Reikland, Averland, Ostland

Reikland

Overview & Geography
Reikland is the westernmost of the major Electoral Provinces, often called the heartland of the Empire. It stretches from the Grey Mountains in the west, bounded by Wissenland to the south, Talabecland and Stirland to the east, and Middenland to the north. The River Reik is its lifeblood, with many tributaries coming from the Grey Mountains. Terrain is varied but generally more hospitable than many border provinces: fertile plains, vineyards, woodlands (parts of the Reikwald), and mineral wealth in mountain foothills.

Its capital is Altdorf, seat of the Emperor. Numerous chartered cities and towns; wealthy estates; many roads and canals connect places. Climate is temperate; winters cold but bearable; summers good for agriculture. Reikwald Forest is large but more managed in parts.

People, Culture & Economy

Reiklanders are prosperous, cosmopolitan, politically powerful. They include the nobility of the Elector Counts (Altdorf), many burghers, merchants, skilled craftsmen. Farming, vineyards, dairy, and livestock are productive; mineral mining in the Grey Mountains yields ores, precious metals, marble, gemstones. Timber from safer forest zones, boat-building, trade via Reik river, artisans, guilds — all strong.

Because it houses the Emperor and many institutions (temples, colleges, bureaucracy), Reikland is a center of power, scholarship, culture. Many merchants, diplomats, pilgrimage paths begin or end here. The rail of Imperial politics passes through Reikland. The Reiksguard (Imperial bodyguard) is from Reikland and highly prestigious.

Politics & Government

Reikland is ruled by the Emperor himself (Elector Count of Reikland). Local governance includes city councils, noble houses, merchants guilds. The Emperor’s court in Altdorf is political, religious, judicial center. Nobles in Reikland have influence over Imperial policy. Burghers (merchant class) have strong voice in towns.

Administration is well-developed: roads, bridges, canals, imperial fortresses. Defense is strong; many fortress cities protect borders. Because of wealth and prestige, Reikland must manage envy, internal rivalries among noble families, threats from powerful external enemies, and balancing investment in prosperity vs defense.

Threats & Challenges

  • Undead / Chaos threats: Sylvania vampires, Chaos cults, undead incursions remain threats to southern and eastern parts.

  • Outbreaks and internal strife: Pis, disease, corruption among guilds or courts. Because of centralization, political intrigue is constant.

  • Trade disruption: Raids, monster threats from forest, or enemies using the Reik river or roads. Dwarfs or other neighbours sometimes contest mining or mineral rights.

  • Responsibility of leadership: Being the heartland, Reikland bears the burden of sending aid, troops, and resources to border provinces in crisis. When the Empire is under pressure, many eyes look to the Emperor and Reikland to respond.


Ostland

Overview & Geography

Ostland is one of the founding Electoral Provinces of the Empire. It lies in the northeastern part of the Empire, bordered by Nordland, Talabecland, and Kislev to the east, and connected southwards via several roads and unsettled frontier lands. The province is mostly covered by the Forest of Shadows—a dark, dense woodland that creeps across much of the land. The Northern March, with its rugged headlands and coastlines on the Sea of Claws, is less forested but exposed to harsh weather, sea winds, and raids.

The capital is Wolfenburg, with chartered towns such as Lubrecht, Vandengart, and Volganof. The landscape is damp, misty, cold in winter; fogs cling, the forest floor is soft and dangerous, paths disappear, and the wilderness frequently intrudes. Much of the interior is borderlands and wilderness buffer. The road from Erengrad through Ostland is vital but often dangerous.

People, Culture & Economy

The Ostlanders are descended from the ancient Udoses tribe. They are hardy, stubborn, frugal, used to privation and danger. Their lives are shaped by the forest, by harsh winters, by raids from Chaos and Norscans. Many are woodsmen, hunters, foresters; some eke out farmable land near the edges of clearings. Settlement is thin outside the main towns or roads.

Economically, the province is not as rich as the southern provinces. Main exports include pewterware, salt, cheese, and vodka. Mining in the forested hills yields some resources but often at high cost. Timber and hides are trade goods; goods from more settled provinces are imported. Because of frequent ruinous incursions, much of wealth is invested into defense rather than comfort.

Religiously, Sigmar’s faith is strong, but there are also devotions to Ulric (due to winter, wolves, war), Shallya (healing after raids), Morr (death, protection of souls), and some worship of forest/nature spirits. Priests are often also militia leaders.

Politics & Government
Ostland is ruled by the Elector Count and Grand Prince Valmir von Raukov. The government is feudal hereditary autocracy. Nobility, town burgomasters, forest wardens, and local militia captains hold real influence, but the Count’s office is focused on defense, administration in frontier conditions, and maintaining roads. Because of its position, Ostland is militarized: keeps, watchtowers, border forts, patrols, especially in forested areas where Chaos cults or raiders might sneak through.

The capital Wolfenburg serves as administrative center, mustering place, stronghold of the Count. Chartered towns provide local government, trade posts. Local lords have to maintain readiness, supply lines are vulnerable, and the province often feels neglected by more prosperous ones, though its role as bulwark grants it prestige.

Threats & Challenges

  • Chaos incursions: Forested lands allow Chaos warbands or cults to sneak in. Raids and small scale corruption are constant threats.

  • Norscan raiders / marauders: From beyond the Sea of Claws or through Kislev-adjacent lands.

  • The forest itself: Forest of Shadows is dangerous—lost travellers, bandits, monsters, paths shift, unnatural phenomena.

  • Supply and isolation: Winter snows, mud, blocked roads isolate settlements; importing food or trade goods difficult.

  • Internal hardship: Poverty, risk of famine after bad harvests, tension between the desire for expansion vs. defending what already exists.

  • Political pressure: Other provinces may view Ostland as expendable or over-burdened; nobles may resent the taxes or levies required to maintain border defense.


Averland

Overview & Geography

Averland, formally the Grand County or Grand Duchy of Averland, is a founding Electoral Province of the Empire. It lies in the south-eastern reaches of the Empire, bordering Wissenland to the west, the Moot (Halfling lands) to the north-west, Stirland to the north, and the Black/Worlds Edge Mountains to the east and south. The land is mostly rolling fertile plains, sun-drenched and relatively free of dense forest. Rivers (the Aver, the Upper Reik, Blue Reach) border it or cross through. To the east, the foothills of the Black Mountains and Worlds Edge Mountains rise, with some mining and trapping in those parts. Averland lacks great woods, making farming and livestock rearing more reliable than hidden threats from the wild.

The strategically important Black Fire Pass cuts through the Worlds Edge Mountains in the southern borders of Averland; a vital pass between the Empire and the more dangerous lands beyond (Orcs, Goblins, Greenskins in the Dark Lands). Averland’s exposure to invasions via this pass has shaped its defensive culture.

People, Culture & Economy
Averlanders claim descent from the ancient Brigundian tribe. The people are proud, open, passionate, and known for being straightforward. They raise large herds of Averlander cattle, which are prized across the Empire. Leather goods, fine porcelain, wine, and furs (from mountain foothills) are among their exports. Agriculture is the backbone: cattle, grain, some vineyards. Local mines in the foothills extract minerals and furs; trading towns near the borders of Dwarf holds manage mining rights and disputes.

Culturally, Averlanders combine martial readiness (defending the Black Fire Pass) with provincial hospitality. They have reputation for being hardy, somewhat rustic, but also socially more relaxed than the heavily fortified northern provinces. Nobles may be less ostentatious, favor personal valor and local prestige rather than court politics. There is some tension with Dwarfs over mining claims: laws and customs govern how Humans may work foothill mines without infringing on Dwarven lands.

Politics & Government
Averland is ruled by a Count (Elector Count), hereditary feudal autocracy supported by local noble landowners. The capital is Averheim. The Count must maintain both defence of borders and good relations with Dwarf neighbours and trade partners. Because Black Fire Pass is such a strategic location, Averland’s military and fortifications are well funded relative to its size. The Count leads or supports local militia/regiments specialized in siege defence (defending passes), cavalry, and cattle-guard troops. Internal political structure includes vassals (lesser lords), farmers, merchants in townships, local councils for town defense. There is an implicit expectation to provide troops when the Empire calls, especially because of Averland’s border status.

Threats & Challenges

  • Greenskins & Goblinoid incursions: through Black Fire Pass and Dark Lands beyond.

  • Undead & Chaos bleeds: lesser but real in borderlands; also from Sylvania (further south) or from warpstone fallout.

  • Flooding: rivers flood seasonally, wiping out lowlands, threatening crops and livestock. Averlanders invest in flood defenses (dikes, levees).

  • Diplomatic friction with Dwarfs: over mining claims, borders. Also pressure from neighbours (Stirland, Wissenland) for trade, or taxes.