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"What better place in the Empire is there, I ask you? The most fertile fields, the finest wine, the most beautiful palaces, and the fairest women in the Empire. Should the rest of the Empire vanish, I would not miss it."

—Reiklander noble[1a]

Reikland, officially the Grand Principality of Reikland, is one of the founding Electoral Provinces of the Empire of Man. It is located in the southwestern Empire in the centre of the Old World continent. Reikland has been the most important state of the Empire for nearly one hundred years, for it surrounds Altdorf, the current Imperial capital city, and its state armies are those under the command of the Emperor Karl Franz I himself.[1a]

Reikland was one of the provinces created at the founding of the Empire during the reign of its first emperor, Sigmar Heldenhammer. Indeed, in the eyes of the Imperial citizenry, the territories of the Reikland are considered the heartland of the Empire culturally, politically, economically, religiously and in every other way that matters.[1a]

The Reiksguard, pride of the province's state army and the most powerful and prestigious regiment in the Empire, are the bodyguard of the Emperor himself.[1a] The Emperor is able to provide the finest equipment and training available for his own state army; as a result, the armies of Reiksguard are said to be the most disciplined troops in the Empire. They are famous for their precise coordination and their steady resolve: few foes can perturb the valiant men of Reikland.[1a]

History[]

Pre-Imperial Times(-1500 - 1 IC)[]

The earliest mention of men moving into the provinces of the Empire is with the migration of the Belthani in -1500 IC. These people were agricultural and peaceful, and as such were not prepared for the violent nature of the new tribes that began to pour in five hundred years later. The tribes that conquered this area were known as Unberogens, and they founded a city on the intersection of the River Talabec and River Reik called "Rich Village" or Reikdorf. The tribes of man grew slowly, under attack from Beastmen, Greenskins, and marauders from other tribes. The Dwarfs soon recognized their potential to trade and started to exchange goods with mankind.[1c][9b]

In the year -30 IC, a Twin Tailed Comet was sighted as Sigmar, the son of the king was born. Sigmar proved himself as a young prince by saving the Dwarven High King Kurgan Ironbeard from an orc raiding party. The High King gifted him the legendary weapon Ghal Maraz as a token of thanks. After becoming king of the Unberogens after his father's death, Sigmar embarked on a campaign to rid the land of evil and unite mankind into a glorious Empire. After many battles with the orc tribes that culminated in the First Battle of Black Fire Pass, Sigmar was crowned Emperor of Man by the High Priest of Ulric. Reikdorf was proclaimed the capital of the newly formed Empire.[12a]

Nagash's Attack[]

Unfortunately for the new Empire of Man, the great necromancer Nagash had been revived and sought his beloved Crown of Sorcery. Nagash marched through the southern Imperial provinces, slaughtering all in his path. Everwhere the tribes of mankind were besieged. The Jutones fought a desperate defense against the undead fleetThe Ostagoths did not build cities, their people living in settlements that could be broken down at a moment’s notice and loaded onto wagons for transport. The dead had no focus for their assault, and the Ostagoth cavalry armies encircled and destroyed their enemies piecemeal. The Cherusens and Taleutens took refuge behind the walls of their great cities. Krugar fought heroically on the spiked walls of Taalahim, the great crater city that nestled like a giant eye in the enormous expanse of the great forest. Always where the fighting was thickest, Krugar hewed the undead with glittering sweeps of Utensjarl. Further west, Aloysis defended Hochergig with all the wild fury for which his kinsmen were famed. Forced to fight with every weapon available, many of the Cherusens chewed wildroot and drove themselves into bloody frenzies. Atop the spire of the Fauschlag Rock, Myrsa and his warriors hurled the dead from the walls of their soaring city. The cliff-like sides of the rock writhed with climbing horrors, yet the city still held. Myrsa’s runefang shone with simple purity, and where it smote, the dead could not resist its power. Count Otwin’s lands were near empty, his people scattered by the sudden invasion of the dead from the wastelands to the north-west. Long shunned by the living, these lands had vomited forth a ravening tide of the dead that had driven the Thuringians from their lands. Many now fought in Middenheim, or had since fled to Marburg.[13a]

Warhammer Sigmar vs Nagash

Sigmar engages in combat with the Great Necromancer.

However, the main assault was targeted directly at the capital city. Sigmar rallied the entire city for its defense as untold legions of Nagash's forces marched forward.The host of Nagash arrived before the walls of Reikdorf on the leading edge of dark storm clouds. Winter cut the air and the cold winds that blew from the vast horde of the undead carried the stench of mankind’s corpse. Chain lightning flashed in the clouds and rumbles of thunder that seemed to roll out from distant lands echoed strangely from the walls of the city’s temples, taverns and dwellings. No sun rose on this day, the unnatural darkness covering the land in a bleak shadow from which it could nevermore be lifted, a gloom that entered every mortal heart and filled it with the sure and certain knowledge of the fate of all living things. Skeletons marched at the fore of the army, ancient warriors in serried ranks that stretched from one line of the horizon to the other.

Cursed to serve Nagash for all eternity, they wore armour of long lost kingdoms, clutched weapons of strange design, and the grave dirt of far off lands clung to their bones. Heavily armoured champions in heavy hauberks of scale and corslets of iron marched at their head, exalted warriors of the dead whose skill with the executioners’ blades they carried was more terrifying than when they had been mortal. Where the warriors of bone resembled the army they had been in life, the thousands of bloody corpses dragged from shallow peasant graves or raised back from the dead in the wake of battle were a shambling mockery of life. Limping on twisted limbs and groaning with the torment of their existence, they were a stark reminder that even death in battle against this foe would be no escape from the horror. Hunched things in black robes moved through the shuffling horde of corpses, their fell sorcery directing its mindless hunger.[13a]

Sigmar led the charge, his mighty hammer cleaving to and fro. The momentum of the Imperial charge was devastating, but slowly, the tides began to turn as the numbers of the dead soon outnumbered the living.As the battle raged, thousands more dead warriors were advancing towards the city, pushing past the tiny islands of resistance that had met with some fleeting success. The battle line of mortals arrayed before the walls was fighting with admirable courage, but no hope of victory. They took backward step after backward step, and it was only a matter of time until they broke. Soon, with a great surge of dark magic, Nagash invoked the dead from every yard within the lands, and thousand upon thousands more clawed their way to the surface. It would seem that the Empire was finally doomed. Yet in the center of the battle, cut off from the rest of his army, Sigmar drove for the low hillside where Nagash awaited him. Less than a hundred warriors still rode with the Emperor, yet they charged as though all of mankind were with them. Sigmar engaged in a trick by placing the Crown on the ground and pretending to smash it with his hammer. Nagash, entranced by his amulet, reached out to grab it but was pummeled into oblivion. With that, the Empire was saved as the undead host disintegrated.[13a]

Waaagh! Gorbad (1707-1712 IC)[]

The Orc Warlord Gorbad Ironclaw invaded the Empire in 1707 IC through Black Fire Pass. Nuln was sacked and the Moot devastated. Solland was overrun and Count Eldred of Solland slain after this, Solland ceases to exist as a separate land. The Solland Runefang was captured by Orcs. Gorbad advanced north along the Upper Reik. A large Imperial army under the Count of Wissenland was defeated at the Battle of Grunberg just south of Altdorf. Altdorf was besieged. The Emperor Sigismund IV (the remaining elected Emperor at this time) was killed by a Wyvern during the siege but Altdorf holds out. The orcs eventually grew bored with the length of the siege and abandoned their Warlord. No one knows the fate of the Orc after he lifts the siege with the few Greenskins that remain with him.[1c]

Age of Three Emperors[]

The assassination of Mandred Skavenslayer in 1152 IC led to a serious political crisis: the Elector Counts simply couldn't agree upon a successor and failed to choose a new emperor. The absence of a central and unifying authority inevitably led to political turmoil across the Empire as the Electoral Provinces became full sovereign states in all but name. The rivalry between the powerful Elector Counts slowly increased as the more ambitious among them tried to gather support among their fellows, each believing that they should become the next emperor. During this period, several feuds, including one involving the Graf of Middenheim, turned violent. However, they seemed to be minor events not on the scale of a civil war.[14]

The collapse of central authority in the Empire was complete in 1979 IC when the Grand Theogonist refused to acknowledge the election of the infant Elector Countess Magritta of Marienburg. This act ended the line of the Elected Emperors. The refusal was ignored by Countess Magritta and she moved to Nuln to found a dynasty of claimants there. The counts of Reikland also advanced their own claim for the throne. This period of complete anarchy, which lasted until 2304 IC, is remembered as the "Dark Ages." The Grand Principality of Reikland had long occupied the ancient heartland of the Empire. Within its borders the Cult of Sigmar held sway, yet despite the Sigmarites' political support for them, the Princes of Altdorf like Wilhelm I who would claim the title of the Emperor of Man during the Age of Three Emperors were never recognised by their fellow Elector Counts and were known derisively by their rivals as the "Reikland Pretenders."[14]

The Vampire Wars[]

Reikland suffered greviously at the hands of the Vampire Counts and their armies. Altdorf was besieged twice, firstly by Vlad von Carstein in 2051 IC. The Vampire was defeated only due to the self sacrifice of the Grand Theogonist who threw him over the walls of the city, impaling both of them on wooden spikes. With Count Vlad destroyed and his armies crumbling, the Sylvanians were forced to lift the siege and retreat. So great were the casualties inflicted on the men of Altdorf that no pursuit was possible. The last casualty of the Battle of Altdorf was Isabella von Carstein. Unable to face eternity without her husband, she impaled herself on a stake and shrivelled to a pile of dust before the eyes of would-be Emperor Ludwig and his bodyguard. Ludwig would have pressed into Sylvania and taken the fight to the evil scourge at its heart but the other claimants to the Imperial throne joined forces against him, fearing that Ludwig would use his new popularity to secure his claim to the throne. So the pernicious lords of Sylvania were able to regain their strength.[15a]

Mannfred von Carstein's Undead legions crossed the Sylvanian border in the depths of winter. With the summer campaigning season over, the armies of the Elector Counts were unprepared for the sudden assault. Mannfred's armies marched through the snows towards Altdorf, putting to the sword any living men they met and raising the corpses to swell the ranks of Mannfred's horde. In the infamous Winter War of 2132, Mannfred defeated several hastily assembled Imperial armies that attempted to block his path. Victory followed victory and, soon, the dark rumour of Mannfred's coming was enough to send villagers fleeing from their homes only to freeze to death in the snow. When Mannfred's much-enlarged force reached Altdorf, they found the city seemingly undefended.Triumph filled Mannfred. He looked set to become not a Vampire Count but a Vampire Emperor, achieving what Vlad and Konrad had failed to do. Then the Grand Theogonist, Kurt III, appeared on the battlements. The Sigmarite high priest had brought forth the evil Liber Mortis from the deepest locked vaults of his temple, and he began to recite the Great Spell of Unbinding from its pages. As the incantation continued, Mannfred's power over his minions began to weaken. Seeing his followers crumbling to dust, Mannfred ordered a hasty retreat, for his foes were ready and prepared to meet the Undead threat head on.[15a]

Geography[]

Vermintide 2 Reikland

A detailed map of Reikland as found in the PC game Warhammer: Vermintide 2

Westernmost of the Empire's Great Provinces, Reikland is the seat of Imperial power and the richest, most cosmopolitan province in all the Empire -- and not just because the Reiklanders claim thus. The Reikland can be roughly divided into three regions: the towering Grey Mountains that form the province's southwestern border, the fertile foothill region of the Vorbergland, and the dense Reikwald Forest.[1a][2b]

Grey Mountains[]

Reikland Map Cubicle 4th Edition

A more detailed map of the Grand Principality of Reikland.

The enormous Grey Mountains are so high and rugged that only a few passes cross them. The mountains are riddled with Dwarfen tunnels, many of which are abandoned. Some holds still exist in the highlands above Reikland, but these are islands in a sea of Orcs, Goblins, Skaven, and Mountain Trolls.[2b] The lower slopes of the Grey Mountains, however, are an important resource for the feudal lords of the Reikland. Here they have sunk many mines, extracting minerals such as iron, gold, marble, and precious gems.[1a][2b]

Old world Reikland

A portion of the Reikland as it was in the 23rd century IC.

There are two main passes over the Grey Mountains into Reikland: Axe Bite Pass and Grey Lady Pass.[1a][2b] The passes are guarded by the Imperial fortresses of Helmgart and Ubersreik respectively, both built as defences against both Human and nonhuman raiders living in the mountains, as well as the Bretonnians, with whom relations have not always been friendly. The snows of winter close both passages, and travellers are advised to cross them only well after the spring thaws.[1a] Because they are so heavily tolled, some merchants attempt to take more rugged routes, such as the Crooked Corridor or Durak Way. However, such an undertaking is very dangerous.[2b]

Vorbergland[]

Located between the Reikwald and the Grey Mountains is a region of rolling hills and fertile valleys, known as the Vorbergland, meaning "foothills country."[1a][2c] The southeastern part of this region, known as "Suden Vorbergland," is the most fertile region in Reikland.[2c]

Market towns such as Ubersreik, Stimmigen, and Dunkelberg have grown up around the plentiful agricultural areas. Suden Vorbergland is also called "Ranald's Garden" because of the large amount of wine it produces.[2c] However, the western end of the Vorbergland is wilder and more sparsely populated. It suffers from frequent Greenskin raids and is inhabited by many animals and monsters. In spite of the dangers, it is a popular destination for big game hunters and scholars from the Imperial Zoo.[2c]

The many rivers that flow from the Grey Mountains into the Reik are very important for agriculture in the Vorbergland. The Dwarfs of the Grey Mountains have in the past used this to their advantage, damming the rivers during a serious dispute with the Elector Counts over mining rights in 2211 IC.[1a] This led to the infamous "runtwater" march of the affected Imperial peasants on Altdorf. Since then, the Electors and Emperors have been ever careful to keep the Dwarfs of the Grey Mountain kingdoms happy.[1a]

Reikwald[]

Although Reikland's forests are generally safer than those in other Imperial provinces, it is still unwise to travel far from the rivers and roads that cut into the forest. Groups of bandits and wild animals make their homes beneath the Reikwald's boughs, and the deeper one goes into the forest, the viler the creatures that may be found…[2c] Reikland's forests are predominantly populated by oak, pine, elm, and beech trees.[2b] In most places, the canopy is not so thick as to block out the sun. The woods are dotted with ancient stone circles known as oghams, thought to be monuments from the Unberogen era.[2d]

Their precise purpose is unknown, but it's rumoured that isolated communities exist in the deepest parts of the Reikwald that hold these sites sacred, conducting rituals older than Sigmar himself. Magisters tend to be interested in these monuments also. Some postulate that they were the fields of ancient battles.[2d]

Within the Reikwald Forest are two regions of hill country, the Hägercrybs and the Skaag Hills. Both are used for sheep herding[1a] and mining[2b]. The Hagercrybs are also popular with tomb robbers and other adventurers looking for burials of the Pre-Imperial Unberogens. There are reports of ghost hauntings in the Hägercrybs, but these are usually dismissed as the ravings of shepherds enjoying an excess of hard cider.[1a]

Notable Locations[]

Bloodpine Woods[]

The Bloodpine Woods is an infamous forest, named after the color of the trees. During the early 2500's, bloodpine became hard to source, for the Bloodpine Woods were plagued by Forest Goblins of the Spiderclaw tribe, led by the Goblin Shaman Raknik, who managed to tame a handful of swift-moving Giant Spiders. Few dared to work there, for those attempting to cut the trees simply disappeared, their cries echoing from the mists high in the trees before suddenly falling silent. This, of course, only served to increase the value of bloodpine, which deeply enraged purchasers, several of whom took to hiring mercenaries and private parties to clear the Goblins, figuring it would be cheaper to throw bodies at the problem than pay more for their new filing cabinet. One Altdorf timber merchant by the name of Willibert Klemm instead attempted to harvest and sell giant spider silk.[5a]

The situation came to a head in 2517 IC, by which time Raknik had gathered a goblin horde to his banner, and began pillaging across Reikland. Emperor Karl Franz was quick to realize the importance of the threat, for if he failed to protect his own province, his political opponents would call into question his ability to protect the whole Empire. Seeking to strike at the heart of the goblin territory, the Emperor gathered the armies of Reikland and marched towards Bloodpine Woods. At the ensuing Battle of Bloodpine Woods, Karl Franz nearly lost his life. However, Raknik was killed and the Spiderclaw Tribe obliterated. The threat from Bloodpine Woods was no more.[5a]

Black Isle[]

The location of the legendary spy ring of the Black Chamber, the Black Isle is a heavily fortified. Although the cannon-guarded fortress of the Black Chamber is on an island in the Reik, it is still connected to Altdorf's city walls. The Imperial spies get to choose the state troop regiments that garrison the tower. They tend to select soldiers they believe to be skilled, patriotic, discrete, and able to ignore the sounds of torture that invariably emanate from Black Isle. The Black Chamber is not exactly secretive about the sort of activity that goes on in their fortress. Indeed they intentionally cultivate an aura of menace by lining the castle's ramparts with the decapitated heads of traitors and heretics.[2i]

Blackstone Tower[]

Blackstone Tower is an Imperial fortress guarding the smuggling route in the Crooked Corridor. It is under the control of the Dwarf King of Karak Ziflin despite the fact that it was constructed by Reiklanders. Today, it is manned by both Dwarfen and Imperial troops, and resentment is building. The situation is tense, if not unstable. Add to this Montfort's claim to the region, and war could possibly break out.[2j]

Darkstone Ring[]

The Darkstone Ring is a malign monument in Reikland, north of Blutroch near the Altdorf-Bögenhafen road.[1a][1b] It consists of six suggestively-carved standing stones arranged in a ring, and a sacrificial slab of unidentifiable rock in the center. At night, the ring's six stones glow green. Their brightness seems to be tied to Morrslieb's phase- when the Chaos Moon is full, they shine brightly. It is said that the slab in the center of the monument has been used as a sacrificial altar for millennia. The unholy power of the site seems to draw beastmen and cultists, particularly around Geheimnisnacht. Rumours and legends of powerful artefacts also lure brave or foolish adventurers to the area.[286]

Grootscher Marsh[]

The Grootscher Marsh is a large marshland in the southwest of the Empire. Located at the convergence of Reikland, Middenland, and The Wasteland, it gained a cursed reputation among Imperial citizens when the Imperial army lost the Battle of Grootscher Marsh. This battle was one of the Empire's worst defeats in recent memory, and allowed the Wasteland to secure its independence.[1a] The Grootscher Marsh also has an evil name among Marienburgers, who commonly call it the Cursed Marsh, when they can bear to think about it at all. The walls of the Vloedmuur are not only for holding back the tide or foreign enemies, but also the things that lurk amongst the reeds and tangleroot trees. Kind-hearted residents will do all they can to persuade friends from entering the swamp, making a sign of protection every time its name is mentioned and telling wild tales of the dangers within.[2k]

It is well that citizens tend to stay away from Grootscher Marsh, for it really is a dangerous place. The foul-smelling marsh suffers from an infestation of River Trolls. It is said that these trolls occasionally slip into the River Reik to prey upon oblivious riverboats. Sometimes, ominous horn calls are heard coming from the marshes.[2k]

Hagercrybs[]

Nestled within central Reikland, the Hägercrybs are a series of heavily forested hills. They are mainly used for sheep herding, and many sheperds live within them. To the annoyance of many merchants, there are no roads that run through the hills. It is storied that the ancient Unberogens buried their dead in here, and there is some evidence for that. There are many cairns and crypts buried inside the hills.[2b]

Karlsbaum Monastery[]

Karlsbaum Monastery is an overgrown temple dedicated to Rhya and Taal inside the Reikwald forest, close to the city of Grünburg. The abandoned monastery has a wide selection of plants, many that are not native. Rhya is likely the source of the reason they thrive despite the alien climate. The power of Rhya here can only be felt by the most perceptive as she is now almost gone from the land. Occasionally a wandering priest of Taal will stay here and give praise to Rhya before continuing on his way. But mostly the place lies abandoned and almost forgotten. Nevertheless rumours abound of elves and spirits and other strangeness that live in the woods.[6a]

Oppenehim Veinyard[]

Located near Eilhart, the Oppenheim Veinyard is a well respected orchard. Despite its ramshcakle and almost decrepit look, the wine cultivated here is widely regarded as excellent. However, it harbors a dark secret. The proprietor is a Necromancer and has taken to using Ghosts as farm hands to cultivate the fields at night.[7a]

Mundsen Keep[]

Built just oustide Altdorf, the prison Mundsen Keep is the most infamous dungeon is all of the Reikland.It is housed in a former fortress. Square and slit-windowed, it is horribly outdated as a fortification and would quickly fall to an artillery barrage.[1a] All sorts are sent to Mundsen Keep, from squalid debtors to out-of-favour courtiers. There's even a special room lined with silver shackles for keeping unnatural undesirables such as witches, Children of Ulric, and vampires. All prisoners are given an identification number chalked on a small cloth. Several prisoners must share a small cell.[8a]

Monastery of the Holy Word[]

The Monastery of the Holy Word is a headquarters for the Order of the Anvil. Far from any popular roads, the building is found deep in the Reikwald. Its most noticeable feature is housing the original Testaments of Sigmar. Very few are allowed to see the text, but the monks will answer any questions regarding it. Unusually for monks, they are very accepting of pilgrims and other travellers.[9a]

Malfic Island[]

A mist-shrouded isle near the shores of the Reik, Malfic Island is the ancestral home of the hated Schrekensrich family. Foul necromancers one and all, they have long since gone to the stake, and their house torched by the witch hunters. They may be ashes, but their legacy lives on. Local folk speak of strange lights in the ruins, and of treasure seekers leaving for the isle, never to return. Legend has it that the heretical patriarch of the Schrekensrich sold all he owned, his lands, his titles, his jewels, and even his soul for a coffer of gold that was eternally full. Never found by the witch hunters, this legendary Malfic Hoard has lured many to the charred black stones of Schrekensrich Manse. Some claim that a mighty leaden chest, held far beneath the ground holds but a single coin, a gold crown forged by the Ruinous Powers. The leering face on this coin is said to whisper secrets—powerful secrets, worth more than all the gold in Reikland...[1a]

Reikwald Circle[]

Deep within the Reikwald Forest lie seven concentric circles of standing stones. The outermost has a diameter of more than a mile and is made up of little more than head-sized rocks, many now displaced or submerged beneath the earth. As the middle approaches, the stones get bigger, until at the very center is a huge black cuboid lump of granite.[1a] Beastman clans incessantly encroach upon the circle, attracted to it almost instinctively. They periodically desecrate one, or a series, of the stones. Yet they never form settlements there, or hold the area for long. Wood Elves have returned to this part of the Reikwald and they consider the stones their own. But so too do the Jade Wizards, who claim that the circles are older even than the Elves. Even High Elves have visited the site recently. Whatever the truth of the matter, the area is important to the Jade Wizards as it sits atop an unusually dense confluence of ley lines and holds great power.[10a]

Reiker Marsh[]

The Reiker Marshes are notoriously treacherous, and inexperienced captains frequently run aground in its deceptively shallow waters. Tattered flags and corroded signposts mark the most perilous sections, but these are woefully insufficient. River guides locally known as "huffers" are available to guide boats through the waters for a reasonable price, most of whom gather in the towns of Prieze and Babenborn on the Reik, and in significantly fewer numbers in Buxhead on the Teufel. The waters are at their most dangerous in the five-mile stretch at the end of the Teufel where it meets the Reik. Locally called "Leopold's Folly" after the Emperor who tried, and failed, many times to dredge the red-silted waters in order to make it safe for deep-drafted ships, wise barge captains avoid it completely, preferring to pay tolls to pass through the Grünberg Canal rather than risk their crew and cargo.[2k]

Skaag Hills[]

The rocky Skaag Hills lie to the west of the River Bögen and run along the southern bank of the Reik before falling beneath the trees of the Duchy of Gorland. Near the centre, the Reikwald recedes from the stony crags and layers of stratified rock rise to the scree-laden highlands of the Prie Ridge. A single road crosses the gentler slopes of the Skaag Hills to the south, starting at Trosreut in the shadow of Castle Grauenberg and wending its way through to Holthausen, but many minor tracks and trails also cross the region, most of which started as goat tracks.[2b]

Prie Ridge[]

A highland near the Skaag Hills, Prie Ridge contains many abandoned mines. The dockworkers of the town of Prie use it as an ideal place to dispose of bodies as no one goes there today.[7b]

Steirlich Manor[]

Steirlich Manor is a heavily fortified coaching inn inside the Duchy of Grauwerk, on a windswept ridge in the southern slopes of the Hägercrybs. Its ruler is Graf Steirlich von Bruner. The land was gifted to the Graf's ancestor, also named Steirlich von Bruner, by Emperor Mandred Ratslayer in 1138 IC. The manor was named after the original Steirlich.[2j]

Uhland Bogs[]

The Uhland Bogs are a region of peat bogs along the Westerfluss, the river that forms the boundary between Reikland and The Wasteland. Many people from the surrounding villages harvest blocks of peat from the bogs and use them as fuel or ship them down to be sold along the Reik. Many standing stones, of significance to the Cult of Rhya, are located in the southwest portion of the peatland. These henges are the site of rituals performed by local Rhyans and adherents to the Old Faith on the equinoxes. One particularly notable set of standing stones are the Crowstones. They have a foul reputation, and the peat around them is coloured pitch black. It is said that on Geheimnistag and Hexenstag, impossibly huge flocks of crows gather at these stones, and unspeakable creatures rise from the bogs[2k]

The Singing Stones[]

The Singing Stones are an ancient megalithic monument in Reikland, located in a wooded valley west of Schädelheim. The monument is centered around a central dolmen- a flat slab placed on top of several pillar-like stones, resembling a huge altar. From this dolmen, rows of menhirs spiral out. However, an average visitor would not be able to discern this because of the trees and shrubs that have grown up among the stones. The Singing Stones are named for the eerie wailing noise they make when a westerly wind blows up the valley from The Wasteland. The sound can be heard for miles around, and some claim that one can gain insight or wisdom from listening to it. However, others consider such thinking to be heresy.[2j]

The Lorlay[]

The Lorlay is a jagged, rocky island situated in the River Reik, about 40 miles downstream from Grissenwald.[1a]The Reik is relatively narrow around the island, flowing swiftly through deep channels. According to legends popular among boatmen, a beautiful, slender, pale elven maiden swims through these straits at dawn and dusk. The Lorlay is a popular spot for upper-class Reiklanders to hold Taalite stag parties, pre-marriage rituals. Because of this, many inns can be found in the vicinity of the Lorlay catering to higher class clientele.[2j]

Teufeltal[]

The Devil's Valley, also known as Teufeltal is a valley inside the Grey Mountains. Its land is mostly used for sheep grazing, but there are several vineyards around Tallerhof. The Grey Lady Pass is located nearby, and this causes a mild number of visitors to come through on trade routes.[11a]

Notable Settlements[]

  • Altdorf - The capital of the Reikland and of the entire Empire, Altdorf is the largest and most important city of men in the Old World.
  • Kemperbad - Formally the Grand Freistadt of Kemperbad, is an Imperial town within the province of Reikland, said to make the finest brandy in the Empire, while holding freistadt (free city) status.
  • Eilhart - Eilhart is widely considered one of the Reikland's best wine producing towns.
  • Frederheim - Frederheim is a very small village near the road to Middenheim.
  • Holthusen - Holthusen is a town in Western Reikland that thrives on the wine trade with Bretonnia.
  • Stromdorf - A market town famous for its rainy weather.
  • Schädelheim - This trading town primary business is ferries into the nearby marshes and the cities of Altdorf and Marienburg.
  • Stimmigen - Stimmigen is market town known for its excellent apples.
  • Schilderheim - An important market town in the Reikland, Schilderheim is located on two important rivers.
  • Rottfurt - Rottfurt is a small village known for its special sheepskin.
  • Zahnstadt An isolated village in western Reikland, it is located deep in a high-walled valley,
  • Wittgendorf - Wittegendorf is a village that was once proserpous but has fallen on hard times because of a Warpstone storm.
  • Wörlin - This village is a small settlment along the River Reik.
  • Wheburg - A resort town, Wheburg is famous for its many relaxing inns and hotels.

Reiklanders[]

"Stuck-up poseurs, that’s what Reiklanders are, what with their oh-so-elegant ways and their perfect speaking."

—Averlander merchant.[1a]
Imperial Goverment

Diplomats of many nations of the Old World travel to the Reikland, and the Emperor's court in the city of Altdorf.

The Reiklanders are the descendants of the fierce Unberogens, a warrior tribe of the northern Old World which saw the lands unified under their king Sigmar during the founding years of the Empire. At their best, Reiklanders are friendly, sociable, and open-minded, more so than the rest of the Empire.[1a] Reiklanders are optimists who believe that the best is yet to come. They point out several reasons for this: the natural bounty of their lands, an educated and energetic populace, and the fact that Sigmar was one of them. How could the future be dim for a land and people that once gave birth to a god? Reiklanders have adopted Sigmar's message of Imperial unity wholeheartedly.[1a]

Reiklanders take a keen interest in the affairs of the other Imperial provinces, and often point out that "something should be done" when terrible fates befall their neighbours. Robust supporters of the Imperial military, many young Reikland nobles enter the army to make their name and fortune. Considered natural "officer material" the chances of advancement are considerably better for those of Reiklander birth, much to others' disapproval.[1a]

Reiklanders almost always answer an Imperial call-to-arms in large numbers, and feel as if its their duty to come to the aid of less fortunate parts of the Empire. Indeed, among some Reiklanders the ideal of expansion is as strong as it was in the early days of the Empire: Agitators in Ubersreik and Altdorf press for war with Bretonnia to reclaim the "West March." [1a] Merchants' guilds desire to see the Emperor strengthen his position against the Elector Counts, and thereby call for unitary trade laws, which would be overseen by Imperial officials, something the Electors fiercely resist, determined to see no further centralisation of Imperial political power.[1a]

Fashion plays a more important role in a Reiklander's social life than in most other provinces. The peasantry, of course, care little for such fripperies, but amongst the growing middle classes the correct sleeves, shoes, and colours are matters of great import. The Reiklander nobility tend to set the fashion for a season, leaving it to the merchant and other "grubby tradesmen" to copy their new styles as fast as they can. [1a]The presence of the Imperial Court in Altdorf has only served to exacerbate these tendencies. Recent vogues have included Bretonnian styles, the "new rustic," and most recently a return to simple militaristic clothing reminiscent of an earlier era. Slashed sleeves, elaborate codpieces, and reliquary charms remain as fashionable as ever.[1a]

At their worst, Reiklanders are arrogant, overbearing, and drunken slaves to fashion. Notorious for their ability to celebrate at the drop of a hat, the image of the beribboned Reiklander sot is a popular stereotype amongst the rest of the Empire. In certain places the small black insects that plague an ill-kept taproom are known as "Reikflies" as they can detect the smallest amount of ale unerringly.[1a] The people of many of the other Imperial provinces are suspicious of the fashionable, cosmopolitan nature of the Reikland men, claiming that they are effeminate and womanish for caring so much about what they wear. Curiously, Reiklander men also have a reputation as wife-stealing, pig-buggering philanderers.[1a]

More than one Talabeclander husband has found his woman seduced by the charming words and dashing look of a Reiklander dandy. Reiklander women, meanwhile, are known for their beauty, as well as unbearably vain personality.[1a] Loud, outspoken, and often smug about the imagined superiority of their opinions, Reiklanders are traditionally known to be controlling and strongly opinionated. Their lack of stamina is also a welcome source for vituperative and malicious comments amongst the other peoples of the Empire. [1a]

The Reiklander tendency to want to finish a task quickly and then come home is well known. Indeed, as war increasingly consumes the Empire, Reiklanders have flocked to the Emperor's banner, so much so that there have been worries that there would be no one be at home to tend to the fields and bring in the harvest.[1a] Although they honour all the gods, Reiklanders generally see Sigmar as their special patron, for he was once one of them. Other popular deities of the Old World Pantheon in Reikland include Dyrath, a regional name for Rhya, whom Reiklanders of Vorbergland honour as the goddess of fertility, and Shallya, whose temples and hospices are frequent recipients of gifts and bequests of wealthy Reiklanders.[1a]

Although tolerated and formally respected, the faith of Ulric is not popular in the Reikland region because of the age-old rivalry between the Church of Sigmar and the Cult of Ulric.[1a]

Economy[]

"Wonder at Reikland's impressive canal network, extensive roadworks, sophisticated farming, and its rapidly developing mercantile class, all of which confirm the Reikland as a true jewel of the Empire. Marvel at this richest, most cosmopolitan of all Imperial realms, and see that it is a cultural, magical, and academic powerhouse without par, attracting the most impressive artisans, wizards, and scholars to its many learned institutions, cementing its reputation as the greatest domain of the Old World."

—The words of Holy Mother Halma Habermann of Sigmar, recorded faithfully by the humble scribe Melistius of the Order of the Anvil.[2a]
Reikland

The River Reik, the lifeblood of Reikland's economy.

From the north to the south, from the edge of the Wasteland to the borders with Wissenland, Reikland is blessed with fertile farmlands, vineyards, and dairy fields, all of which produce a surplus for export.[1a] The mines of the Grey Mountains yield valuable ores ranging from iron to gold, as well as marble and precious gems, whilst the Reikwald Forest, generally considered safer than forest lands in other parts of the Empire, yields valuable timber that supports a thriving boat-building industry.[1a]

Government patronage helps as well. The Emperors, who have also been the Elector Counts of the Reikland ever since Wilhelm III overthrew Dieter IV in the 25th Century IC, have lavished Imperial largesse on their home province. Canals, road-building, programs to improve the farming output, encouragement of the development of free towns and the mercantile classes -- all these have served to make Reikland a gem among the Imperial Electoral Provinces.[1a] River travel is the most common way to get around the Reikland, since the majority of the settlements are along the River Reik itself. Several tributaries flow from the Grey Mountains to add their waters to the Reik, which carries commerce from the interior of the Empire to Marienburg and beyond, and back again.[1a]

Tileans are renowned traders and travellers, and is quite common to find their mule caravans in the cities of the Reikland with their exotic goods.[3a]

Transportation[]

Travel in the Old World is very hazardous. Wanderers face hazards ranging from nasty weather to brigands to the worst predations of Chaos.[2g] In the Reikland, travel is a bit safer than average. Transport through the Reikland generally takes place by road or river.[2h] Although they're crude, Reikland's roads are more reliable than most. The major routes between cities are safe and well-maintained, but the byways can be spottier. Roads don't maintain themselves, so almost all charge some kind of toll.[2h]

Several coaching lines run routes across the Reikland. These companies are locked in fierce competition, so travellers can expect reasonable safety, reliability, and pricing. The biggest coaching line is Four Seasons, which seems to compete for every route in the province.[2h] Roadside inns are fairly common in the Reikland, but their spacing is based on coach travel times, meaning that someone travelling on foot may not reach another one by nightfall.[2h]

River travel is safer than road travel, but less flexible. There are dedicated runs of passenger barges, but these only travel between major cities. Smaller villages are usually only served by cargo boats, which can sometimes also be persuaded to carry passengers.[2h] A down-on-their-luck traveller may only be able to secure river passage by getting hired as a hand on a cargo ship headed to their destination. On the other hand, wealthy nobles can travel in style on luxurious vessels, such as the famous Emperor Luitpold that runs between Altdorf and Talabheim.[2h]

Politics[]

"If you want a second opinion, go ask a Reiklander. They have opinions on everything and are only too happy to tell you them all."

—An annoyed physician[1a]
Reikland Council

A meeting of the Reikland Council

Reikland has a feudal system of government like most of the Grand Provinces of the Empire. Its ruler holds the title of Grand Prince of Reikland and is also an Elector Count of the Empire.[2e] The current grand prince is Karl Franz I, who is also currently the emperor.[1a] His legal powers as Grand Prince of Reikland include the ability to raise emergency taxes in times of crisis, the authority to mint coins, the right to call a High Steward's Court, and the right to serve as the commander-in-chief of Reikland's State Army or designate the officer of his choice to serve in his place.[2e]

Any decree made by the grand prince outside of these recognised powers must be ratified by the Reikland Diet, an assembly of the grand prince's noble vassals. The lands ruled by these vassals are known as the "Reikland Estates." Meanwhile, many of the day-to-day duties of the Grand Prince of Reikland's administration are actually handled by the members of the Reikland Council.[2e]

Reikland Council[]

The Reikland Council is composed of ten members, known as the "High Lords of the Reikland." They are appointed by the grand prince of Reikland, and each one handles a specific field.[2e] The Reikland Council meets in the Wilhelm Chamber of the Volkshalle in Altdorf. However, it's unlikely that more than six high lords are at any particular meeting. The grand prince seldom attends, more busy with his duties running the Empire.[2e]

Composition of the Reikland Council c. 2512
Position Duties Incumbent Source
High Lord of the Chair Chair of the Reikland Council Graf Archibold von Lilahalle [2e]
High Lord Steward Exclusive right to judge a member of the Reikland Diet Archduke Adelbert von Bögenberg [2e]
High Lord Treasurer Responsible for Reikland's treasury & revenue Grafina Elena von Midwald [2e]
High Lord Ambassador Responsible for Reikland's foreign affairs, head of the Altdorf Black Chamber spy network Graf Liepmund Holzkrug [2f]
High Lord Judge Supreme judge of Reikland law Lector Agatha von Böhrn of Verena [2f]
High Lord Chancellor Spiritual advisor, overseer of the Reikland Chancery and Silver Seal High Priestess Halma Habermann of Sigmar [2f]
High Lord Chamberlain Responsible for running the Imperial Palace and Volkshalle Duchess Elze von Skaag [2f]
High Lord Reiksmarshal Responsible for leading Reikland's state armies Duke Kurt Helborg [2f]
High Lord Constable Supreme authority on noble genealogy and heraldry Grafina Matrella von Achern [2f]
High Lord Admiral Responsible for running Reikland's navy Sea Lord Adalmann von Hopfberg [2f]

Reikland Diet[]

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Gazeteer of the Grand Principality of the Reikland in 2522 IC, cont.

The Reikland Diet is composed of all of the Grand Prince of Reikland's direct vassals. Whenever he wishes to make a decree, they look it over, and either pass it, or return it to him with suggested amendments.[2f] Most lords of the Reikland are too busy handling affairs at home to attend the meetings of the Reikland Diet, which are held in the Holzkrug Chamber of the Volkshalle.[2f] Instead, they send representatives to most sessions. These may be children, spouses, or particularly trusted minions.[2f]

Reikland Estates[]

The Reikland Estates are the parcels of land that have been granted to the grand prince of Reikland's vassals since time immemorial. The precise nature of the feudal contract varies from estate to estate, but all are required to maintain at least one regiment for Reikland's state armies. Most estate vassals have further subinfeuded their land, carving out new fiefs and granting them to other family members or allies. The creation of a new hereditary title requires the consent of the Reikland Diet, but non-hereditary positions may be created at the estate holder's discretion.[2f]


Trivia[]

The Reikland is most likely named after the Rhineland of western Germany. The Reikland is named after the River Reik, which bares similar geography to the Rhine River in Central Europe, after which the Rhineland is named.

Interactive Map[]


Sources[]

  • 1: Warhammer Fantasy Roleplay 2nd Edition: Sigmar's Heirs (RPG)
    • 1a: pp. 77-85
    • 1b: pg. 102
    • 1c: pg. 20
  • 2: Warhammer Fantasy Roleplay 4th Edition: Core Rulebook (RPG)
    • 2a: pg. 266
    • 2b: pg. 267
    • 2c: pg. 298
    • 2d: pg. 269
    • 2e: pg. 276
    • 2f: pg. 277
    • 2g: pg. 261
    • 2h: pg. 262
    • 2i: pg. 207
    • 2j: pp. 284-287
    • 2k: pg. 271
  • 3: Warhammer Fantasy Battle - Rulebook: Battle Bestiary (4th Edition)
    • 3a: pg. 10
  • 4:The Loathsome Ratmen and All Their Vile Kin (Lore Book)
    • 4a: pg. 15
  • 5: Warhammer Armies: The Empire (8th Edition)
    • 5a: pg. 14
  • 6: Warhammer Fantasy Roleplay 3rd Edition: Signs of Faith (RPG)
    • 6a: pg. 14
  • 7: Warhammer Fantasy Roleplay 4th Edition: Adventures Afoot in the Reikland (RPG)
  • 8: Warhammer Fantasy Roleplay 4th Edition: Altdorf- Crown of the Empire (RPG)
    • 8a: pg. 206
  • 9: Warhammer Fantasy Roleplay 4th Edition: Core Rulebook (RPG)
    • 9a: pg. 285
    • 9b: pg. 272
  • 10: Warhammer Fantasy Roleplay 3rd Edition: Winds of Magic (RPG)
  • 11: Warhammer Fantasy Roleplay 3rd Edition: Heroes Call (RPG)
  • 12: Empire (Novel) by Graham McNeill
  • 13: Godking (Novel) by Graham McNeill
  • 14: Warhammer: The Old World website, Interactive Map
  • 15: Warhammer Armies: Vampire Counts (8th Edition)
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