RED ELF
THE GEOGRAPHY OF
THE EMPIRE

The Empire is the largest and most powerful of all the many and varied realms of the Old World. It stretches from the borders of Bretonnia in the west to the sweeping plains of Kislev in the east. Its borders encompass vast forests, towering mountains, and many miles of wilderness as well as cities, farm lands, and bountiful rivers.

THE MOUNTAINS

The Empire is partly bounded by three tall mountain ranges: the Grey Mountains to the west, the Black Mountains to the south and the Worlds Edge Mountains to the east. These mountains converge in the high moun-tainous land to the south called the Vaults. The moun-tains form a defensive barrier which keeps invaders out, but they also harbour many dangerous foes both on the surface and beneath their tall peaks. There are only a few passes which remain open all year, although many small-er routes can be traversed freely throughout the summer months. These permanent passes are vitally important to the security of the Empire, and it is hardly surprising that fortresses guard these strategic points.

The Grey Mountains divide the Empire from Bretonnia, the other great realm of Men in the Old World. There are Dwarf settlements within the mountains, but these are fewer in number and less wealthy than the mighty Dwarf Holds of the Worlds Edge Mountains. The few large pass-es through the Grey Mountains are guarded by Bretonnian and Imperial fortresses. Most of the passes are small and dangerous, wide enough for a merchant and his donkeys but unsuitable for carts or horses.

The largest pass lies to the south-west of Altdorf and is known as Axe Bite Pass. The Empire end of this pass is protected by the fortress of Helmgart, a massive tower which rises out of the mountain-side and whose battle-ments overlook the narrow path below. This is the favoured route of invading armies marching in either direction. The northern tip of the Grey Mountains gradu-ally declines into a hilly upland region known as the Gisoreux Gap – the principal route between Bretonnia and the Empire.

The Worlds Edge Mountains are extremely tall and almost impossible to cross where they border the Empire. There is a pass in the far north in the land of Kislev called the Peak Pass, and in the far south there is a pass where the Worlds Edge Mountains and Black Mountains divide – Black Fire Pass. In between these two routes there is no way across the surface but there are plenty of underground passages which lead under the mountains.

Many centuries ago the whole mountain range was the domain of the Dwarfs who cut vast cities and fortresses into the rock. The underground realm was connected by tunnels stretching from the far north to the south beyond the Old World itself. At strategic points the tunnels led east and west to gates in the mountain sides, allowing access from one side to the other.

Many of these workings were destroyed by volcanic activ-ity and earthquakes following the wars between Elves and Dwarfs, whilst others were abandoned or taken over by Night Goblins, Skaven and other evil creatures. Some of the ancient fortresses and cities still harbour Dwarfs, but the connecting tunnels are dangerous places which even the Dwarfs use with due caution.

The Black Mountains lie between the Grey and the Worlds Edge Mountains and divide the Empire from the wild southern lands of the Border Princes. The Black Mountains are possibly the least hospitable of all the Empire’s borders. The weather is unpredictable and the mountains exceptionally high as they climb towards the Vaults. The only reliable pass is Black Fire Pass, a deep cleft in the rock whose sides rise like sheer walls above the track below. The pass widens out in the middle of its length, revealing a massive upland valley. It was here that Sigmar fought his famous battle against the Orcs.

The Black Mountains are riddled with Goblin tunnels. They are crude and narrow compared to the Dwarf mines of the other mountain chains and prone to collapsing unexpectedly. The whole mountain range is infested with Night Goblins, Trolls, Skaven and countless other less numerous but equally deadly creatures.

The other main upland region within the Empire is the Middle Mountains range. This lies in the northern part of the Empire and beyond it is Ostland, the northernmost of the Empire’s provinces. This massive range is sur-rounded by dense forest and is largely shunned by humans with the possible exception of bandits and other undesirables. There are no Dwarf delvings here, and the rocky uplands are used as a refuge by Chaos warbands, Beastmen, Orcs and marauding Goblins.

Occasionally the Imperial forces try to clear out the worst of these foes, but the area remains wild and dangerous. The Forest of Shadows to the north is dense and dark, and inhabited by Forest Goblins and ferocious wolf packs. This is an area of the Empire which has never really been tamed.

THE RIVERS

Because it is surrounded by uplands the Empire acts like a huge basin into which drain countless mountain tor-rents. Beginning as crashing streams and spectacular waterfalls high up in the mountains, these quickly con-verge to form raging rivers. By the time they reach the flat lands they have become deep and substantial – the greatest waterways in all the Old World. These deep and very broad rivers are characteristic of the Empire, where travel by boat is often faster and more practical than travel along the primitive roads.

The principal rivers of the Empire flow from the east to the west, and as they converge they become greater still. The accompanying map shows the most substantial rivers, but the scale does not permit us to show every stream and tributary, of which there are many thousands. The principal river systems and their major tributaries are described below.

The people of the Empire tend to refer to the areas adjoining rivers by the names of the rivers themselves, for example Talabecland around the river Talabec, the Reikland by the banks of the Reik, and so on. Some of these names represent principalities and have a political significance; others are simply regional tags which identi-fy the surrounding population, for example the Solland in the far south, which used to be an independent realm but which is now part of Wissenland.

The river Sol is the southernmost of the Empire’s rivers. It rises in the Vaults and its fast flowing waters are further augmented by the many streams flowing from the eastern edge of the Grey Mountains. During the spring the Sol becomes a torrent as melt waters vastly increase the vol-ume of water. The waters of the Sol are notoriously cold, and the hardy people that live in that region are used to the mountains and extreme climate.

The Upper Reik begins just south of Black Fire Pass where countless mountain streams converge to form what many people take as the beginnings of the mighty river Reik. Its waters are fast and crystal clear. The Upper Reik is joined by the Sol to the south of Nuln and con-tinues northwards until it converges with the blue waters of the Aver to form the Reik at Nuln itself.

The river Aver begins as a number of fast mountain streams which flow from the western slopes of the Dwarf fortress of Karak Varn just north of Black Fire Pass. Plunging over a series of tall waterfalls, these become two broad and very blue rivers which finally unite in the Moot. These rivers are the Aver Reach to the north and the Blue Reach to the south. The river Aver continues westward past the provincial capital at Averheim and finally flows into the Reik at Nuln.

The Stir may be traced to the streams which flow from the western slopes of the Dwarf fortress of Karak Kadrin. It quickly develops into a major river flowing within a deep, wooded valley. For nearly all of its length the Stir flows through the Great Forest and is fed by numerous springs and brooks. The great breadth of the river and few crossing points means that the Stir forms a defensive barrier and a natural border between Stirland to the south and Talabecland to the north.

The river Talabec originates in the rapid streams of the Worlds Edge Mountains between the Dwarf fortresses of Karak Kadrin and Karak Ungor. Two main forks flow west-ward, the Upper and Lower Talabec, converging in dark pine forests which have an evil reputation. Here on the borderlands of the Empire there are many roving bands of Orcs and Goblins, as well as Chaos warbands, Beastmen, and other creatures. South of where it joins the Urskoy the river is broad and impossible to cross, becoming steadily wider as it flows west towards Talabheim.

At Talabheim there is a major ferry point, the river being far too wide to bridge. Between Talabheim and Altdorf the river is joined by many streams which flow south from the Middle Mountains, laden with dark soils washed from the mountain slopes. Taken as a single body of water, between its source and where its waters reach the sea at Marienburg as the Reik, this is the longest and most substantial river system in the Old World. The name of the river reveals its association with the god Taal, Lord of the Beasts and master of wild places. The river is some-times called Taal’s River, and the surrounding land of Talabecland is the heartland of the god’s worship.

The Reik is actually the longest single river in the Old World, although only because it bears its name from its source in the Upper Reik to where it joins the sea at Marienburg. The Talabec/Lower Reik watercourse is in fact greater in total length. The Reik is undoubtedly the most important river in the Empire, and its surrounding territories, the Reikland, are the most prosperous. It is a busy waterway, with water traffic between Marienburg and Nuln more than 500 miles inland. This stretch of broad water actually carries more shipping than the rest of the rivers of the Empire put together, and it is the prin-cipal route for trade in the Empire. North of Nuln, the Reik is far too wide and deep to bridge. The last bridge at Nuln is one of the marvels of the Old World, and its wooden centre section can be raised and lowered to form a defensive barrier.

At Altdorf the Reik and Talabec join together. As they do so the Talabec deposits the black soil of the Middle Mountains and a vast area of mud-flats is formed. The city of Altdorf is built upon a island formed of these deposits and is surrounded by marshes and islands which divide the Reik into many shifting channels. These reunite into a single large body of water just north of Altdorf, and from here the river takes on a different character. Broad and deep, it runs over a rocky bed that sometimes breaks out of the river to form steep rocky islands midstream.

These islands are secure places and are used as sites for villages, small towns and even imposing fortresses. The Reik finally reaches the sea at Marienburg, the largest and wealthiest trading port and most populous city in the old World. Formally part of the Empire, Marienburg and its surrounding territory is now an independent city ruled by its powerful Burgomeisters.

THE FORESTS

Most of the Empire is covered by gloomy, tangled, deciduous forests. Towards the north these turn into pine forests and eventually thin out to form the grassy plains of Kislev. The forests are wild and dangerous places, although there are towns and innumerable villages situated within the woodlands. The forests serve to hide many of the Empire’s enemies, including the Forest Goblins, Chaos warbands and rampaging Orcs. The deeper forests are virtually hostile territory where few humans venture.

The Forest Of Shadows encompasses most of the principality of Ostland and lies to the north of the Middle Mountains. It is a dark and brooding pine forest thick with raiders, bandits, and Chaos warbands. The road between Middenheim and the Kislevite city of Erengrad runs through this forbidding forest.

The Reikwald Forest lies to the south of Altdorf between the river Reik and the Grey Mountains. This is a favourite haunt of the Empire’s outcasts, where refugees from jus-tice or persecution take to a life of banditry. The main road between Bretonnia and the Empire runs through this forest and climbs over the Axe Bite Pass.

The Drakwald Forest lies in the area around Middenheim. It is a fairly sparse forest mostly of birch trees on a light, sandy soil. The area is not very fertile, and so has never been cleared for cultivation. In places the trees do grow more thickly and pines occur in some hilly areas. The road between Marienburg and Middenheim runs through this forest.

The Great Forest is an ancient, vast and very varied woodland. It contains many majestic old oaks and hoary willows. It stretches from the Middle Mountains in the north to Nuln in the south, and from Altdorf in the west to the borders of Kislev in the east. Together with the other forests of the Empire it forms a continuous block of woodland which dominates the whole central area of the Empire.

CITIES AND SETTLEMENTS

Cities and towns within the Empire are built in a variety of styles from many different materials. The western towns tend to be the richest and the oldest, and here the architecture may be rendered in stone. In the east wood is often used instead, and the border settlements of Ostland and Ostermark are often constructed from solid logs cut from the surrounding forest. The largest and most important cities of the Empire are Altdorf, Nuln, Talabheim and Middenheim.

Altdorf is the seat of the Emperor Karl Franz and has been the Imperial capital since the accession of Wilhelm Prince of Altdorf. The Empire has no capital as such, as the Emperor is chosen from amongst the Elector Counts throughout the provinces. During the time of Magnus the Pious the Imperial court was at Nuln, for example. Altdorf is a bustling city with a substantial community of foreigners, traders, adventurers and fortune seekers. The Imperial court itself supports a flourishing economy which naturally attracts all kinds of people.

Altdorf stands on a series of islands amongst the broad mud flats which surround the confluence of the rivers Reik and Talabec. At this point the river is divided into three main channels and there are numerous bridges crossing these waterways throughout the city. The three channels reunite to the north of Altdorf, where a large deep water harbour has been built. This is the Reiksport, home of the Imperial navy, where ocean-going ships can unload their cargos. The Reiksport is the furthest point that these really big ships can travel from the coast. The narrow channels around Altdorf itself are impassable to ocean-going ships, although once beyond Altdorf the Reik and the Talabec broaden out again.

Altdorf is renowned as a seat of learning, and the University of Altdorf is the most highly respected academic institution in the Empire, where lords and princes from many lands come to sit at the feet of the foremost thinkers in the Old World. Altdorf is also the centre of magic lore and its eight Colleges of Magic are justly famous throughout the Old World and beyond.

The majestic wizards’ towers of the Colleges of Magic rise above Altdorf, glittering needles of stone and brick from which the wizards observe currents in the Winds of Magic. It is here that the Old World’s finest wizards learn their art, and where the Empire’s deadly Battle Wizards are trained. Another wonder is the Imperial Zoo which houses large and fearsome monsters as well as curiosities and abominations from the Northern Wastes. The zoo has a practical function, because its stables also house the Emperor’s war monsters: the Griffons, Pegasi and other creatures he rides to battle. These monsters are collected from the most dangerous parts of the Old World by adventurers who hope to be well rewarded for their efforts. Thanks to the extraordinary daring of these individuals the collection has grown considerably since its inception by the Emperor Dieter IV.

Another great institution is the Imperial Engineers School. The Engineers School is responsible for many of the Empire’s technical innovations over the past few cen-turies. It was founded by the Tilean genius Leonardo of Miragliano, inventor of the Steam Tank and pioneer of heavier-than-air flight (a fatal obsession which led to his early demise and the destruction of many of the original Engineers School buildings).

Many of the Engineers are Dwarfs. Some of them are renegades from the Dwarf Engineers Guild which frowns upon innovation and regards much of the Empire’s new technology as a heinous break with ancient tradition. The Engineers School attracts inventors from all over the Old World and has provided the Empire with a number of experimental weapons such as repeating muskets and pistols, multiple-barrelled cannons, mobile battle-towers called War Wagons, and the formidable Steam Tank.

As well as its human population, Altdorf is also home to many Dwarfs whose ancestors settled there when their mountain strongholds fell to enemy attack. These Dwarfs are capable smiths and keen-minded merchants, and their presence is one of the reasons why Altdorf has become the dominant city in the Empire.

Nuln is the second biggest city of the Reikland and like Altdorf it sits astride the great river Reik. In previous times Nuln was the seat of the Emperor. Its reputation as a seat of learning precedes that of Altdorf, although it has been overshadowed by the new capital over the last few centuries. Its universities are still favoured by the more academic and old-fashioned.

Nuln is the focus of the entire economy of the southern Reikland, where travellers from Wissenland, Stirland, Averland and further east converge. North of Nuln the Reik is too wide to bridge, so the city forms a natural meeting point for traders and adventurers travelling from east to west. The bridge at Nuln is the last bridge before the sea, although there are ferries which cross the Reik at various points. There are also bridges at Altdorf where the Reik divides into a number of lesser channels; hence none of the bridges at Altdorf can be said to cross the entire Reik. This is a point of some pride in Nuln where the bridge is seen as one of the great marvels of the Old World. Its wooden centre section can be raised and lowered to form a defensive barrier.

Nuln is the home of the Imperial Gunnery School, where cannons are cast and artillerymen learn the arts of ballis-tics. Here they study the many practical problems associated with moving and servicing the artillery trains.

Thanks to their efforts the Empire is served by a large and efficient corps of cannons which is far superior to any-thing outside its borders.

Middenheim stands atop a sheer-sided pinnacle of rock that rises out of the surrounding forest. The great and impregnable fortress is accessible by means of four high-ways built on lofty viaducts. These contain wooden draw-bridges which can be raised to isolate the city. In addition there are numerous cranes, chairlifts and rope ladders which are used to pull goods (and sometimes people) up the side of the cliffs. The rock is also riddled with tunnels, some of which come out at secret entrances in the forest below. Access to these tunnels is limited to the town guard and to certain licensed adventurers who are permitted to search for ancient treasures amongst the ancient tombs and catacombs.

From Middenheim’s many tall towers it is possible to look out over the Great Forest to the south and the Drakwald to the west, a carpet of treetops stretching in every direction save eastwards, where the rising Middle Mountains burst from the forest floor, tall and jagged, and the colour of thunder clouds.

Middenheim is the City of the White Wolf, the symbol of the god Ulric, patron deity of the city and its territories. The Temple of Ulric is the centre of his cult throughout the Old World. The cult is very powerful and its High Priest is one of the Electors of the Empire.

Talabheim lies in the centre of the Great Forest and for this reason it is sometimes known as the Eye of the Forest, where, like the eye of a cyclone, all is calm amidst the danger all around. The city lies on the main trade route between the Reikland and lands further west, and the Kislevites to the north.

Talabheim is built within a huge shallow crater, many miles across, whose outer edge forms a rocky rim and a natural wall. This rim wall has been built up and fortified and marks the boundary of the town. The land inside the wall is extensive and includes farmlands as well as the city itself.

The river Talabec flows around the outside of the crater. Where the river flows past the southern edge of the rim wall there is a settlement called Talagaad and a deep harbour. From Talagaad a narrow roads climbs up the side of the crater and enters the city via a tunnel bored through the rock of the rim wall. This tunnel is the only entrance to the city itself, and it is protected by a fortress at each end. Its combination of natural and man-made defences makes Talabheim virtually impregnable.

There are other large towns and innumerable smaller settlements in the Empire. Of particular interest is the area around the upper reaches of the Aver known as the Moot. This province is the homeland of the Halflings, where they live under their own government and laws. They are part of the Empire in name, and provide troops for the Imperial army when required. The Moot is close enough to the mountains to suffer occasional raids by Night Goblins and so the Halflings maintain a vigilant force of border guards and watchmen who double as warriors in time of war.

COUNTS AND ELECTORS

Although we often speak of the Empire as if it were a single nation, this is not really the case. The Empire is a group of individual and independent states, joined together by ties of culture, language and common interests. Today, in the time of the Emperor Karl Franz, these states are of two distinct kinds: City States and Provinces. Originally there were only what are now called provinces, but over the years the largest cities have grown in importance and have become self-governing.

The provinces are based upon the ancient tribal homelands whose people were ruled by their own chieftains. During the time of Sigmar these chieftains became counts and the boundaries of their realms were formally established. Originally there were twelve counts but today there are only ten. Over the centuries the boundaries changed and new states emerged while others shrank.

The ancient realm of Solland in the far south and Drakwald in the north no longer exist and consequently have no counts. Solland is now part of Wissenland and Drakwald is divided between Nordland and Middenland, but its memory is preserved in the name of the Drakwald forest.

The counts are hereditary rulers whose families have long and famous histories. Many of them number former Emperors amongst their ancestors. Over the centuries the title of Count has passed from family to family as old dynasties withered away, intermarried or perished in battle. On numerous occasions the succession has passed to near relatives; at other times an entirely new dynasty has taken over either peaceably or otherwise.

Intermarriage between the noble families means that all the counts are related at least distantly, and many are cousins or half-cousins. When the ruling Emperor dies a successor is chosen from amongst the counts. In practice it is usual for the new Emperor to be the son and heir of the old Emperor, as the Imperial family will use all its power and influence to prepare the way for its own candidate. However there is not always a suitable candidate from the Imperial house, or there may be another powerful count who is preferred. The current Emperor is Karl Franz, Prince of Altdorf and Count of Reikland.

Many of the counts also hold titles associated with towns or cities, such as the Prince of Altdorf. These titles date from centuries ago before many of the larger cities became self-governing states. The titles themselves do not always carry political power within the places so named, and very often the individual does not live in the city whose title they hold. In many cases this would be impossible as the count may hold titles in two or more places! An interesting example is the Count of Nordland who is the Prince of Marienburg from which the ruling Burgomeisters have forbidden him to return upon pain of death, Marienburg having seceded from the Empire. Fortunately the Count of Nordland is also the Prince of Salzenmund, where he has an imposing and comfortable fortress.

The counts are entitled to elect one of their own number as Emperor. Hence in addition to being counts they are also Electors, and for this reason their full title is more properly Elector Counts. All counts are Electors but there are other Electors too. These other Electors can vote for their chosen candidate, but they cannot put themselves forward as Emperor. When the first elected Emperor was enthroned there were only Elector Counts, but later on other powerful individuals won the right to cast their vote and help decide which count would become Emperor.

During the reign of Karl Franz there are five of these Electors: three representing the cult of Sigmar, one representing the cult of Ulric, and the Elder of the Moot representing the Halflings. The Sigmar representatives are very influential, and because they cast their votes for the same candidate they wield influence out of proportion to their numbers.

Historically the Sigmar votes tend to be cast on behalf of the Count of the Reikland, while the Ulric vote almost invariably goes to the Count of Middenheim should he be contesting the election.

POLITICAL DIVISIONS OF THE EMPIRE
Province
City State
And also...
Averland
Altdorf
The Moot
Hochland
Nuln
Middenland
Talabheim
Nordland
Middenheim
Ostland
Ostermark
Reikland
Stirland
Talabecland
Wissenland
THE ELECTORS
Elector Count of Averland
Elector Count of Hochland
Elector Count of Middenland
Elector Count of Nordland
Elector Count of Ostland
Elector Count of Ostermark
Elector Count of Reikland
Elector Count of Stirland
Elector Count of Talabecland
Elector Count of Wissenland
Elector, Grand Theogonist of Sigmar
Electors, Arch Lectors of Sigmar (2)
Elector, High Priest of Ulric
Elector, Elder of the Moot (Halfling)
THE RUNEFANGS

After a combined army of Men and Dwarfs put paid to an Orc invasion at the battle of Black Fire Pass, thus saving the Dwarf realm from destruction, King Kurgan Ironhand showed his gratitude by presenting a gift of magic to the men of the Empire. He set the great Runesmith Alaric the Mad to work making twelve rune swords, one for each of the great chieftains of men who commanded Sigmar’s armies. Each blade was forged from a solid nugget of the magic metal Gromril, worked under the light of the full moon, fired by the breath of the dragon Snarkul the Red, and cooled in daemon blood. With incredible patience and skill, runes were carved upon them, secret Dwarf signs whose shape and carving traps magic and binds its power into their works.

It took many long years for the twelve swords to emerge from the workshops of Alaric, long years even for a Dwarf, and, as it proved, more than the lifetime of a man. By the time Alaric finally finished the twelfth Runefang Sigmar has long since passed eastward to whatever fate became him, and the original chieftains who had fought at Black Fire Pass were long dead. The Runefangs were presented to the ruling Emperor who divided them between the Elector counts.

Since that distant time the Runefangs have served the counts of the Empire, having passed from ruler to ruler until the present day. As there are now only ten counts, as opposed to the original twelve, the two spare Runefangs, the Drakwald and Solland swords, are held by the Emperor as part of the Imperial armoury. They are kept securely locked away in the treasure house of the Emperor, but are sometimes brought out and used in times of extreme need by mighty heroes or powerful wizards.

The Solland Sword was lost for many years, having disappeared during the destruction of Solland by Gorbad Ironclaw’s Orcs. The sword was later recovered from a long forgotten underground lair by a combined expedition of Dwarfs and Men.