Sorry! Your browser is not compatible with our stylesheets.
We recommend that you download the latest version of Internet Explorer, Opera, Netscape/Mozilla/Firefox or Safari (Macintosh) to view the site as it should be. In the meantime the pages are laid out so that they can be read without formatting.


Online Store
White Dwarf
Events & Community
News
The Lord of The Rings
Warhammer
Warhammer 40,000
Warhammer
- Welcome! Please Login
specialist games | shopping | your site | site map

A brief guide to the Old World
THE EMPIRE - THE LAND OF SIGMAR


Page: 1|2|3|4|5|6|7|8|9|10|11|12|13

A Captain of the Empire

When the High Elves left their great towers in the Old World, the land was abandoned to the Orcs, Goblins and savage Human tribes. In those distant times, the fathers of Men were nothing but fur-clad savages, barely distinguishable from Orcs in the eyes of the haughty Elves. It was the Dwarfs who recognised the potential of Humanity, first as trading partners, but eventually as allies against the Orcs that infested the land.

The Dwarfs taught the Human tribes the secrets of metallurgy and swordmaking and, as a result of trade and further Dwarf encouragement, primitive Men began to grow in strength and ambition.

SIGMAR

The many Human tribes remained divided until the time of Sigmar, the founder of the Empire and friend of the Dwarf king Kurgan Ironbeard. It was Sigmar who rescued Kurgan from the Orcs, and in honour of this valiant act the Dwarf king gave him the great warhammer Skull Splitter. For ever after the Emperor was known as Sigmar Heldenhammer and was accounted a true friend of the Dwarfs, the greatest honour a Dwarf can bestow. Sigmar united all the warring Human tribes under his rule and established the realm that is known today as the Empire.

TURBULENT TIMES

Sigmar's day was over two thousand years ago and since that time the Empire has survived many long and arduous wars. It has suffered Orc and Goblin invasions, the devastations of the Vampire Counts, and the dreaded incursions of Chaos armies. It has also endured periods of rebellion and anarchy within its own borders.

In all that time there have been many weak and disastrous Emperors, such as Boris Goldgather, and also many great conquerors, such as Magnus the Pious.

Despite times of changing fortune, even during its long periods of disunity and division, the Empire has always maintained its sense of identity as one land and one people, under the spiritual, if not actual, leadership of Sigmar, who is now accorded the status of patron god of his ancient realm.

Empire Knights perform a glorious charge

REALM OF MAN

Today the Empire is the largest and most powerful of all the lands of Men. It stretches from the Grey Mountains and the borders of Bretonnia in the south to the Forest of Shadows and the land of Kislev in the north. Eastwards it is bounded by the Sea of Claws and the wilderness known as the Wasteland. Westwards the borderlands lie upon the foothills of the World's Edge Mountains.

Within the Empire's boundaries lie dark forests, mighty rivers and tall, forbidding mountains. For the most part these are wild and untamed, the refuge of evil creatures and brigands of all kinds. The real strength of the Empire lies in its sprawling cities and the lesser towns and farms that lie under their protection.

The Empire is a great commercial as well as military power, whose cities prosper in a new age of enlightenment and growth. In the busy markets, rich merchants jostle with scholars, and dour warriors rub shoulders with skilled artisans. In the deep harbours of Altdorf, ocean-going ships unload cargoes from all over the world. Altdorf is also the home of the Colleges of Magic, the foremost schools of sorcery in the Old World, and of the Imperial Zoo, which maintains a stable of many fantastic monstrous creatures.

THE EMPEROR'S ARMIES

The Empire
The Land of the Empire.
The Emperor's armies come from the widespread lands of the Empire. As well as sturdy infantry and heavily armoured knights, the Emperor can call upon the marvellous inventions of the Engineers. These are men taught in the traditions of the Dwarf smiths by Dwarf refugees driven from their mountains and now settled in the Empire under the Emperor's protection. Huge cannons are forged in the city of Nuln, whilst ambitious inventors work away at engines powered by steam or alcohol and devices driven by clockwork.

THE AGE OF MANKIND

Mankind has grown and prospered greatly since the decline of the Dwarfs and Elves. From humble beginnings Men have raised mighty nations to equal the civilisations of the older races. The greatest of these nations is the Empire, a land which stands upon the dawn of a new age of exploration and discovery. However, the growth and even survival of the Empire is by no means certain, for there are many perils that threaten its future, not least of which is the growing shadow of Chaos in the north. Such perils must be faced and overcome if Mankind is to flourish. But the greatest danger lies within, for even inside the Empire there are those who seek the aid of the Dark Gods of Chaos, who would trade the freedom of Man for a brief taste of power. Indeed, the witch hunters of the Emperor are kept almost as busy as the soldiers of its armies.

Related Articles:
Empire Homepage

Next: The Lizardmen.
Previous: The Bretonnians.

TopGo To Top | GW Online > Warhammer > Brief Guide to the Old World - The Empire
Games Workshop | Legal | Privacy Policy | Careers | Contact | Help | Accessibility | GW Portal
GW
 


Utilities
  •  
  •  Mail a Friend
  •   Printable Page