Introduction to the Empire.pdf

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An IntroductIon to ubersreIk And the empIre
T
he
G
lorious
e
mpire
The Empire, your current home, is the greatest realm in the Old
World. It has stood for over 2000 years. Though riven with bitter,
internal politics, and beset to all sides by uncounted enemies, it
stands proud, united by its long history and its adulation of its first
emperor — Sigmar Heldenhammer — who is worshipped as a
god. The Empire is currently led by Emperor Karl-Franz I.
room philosophy than unfounded superstition, but they never
forget their gods. Indeed, it’s not only considered rude not to stop
at shrines and temples to pay respects to the local gods, it’s seen as
foolhardy and potentially dangerous.
e
nemies
T
he
r
eikland
The Reikland is the richest and most cosmopolitan of the grand
provinces of the Empire. Its people are famous for their love of
festivals and their relatively open-minded attitudes. They are
also known for being pushy, arrogant, and meddlesome, quite
convinced of their own superiority. Stout, traditional Dwarfs
and short, jovial Halflings are commonplace in the Reikland and
many have naturalised to the point they are barely noticed. By
comparison, lithe, magical Elves are seen infrequently, arousing
fear or wonder amongst the commonfolk. The Reikland is ruled by
Grand Prince Karl-Franz I, who is also the Emperor.
Beyond the boundaries of the Empire’s major towns and cities,
deep forests, wide rivers, and looming mountains dominate the
countryside. Within these wild places lurk desperate Bandits
and feared Mutants, as well as terrible Beastmen, barbarous
Greenskins, Undead horrors, and worse. Few stray far from their
barred gates without protection. But the greatest threat isn’t
the enemy without, it’s the enemy within. Behind the walls of
civilisation, cultists sworn to Chaos gods plot and connive. There
they unpick the threads of society, unravelling everything Sigmar
once stitched together. Hidden behind veils of benign clubs, secret
circles, and curious hand gestures, these lost and damned souls
prostrate themselves before the Dark Gods of Chaos, and work
towards nothing less than the very end of all things.
u
bersreik
Ubersreik is one of the greatest fortress-towns of the Reikland
with a gloried history as old as the Empire, and long-term ties
with the Dwarfs of the Grey Mountains. It is a centre of trade
in the fertile Vorbergland, a windswept, hilly province known for
its farmlands and vineyards. Until recently, it was ruled by House
Jungfreud, a noble family with enormous influence in the region.
This came to an end when the Emperor, for reasons unknown, sent
his army to seize control of the town. Ubersreik is also the name of
the wider duchy in which the town of Ubersreik is found.
m
aGic
Chaos, the greatest threat to the Empire, is also the source of its
greatest weapons. The Colleges of Magic in the Empire’s capital
of Altdorf train those ‘gifted’ with the talent to use magic in the
service of Humanity. These wizards are powerful and terrifying
in their own right, for they channel the Winds of Magick that
invisibly blow across the land. Given the dark source of these
Winds, wizards must be vigilant for signs of their own corruption.
In this, they are a cut above the petty witches and hedge magicians
that litter the countryside — though in the eyes of the uncultured
peasantry, or a zealous Witch Hunter, there is little difference.
G
ods
In the Reikland, Sigmar, patron and founder of the Empire, is
worshipped as a god. Millenia ago, Sigmar was a Reiklander
himself, which leads many Reiklanders to be especially arrogant.
Most arrogant of all are the noble Houses that claim Sigmar
as an ancestor, for they believe holy blood runs through their
righteous veins. Other important gods to the Reikland include:
Ulric, God of Winter and War; his brother, Taal, God of the
Hunt; Rhya, Taal’s wife, the Goddess of Summer and Fertility;
Shallya, Goddess of Peace and Mercy; her father Morr, the God
of Death; and his wife Verena, the Goddess of Wisdom and
Justice.
d
aily
l
ife
Despite the ever-present threat of death and dismemberment
at the hands of any number of monstrous creatures, and the
creeping existential threat of Chaos, most citizens of the Reikland
live relatively normal lives: working daily, falling in love, raising
families, and experiencing the myriad trials and tribulations that
beset all folk.
In the Empire, the working week is 8 days long and ends on a
Festag, the day where devout Reiklanders attend ‘throng’ at their
local temple of Sigmar. There are 400 days in a year, including 6
intercalary days, which do not form part of a normal week. These
days include Sonnstill, the summer solstice, and Geheimnistag,
an eerie day of mystery and magic. The Empire’s economy has
three tiers of coinage: gold, which is only seen by nobles and the
richest of merchants; silver, the staple of the burgeoning middle
classes; and brass, the least valuable coins, used by the majority of
the Reikland’s citizenry. Two moons rise in the night sky: sedate
Mannslieb, a silvery moon with a predictable passage, and ill-
omened Morrslieb, a greenish moon with an erratic orbit.
in The
r
eikland
W
orship
Innumerable priests, nuns, monks, and zealots gather in great cults
to attend each god, but the common folk rarely place one god
over another: a parent prays to Shallya for a sick child; a routed
soldier begs forgiveness of Ulric; a hunter dedicates an arrow to
Taal before firing. Reiklanders may consider themselves cultured
and forward-thinking, more likely to grip to reason and tavern-
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