The Grand Principality of Reikland

Elector: Grand Prince Karl-Franz I Holswig-Schliestein (age 35) who is also, of course, the Emperor and sovereign of the Empire; named heir is Prince Wolfgang Holswig-Abenauer, his sister’s eldest son. Although Karl-Franz I has the power to set taxes, raise armies and issue edicts, he is far from having total control. The provincial Electors respect him as a figurehead and not out of any sense of nationalism.

But the Emperor is far from alone where governing is concerned. To aid in this respect is theCouncil of State. This governmental body includes the Grand Theogonist and a number of other individuals from some of the most aristocratic families in the Empire. Although the council has no constitutional authority it has great influence over the Emperor’s decisions, especially when they are united. In this respect the Grand Theogonist wields enormous power as he often manages to sway opinion his way.

Any edicts issued by the Emperor and the Council of State are subject to ratification by a watchdog body called the Prime Estates. It was set up a long time ago during Boris the Incompetent’s reign (when he wanted to make his favourite racehorse a Duke) to curb the Emperor’s power over the provinces and stop him from implementing any edicts they don’t like. In this way the Electors have almost complete veto on the Emperor’s right to issue commands. The Prime Estates consists of special representatives from each of the provinces and freistadts (Middenheim, Talabheim etc) who meet in Altdorf to study the various edicts issued by the Council of State. Like the Council the Prime Estates consists entirely of noblemen and priests; lackeys of the Emperor are excluded. These Electoral representatives then send reports back to the Provincial Electors. In this way the Electors have manipulated Imperial politics to grant themselves special privileges over the years.

The Emperor also has his own watchdogs that he despatches to the provinces in an effort to effectively spy on the Electors. These people are known as Imperial Plenipotentiaries. To many they are seen as court favourites and sycophants, eager to worm their way up in the eyes of the Emperor, and accorded little respect. Some are scheming, ambitious, Machiavellian individuals who are quite dangerous and can do more harm than good.

Other Noble Families: The Reikland is a very rich and prosperous place full of wealthy and influential nobles and their families. The most notable of which are: Graf Wilhelm von Saponatheim (Bogenhafen), Graf Sigismund von Jungfreud (Ubersreik), and Baroness Ingrid von Wittgenstein (Castle Wittgenstein.)

Graf Wilhem von Saponatheim “governs” the wealthy town of Bogenhafen, which lies in the Barony of Saponatheim, from Castle Grauenburg 25 miles north of the town. He is quite an ineffectual ruler, as he prefers to indulge in his more favoured pursuits of hunting, shooting, and fishing. He is quite happy to leave the more mundane tasks of administrating Bogenhafen to the town council and its four powerful merchant families: the Haagens, Ruggbroders, Steinhagers, and the Teugens. The only thing the Graf gets involved with as far as the town is concerned is organising the annual Schaffenfest where he gets to invite nobles from throughout the land to partake in a bit of friendly jousting. (see Shadows Over Bogenhafen for more information about Bogenhafen.)

Graf Sigismund von Jungfreud is the direct opposite to his counterpart at Bogenhafen some 100 miles north up the road from Ubersreik, although this has more to do with outside pressures chiefly being meddling from the Altdorf court. The Emperor sent one of his Plenipotentiaries to the town of Auerswald to keep an eye on the Graf; he suspects that he is after the Hahnbrandt mine and the Plenipotentiary, the ambitious grease monkey that he is, has begun to impose punitive taxes on ships using the River Teufel, which has been making the situation worse. Now there is an uneasy standoff between the two towns and skirmishes between the troops of both sides have become increasingly common. Graf Sigismund is infuriated by the extra taxes and all-out war against Auerswald cannot be far off.

Baroness Ingrid von Wittgenstein of Castle Wittgenstein, which is located near the banks of the River Reik roughly halfway between Kemperbad and Nuln, is really quite a harmless sort who is rarely ever seen these days. Rumour has it that she has gone insane and spends all of her time pampering a large number of cats. What is true, however, is that she despises and hates commoners, viewing them as sub-human and in need of extermination. (See Death on the Reik for more information on the Wittgensteins.)

Geography: The mighty River Reik marks the northern boundaries of the Reikland; the famous river flows 750 miles from its source in the Black Mountains and then passes through three great cities – Nuln, Altdorf, and Carroburg - as it continues its journey to Marienburg. The Reik has many tributaries: the River Grissen, which marks the Reikland’s southern boundary as it flows into the Reik at the town of Grissenwald; the River Soll, which flows south from The Vaults; the River Aver, which flows from the east from the Black Mountains and parallel to that 100 or so miles to the north the River Stir; the River Teufel, which flows from the southwest and into the Reik at Castle Reikguard; and then the River Talabec, which flows from the east all the way from the World’s Edge Mountains. The confluence of the Talabec and Reik, beginning at Altdorf, provides a big enough stretch of river from the Imperial capital to the Manaansport Sea in the Wasteland for ocean-going vessels to navigate. In fact the Reik on this stretch is so wide that it contains small, rocky, islands upon which are built many fisher villages, watermen’s inns and other commercial stopping places. But for long stretches the banks of the Reik are heavily forested and can be very dangerous at times and attacks from bandits, as well as bands of beastmen and mutants, on commercial shipping is not unknown, which is why the larger vessels have crews of fighting men to protect their cargo as well as their lives.

The southwest boundary of the Reikland, as well as that of the whole Empire, is marked by the Grey Mountains. This natural frontier also marks the eastern border of Bretonnia. Various passes penetrate through the mountains to offer passage between the two realms but Axe Bite Pass is by far the largest. Dwarfs still remain in the Grey Mountains albeit in only a few isolated scattered settlements. The only Imperial settlement of note in the mountains is the village and keep of Helmgart, which lies in an upland valley almost upon the Axe Bite road. Years ago there was a great battle between Imperial and goblinoid forces in the pass. The Imperials won the hard fought battle and prevented the goblinoids from pouring through the pass and invading the Reikland. Thus the Emperor invited nobles throughout the land to buy the land won in the battle for 1 Gold Crown – and then hold onto it. The noble who bought the land built a keep and brought his serfs with him who then built the foundations of Helmgart village, which is in essence purely there to support the keep. The Helmgart Keep has had an illustrious history and has repulsed both goblinoid and Bretonnian invader alike in its time.

Within the Reikland are two prominent hilly regions: Skaag Hills and the Hagercrybs. The former lies several miles south of the city of Carroburg and the latter dominates the region between the Weissbruck Canal and the River Teufel as the hills emerge from the Reikwald Forest. Both the Skaag Hills and the Hagercrybs are riddled with mines but over the years the veins of precious minerals have dried up and now only the mines of Delfgruder (in the Skaag Hills) and Hahnbrandt remain (in the Hagercrybs.)

Another place in the Grey Mountains is Blood Keep located due west of Ubersreik. It used to house the Knights of the Holy Order of the Dragon who safeguarded the ways through the Grey Mountains. They were originally a Sigmarite order but turned to brigandage during the Age of Three Emperors. The Grand Theogonist excommunicated the order and sent an army of knights and witch-hunters to siege the keep. The Order of the Dragon, although they claimed several prominent knights, were defeated and the keep fell into ruin where it stands to this day. Some claim that the Order of the Dragon were all in fact Vampires but if this was the case the Church of Sigmar has swiftly covered this up.

The main dominating forest of the Reikland is the Reikwald. Only in the east does it give way to the mixed oaks of the Great Forest. The Reikwald Forest is mainly coniferous, particularly in the uplands of the Skaag Hills and the Hagercrybs, but there are deciduous stretches along the rivers. Like all forests in the Empire, the Reikwald is a dangerous place to be after dark or if one ventures to far into its depths. The only places that offer a modicum of safety are the roads, which are (or at least should be) patrolled by roadwardens, and the odd coaching inn.

Historical Notes: It was the Unberogens who settled in the Reikland region, the second largest tribe in the time of Sigmar (the largest of course were the Teutognens). The Unberogens were generally on good terms with most of the tribes of The Empire but were continually at war with Artur's fearsome Teutognens. They were also a highly sophisticated tribe for the time and were accomplished farmers and fishermen. Their principle gods were Dyrath, the goddess of fertility, Karog, god of the rivers, and the Old Faith, as well as many other nature spirits.

At the age of fifteen Sigmar displayed great feats of bravery and strength, none more so when he defeated a band of goblins and freed a small group of captive Dwarfs. Among the captives was none other than King Kargan Ironbeard. The King of the Dwarfs gave Sigmar Ghal-maraz, or "Skull-splitter", in return for his act of heroism. With this magical hammer Sigmar's already considerable fighting ability grew to superhuman levels and tribesmen from miles around wanted to join him and be part of his victories. However, Artur and his Teutognens remained one of two obstacles against a united Empire of Men: the other were the greenskins. Sigmar met and defeated Artur in single combat forcing the Teutognens, at last, to recognise Sigmar as the ruler of Men. With the combined might of all the human tribes of the Empire, Sigmar defeated a gigantic army of goblins on the plains of Stirland. Then word came from a messenger from court of King Kargan that the battle against the greenskins in the Black Mountains was going ill. The Dwarfs had suffered a humiliating defeat and the remnants of the army retreated and regrouped at Karak-Varn. Sigmar wasted no time in coming to the Dwarfs' aid and at the Battle of Black Fire Pass the greenskins were finally put to the sword. The remaining Dwarfs charged from their strongholds and cut off any avenue of retreat the greenskins might have had. Few Orcs and goblins survived to tell of the slaughter and from this moment on Sigmar was known as the "Hammer of the Goblins". In year zero Sigmar was crowned Emperor at Reikdorf (the then Altdorf.)

Altdorf has had to endure several sieges in its long and illustrious history. In the 18th Century the Orc Warlord Gorbad Ironclaw laid siege to the Imperial Capital. It was a desperate time for The Empire as it was riven with plague and civil war leaving bands of Chaos Warriors, Beastmen, goblinoids and bandits to roam the land more or less unmolested. Gorbad easily made his way through the southern provinces laying waste to Averland, Solland, Wissenland and even the city of Nuln. During the siege Sigismund the Electorate Emperor lost his life to a terrible beast but Altdorf was not lost and Gorbad had to retreat. The Orc Warlord was trailed by the Emperor's finest general, the Count of Wissenland and their forces met at the Battle of Grunburg where the Count inflicted a serious wound on Gorbad. The greenskin invasion, subsequently, routed in disarray back whence they came. Thousands were slain in the rout.

During the Age of Vampires Bogenhafen was attacked by an Undead army led by Vlad von Carstein himself. The gunnery captain, Klaus von Rauptmann, ordered a salvo of cannon fire against the hordes of Undead outside the town. It maybe due to luck, or to Klaus's great skill, that the Vampire Lord was struck in the head by a cannonball, taking it clean off. Without Vlad, most of the army crumbled to dust or beat a retreat.

From TEW to present day: The political situation in the Empire worsened during this time frame (approximately ten years) and enemies both external and internal beset the Emperor. Chaos gradually wormed its way into many of the electoral courts, including Altdorf’s, and succeeded in not only bringing up old antipathies but also creating new ones. The reinvigorated Tzeentchian Cult of the Purple Hand almost had the Emperor assassinated as he addressed the Council of State in the Volkshalle. The cultist was dressed as an Ulrican knight, bodyguard to one of the assembled Ulrican clerics, and as he was about to strike the Emperor down he was overpowered and slain. Before he died he cried, “Long live the wolf!”

But Chaos was merely the catalyst for what would happen next. The Empire was far from unified in the first place and the opportunity to be rid of some enemies was too much for many of the Electors to pass over, Chaos just encouraged this process. All-out civil war was the inevitable result with many choosing sides on basis of religion, i.e. Sigmarites against Ulricans. No one could claim neutrality. You were either for the Emperor or against him. As far as everyone was concerned the Ulricans had declared war on Sigmar’s Empire and the Ulricans and Sigmarites, as history shows, were well accustomed to fighting each other.

Relations with Neighbouring Provinces: There are generally cordial relations with the eastern Bretonnian realms and the Reikland. Occasionally an embassy is sent to Bretonnia and the Oisillon Palace where both sides exchange (sometimes) overbearing, bootlicking compliments in an effort to give the impression that the Empire and Bretonnia are bosom buddies. The great natural barrier of the Grey Mountains makes it difficult for the two to engage in battle although in the north those great uplands merge into the rolling limestone hills of the Pale Sisters where it would be possible for armies to meet.

Many in the Altdorf court regard Marienburg as though it were still part of the Empire and the Grand Theogonist and the Cult of Sigmar bemoan the fact that it isn’t. For almost two and a half thousand years Marienburg had remained firmly in the bosom of the Empire but in 2429 it gained independence and the Cult of Sigmar sees this as a great failure as it is their sacred duty to prolong the unity of the Empire. Since Marienburg’s independence more than one aggressive Grand Theogonist has called for a crusade to reclaim the Wasteland for the Empire, but nothing has ever transpired. Moreover they find the Reformed Cult of Sigmar in Marienburg to be tantamount to heresy and the Grand Theogonist refuses to recognise these priests who preach disunity by declaring that the Wasteland was purified when it seceded the Empire. The Reikland depends upon trade with Marienburg not least because it is its only route to the sea and many merchants, as well as Karl-Franz himself, relies upon the wealthy merchant families of the Directorate for loans.

There are neutral relations with the Grand Duchy of Middenland. Religious differences (Reikland is overwhelmingly Sigmarite and Middenland is Ulrican) prevent anything more than this although the merchants from each province have fewer concerns as Middenland’s capital, Carroburg, lies a few miles west up the Reik from Altdorf and trade can be quite lucrative. Trade with Carroburg is also important with the western Reikland; the River Bogen carries boats laden with cargo to Weissbruck and Bogenhafen.

Because of the Grand Duchy of Talabecland’s role in the turmoil known as the Age of Three Emperors, when Grand Duchess Ottilia declared herself Empress and outlawed the Cult of Sigmar in Talabecland, there have been neutral (at best) to sour relations. Some Sigmarite friars travel the Reikland preaching about the evils of the Ottilian period and about how the Ulricans tortured and murdered good Sigmarite men, women, and children in their debauchery. While some of the stories are untrue the Sigmarite leadership does little to stop them.

The Freistadt of Kemperbad is a very rich autonomous trading town on the confluence of the River Reik and the Stir. The Emperor realises that a lot of potential income is being lost to the Trade Barons of Kemperbad and has sent one of his Plenipotentiaries to the town to discover if there is an easy way of getting round this. Otherwise relations with the town are reasonably good.

There are good relations with the Grand County of Stirland being another Sigmarite stronghold. The province holds a certain kind of religious significance to the Cult of Sigmar because it was in Stirland where a great battle was won by Sigmar against a horde of goblinoids. Some high-ranking Sigmarite priests, as well as some pious nobles, make the pilgrimage to the scene of the battle. The Emperor himself is also considering doing the same.

The Emperor always tries to maintain good relations with the Freistadt of Nuln and the County of Wissenland. Some say it is because of Nuln’s fine artillery and gunpowder weapons that the Emperor wishes these good relations but others say it is because he fancies the city’s Elector: Countess Emmanuelle von Lieberwitz, who is acclaimed to be the most eligible spinster in the Empire.

Non-Humans: The Reikland has strong historic ties to the Dwarf race so it comes as no surprise that most Dwarfs in the Empire will live in the Reikland. Altdorf, according to the 2510 census, is home to over one thousand who in turn comprise ten clans. They mostly live in the Metallschlacke and Niederwind districts at the eastern end of the city, both of which are at the heart of the metal and stoneworking industries. Then there is also a much smaller community living in Bogenhafen in the Eisenbahn district where there are Metalworkers’, Carpenters’, Jewellers’, and Masons’ Guilds.

Even in a province as populous as the Reikland Wood Elves are still very few. The Reikwald Forest may have supported a community a long, long time ago, but since then the growing human nation has been clearing the trees away for agriculture to support an ever-expanding population. Nevertheless Altdorf is a very big city and there could be anything up to one hundred Elves there. But Wood Elf settlements are never found by other races so it could just be that in the deepest depths of one of the Reikland’s forests a community of Elves may still live.

Where there are large human settlements, especially places like Altdorf, Bogenhafen, and Ubersreik to name but three, there are certainly to be rich nobles who want Halfling cooks not to mention the many inns and taverns. But then there will also be Halfling vendors selling all kinds of food and drink to the large human populations. Altdorf can probably boast the largest population of Halflings outside the Mootland, especially as the Mootland sends a small detachment of foresters to serve in the Altdorf army each year although this is mostly a symbolic gesture.

Religion: The Reikland is the centre of the Sigmarite faith and Altdorf is where the towering cathedral of the Cult of Sigmar is located. In the 1st century the first Grand Theogonist, Johan Helstrum, laid the foundations for this sacred building as well as heralding the beginning of a new cult, which would eventually supplant most of the others. Virtually every village, and all the towns, have a site dedicated to Sigmar from a simple shrine to a great temple.

In Bogenhafen there are several temples dedicated to the gods. The chief temple is of course dedicated to Sigmar (whose chief priest has a seat on the merchant council) but there are also temples to Ulric (the smallest one in the town), Myrmidia, Verena, Handrich, and Shallya. There is also a temple dedicated to the town’s patron saint called Bogenauer. The temple relies heavily on donations and clerics of Sigmar who run a lot of its administration, as the temple has no priests of its own.

While the urban centres are staunchly Sigmarite the rural folk favour the gods of nature although they still revere the Great Unifier as well; they tend to be more polytheist in their outlook than most Sigmarites. Along the river Reik many fishing villages worship Karog, and the hunters who rely on the Reikwald for subsistence and their living worship Taal, who is also very popular among farmers. The Old Faith tends to be more popular in very isolated regions as it is a dying religion and few people understand it these days preferring instead to turn to Taal. There are also a very small number of people who worship the fertility goddess of old known as Dyrath who was said to be a prominent deity among the ancient Unberogens.

Aside from the normal state religions there are just as many proscribed faiths, which the authorities are desperate to stamp out. Including the worship of the Powers of Chaos there are also daemon covens, vampire cults, and other nameless groups. By far the most dangerous are those organisations dedicated to the Chaos Gods and especially those who worship the Great Conspirator: Tzeentch. The name of the Cult of the Purple Hand has reached the ears of some and they should be greatly feared because they do not conquer through force of arms but through cunning, intrigue and subtle manipulation. The more complex the more Tzeentch rewards them.

Military: Few places in the Empire can have a prouder military tradition than the Reikland. It is probably most famous for theReiksguard Knights. It was a secular order incepted by one of the Electorate Emperors of Nuln several centuries ago during the Age of Three Emperors with the express purpose of protecting the rightfully elected Emperor against their opponents in Middenland and Talabecland. Each knight is a powerful noble in his own right with his own estates to run outside Altdorf and at certain times of the year they are required to accompany the Emperor on state and ceremonial occasions and, of course, to war. The leader of the Reiksguard is known as the Reiksmarshall and the current incumbent is Kurt Helborg. This position also entails being the commander of all the Empire’s armed forces.

While the Reiksguard knights get all the limelight and attention it is the Reiksguard sergeants who fulfil the (often) tedious duties of guarding the Emperor’s palace in Altdorf. These are, more or less, lesser foot knights who wear almost identical armour to the cavalry knights but wield halberds. In battle they form a stalwart guard of elite halberdiers who are the bane of cavalry as well as any large foes.

Serving the Cult of Sigmar and the Grand Theogonist is the famous order of holy knights called the Knights of the Fiery Heart. It is an ancient order dedicated to the Cult of Sigmar Heldenhammer, the destroyer of the Goblin hordes and founder of the Empire. Its members are charged with fighting religious heresy, Goblinoids, Chaos, and the practitioners of evil magicks. The order is led by the Hochmeister (Grand Master) Heinrich II von Sangershausen and he cuts a very influential figure through Altdorf society.

Being a large, wealthy, and populous province the Reikland can muster large armies when it needs to and also afford to hire large numbers of mercenaries. The former is subject to the needs of the people to tend to their lands and the latter more to how much disposable income there is available in the coffers, as companies of mercenaries can be extremely expensive even for the Emperor, especially in a long war. The standing army of Altdorf consists mainly of small numbers of professional troops (Knights, sergeants-at-arms, professional archers, Greatswords, mercenaries etc) and roughly two or three thousand militia and watchmen of varying quality (the nearby Castle Reikguard can also be counted on to provide excellent troops). Bogenhafen is the complete opposite. They have a tiny standing force of militia but are happy to hire mercenaries as and when required. However, Castle Grauenburg, residence of the ruling Graf, has a small number of highly professional and well-equipped troops that can be mustered quickly in an emergency should the town be under threat.

There are many private retinues of soldiers all owned and equipped by the many wealthy noble families living in the Reikland, which the Emperor can, in theory, call upon when he so wishes. However, each city and town is required to train and equip at least a force of watchmen or militia. The Emperor himself pays for the recruitment, training, and equipment for a regiment of fine archers, dressed in the colours of Altdorf (red and blue). He is also in the process of recruiting an order of knights called the High Helms, so-called because the entry requirements are that those men wishing to join must be at least six foot six inches tall.

There is also an exclusive organisation of knights called the Champions League. It was set up primarily as a result of the Reform Crusade where the “do-good” Shallyans actually started to ban the more bloodthirsty martial pursuits in some areas and were imposing on rulers the need to adhere to certain regulations to prevent injury and death. The founder, Count Ludwig von Ebenauer, joyously declared that no man, priest or priestess will stop them from enjoying their birthright. And if they did he would fight hard to keep it. Thus the Champions League was founded consisting of many rich knights and their retinues. At certain times of the year a number of them meet at a designated spot where they hold jousting tournaments. Massive bets are put on to predict the winners and at each tournament large sums of money change hands. The winners of the tournaments take with them lucrative prizes: gold, jewellery, precious stones, or even a magical artefact, along with the victor taking his beaten opponent’s armour (and sometimes even his horse!). Then there is one last tournament consisting of the all the winners of the previous tournaments to decide the overall champion. Sometimes these meetings can degenerate into extreme violence as one side refuses to acknowledge their defeat or accuses another of cheating and then order their assembled bodyguards to attack. Should things like this happen it can have devastating consequences as many of the knights hold vast tracts of land and it has been known for rivals to declare war on each other until one of them apologises. However, the league should have got over these problems now ever since they agreed upon the idea of having an elected leader who, in theory, can demand a rematch, draw lots for the winner, or even choose the winner (if he is particularly bold.) The Champions League is only open to nobles of at least knight status and they must own all the trappings of a knight: full plate armour, warhorse and caparison, lance, at least three squires, six servants, and at least a dozen men-at-arms. Even this is the bear minimum. Moreover all participants must contribute to the proceedings both for the jousting lists and prize money. The Champions League has quite a reputation and knights travel far and wide to even have the chance of attending a meeting.

Military Colours: For Altdorf the primary colours are red and blue, while the rest of the Reikland is white. Altdorf sticks rigidly to their heraldic tradition but other regions in the Reikland only partly comply with the tradition of wearing white. Those close to the Emperor always dress their troops in white whereas those with a history of defying the Imperial court (or are located in more isolated places where Altdorf cannot interfere) may reject the colour all together. Then of course there’s always the fact that nobles themselves have their own heraldic traditions and are loath to change them. However, some nobles endeavour to satisfy the Imperial court by having their regiments fly white banners whenever they are required to muster their forces for the Emperor.

Reikland Gazetteer:

Settlement Name Size Ruler Imperial Census Pop Estimated Pop Wealth Source of Wealth Garrison/Militia Notes
ALTDORF C Emperor 15,000


5 Trade, Govt. 500a/8000c Imperial Capital. Seat of Emperor Karl-Franz.
Autler V Emperor 81 81 2 Timber, Fishing 10c Ferry.
Braunwurt V Emperor 52 52 1 Textiles -  
Bundesmarkt V Emperor 77 77 1 Agriculture -  
Dorchen V Emperor 75 75 1 Agriculture -  
Furtild V Emperor 53 53 2 Subsistence -  
Geldrecht V Emperor 49 49 1 Timber, Fishing - Ferry
Gluckshalt V Emperor 72 72 2 Agriculture - Five miles from lies burial mound of Gertar, Sigmar's father
Grossbad V Emperor 69 69 2 Agriculture -  
Hartsklein V Emperor 65 65 1 Pottery -  
Heiligen V Emperor 58 58 2 Agriculture -  
Hochloff V Emperor 81 81 2 Agriculture 10b  
Kaldach V Emperor 52 52 1 Subsistence - Ferry
Rechtlich V Emperor 42 42 1 Subsistence - -
Rottefach V Emperor 88 88 2 Agriculture, Wine, Fishing - Ferry
Schlafebid V Emperor 38 38 1 Agriculture, Wine - -
Teufelfeuer V Emperor 0 0 2 - - Destroyed by Witch-hunter
Walfen V Emperor 52 52 2 Brick-making, Agriculture, Fishing - Ferry
AUERSWALD ST Emperor 2,500 5,000 3 Trade, Ore 50b/400c Ferry
Dresschler V Emperor 63 63 2 Agriculture, Fishing 10b Ferry
Gladisch V Emperor 41 41 1 Subsistence - Ferry
Koch V Emperor 95 95 2 Agriculture, Ore 20b Nr Hahnbrandt mine
Sprinthof V Emperor 73 73 2 Agriculture, Smoked cheese 10c Coaching inn, best smoked cheese in Reikland
Steche V Emperor 61 61 2 Agriculture, Fishing 15c Ferry
GRUNBURG ST Emperor 1,200 2,600 2 Trade, Boat building 25b/100c Ferry
Aussen V Emperor 43 43 1 Subsistence - Ferry
Hornlach V Emperor 74 74 2 Timber, Fishing 5b Ferry
Kleindorf V Emperor 35 35 1 Agriculture, Fishing - Ferry
Sprinthof V Emperor 85 85 2 Agriculture 10c  
STIMMIGEN ST Emperor 1,750 3,000 3 Trade, Agriculture 20b/250c Toll Bridge, local market centre
Merretheim V Emperor 48 48 1 Subsistence 10c  
Misthausen V Emperor 32 32 1 Subsistence - Ferry
Naffdorf V Emperor 52 52 1 Subsistence 10c Ferry
Pfeiffer V Emperor 42 42 1 Subsistence 5c Ferry
WEISSBRUCK ST Emperor 72 72 2 Trade & Transport   Mining community, Ferry
BOGENHAFEN T Graf Wilhelm von Saponatheim 4,500 11,500 4 Trade, Wine, Timber. 500c  
Ardlich V Graf Wilhelm 72 72 2 Agriculture 5c  
Finsterbad V Graf Wilhelm 82 82 3 Wine, Agriculture, Fishing 10c Ferry
Grubevon V Graf Wilhelm 57 57 2 Agriculture 5c  
Herzhald V Graf Wilhelm 73 73 2 Timber -  
UBERSREIK T Graf Sigismund von Jungfreud 3,500 7,000 4 Trade, Ore, Metalworking. 40b/500c Ferry
Buchedorf V Graf Sigismund 58 58 2 Agriculture, Fishing 10c Ferry
Flussberg V Graf Sigismund 62 62 2 Agriculture, Fishing 15c Ferry
Geissbach V Graf Sigismund 46 46 2 Agriculture 10c  
Halheim V Graf Sigismund 30 30 1 Subsistence -  
Messingen V Graf Sigismund 80 80 3 Agriculture, Metalworking 20b Nr. Hugeldal Mine
Wurfel V Graf Sigismund 52 52 2 Agriculture 15c  
CASTLE GRAUENBURG F Graf Wilhelm von Saponatheim 200 200 4 Govt 50a/100b Fortress
CASTLE REIKGUARD F Crown Prince Wolfgang Holswig-Abenauer 300 300 4 Govt. 100a/150b Fortress. Wolfgang is hair to the Imperial throne
CASTLE WITTGENSTEIN F Baroness Ingrid von Wittgenstein 250 250 3 Govt. 10b/150c More info can be found in Death on the Reik
Wittgendorf V Baroness Ingrid 72 72 1 Subsistence - See Death on the Reik
CASTLE WATER F Baroness von Teufel 100 100 4 Trade, Magic, Govt.   See Realms of Sorcery
KEMPERBAD T Kemperbad Council 3,750 7,000 4 Trade, Wine, Brandy 20a/200b Freistadt; Ferry, finest brandy in Empire
Berghof V Kemperbad Council 74 74 2 Agriculture 20c  
Brandenburg V Kemperbad Council 87 87 3 Wine, brandy, fishing 20b "Echte Brandenburger" Emperor's favourite brandy; ferry
Jungbach V Kemperbad Council 68 68 3 Wine, brandy 15b Ferry
Ostwald V Kemperbad Council 70 70 3 Wine, brandy 15b  
Stockhausen V Kemperbad Council 95 95 3 Wine, brandy 30b Bridge over River Stir


Size: Settlements are classed as: (C) City, (CS) City State, (T) Town, (ST) Small Town, (V) Village, (F) Fortress, Castle or Monastery.

Ruler: Refers to the suzerain of a settlement or settlements who is in reality under the rulership (often nominal) of the provincial Elector.

Imperial Census Pop: Refers to the number of people registered paying taxes.

Estimated Pop: Refers to any number of people in a settlement: drifters, visitors, tax dodgers (or people who are exempt from tax), beggars, thieves and other riff-raff.

Wealth: Settlements are rated as followers: 1 impoverished, 2 poor, 3 average, 4 wealthy, 5 very rich.

Garrison/Militia: Refers to the quality of men under arms in a settlement: (a) Excellent – these are standing troops such as knights and the private retinues of the nobility, (b) Average – these are good troops and are generally a mercenary contingent attached to a settlement, (c) Poor – these are the number of able-bodied men available (greatly subject to change) to a settlement in times of war, included in this are militia and watchmen roughly making up 20% of the number.

Player Characters from the Reikland

Human Elf Dwarf Halfling Career
01-10 01-10 01-15 01-10 Bodyguard
11-20 - 16-20 11-15 Labourer
21-30 11-15 - - Marine
31-35 16-30 21-40 - Mercenary
36-40 31-35 41-45 16-30 Militiaman
41-46 36-40 46 31 Noble
47-55 41-55 47-55 32-41 Outlaw
56-60 - 56-60 - Pit Fighter
61-65 56 61-65 - Protagonist
66-70 57-66 - - Seaman
71-75 67-70 66-71 42-60 Servant
76-85 71-85 72-81 61-70 Soldier
86-90 86-95 82-86 71-80 Squire
- - 87-88 - Troll Slayer
91-95 - 89-98 81-85 Tunnel Fighter
96-00 96-00 99-00 86-00 Watchman


Human Elf Dwarf Halfling Career
01-05 01-10 - - Boatman
06-10 11-20 01-10 - Bounty Hunter
11-20 21-25 11-15 01-05 Coachman
21-25 - - 06-10 Farmer
26-30 26-35 - 11-20 Fisherman
31-35 36-50 16-20 21-30 Gamekeeper
36-45 51-60 - 31-40 Herdsman
46-50 61-70 21-25 41-55 Hunter
51-55 71-75 26-30 56-65 Muleskinner
56-60 76-80 - - Outrider
61-65 81-85 - - Pilot
66-75 - 31-55 - Prospector
76-80 - 56-65 66-70 Rat Catcher
81-85 - 66-70 71-75 Roadwarden
- - 71-80 - Runner
86-90 - 81-85 76-80 Toll-Keeper
91-95 86-95 86-00 81-95 Trapper
96-00 96-00 - 96-00 Woodsman


Human Elf Dwarf Halfling Career
01-10 01-05 - 01-10 Agitator
11-20 06-10 01-05 11-15 Bawd
21-30 - 06-10 16-20 Beggar
31-40 11-30 11-15 21-30 Entertainer
41-50 31-35 16-20 31-35 Footpad
51-55 36-45 21-25 36-50 Gambler
56-60 - 26-35 51-55 Grave Robber
61-65 - 36-45 - Jailer
- 46-60 - - Minstrel
66-70 61-65 46-50 56-60 Pedlar
71-75 66-75 51-55 61-70 Raconteur
76-78 - 56-60 71-75 Rustler
79-85 76-90 61-75 76-80 Smuggler
86-95 91-00 76-85 81-95 Thief
96-00 - 86-00 96-00 Tomb Robber


Human Elf Dwarf Halfling Career
01-10 01-10 01-15 01-10 Alchemist's Apprentice
11-15 11-15 16-25 11-25 Artisan's Apprentice
16-20 - - - Druid
- - 26-40 - Engineer
21-30 - 41-45 26-30 Exciseman
31-35 16-30 - 31-45 Herbalist
36-40 31-35 - 46-50 Hypnotist
41-50 36-45 46-55 51-55 Initiate
51-55 46-55 56-60 56-60 Pharmacist
56-60 56-60 61-65 61-65 Physician's Student
61-70 61-70 66-70 66-70 Scribe
71-75 71-75 71-75 71-75 Seer
76-84 76-80 76-80 76-80 Student
85-89 81-85 81-97 81-95 Trader
90-00 86-00 98-00 96-00 Wizard's Apprentice

Reikland Adventure Hooks

Trouble at Helmgart: The proud history of Helmgart keep could be drawing to a close. The ruling family of the little fief in Axe Bite Pass, the Durers, has almost run out of money and can no longer afford to employ the soldiers needed to ensure its security. The soldiers are being laid off gradually and taxes have risen in the village to help pay for the costs of the upkeep of the fortress. There is now the distinct possibility that the Reikland could be open to invasion should Helmgart fall. The keep not only guards the pass but also protects some of the isolated farmsteads in the foothills of the Grey Mountains. Obviously with Helmgart falling into ruin the Durers need to start looking for extra muscle and the adventurers could be just the ticket. Once there the PCs first have to deal with an increasingly militant and disenchanted mob of villagers who are struggling to pay the extra taxes, and also there’s a small question of a beastman/orc invasion. But none of these is primarily why the PCs are here.

The reason for the family’s dramatic decline was due to the untimely demise of the head of the Durers, Maximilian, leaving the fortune to the nineteen-year-old heir Johan. Unfortunately Johan had a taste for Altdorf’s highlife and frequently gambled and drank copious amounts of alcohol. In the space of a year Johan had done what the might of Bretonnia and all the Orcs and Beastmen of the Grey Mountains couldn’t and that was to bring Helmgart to its knees. He had spent, gambled and drunk away the Durer fortune. That is the reason given by everyone in Helmgart but the truth is more complex than that. But the real reason why the Durers have been losing their fortune is because of the steward, Gottfried Wurtemberg. The Durer family had enormous wealth passed down through generations from father to son and it just isn’t possible for Johan to have spent it all without help. The steward, a very cunning, Machiavellian type, has been making false accounts, forging letters, and generally making Johan the scapegoat for the Durer family’s great drain in finances. Often Johan sent letters from Altdorf to Helmgart asking for more money. True some of them were genuine but the more costly ones weren’t. Now that Helmgart is falling to pieces and the peasants are beginning to revolt Gottfried’s plan is coming to fruition.

But who is Gottfried? Who, if anyone, does Gottfried work for? Is he really working for the Bretonnians? The Bretonnians wouldn’t mind extending their influence through the Grey Mountains and Helmgart keep would be a perfect stronghold for any further expansion. Or perhaps he is working for a rival noble who wants Helmgart for some other purpose? Can the PCs find out what is going on and perhaps revive the Durer family fortune? Maybe they can get the money back?