The Old World: Dark Age of the Empire

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In the wake of the destruction of Mordheim you are a Noble of the Empire working to direct your Province through the Dark Ages in the Time of the Three Emperors. It has been twenty years since the Last Election fell apart and it is unlikely there will be another for a very long time.

But the internal strife of the Empire is not your only foe in these dark days. The priests are not sleeping well.
Set-Up 1
Pronouns
Warkeymon
The year is 2000 IC. Mordheim, the capital of Ostermark has been utterly destroyed by a warpstone meteor. The Empire has in all essence, dissolved. And priests of every Cult are sleeping poorly.

The last Election was held in 1979 when Marienburg won and the Grand Theogonist refused to crown their child empress declaring the election invalid. Perhaps with more reason than simply petty anger at their chosen candidate losing for less than half of Electors even attended.

There are four Emperors now, though none commands more of the Empire than their own Province in truth. Empress Magritta of Marienburg who has grown to be an unpopular penny-pincher; Empress Ottilia III of Talabecland who has earned a reputation for a competent council of advisors and servants; Emperor Ludwig of Reikland has managed to seize the Grand Theogonist's favour from Nuln and is generally considered a puppet of the Cult; Emperor Mannfred of Middenland is young and has only recently ascended to the throne of the Wolf Emperors with rather little known of him outside of Middenheim.



You are one of the Elector Counts, though it is unlikely that you shall ever cast a vote again. Each Elector Count is more akin to a King of late, though they do need bow to the four Emperors when one chooses to throw their weight around.


[ ] The Grand County of Stirland
Historically aligned with the Grand Theogonist and their chosen Emperors, Stirland failed to attend the last election which may have contributed to Marienburg's victory. Stirland lies between the Rivers Stir and Aver on the north and south while the Reik parts her from the Reikwald. The border around the Moot has always been a shaky thing and the Halflings are oft better left to themselves and make up most of the border with Sylvania. Most of Stirland is hilly grassland where the vineyards make wine in the wealthier parts of the country or where the shepherds make wool throughout the rest. Stirland's military efforts are largely focused on preventing anything crossing the rivers from the Reikwald or the Great Forest. The Stirlanders are generally considered a superstitious lot but their faith in Sigmar is unshakeable, few other Cults are capable of setting root in the Province.


[ ] The Grand Duchy of Averland
Historically aligned with the Grand Theogonist and their chosen Emperors, Averland voted for Marienburg at the last election. Averland lies between the River Aver in the north and the Black Mountains in the south meanwhile the Blue Reach and the Reik mark the eastern and western boundaries. Averland is open plains with vast ranches for all manner of livestock and even the poorer Averlanders have a horse in their household. The single-best pass through the Black Mountains runs directly into Averland and so the Province devotes most of its military efforts to defending Black Fire Pass and leaves Imperial politics alone. Averlanders are regarded as being flighty in personal affairs but unshakeable when pressed.


[ ] The Grand County of Wissenland
Historically aligned with the Grand Theogonist and usually their first pick for Emperor, Wissenland took umbrage with their Reiklander pick for the election and did not attend. Wissenland is bounded by the Black and Grey Mountains to the south and west and the Reik to the east. The land is fertile along the Reik but quickly turns to stone and crag as it moves away from the water and rises into the mountains around the Province. Wissenland has extensive mines that feed the furnaces of the City-State of Nuln which in turn feed the State Troop, Wissenland is perhaps the most professional armed force in the Empire. Wissenlanders are regarded as being of few words and generally quite morose when they do speak.


[ ] The Grand Barony of Hochland
Historically aligned with the Ottilian Emperors, Hochland did not attend the last election. Hochland is bounded by the Wolf's Run, the Talabec and the Drakwasser rivers to the east, south and west and the Middle Mountains in the north. Hochland is almost entirely forested and there are some debates amongst local woodsmen as to where the Drakwald, Great Forest and Forest of Shadows each start and end in truth and the usual conclusion is that Hochland is a forest all to its own affectionately called the Hochland Deeps. There are some farms along the Talabec, but Hochland relies almost entirely on the trade of lumber, fur and woodland meats. Hochland doesn't really engage in warfare so much but with almost all Hochlanders being trained hunters there are plenty of archers and riflemen for whom accuracy is considered the principal sport. Hochlanders are considered to be the merriest men of the Empire with hospitality, friendliness and a general fellowship baked into their upbringing.


[ ] The Ostermark
History can largely be tossed out of the window when it comes to the Ostermark for Mordheim's destruction devastated the nobility and wiped away the entire line of the Elector Counts. Nobles throughout Ostermark are now vying for the top spot with the Ottilian Empress watching from Talabheim. The Stir separates the Mark from Sylvania in the south and the Talabec from Kislev in the north, Ostermark's eastern boundary meanwhile is the World's Edge Mountain range itself. Ostermark is divided; the Veldt in the east is open plain inhabited by Kislevite immigrants largely who tend to horse herds there; the moors of the south and west foster shepherds and the north is dominated by the Gryphon Wood and the Mark's second city (now first city) Bechafen. Ostermark is kept busy with Greenskins and makes use of varied horse cultures to mount rapid responses to their incursions. Ostermarkers are known for having a strange culture, mixed up with Eastern elements brought by the Ungols, and for their extensive funerary rites and mourning periods that go on for decades as standard.


[ ] The Grand Barony of Nordland
Historically aligned with the Wolf Emperors, Nordland voted for Marienburg at the last election. Nordland clings to the Sea of Claws running along the coast from Laurelorn Forest in the west to the Forest of Shadows in the east. Most of Nordland is built around ports on the northern coast of the Empire and make do with the bounties of the sea; both lawful and otherwise; although there are some inland settlements in particular those that mine silver or lay low lumber in Laurelorn to feed the shipwrights. The military efforts of Nordland are largely devoted to fighting Norscans, both on the beaches and at sea, with Nordland home to an Imperial Fleet. Nordlanders are generally considered to be straightforward and honest which for southern provinces can often come across as rude and thoughtless.


[ ] The Grand Principality of Ostland
Historically aligned with the Wolf Emperors, Ostland voted for Middenland at the last election despite the Wolf Emperor of the day not attending. Ostland is parted from Kislev by the Schutzen Forest, from Nordland by the Forest of Shadows which dominates huge swatches of the Province, and from Hochland by the Wolf's Run. Northern Ostland is home to cattle ranches with many Ostlanders of the region serving double duty as scouts for incoming Chaos forces, meanwhile southern Ostland is largely focused on more industrial efforts such as mines and lumberyards. Western Ostland, of course, sees little investment. It is a legal duty of all men to serve two years of military service in Ostland at the chain of watchtowers that guard the border from the Sea of Claws to the Schutzen as Ostland is often attacked by Chaos warbands descending from the far north. Ostlanders are known for being stubborn, outright bull-headed, and quite impossible to reason with.


[ ] The Grand Count of Mootland
Historically the Halflings of the Moot have varied in supporting the Emperor who promises them the most and voted for Marienburg in the last election. Mootland is the most fertile farmland in the Empire and the only Province overseen by non-humans. The Moot was given over to the Halflings almost a thousand years ago to spite Averland and Stirland and young Halflings are warned not to venture too close to the borders with either to this day. A ring of gentle hills separates the Moot from their neighbours. The bountiful farms of Mootland provide livestock the size of Halflings and vast quantities of crop including the Halfling Leaf. Halflings are naturally not very warlike, but the Sheriff is appointed by the Grand Elder and trains Halfling Fieldwardens to protect the borders and keep the peace. Mootland is notable for having the only elected Elector with the Grand Elder being voted in every three years. Halflings are generally regarded as being up to no good when outside of the Moot, but Mootlings are generally regarded as being peaceful to the point of indolence by the Tall-Folk.
 
[X] The Grand Barony of Nordland

This looks fun, and easier to follow.

Naval focus could be a new interesting take.

[X] The Grand County of Wissenland

But I also like the good old industrial might and warriors of Nuln.

I'll delete and repost this if needed.
 
[X] The Grand Barony of Hochland

[X] The Grand Count of Mootland
 
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[X] The Grand Barony of Hochland

- lets be happy and merry serving the most competent empress in the deep dark forest.
 
[X] The Grand County of Stirland

Vampire Counts we kill.

[X] The Grand County of Wissenland

Faith, Steel, and Gunpowder.
 
[X] The Grand Count of Mootland

Age of Three, or Four Emperors Halflings would be fun to try, especially if they diverged culturally from canon.
 
[X] The Ostermark

Never seen Ostermark played in a Warhammer quest. Cavalry is too cool.

[X] The Grand Count of Mootland

Halflings are basically irrelevant in the grander scheme of things in WFB. Would definitely be interesting playing as the not!Hobbits.
 
[X] The Grand County of Wissenland

I have a soft spot for Wissenland thanks to the Warhammer Dynasty quest from awhile back on SB, and I'd like to play as it again in a Fantasy quest :)
 
Adhoc vote count started by Warkeymon on Dec 5, 2023 at 3:38 PM, finished with 21 posts and 21 votes.


Vote closed.
 
Set-Up 2
Twenty-one years ago, the Grand Theogonist in Altdorf chose to name the Prince of that city as his preferred Emperor and cast aside the many years of mutually beneficial co-operation with Nuln and the Wissenland. At the time you were just a child little more than a baby but now you ascend to the position of Elector of the Grand County of Wissenland at the age of twenty-three.



The disasters of the turn of the millennium had mostly passed the Wissenland by. Mordheim was destroyed in the east and Dark Elves have savaged part of the Nordland coast. Rebellion and instability through each of the four Imperial holdings. But in these dark days, the Wissenland cannot quite escape harm.


Ascension
Your Father passed away recently, and unfortunately it was not peaceful. But what caused you to ascend the throne so soon?

[ ] Assassins
In the dark of the night, they slipped into your home. Passing guards unnoticed with preternatural ease. Of course, Father did not go quietly into the night. The Wissenland is the Empire's greatest producer of blackpowder since the Dwarfs agreed to support the founding of the Imperial Gunnery School and Father was ever fond of his three-barrel duck-foot. It was a cacophony of a mess when the guards stormed into the Elector Count's bedchamber. Amidst the smoke and the destroyed room, they found two dead assassins and your fallen parents.

[ ] Greenskins
It has ever been the greatest shame of Wissenland that Solland fell because the army of Wissenland, led by the Elector Count, failed to withstand the Greenskin assault. Now the banner of Solland marches with every Wissenlander army and the old Sudenland has been brought into the aegis of Wissenland formally. As such the Elector Count will never deny a call to defend the realm from the Greenskin menace. This time, the Elector Count failed to return.

[ ] Rebels
Wissenlanders like to think they are the most cultured of all Imperials. And longstanding friendship with the Dwarfs means that honesty and loyalty amongst Wissenlanders is well prized. But in these dark days even Wissenlanders can stir up trouble. Rebels causing trouble within the walls of Nuln itself managed to catch your family up in a riot. And you alone could be drawn to safety by the guards.

[ ] Cultists
Wissenland is not often plagued by Chaotic cults, the enemy has a few provinces to march through before it ever reaches the Wissenland and generally focuses its efforts further north. But any city as large as Nuln will inevitably attract some cultists. Under cover of night the cultists launched an attack on your family going so far as to kidnap Father. Fortunately, before they could use him in some horrific ritual he managed to get a hand loose and grab the Dwarfen Hand Grenade he kept hidden in a pocket of his dressing gown. A favoured gift from a dear friend you recall. That particular cult is no longer an issue.



Capital
The Elector of the Wissenland has two options for their seat when there are no Emperors looking to live in your Province.

[ ] The Imperial Palace of Nuln
Since there are no Emperors who wish to live in the Imperial Palace, the complex is available for your use instead. The nobility of the Province might see it as a sign you intend to favour Nuln over Wissenland, but Provincial Electors tend to have less command over the City.

[ ] Wissenburg Castle
The Provincial seat of the Elector, Wissenburg is about a day by road from Nuln. Taking the Castle for your seat may leave City powers to run rife without you, but Provincial Electors tend to be preferable to the nobility.



Character
[ ] Write-In your Name

Stats
Every turn you will assign Action Dice to available Actions. Every Action will have an associated Stat which you add to your roll.
Your starting Stats will be rolled using 15 d10s. Assign how many d10s you want to have rolled against each Stat.

Diplomacy - Your ability to engage with people.
Martial - Your ability to understand military matters.
Stewardship - Your ability to understand economics.
Intrigue - Your ability to understand complex schemes and plots.
Learning - Your ability to decipher such things as science and religion.
Prowess - Your ability to win physical fights.


Bonus
In the days of your adolescence a boon has developed which will undoubtedly assist you in the coming years.

[ ] Propaganda Artist
The Wissenland Gazette is a powerful tool to ensure that the people of the Wissenland know about your grand exploits and never hear about your failings. A childhood friend of yours is the Editor.

[ ] Dwarf-Friend
Wissenlanders are known for having strong business relationships with the Dwarfs of Karak Norn and Karak Hirn. At some point in your adolescence you rescued a Clan Elder from certain death and your quality is known amongst the Dwarfs.

[ ] Flint-Fetcher
The farmland of the Wissenland is rife with blue-flint which damages ploughs and renders farmland infertile. Many children spend much of their youth Flint-Fetching, though not many as highborn as yourself. You have a reputation as an Elector of the People.

[ ] Ran Wild
The Jewel of the South, Nuln, is a wonderful city. Vibrant, alive with business and industry and of course great schools of thought and learning. And alive with a vast criminal underworld. You might have run wild in your youth and befriended an up-and-coming gang lord.

[ ] Titan of Industry
The Armoury of the Empire is fuelled by deep mines of coal and iron. In recent years a number of mines have fallen into the direct control of the Elector.


Cult
Not all men are devout, it is true, and not all who would like to be devout are quite capable of it. But no man is mad enough to deny the reality and power of the Gods, every Wissenlander is the adherent of a Cult. Which Cult are you an adherent of?

[ ] Sigmar
The Patron of the Empire, Sigmar is the God most associated with Imperial Unity and Identity. The Cult of Sigmar is the most widely favoured in the Wissenland and generally is quite powerful throughout the Empire. Sigmarites are expected to adhere to the authority of the Empire and defend Men and Dwarfs from the Enemy.

[ ] Gargali
The Uncoverer of the Hidden Ore, Gargali is often associated with the Dwarfen Grungni who serves as their patron of miners. The Cult of Gargali is generally favoured on the slopes of the Grey Mountains in the west of the Wissenland. Gargalites are expected to submit their full effort to any undertaking, the Hidden Ore is always behind the hurdle you choose not to leap.

[ ] Wendred
The Weigher, Wendred is a local God associated with Duty and Service. The Cult of Wendred have been known to rabblerouse when their superior don't meet the standards they expect and so the Cult clashes with both the authorities and the Sigmarites. Wendredians are expected to fulfil their duty and, importantly, take on no duty they cannot be sure to fulfil.

[ ] Verena
The Lady of Justice, Verena is the Goddess associated with learning, justice and wisdom. The Cult of Verena is very decentralised which means the greatest power in the Cult as far as the Wissenland need concern itself is the Temple of Verena in Nuln, alas the Cult of Verena is a formidable patron of many of the City's institutions. Verenans are expected to protect all knowledge, though what this means exactly is debated, and to uphold Law and Justice.

[ ] Soll
The Sun Above, Soll is the patron of the Sudenland and many of those who dwell there keep to him. He is generally associated with vengeance. The Cult of Soll regularly clashes with other Cults, in large part due to their belief that the old Province of Solland should be restored and an Elector invested in Pfeildorf, but the Sigmarites have made accusations that the Cult hides sorcerers amongst their ranks also. Adherents of Soll are expected to enact swift, but precise, acts of vengeance after wrongdoing and to support Sollander independence.
 
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