Hochland, Middenland,Ostmark, Nordland
Hochland
Overview & Geography
The Grand Barony of Hochland lies in the north-central regions of the Empire. It sits wedged between the Middle Mountains to the north-east, the Drakwald (forest) to the west, and rivers such as the Drakwasser, Talabec, Wolfs Run on its boundaries. Much of Hochland is heavily forested: old woods, wild hinterlands (“Hochland Deeps”, “Dark Country”) are common. There are also uplands, hills, valleys, and the Weiss Hills – a region of hills and fens, perilous in storms and winter.
Weather is harsher: heavy snow in winter, heavy rains in spring, frequent flooding in river valleys. Villages are scattered; many settlements are small and remote. The forest provides both resources and danger.
People, Culture & Economy
The people of Hochland are skilled hunters, trackers, marksmen. Many famous rifle and archery regiments in the Empire come from here. They prize resourcefulness, independence, woodcraft, and self-reliance. Many maintain folk traditions derived from the original Cherusen tribe. They often know the forest as much as they know fields and roads.
Economy is based on timber, woodcrafts, venison, forestry products. Agriculture is limited to river valleys and areas near settlements; luxury foodstuffs must often be imported. There is some trade of forest goods (timber, game, furs) downstream to larger markets. Logging and floating of woods are significant industries; recently there have been proposals or construction of mills along rivers for lumber processing. Local crafts are strong.
Politics & Government
Hochland is ruled by the Grand Baron (Elector Count), currently Aldebrand Ludenhof, with a feudal-style government supported by barons, clerics, and town elders. The capital is Hergig; there are several chartered towns (Krudenwald, Bergendorf, Esk, Bluchendorf, Gruyden).
Because of its wild terrain and relative remoteness, local lords have great autonomy. Defense and maintaining roads and bridges are expensive tasks. The Count’s power depends heavily on loyalty of local barons, control of forest paths, tolls, and the security of trade routes. Hochlanders are wary of Ostland and larger neighbours; forest outlaws, Beastmen, mutants, bandits thrive in remote parts.
Threats & Challenges
Banditry, Beastmen, Forest Goblins in the woods, especially in Drakwald fringes and Weiss Hills.
Winter and floods: roads blocked, villages cut off, harvests ruined.
Pressure from larger provinces: trade, import dependency for some goods.
Political vulnerability: small province; must keep strong alliances, especially with Middenland or Talabecland, for help in invasions or Chaos incursions.
Middenland
Overview & Geography
Middenland, the Grand Duchy of Middenland, is one of the Empire’s most powerful northern provinces. Its capital city is Middenheim, built upon the Ulricsberg (a white mountain). The territory includes deep sections of the Drakwald Forest, rugged terrain, large forested wildernesses, and some borderlands toward the north and northeast that touch on dangerous wildlands. Though forest crowds much of the province, there are arable lands, especially in southern parts, and roads connecting to capitals and other provinces.
The location gives it significant strategic importance: close to northern threats, often the first to feel pressure from Greenskins, Beastmen, Chaos, etc. Middenheim is a fortress city, heavily fortified, both physically and spiritually (cult of Ulric is strong there).
People, Culture & Economy
Middenlanders are proud, martial, used to hardship. Many Emperors have come from their ranks; they see themselves as defenders of the Empire’s northern soul. Folk here value toughness, loyalty, honor, endurance in battle, and frugality. Skilled woodsmen, hunters, foresters, with a deep respect for wilds. Many grow up with tales of monster hunts, forest patrols.
Economy: timber from the Drakwald is a major export; also hunting, game, minor woodcrafts. Agriculture less dominant than in provinces with more open land. Mining in uplands. Trade involves both export of wood, furs, hides, some timber crafts; also importing food, luxury goods during winter. Middenheim city is a hub of political, military, and cultural power in the north; markets, smiths, services for war, guilds for arms, armor, mercenaries.
Politics & Government
Ruled by the Grand Duke / Elector Count of Middenland (also holds the privilege connected to selection of Emperor). The city of Middenheim is a power centre. Local barons and nobles control smaller areas, but law in large part flows from Middenheim policy. Because of its military importance, the Duke maintains strong fortresses, supply lines, state troops, forest patrols. Ties with religious cults (Ulric in particular) are strong; the clergy of battle and war have influence.
Threats & Challenges
Monsters & wild beasts: Beastmen, forests hiding orc warbands, mutants. The Drakwald is so vast that entirely ridding it of evil is impossible.
Chaos incursions from the north. Raids and cults that creep into border regions.
Supply & winter hardships: difficult winters, frozen roads, blockades by snow or ice, which affect remote villages.
Political friction: with neighboring provinces over trade, control of forest roads, lumber rights, tolls.
Nordland
Overview & Geography
Nordland is a coastal province in the northern Empire, bordering the Sea of Claws to the north, Ostland to the east, and Middenland and other provinces to the south. It has rugged coastline, sea-forts, watch-towers, maritime exposure (pirate attacks, Norscan raides). The coastal roads are critical trade arteries. The land further inland is wilder, forested, sometimes marshy or cold, depending on elevation and latitude.
Because of its sea access, it has naval importance. The city of Salzenmund is a port and regionally important. Coastal defenses, fortresses, and sea patrols are common.
People, Culture & Economy
Nordlanders are naval folk, hardy, used to wind and salt and storms. Fishing, shipbuilding, trade (sea and river), tolls on coastal roads, shipping guilds are important. Many families have tradition of sea service, raiding defense, watching for Norscan raids. Uniforms and heraldry emphasize blue and yellow; ships, anchors, sea eagles common symbols. The State Troops including Nordland Marines are well regarded for naval defense, coastal fortifications, and fighting along rivers or shores.
There is pride in being border province: closer to the sea, raiders, more dangers, perhaps more freedoms in practice.
Politics & Government
Nordland is ruled by Elector Count Theoderic Gausser. Historically Nordland was not part of the Empire at its foundation, but was incorporated later. The provincial government collects duties from merchants, controls tolls on coastal roads, and maintains fleet or naval forces. Local nobility have influence, but coastal defenses and trade are especially key. The province’s proximity to Marienburg (once part of Nordland’s region) creates long-standing claims or tensions, especially since Marienburg seceded as a free city-state.
Threats & Challenges
Norscan raiders and pirates from across the Sea of Claws.
Coastal storms, shipwrecks, tempest, tides causing hardship.
Economic vulnerability: trade relies on safe oceans; attacks or bad weather disrupt shipping.
Political claims: disputes over maritime rights, access to shipping lanes, control of seaports.
Ostmark
Overview & Geography
Ostmark, often known as the League of Ostermark, is the Empire’s eastern frontier province. Borders Kislev (north/east), the Worlds Edge Mountains (south-east), Sylvania (south), and Talabecland to the west. The terrain includes the “Veldt” – broad grasslands suitable for grazing and horse-rearing, forested regions including arms of the Great Forest, and moors, marshy or challenging ground especially in winters. Towns are smaller and more scattered, the roads less well maintained, winters harsh, southern summers short and humidity high in lowlands.
Ostmark has a history of frontier war and invasion; it is often the first line for invaders from Kislev or undead threats from Sylvania. This makes it a land of hardened folk.
People, Culture & Economy
People of Ostmark are rugged, stoic, hardy. Residency near borders with Kislev and Sylvania makes them wary, influenced by encroachments, haunted lands, undead rumors. Committed to agriculture, especially in its fertile Veldt, raising livestock, some crops, horse herds; forest products and timber where forests approach. Villages often isolated, culture shaped by self-sufficiency, neighbour help, and mutual defence. Folk superstitions are stronger; cults of Morr (death), Ulric, and Shallya have special resonance in border areas. Festivals often include rememberances, defense of villages, rituals against undead or import of frost or cold.
Economy is modest; trade with Talabecland or Middenland, paying taxes to the Empire; some border trade with Kislev in fewer occasions; goods include livestock, timber, grazing, horse stock, seasonal trade of furs or hides.
Politics & Government
Ostermark is ruled as the League of Ostermark, with Elector Count Wolfram Hertwig. After the destruction of Mordheim (by a warpstone comet) in the late 19th century, the province reorganized into an oligarchic government called the League. Capital is Bechafen. Governance is shared among major towns and landed nobles; the League emphasizes mutual defense, infrastructure of border fortifications, and maintaining alliances with neighbouring provinces and the Empire at large. Because threats are frequent, the provincial governor must balance scarce resources between defense, farming, maintaining roads, and diplomacy.
Threats & Challenges
Kislev incursions or pressure (north/east).
Undead in Sylvania: vampiric powers, necromantic raiders, border hauntings.
Harsh winters, muddy roads, isolation in remote towns.
Border raids, wildlife, monsters from wild forests.