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The Empire

Of all the realms of the Old World, The Empire is the largest. It consists of a vast confederation of Princedoms, Duchies, Leagues, and City-States held together in a fragile unification arrangement based on allegiance to an elected Emperor.  

The Political Structure of the Empire

The Emperor and his advisors

In theory, Emperor Karl-Franz I has absolute control over all aspects of Imperial Society. In practice, however, his power is limited by a whole range of special privileges granted to various offices by the edicts of his predecessors, and the Imperial Crown is only truly maintained out of a strong sense of historical necessity. Everyone can still remember that the last time the Empire was found lacking in unity and without a recognised figurehead, it was almost destroyed by the incursions of barbarians and the chaos of internal conflict.   When Karl-Franz was elected to the Imperial Throne in 2502 IC he swore an oath that he would 'at all times govern and maintain the majesty of The Empire'. But this continues to prove to be no easy task.

The Council of State

Broadly speaking, the Emperor has the power to set taxes, raise armies, and to issue edicts.   To assist him in the day-to-day running of the Imperial Court and to advise him on matters financial, military, and so on, the Emperor appoints a Council of State. The members of this council, which always includes the Grand Theogonist of the Cult of Sigmar, are selected from amongst those Imperial families with the most influence and the most ancient lineage.   The Council of State has no constitutional authority, but, nevertheless, still wields considerable power, since the Councillors control access to the Emperor and - when they manage to speak with one voice - can exercise considerable influence on him.   The Grand Theogonist, who is arguably the most powerful man in the Empire, is usually behind the Council's more urgent recommendations.   Emperor Mattheus II, the grandfather of Karl-Franz I and a strong believer in democratic principles, actually attempted to draw up an Imperial constitution based around the Council. However, this merely aroused the suspicion of the Provincial Electors and the idea was quietly abandoned. However, it takes a strong Emperor indeed to go against the advice of a united Council.

Imperial Plenipotentiaries

The Emperor occasionally appoints special representatives in the provinces (known as Imperial Plenipotentiaries) and, in some cases, in the provincial towns as well. The reason for these appointments can vary: in most cases, they are loyal servants sent to look after the Emperor's interests and keep tabs on his so-called servants but, alternatively, they may just be ambitious, Machiavellian types who have been sent to a quiet backwater to keep them out of the way. Whatever the reason for their appointment, it is generally believed that Imperial Plenipotentiaries are merely court favourites and few people accord them any respect.

The Electors

The real power in the Empire resides with the fourteen Provincial Electors (of whom, just to complicate matters, the Emperor is one). These are responsible for choosing the successor of the current Emperor.   Political necessity demands that they pick someone who will not actually try to use his powers too heavily and the choice normally falls on the least accomplished of their number. In practice, this means that the slightly eccentric Holswig-Schliestein family can count on holding office for the foreseeable future; the other Electors regard them as unambitious and the safest bet for the continuation of their own privileges.   Because in practice, this electoral power is largely a secondary function of their real positions; all the Electors are either important provincial rulers or magnates of the Cult of Sigmar or Ulric. As history shows, there is much rivalry between the provinces and plenty of contention between the two religious Cults - although, in the latter case, the Grand Theogonist of the Cult of Sigmar can be said to have tipped the balance in his favour by getting his two "lieutenants" accepted as Electors, while the Cult of Ulric is represented only by its High Priest.   The 15 current Electors, together with their titles and seats of power are:
  1. Emperor Karl-Franz I, Grand Prince of the Reikland. - based in Altdorf; age 35; named heir is Prince Wolfgang Holswig-Abenauer, his sister's eldest son.
  2. Grand Theogonist Yorri XV of the Cult of Sigmar - based in Altdorf.
  3. Arch Lector Aglim of the Cult of Sigmar - based in Talabheim.
  4. [lKaplanch Lector Kaslain of the Cult of Sigmar - based in Nuln.
  5. High Priest Ar-Ulric of the Cult of Ulric - based in Middenheim.
  6. Grand Prince Hals von Tasseninck of Ostland - based in Wolfenburg; age 62; named heir is his only son, Prince Hergard.
  7. Grand Duke Leopold von Bildhofen of Middenland - based in Carroburg; age 46; named heir is his younger brother, Baron Siegfried.
  8. Grand Duke Gustav von Krieglitz of Talabecland - based in Castle Schloss (just outside the town of Herzig age 22; no named heir.
  9. Grand Baroness Etelka Toppenheimer of Sudenland - based in Pfeildorf; age 51; named heir is the adopted son of a distant relative, Baron Olaf Sektliebe.
  10. Graf Alberich Haupt-Anderssen of Stirland - based in Wurtbad; age 15; no named heir.
  11. Grand Countess Ludmila von Alptraum of Averland - based in Averheim; age 77; named heir is her eldest daughter, Baroness Marlene.
  12. Graf Boris Todbringer of Middenheim - based in the Middenpalaz in Middenheim; age 57; named heir is his youngest son, Baron Stefan.
  13. Duchess Elise Krieglitz-Untermensch of Talabheim - based in Talabheim; age 31; no named heir.
  14. Countess Emmanuelle von Liebewitz of Nuln - based in Nuln; age 27; no named heir.
  15. Elder Hisme Stoutheart of Mootland - the Halfling Elector.
Although the Electors are in competition for much of the time, their position unites them against the Emperor, the independent towns, and the Guilds. Since the power of the Elector derives from the Provinces/City States, the title is hereditary - although there are no particular dictates as to how the heir must be chosen. In theory, the Emperor may veto any choice, but, in practice, this is an extremely rare event - without the support of a sizeable majority of the Electors, the Emperor has no hope of enforcing such a veto. Emperor Leopold was the last Emperor to try such a move and, in his case, the threat of civil war was enough to make him back down.

The Prime Estates

When Boris the Incompetent attempted to make his favourite racehorse a Duke, the other Electors unanimously voted that they needed some eyes and ears in the capital to warn them if the Emperor was planning any other "foolishness". Accordingly, they each dispatched a special representative to Altdorf to form a watchdog body, called The Prime Estates.   The gathering meets in a splendid building in the Imperial capital and is ostensibly open to any person of recognised noble birth, although lackeys of the Emperor are usually carefully excluded. The Prime Estates has now become a de facto supreme court - all Imperial edicts are carefully studied ("in the interests of State") and reports are sent back to the Provincial Electors. Since the latter can effectively refuse to police any edict they don't like, the Prime Estates has an almost complete veto on the Emperor's right to issue commands. And with The Prime Estates there to hinder the implementation of Imperial edicts, the Emperor suffers even greater frustration.   Of course, The Prime Estates can be said to have served a very useful function sometimes in this respect, given that Karl-Franz - as all Emperors - is occasionally given to crazy schemes, along with those which might have some merit. Some of the more controversial edicts have included the Halfling Licensing Proclamation, by which no one was allowed to employ Halfling cooks without a license (since 99% of the nobility have Halfling cooks and since there were howls of protest from the Moot, this particular edict never got very far), and the imposition by Empress Margaritha of an Anchor Tax, by which ships mooring on The Empire's rivers were to be the subject of a 15 Crown tax per anchor (the Prime Estates enforced this for three months but stopped when ship-owners began dropping their anchors overboard rather than pay and it proved dangerous to moor in any town or city harbour, as loose ships drifted all over the place).  

The Provinces

As has already been implied above, the great City States of Middenheim, Talabheim, and Nuln operate just like the other Electoral Provinces. The only real difference is that their populations are obviously somewhat more concentrated. The remaining provinces which make up the rest of The Empire are all attached to one or other of the Electoral Provinces.   These are:
  • the County of Wissenland (attached to Nuln
  • the County of Sylvania (attached to Stirland
  • the League of Ostermark (attached to Talabecland
  • the Barony of Hochland (attached to Talabheim
  • the Barony of Nordland (attached to Middenheim).
  Accordingly, the rulers of these areas are responsible first to the relevant Electoral ruler and secondly to the Emperor. In other words, if Karl-Franz wishes to find fault with the behaviour of Chancellor Dachs of Ostermark, he will raise the matter with Grand Duke Gustav of Talabecland. These provinces are effectively covered by the same immunities and exemptions as the 'parent' province, whatever their status.   The larger provinces are subdivided into a variety of minor counties, baronies, and leagues, with administrative governors appointed by the provincial rulers. These, in turn, may appoint town governors, although this practice is not always followed for every town, some of which actually elect their own town councils.   Considerable rivalry still exists between Electoral Provinces. Only the rulers of Averland and Sudenland could honestly claim to have no pretensions to either the Imperial crown or the extension of their own boundaries. Fortunately for the unity of The Empire, however, these ambitions are currently well-suppressed - the memory of years of bitter civil war is an important factor in this regard - and political machinations are conducted very discretely.   The provincial rulers are largely able to exercise their authority as they see fit within the boundaries of their domains. Some are more independent than others, thanks to special privileges which previous Emperors have granted their provinces. For example, the City States of Middenheim and Talabheim send no taxes to the Imperial coffers and only have to supply troops when all the other provinces have been exhausted. The County of Wissenland, on the other hand, is little more than an administrative sub-division of the City State of Nuln.   The style of government also varies from province to province. Talabecland, for example, is rigidly autocratic, while Sudenland has many democratic institutions. In general, however, these variations have little meaning for the average Imperial citizen: the rich are still the most privileged, while the poor do all the work!  

Towns

As far as most people in The Empire are concerned, the most important arm of government with a direct bearing on their daily lives in the nearest town. This is the place where taxes are collected, military service is rendered, trials are held, and merchandise is sold. The exact governmental structure varies from town to town. Some have autocratic governors appointed by the provincial ruler, while others have elected councils; some have Imperial Plenipotentiaries - direct representatives of the Emperor and others seem to muddle along with no obvious administrative structure at all.   Normally, towns hold their charter from the Emperor - Kemperbad in the Reikland is the largest example - or are simply part of the political structure of the Province. Some of the larger towns, however, may have independent exemptions and privileges that defy the Crown or any Provincial authority. The independent towns can be a thorn in the flesh of all higher authorities since their agents cannot operate to collect taxes or raise troops from them. Such towns have been known to be powerful enough to wage war against provincial rulers; all have strong military bodies based upon the Watchmen. Since no rural magnate can ever feel satisfied with an independent town sitting on its wealth and status, it has happened on many occasions that provincial rulers have looked for any excuse to interfere. When, following a disastrous harvest, Streissen suffered from an outbreak of bread riots in the year Karl-Franz came to power, Grand Countess Ludmila of Averland made it quite clear that she would only send her troops after the town government had agreed to pass all its privileges and authority to her. The massacre that accompanied her take-over is one of the more infamous chapters in recent history.   The town's authority (whatever its structure) does not end at its walls. All the villages and farms within a 10-20 mile radius look to the town for protection and, in return, are subject to its laws and taxes. However, these are often monitored and interfered with by higher authority.

Guilds

The fourth 'power' in the social mix of The Empire are the Guilds. In all towns, the Guilds are among the most important institutions. They normally have a monopoly on the labour market in the trades with which they are concerned and Guild membership is compulsory for anyone wishing to ply a trade in the town. In return, the ordinary guild member gains a powerful voice, which town councils tend to listen to. When a large job needs to be undertaken - particularly one commissioned by the town council or by another Guild - it is traditional for an approach to be made to the relevant Guild, rather than directly to a craftsman. The Guild negotiates the cost and rates of pay and parcels the labour out among its members on a sub-contract basis.  

Varieties Of Guilds

There are Guilds for just about every career going - Alchemists and Artisans, Merchants and Seamen, and, of course, Thieves and Lawyers.   The craft Guilds (for example, Metalworkers, Carpenters, Cartwrights, Masons, Jewellers, and Tailors) keep control over standards of workmanship and every apprentice is examined by an official of the Guild before being granted journeyman status and allowed to set up shop. The craft Guilds also require that any craftsmen claiming to have served an apprenticeship elsewhere must present them with testimonials and letters of introduction from the Guild of which he or she was previously a member.   The labour Guilds (for example, Labourers, Teamsters, and Stevedores) are not so strict in their requirements since the same standards of craftsmanship do not apply to their work. They do, however, keep close control of their members' activities and protect their monopoly of labour ruthlessly.   The Merchants' Guild works in much the same way as a craft guild, overseeing apprenticeships and so on, but its members are free to seek business as they please. The majority of mercantile operations are family-based and, outside these families, new members are not encouraged. Occasionally, the Guild may intervene when competition or disputes between two or more members threaten its unity or reputation, but, by and large, the Merchants' Guild is content to let its members conduct business as they see fit.   All Guild members pay an annual membership fee, which helps to maintain the Guilds' premises. These range from lavish town-houses to well-concealed, rambling hideaways to small rooms at the back of an artisan's shop. Additionally, apprentices must pay a fee in order to be examined by a Guild official before progressing to full membership and being allowed to ply their trade in the town. In some places, members of craft Guilds are also expected to do one day's work per year for the Guild, for which they are not paid.   Those foolish enough to operate without the backing of a Guild can expect all kinds of trouble - a verbal warning is the first step, followed by threats of physical violence, which are swiftly carried out if the person concerned continues to be recalcitrant.  

Guild Structure

The internal structure of each guild varies enormously across The Empire, although most of those in the Reikland follow the same basic pattern, with only minor variations. A Guild Council, comprising a dozen or so of the Guild's most senior members, elects the Guild Master, who chairs regular council meetings which make all policy decisions, from setting membership fees to holding ad hoc trials for those who transgress Guild laws. Vacant places on the Council are very rare - usually following the death of one of the members - and tend to be filled according to the dictates of the remaining members, who meet in closed session to make their decision. In small towns and villages, however, there might not be enough members to justify such a formal structure and, in many such cases, a town or city guild will extend its control to cover the nearby villages.   The Guilds' collective power is subtle, yet potent. Since they are the representatives of skilled labour and monied wealth, they have managed to alter the will of the Emperor, provincial rulers, and town authorities on many occasions. Guilds have been known to become involved in riots, revolts, and strikes as more blatant manifestations of their strength and it is widely recognised that there is a struggle for ultimate power between the rural propertied interests - represented by the nobility and, to an extent, the Crown, the urban oligarchies who run the towns, and the Guilds, especially where the latter are excluded from offices and privileges granted to the former two.  

Taxes & Revenue

Taxes may be levied at a variety of levels: the Emperor sets taxes to maintain his court and finance his armies; provincial rulers set taxes to maintain their courts and armies, as well as to build roads, canals, and so on; town councils set taxes to maintain their Watch and Roadwarden patrols, as well as things like town walls and municipal buildings and services.   Not surprisingly, the list of things which can be taxed is endless - Imperial Citizens pay an annual poll tax of one Crown per person; tolls are charged for the use of roads and river locks; gate taxes are charged on all non-inhabitants entering/leaving towns; merchants are taxed on merchandise sold; and so on. Since it is reckoned that only the unpropertied, non-Guild, working class actually pays all the taxes imposed upon it, the burden on the poor is unbelievably great. The nobles pay hardly any taxes at all and exemptions free many towns and Guilds from specific taxes, which is generally why the Emperor is forced to have new taxes devised so frequently.   In fact, there are so many provinces, cities, individuals, and offices with exemptions from taxation and the requirement to supply troops that there have been long periods when the defence of the realm was severely compromised. Karl-Franz, like many of his predecessors, has instructed his treasury officials to invent new taxes (on printing, gunpowder, bordellos, and pit-fight gambling) to raise money and then been forced to grant exemptions as interest groups have united to defy him. New taxes are devised every month and there exists a professional class of confidence tricksters who travel from place to place, collecting taxes the Emperor hasn't actually imposed yet.  

Law In The Empire

The various law enforcement agencies - Roadwardens, the local town and city Watches, and so on - have more than enough to keep them busy, and often operate on the principle of a suspect being guilty unless proved innocent. Characters need to be very careful when dealing with the law. Even if they are innocent, behaving with arrogance and condescension is the surest way to get themselves arrested.   Guilty characters, on the other hand, need to tread even more cautiously. If the crime is a trivial one, bribery is a possibility - especially if presented as payment of an on-the-spot "fine". If the bribe attempt fails, however, things are going to be a whole lot worse. More serious crimes - theft, breaking-and-entering, and so on - often (but not always) end in a trial before the nearest magistrate. But if the character resists arrest, the lawmen are quite likely to decide to dispense justice on the spot, which usually ends in the character's burial in an unmarked grave! Crimes, such as horse-stealing, murder, and so on, are regarded as so heinous that the arresting party is actually expected, more often than not, to deal with the criminal on the spot.   Arrested characters may or may not be tried according to their social position and the evidence against them. Unless there is incontrovertible evidence against a noble or wealthy merchant, these people often never come to trial, a few well-placed Crowns being sufficient to have proceedings dropped. The very poor tend not to reach court either; they either languish in prison for years or end up in a penal colony, breaking up rocks to repair the roads. Occasionally, one of the poor will be placed on trial to take the rap of a guilty noble who has bribed his way out of trouble. It is usually the not-so-rich who end up in court, faced with a fair assortment of charges (it is customary to tag on as many charges to the main one as possible, to cover any previously unsolved crimes).   Characters brought to trial are likely to face prolonged and costly proceedings. Regardless of any evidence, characters without substantial funds or a public reputation are likely to be found guilty unless there is another suspect available (preferably of lesser social standing). Depending on the nature of the crime, the verdict will usually be execution or a long period of incarceration. Occasionally, poor, innocent characters do go free, but more often they end up being punished for crimes they did not commit.  

Language

Imperial citizens speak the most widely-used form of Old Worlder, known as Reikspiel, the standard by which other speakers of the language are judged. As the professors of the Empire's universities will happily explain to anyone with a few hours to spare, The Empire was the first country to develop a written language and the country has a wealth of literature in the libraries of its towns and cities. Unfortunately, the proportion of the population that can actually read and write is quite small.  

Communications

Rivers are, by far, the most heavily-used communication links between settlements and, in places, these links have been shortened by the construction of canals. The Weissbruck Canal is a prime example of this, having been constructed by Dwarven engineers some 50 years ago. The size of The Empire, however, together with the sedate speed of most riverboats, means that there can be considerable delays in the delivery of news and other information. In times of war, such delays can be fatal and so, in 2453, Emperor Wilhelm the Wise instituted a system of Imperial Messengers. When the need arises, these horsemen can ride almost non-stop, from all the borders of The Empire to the capital, by changing horses at the coaching inns. Where they are unable to obtain fresh horses at an inn, they have Imperial authority to commandeer a horse from any coach or traveller they meet.

The Semaphore Machines

Lone dispatch riders might travel quickly, but they are easy prey for bandits or highwaymen and, so, Emperor Karl-Franz has recently decided to establish a network of complex signalling machines. These are currently being built on convenient hilltops in lines radiating out from Altdorf and it is intended that, in time, they will eventually connect the furthest corners of The Empire to the capital.   Designed and crewed by members of the Dwarven Engineers' Guild at the appointment of the Emperor, the machines consist of a massive stone tower surmounted by a wooden pylon. On top of the pylon stands a small hut used by the crew, which contains the operating mechanism for the semaphore device and a telescope for the observer. The semaphore device itself consists of two huge wooden 'flags', which are moved by a complex system of chains, gears, and pulleys. At night, a beacon is lit in the lower stone section of the tower and messages are sent by opening and closing a great pair of iron shutters on one side of the beacon room. The machines are built just far enough apart for messages to be readable by another machine operator using a telescope.  

Magical Communications

The Temples of Verena are in constant communication with each other, collecting and distributing information, and have the means to send messages magically. Certain Wizards have crystal balls and similar magical equipment which can also be used for communication. These channels are seldom used by the Imperial authorities, however, because of the deep distrust that magical operations inspire in those who know nothing about them.  

People

The citizens of The Empire are generally a pleasant bunch - at least towards other Imperial citizens. The peasants have a reputation for being superstitious, but - given The Empire's long and bloody history - this is understandable. The aristocratic leaders of the towns and cities maintain a constant vigil against the spreading evil of Chaos (witch-hunting is a highly respected profession), but the vast areas of forest are impossible to patrol. From time to time, expeditions are mounted to root out bandits and other undesirables, but they are expensive and time-consuming and the success of such enterprises is often negligible.  

Noble Houses

The nobility of The Empire ranges from the mighty Imperial family of the Holswig-Schliesteins to the many lowly baronets and knights who are found on every estate. The importance given to titles varies greatly - for example, the Countess of Averland rules a vast area lying between the River Aver, the Upper Reik, and the Black Mountains, while the Countess of Sylvania rules an area that would barely support a poor baronet of the western Empire. This diversity is noticeable in the wealth of the more important families - particularly those who hold Electoral positions. The members of the wealthy families are always apparent by their rich robes and glittering jewels. It is a popular saying that, on a moonless night, the Imperial Court at Altdorf can be seen as far away as Nuln. In contrast, those nobles who live in the eastern Empire often have difficulty convincing visitors that they are, in fact, the wealthiest persons in the area.  

Ordinary People

You should not get the impression that The Empire is teeming with plate-clad aristocrats. The vast majority of the populace are poor, simple folk. While the towns and cities have a growing 'middle' class of artisans and merchants, those who bear the brunt of the taxation laws and who die in droves in times of war are the peasants.  

Titles

The Emperor is known as His Imperial Majesty - Emperor Karl-Franz. Rulers of Principalities are Princes or Princesses, while rulers of Duchies are known as Dukes or Duchesses. The prefix 'Grand' signifies that the titleholder is also an Elector - thus Emperor Karl-Franz is also Grand Prince of the Reikland. Rulers of Counties are known as Counts or Countesses and rulers of City States are Grand Dukes or Grafs. Rulers of Baronies are known as Barons or Baronesses, as are heirs to Counties and Duchies. Heirs to Baronies are known as Baronets and heirs to Principalities are known as Crown Princes. The ruler of the League of Ostermark is known as Chancellor.  

Orders Of Knighthood

Those nobles deemed especially worthy or who have proved themselves in the service of the Emperor or one of the Electors are often admitted to one or other of the various Orders of Knighthood. This is a great honour and only the most exceptional characters may hope to rise to such status.   The most famous of these orders are:
  • The Knights Panther: An Order dedicated to the eradication of mutants and the preservation of racial purity within The Empire, who form the elite corps of the standing army in Talabheim.
  • Order of the Fiery Heart: An elite cavalry unit of Sigmar Templars, dedicated to the destruction of all Goblinoids. They have a long and glorious history, dating from the civil wars when the Cult of Sigmar was outlawed in Talabecland.
  • Order of the White Wolf: Formed by the Templars of Ulric and comprising the elite unit of Middenheim's standing army, the members of this order are among the fiercest and most aggressive of The Empire's warriors. Unfortunately, their tendency to attack in a frenzy, irrespective of tactical or strategic considerations, does have its drawbacks.
  • Order of the High Helms: This is a newly-constituted order, founded by the Emperor, who wants to create an elite cavalry unit of very tough and extremely tall knights. Members are selected according to their physique (minimum acceptable height is 6 feet, 6 inches) and are currently being drilled in Altdorf.
 

Families

A few brief notes are provided on some of the more noteworthy noble families.
  • The Todbringers of Middenheim: Distant relatives of the von Bildhofen family, their current head is Graf Boris - an Elector and the Provincial Ruler of the City State.
  • The Krieglitz-Untermenschen of Talabheim: Descended from Emperor Dieter von Krieglitz (who was deposed after the secession of the Wastelanders) and Grand Duchess Ottilia Untermensch (who declared herself Empress without an election in 1360). Their current head is Duchess Elise - an Elector and the ruler of the City State of Talabheim.
  • [liThe von Krieglitz family of Talabecland: Also descending from Emperor Dieter von Krieglitz. Current family head is Grand Duke Gustav - an Elector and Provincial Ruler of Talabecland (based in Castle Schloss).
  • The von Tassenincks of Ostland: Rulers of Ostland. The current family head is Grand Prince Hals. His son, Hergard, is currently resident in Altdorf and on the lookout for a group of adventurers. As easterners, the von Tassenincks are regarded as little better than country yokels by their more sophisticated western cousins.
  • The von Bildhofens of Middenland: Descended from Grand Duke Gunthar von Bildhofen (the younger brother of Emperor Magnus the Pious), who fell foul of the then-Grand Theogonist and retired to Middenheim. The current family head is Grand Duke Leopold - an Elector and Provincial Ruler of Middenland.
 

Religion

By far, the most powerful of the many cults active in The Empire is that of Sigmar Heldenhammer. The cult is entitled to no less than three votes in the Imperial elections, held by the cult's head - the Grand Theogonist, of Altdorf - and by his two deputies, or Lectors - based in Talabheim and Nuln. There are countless shrines and temples to Sigmar scattered throughout The Empire and no Emperor has ever been able to hold office without the support of the Grand Theogonist. Of course, there are many clerics of other deities - most notably Ulric - but the Grand Theogonist is regarded as the supreme voice of authority on all religious matters. Given that the High Priest of Ulric (based in Middenheim) is also an Imperial Elector, this state of affairs has resulted in some tension between clerics of the two cults.   As well as numerous temples dedicated to the major gods, the people of The Empire acknowledge many other minor deities. These are not Cults in the true sense of the word and their authority may well be limited to a particular place or area. Typical examples are Bögenauer, the god of the town of Bögenhafen, and Handrich, the god of merchants and commerce. Gods such as these do not have Clerics of their own, but instead rely on Clerics from other, related Cults or else make use of lay-preachers - town councillors, in the case of Bögenauer, and members of the merchants' guild, in the case of Handrich.   The worship of Kháine is proscribed throughout The Empire and he is only worshipped secretly by murderers and cut-throats. There are secret cults worshipping the Lord of Murder in some of The Empire's larger towns and cities, but they seldom act openly and are ruthlessly suppressed by the authorities. Nevertheless, it must be said that, in certain cities, officials who act with conspicuous zeal in this suppression are sometimes found dead, often murdered in their beds while their spouses slept on, undisturbed.   Worship of the Chaos Gods is proscribed throughout The Empire and is an offence punishable by forfeiture of all assets - including life. Although proscribed, worship still continues in secret. Humanity has developed under Chaos' aegis and its traits are inextricably intertwined with Human nature. Needless to say, the Chaos cults are all extremely secretive and not easily-infiltrated. But the practice of exiling mutants to the deep forests where lurk bands of Beastmen and the occasional Chaos Warrior only serves to increase the numbers of Chaos' followers. And, even in more civilised areas, there are 'secret societies' - headed, perhaps, by a Daemonologist or Necromancer. Sooner or later, all those who put power and earthly dominion before liberty and fraternity (and their numbers are surprisingly great) are drawn into the web. Indeed, the power of Chaos gods is slowly and inexorably spreading across The Empire like the roots of some foul and poisonous fungus and the growths of this network of decay are hideous to behold.  

Cities

Cities and towns in The Empire are built of wood, stone, brick, and just about anything else that comes to hand. Architectural styles vary greatly, although the half-timbered style is the most popular. Local conditions and requirements dictate the materials used, though most older and more solid houses may be built from stone and newer and more affluent accommodation is provided in the modern medium of brick. Roofs may be thatch, slate, or tiles.
  • Altdorf
  • Middenheim
  • Nuln
  • Talabheim
Information extracted from Shadows Over Bogenhafen copyright Games Workshop 1991. Original text copied from https://wfrp1e.fandom.com/wiki/The_Empire
And at the appointed time we shall rise from our secret places and throw down the towns and cities of 'The Empire'
  • Excerpt from The Book of Transmutation
  • "Three things make the Empire great; faith, steel and gunpowder."
    —Magnus the Pious, Emperor of the Empire of Man
    Alternative Name(s)
    The Empire of Man
    Type
    Region
    Included Locations
    Related Tradition (Primary)
    "What holds the Empire together, lad, is that our mutual dislike of each other is less than our dislike of everyone else."
  • A Priest of Sigmar
  • "Never 'eard of de place. Yer say it's part of the Empire?... Really?...A place wiv 'alflin's in charge? ...Well 'ose stupid idea was that, then?
  • Wiseenlander Innkeeper on being told of The Moot.

  • Articles under The Empire


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