The Empire of Man ( Empire of Sigmar)

@Imperial (Human)

General Description

The Empire is the largest, oldest, most populous and powerful realm of Men in the Old World. It was founded by Sigmar Heldenhammer over 2,500 years ago, when he united the warring human tribes after the Battle of Black Fire Pass. Over centuries, this collection of tribal lands gradually evolved into a feudal confederation of provinces united under an Emperor. The Empire is often called also the “Sacred Empire”, and by outsiders, the “Land of the Hammer and the Wolf.”

Geographically it spans from the Grey Mountains in the west to the Worlds Edge Mountains in the east, from the northern seas (and Kislev beyond) to the southern Border Princes. The terrain is varied: fertile river valleys (Reik, Talabec, Aver, Stir etc.), dense forests, rugged mountains, large swamps, harsh northern wastes, and human cities ringed by frontier lands where monsters, orcs, goblins, Beastmen or Chaos cults are never far away. The climate likewise ranges from mild in the south to bitter winters in the north.

Culturally the Empire is deeply human, but not monolithic. Despite the shared language (Reikspiel), faith (mainly in Sigmar, but many worship Ulric, Verena, Shallya, Taal, etc.), and a shared set of values (valor, duty, courage, suspicion of magic/dark powers), each province retains distinct local customs, dialects, traditions, and political leanings.


People & Society

Population & Classes
The people of the Empire are overwhelmingly human, with a variety of minor peoples (Halflings, dwarfs in commerce or as guests, etc.) present. Society is stratified: from Emperor → Elector Counts → nobility → knights and military orders → burghers, merchants → peasants and serfs. Cities are centers of trade, learning, craft, and influence. Rural areas are tied to agriculture, forestry, herding, hunting, and the constant threat of beasts or enemy raiders. There is a strong sense of ancestry and clan/family loyalty among nobles; among common folk, local traditions dominate.

Language & Culture
Common tongue is Reikspiel. Shared traditions of festivals, pilgrimage, and faith in Sigmar (as patron deity of the Empire), plus subsistence practices, fashion, guildcraft, military ritual, all bind people together. The Imperial culture prizes martial skill, honor, craftsmanship, loyalty to one’s province and to the Emperor in times of need. Magic is viewed with suspicion, though tolerated in prescribed forms (e.g. Colleges of Magic, sanctioned wizards) especially in recent centuries.

Religion
Faith in Sigmar is dominant. Other gods — Ulric, Verena, Shallya, Taal, Rhya, Morr — are widely worshipped. The Church of Sigmar (and its clergy: Grand Theogonist, Lectors, Warrior-Priests) plays a large role in legitimizing authority, promoting unity, defending against Chaos, and in public works. Religious orders, temples, pilgrimages, relics and shrines are part of daily life. Heresy, Chaos cults, and undead powers are considered existential threats.

Economy & Trade
Trade flourishes along the large rivers (Reik, Talabec, etc.), connecting inland provinces to Dwarf holds in the Worlds Edge Mountains, to friendly human realms, and to coastal city-states. Mining, metalworking, forestry, agriculture, craft guilds (weapons, armor, cloth) are major industries. Cities are hubs of banking, artisan guilds, universities, and workshop-based innovation (engineers, runesmiths in concert with dwarfs). Toll bridges, trade routes, river ferries, and merchant guilds are very important.

Military
The Empire is militarized by necessity. Each province must maintain troops (provincial armies), fortresses guard key passes, roads and walls, and there are many militia forces in towns. The Imperial Army is composed of state troops, imperial artillery, mercenaries, allied contingents. Knightly Orders and religious orders also provide elite soldiers. Military service is a badge of honor. Borders against Chaos, Orcs, Goblins, Beastmen are always under pressure.


Political Structure

Feudal Confederacy
Rather than a strongly centralized monarchy, the Empire is a loose confederation of electoral provinces (or Grand Provinces). Each province is ruled by an Elector Count. Collectively, these Counts elect (or re-elect) the Emperor. The Emperor must maintain the loyalty of the Electors; his power varies depending on personal ability, support, military success, charisma, and religious legitimacy.

There are about ten main provinces (Averland, Reikland, Stirland, Talabecland, Wissenland, Middenland, Nordland, Ostland, Ostermark, etc.). Some provinces have changed over time; some have merged, dissolved, or seceded. There are also chartered cities or city-states (e.g. Marienburg) which are economically and culturally powerful, sometimes independent of direct provincial control.

Government & Nobility
Each Elector Count rules his territory with considerable autonomy: taxes, local law, defense, etc. Nobles under each Count hold fiefdoms, own lands, maintain their own private armies, justice courts. The Emperor has formal authority over all, but enforcement depends on loyalty, alliances, and strength.

Court politics are complex: noble houses vie for influence, strategic marriages, alliances, rivalries. Religious affiliation sometimes divides provinces (Sigmarites vs Ulric worshipers for instance), and political discord may arise over trade, territory, and response to threats.

Succession & Legitimacy
Because Sigmar left no clear heir, the tradition of election among Elector Counts was established early. Legitimacy also comes from control of relics (Runefangs), from support of clergy, especially Sigmarite Church, and from military victories. The Emperor often functions as both temporal ruler and spiritual figure.

Cities, Guilds, and Burghers
Cities are centers of power, culture, wealth. Burgomeisters, merchant guilds, universities, and engineering schools play important roles. They exert influence in provincial politics, sometimes resisting Counts if their interests are threatened. The middle class of merchants, artisans, and officials (burghers) share in governance via city councils, trade guilds, etc.


Foreign Relations

Neighbors & Allies

  • Dwarfs: One of the most steadfast alliances is with the Dwarf holds, especially those of the Worlds Edge Mountains. Historically, Sigmar was given his warhammer by a Dwarf king, and the bond of trade, shared defense, and mutual respect continues.

  • Kislev: To the north, Kislev is both buffer and ally against Chaos. They share mutual threats from the Frozen Wastes. Military cooperation is frequent.

  • Bretonnia: Relations are mixed — sometimes treaties, sometimes trade, occasionally skirmishes over border disputes. Both realms see different cultural values and sometimes look down upon each other, but when larger threats loom (Orcs, Chaos, etc.), they cooperate.

  • Tilea, Estalia: In the south and west, these lands act as loosely connected trading states. Diplomatic ties, merchant traffic, occasional mutual defense pacts. Sometimes imperial provinces compete economically or militarily with these states.

Enemies & Threats

  • Chaos: Perhaps the greatest ever-present threat. Warriors of Chaos, daemonic invasions, Chaos corruption within the Empire are constant worries.

  • Greenskins (Orcs & Goblins): Raids from orc and goblinoid warbands are frequent along borders, forests, remote weak points.

  • Beastmen: Forests, wilds, and mountainous regions house Beastmen who spill out in destructive hordes.

  • Undead: In places like Sylvania, undead lords, vampires, cursed regions threaten the Empire’s southern provinces.

  • Skaven: Hidden under the cities or in ruins, Skaven plotting, corruption, warpstone, plague are major internal threats.

  • Other Human States: Internal strife, diplomatic tension, trade competition, religious differences can spark wars. Some city-states (Marienburg especially) are nominally outside Imperial control and are rivals in trade influence.

Diplomacy & Treaties
The Empire maintains a web of treaties, obligations with human realms, often promising military aid or mutual defense. However, these are often brittle: broken when political winds shift or when the Elector Counts balk at sending troops or resources.

In times of great peril, the Emperor can call forth the Electors and provincial armies to unite. Religious orders may serve as mediators or sources of unity.