 

Matthias IV (2432-2438, Reikland): Wilhelm III's nehpew. Father of Mattheus II. A fine knight and commander, he spent a lot of money on the palace in Altdorf and other Imperial properties, from Castle Reikdorff to various pleasure palaces. Disappeared without a trace six years after his coronation after mingling with the people in disguise to learn their true feelings about their Emperor.

Mattheus II (2438-2470, Reikland): Father of Luitpold I. Mattheus II is the archetypical Empire Emperor: martially inclined, personally courageous, a fine battlefield commander, a patron of the arts, and more. It's perhaps hard to believe that one man could be so blessed by the gods but the troubadours still sign his praise nearly 30 years after his death, and the commoners swear by his name.

Luitpold (2470-present, Reikland): Father of Karl Franz. An intensely private person, Lutipod and the rest of the Imperial family rarely appear in public. He's maintained peace and order in the Empire for nearly three decades, which is no mean feat, but he's nowhere near as popular as his father was. In fact, the many new taxes that have been made law during his reign have earned him a nickname: Lutipold the Dragon (a reference to his lust for gold).

Karl Franz: Imperial Crown Prince. He has a sister, Isadora.

Thursday, April 8, 2021

Noble ranks of the Glorious Empire of Sigmar Heldenhammer

The list is not exhaustive. There exist, especially at the lower levels, many variant, and composite titles, often with local variations. 

IMPERATOR

Kaiser/Kaiserin (Emperor/Empress): The sovereign of the Empire. The first was Sigmar. The current one is Lutipold. In between, there have been many. Sometimes more than one at the same time.

SOVEREIGNS

Kurfürst/Kurfürstin (Elector Prince/Princess): The all-powerful Elector-Counts of the Empire. It is they who decide who the next Emperor will be. Many are also the rulers of one of the great states (the Moot included) that make up the Empire.

König/Königin (King/Queen): There have certainly been both kinds and queens ruling domains within the borders of the Empire. In this day and age, the title is used only to refer to foreign sovereigns.

HIGH NOBILITY

Erzherzog/Erzherzogin (Archduke/Archduchess): A high noble title below Elector-Count.

Großherzog/Großherzogin (Grand Duke/Duchess): Another high title about equal to Archduke.

Großfürst/Großfürstin (Grand Prince/Princess): High title that's about equal to the other high ducal titles. Sometimes give to peers without actual domains to rule.

Herzog/Herzogin (Duke/Duchess): This title is held by many regional overlords throughout the Empire. Typically a step down from Arch/Grand Duke.

Fürst/Fürstin (Prince/Princess): About equal to Duke. Lesser version of Grand Prince.

Markgraf/Markgräfin (Marquess/Marchioness): Originally denoting a fief (march) on the borders of the Empire. Today used more or less interchangeably with Duke/Prince.

Prinz/Prinzessin (Prince/Princess): Title given to the children of the high nobility (those of the lesser nobility must make do with Lord/Lady). The prefix Crown is added to denote an heir. 

LESSER NOBILITY

Graf/Gräfin (Count/Countess): Technically a lesser title, there are several Grafs with the power and prestige to rival the grandest of dukes.

Vizegraf/Vizegräfin (Viscount/Viscountess): Literally a lesser Count.

Burggraf/Burggräfin: Variant of Viscount that holds a castle or other property directly from the Emperor.

Baron/Baronin: The lowest hereditary noble title that's also on the list of peers. Some baronies are of a size comparable to small duchies and their rulers among the most powerful nobles of the Empire.

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Baronet/Baronetin (Baronet/Baronetess): The lowest hereditary title (will automatically pass from father to oldest lawful son) in the Empire. Baronets are not considered true peers of the realm but are allowed a coat of arms and are counted as part of the aristocracy.

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Freiherr: Non-hereditary title of the lower nobility. One step above knight.

Ritter/Ritterin (Knight/Dame): Non-hereditary title, either granted for exemplary service or through membership of one of the knightly orders. Knights are not peers but they are part of the aristocracy.

Edler/Edle (Esquire/Lady): Ambiguous, non-hereditary title claimed by members of the landed gentry and the spouses and children of lesser the lesser nobility. In Ostland and some other places, the equivalent title is Junker/Junkerin. 

Saturday, February 13, 2021

Das Herzogtum Etzel-Drakzen

Neue Etzel, rather clean and cozy - compared to other towns

The Duchy of Etzel-Drakzen, a vast forested domain deep within the Drakwald, is one of the primary vassals of Middenland. It's ruled by the Etzel clan from their remote forest holdfast, the Etzelhaus (literally: the house of the Eztels). 

The only large settlement is the walled town of Neue Eztel, centrally located and on the main road. The town sits smack in the middle of a large clearing. The forest has been hacked back by generations of settlers. Farmlands stretch for many miles in all directions and villages and hamlets dot the landscape. It's truly the rural heart of the Etzel-Drakzen. The breadbasket and the primary source of income for the ruling house.

At the last census, the town had 1974 registered citizens but can easily accommodate twice that number within the walls (the result of plague some years ago) and consequently feels much less crowded than most towns. Nominally ruled by Duke Günther, the Rat der Bürger - the Citizen's Council - has day to day control of the town. As long as the Duke gets his trade tariffs he's not inclined to interfere.

The southern border of the Duchy lies about 100 Imperial miles north of Altdorf as the crow flies. The Altdorf-Middenheim road cuts right through the heart of Etzel-Drakzen. A rider or fast coach can reach the capital in as little as two days starting from the border. Most travelers prefer a more leisurely pace. Wagon trains and people on foot take far longer, a full eight-day week at least.

Campaign notes: Wigmar Heck has been hired by the Council to serve as a guard, outrider, roadwarden, and more. It was his skill with horses that landed the job. That ultimately makes Duke Günter his boss, but his employer is the town council.

Friday, February 12, 2021

Drakwald im Frühjahr (intro)


Wellentag, 17th Jahrdrung, 2498.

On the road to Unfer, Drakwald

Winter is reluctantly making way for spring. The snows are mostly melted this far south - the coachmen say winter is in full swing up by Middenheim - but the nights are bitterly cold still. The days are worse: it's either raining or snowing, big fat drops or large sticky flakes that will make a man wet, cold, and miserable in less time than it takes to saddle a horse.

The village, if it can be called that, of Unfer lies a long dozen miles from the town of Neue Etzel - the closest thing to a home for me - and the Altdorf-Middenheim road, in the foothills of the Five Sisters, deep within the Drakwald. The nearest village is Herenhost, right at the edge of the great forest. They don't like each other much, the Herens and the Unters. Strange how neighbors - and siblings - are so quick to quarrel. 

Unfer is an uninteresting place in every way, an insular village of two hundred or so souls hidden away inside the green realm of the Drakwald. The people of Unfer pay their taxes to the bailiff on time - furs and hides of wild beasts for the most part - and expect to be left alone in return. Günter von Etzel, Duke of Etzel-Drakzen and Baron of Etzel, thinks this a grand arrangement - so few of his subjects are so willing and able to pay what is owed to their liege.

This winter was different. Several trappers and hunters from Unfer went missing in the Five Sisters. All experienced men who knew every rock and tree like the back of their hand. Foul play was a given. But who or what was responsible for the disappearances? Several times the villagers petitioned the Duke for aid. The third time they came knocking, the Duke did receive them - only to tell them they had better handle a few goblins or brigands or whatever. Taxes would be due in spring, just like every year, and they better be ready to pay up.

Only they didn't. Or maybe they did. No one knows for sure. The bailiff passed through Neue Etzel with three wagons, drivers, and guards. They're days overdue now. Sergeant Tomas has sent an outrider to the Etzelhaus to tell the Duke. A thankless assignment. The only task worse: to go to Unfer and figure out what's happened. That's MY job. 

I rode through Herenhorst an hour ago, in heavy rain. Then my horse went lame from stumbling in a rut in the waterlogged road, and we're now walking together, man and beast. At this rate, it'll be nearly dark before I reach Unfer. And it just started snowing. Can't wait to get out of this weather, grab an ale, and dry up before a fireplace...