User blog:Ilniaj/The Empire

Over centuries of survival, the Empire has grown to become a vast realm of city states and provinces since it was unified by the ancient hero Sigmar, who has since ascended to become an Archangel. The Empire lies at the heart of the old world and it is the most powerful realm of man. But it is a realm in constant turmoil, beset on all sides by the ferocious and the unholy. Yet despite the bloodshed, this great nation endures still, its cosmopolitan cities and military strongholds forming bulwarks against the sea of savagery. The cities of the Empire are undoubtedly the jewels in the nation's crown, where the pinnacle of human achievement is clear for all to see. Glorious palaces are surrounded by temples, the gilded minarets of arcane universities, and the flag-swathed keeps of military institutions founded at the dawn of the nation.

It is not easy for a human to survive in a world populated by huge animals and supernatural creatures but the men of The Empire make use of their best weapon: their intelligence. Their bodies are not protected by tough hide or hard scales so they forge steel and make armor. They lack the strength of an Ogre or the vicious claws of a werewolf so they manufacture swords, spears and bows. They cannot fly or breathe fire, so they build machines to blow their enemies to pieces. They cannot match the numbers of goblins, but their tactical skill can bring victory even when outnumbered. Though many foes of The Empire can boast warriors more powerful than humans, none can doubt the ingenuity and tenacity of Empire soldiers. To call the Emperor's troops an army is perhaps misleading, as there are really many different armies as well as garrison troops scattered throughout the Empire. Each province and each city state has its own separate army which it recruits, trains, and maintains. The quality of these troops varies considerably, and although they are all brave some are better equipped than others.

The armies of the Empire are a riotous mix of infantry and cavalry, war machines and monsters, wizards and priests. The regiments are often drawn from right across the Empire, as shown by the many different bold colours of their uniforms indicating which province they call home. An outsider might well assume that such a group of disparate combatants could never form a cohesive force on the battlefield, but they would be sorely mistaken. In fact, the military might of the Empire is renowned across the Old World, for its complexity is a strength, not a weakness, that allows Empire armies to overcome any threat, and defeat any foe. Admittedly, the Empire military has a rather labyrinthine structure, at least compared to the simplistic methods of the more wild monsters, for example. However, this too can act as an advantage, providing a strict chain of command that, for the most part, allows orders to be quickly and clearly communicated. A wise scholar once noted that the Empire of Man thrives because of its differences, not in spite of them. This has proven to be especially true upon the field of war. Should an invading army manage to weather the fusillades of black powder weaponry, coruscating magic and storm of artillery fire that precede each clash of battlelines, it will find itself trapped and outflanked by disciplined and well-drilled infantry regiments. Should the spears and blades of the state troops not destroy the foe outright, the Knightly Orders will launch their charges, finishing with lance what was started with crossbow bolt and lead shot. In the skies above ride the captains and princelings of the Empire upon their fantastical beasts, bolstering their forces with their leadership and hunting down and slaying the leaders of the enemy army. The armies of the Empire are as deadly as they are diverse, and with the wit and will of the finest generals behind them, there is no manner of threat that they cannot overcome.

The armies of the Empire are led by heroes who are trained and blessed to direct their forces as effortlessly as a swordsman wields a blade. First and foremost among these great leaders are the Elector Counts, inspirational and famous individuals whose mere presence can steady a wavering battle line. The knowledge that their count is personally fighting beside them is enough to embolden the courage of a province's soldiers and strengthen their resolve. The Empire is a dangerous land, with marauding Beastwomen, Orc tribes or even rival nobles pillaging its towns and slaughtering its people. The Elector Counts must fight such foes, though in practice it is unfeasible for them to command every force that must be dispatched. Often command is delegated to a trusted soldier considered to be an honorable leader of Men, and this officer will lead the province's forces in battle. Many of the General's appointed by the Elector Counts will also be nobles but others have risen through the ranks, having first stood in the battle-line. The officers vary greatly in rank and can be known as marshals, generals or commanders. Regardless of their station, they will be tried and tested veterans of many years who understand the craft of soldiering better than anyone, having spent most of their lives fighting in defense of their homeland.

Captains relay the orders of the general and command smaller sections of the force - they are lesser nobles and more rarely commoners that have risen through the ranks and caught the eye of commanders wise enough to look beyond the boundaries of class. Most Captains are tough professional soldiers who have survived dozens of fierce battles to get where they are and carry the blessings of the gods to make them even better at maintaining discipline. The soldiers of the Empire are drilled and battle-trained to the highest standards. As a result, an experienced Captain can rely on his men to obey his bellowed orders to stand firm, even in the direst of predicaments.

There are 10 colleges of magic in Altdorf - one for each wind of magic and one for all the winds woven together. Ever since their founding, Generals have called upon them for aid and Wizards are provided as needed. The enemies of The Empire frequently deploy potent shamans and sorcerers, only those schooled in the arts of magic have a chance of countering such power. Due to the importance of magic, all people with magical talent are sent away to join one of the colleges. During their apprenticeship, young wizards learn how to practice magic safely and contemplate which order they will eventually join. Some apprentices serve the Wizard who uncovered their talents and others adventure to earn money to pay for their tutelage. Wizards are strange figures who wield awesome magical powers and are privy to secrets beyond the ken of normal folk. They dedicate many long years, to studying their art, but only a fool would mistake their frail, scholarly appearance for weakness. Arcane power courses through their veins and lurks behind their eyes like the thunder before a storm.

While the Cult of the Chief God is the most prominent in The Empire, it is only one of many of the gods worshiped throughout and even the priests of a particular deity show respect to the other gods. Nearly all priests are expected to bear arms in the defense of their temple and faith, most are proficient in combat but only a few march to battle alongside the Imperial army. These Warrior Priests have a threefold responsibility, ministering to the faithful, offering spiritual and tactical advice and smiting the enemy in battle. The gods channel their divine power through their priests, allowing them to use divine magic almost equal in potency to the spells of wizards. To see such power made manifest fires the hearts of men, and all who witness such miracles redouble their efforts to defeat their enemies. Woe betide any foe facing an army filled with such divine power.

The War Altar of Sigmar, a statue of a Golden Griffon is an important artifact of The Empire, commissioned by Sigmar himself when he founded The Empire and consecrated with his blood after he became an Archangel, filling it with divine power. A High Priest of the Chief God (as that is who Sigmar serves) can draw forth this power with the sheer conviction of his faith and unleash a blinding light, harmful to all but especially so to the undead. Against monsters where moral malaise and spiritual corruption is a greater danger than death, Grand Theogonist may have the War Altar be brought to battle, entrusting the responsibility to a High Priest or even taking it to battle himself. Atop the altar, the one charged with it can imbue the armies soldiers with a profound and righteous fury, his inspirational presence shielding their souls against the manifold temptations that the world throws at them. The War Altar has seen battle hundreds of times and bears the scars as proudly as any soldier. It is the duty of each Grand Theogonist to tend to this holy relic. They renew scrolls of benediction, repair sigils of faith and attach new artefacts and holy icons to the War Altar's redoubtable frame. Whatever improvements are made, the Golden Griffon mounted atop the War Altar remains untouched, forever standing proudly as a symbol of the Empire's might.

If the Empire's armies and magicians are the first line of defense against enemies without, the Inquisitors are the defense against enemies within. Inquisitors operate within human society, preventing monsters from getting a foothold. Believing that the best form of defense is attack, they seek out those who consort with monsters or break the Emperor's laws related to them and neutralize them. Their interpretation of corruption is somewhat individual, frequently extending to cover anything they dislike. An Inquisitor that finds the trail of evil is relentless in tracking it to its source, hounding their quarry unto death. The writ of an Inquisitor empowers them to investigate anyone up to heights of the Electoral thrones, though in practice, they need to find sufficient evidence to accuse the powerful. Inquisitors are always accustomed to fighting and are well armed and sturdy individuals. They have a tendency towards the use of firearms such as pistols and rifles. They'll keep a symbol of their authority and a weapon on their person at all times. Inquisitors gather evidence through guile and so can dress in a vast variety of ways based on the context of the situation. While the fact they can prosecute anyone gives them an unsettling reputation, they are welcomed with open arms in times of war. When battle is raging and vile sorceries burn the skies, their assortment of protections can be the only thing that stands between a soldiers and an unwelcome death. Their specially crafted weapons meant for slaying specific targets make them excellent at slaying an important target among the opposing army.

The military has a saying, "Infantry win skirmishes. Cavalry wins battles. Artillery wins wars". While the truth of the saying is debated, few can deny the aid that artillery brings to the battlefield. Master Engineers design and build new machines but what makes them so useful in battle is their ability to work with the tried and tested tools and weapons. These engineers will oversee the deployment of the army's artillery pieces, baffling gunners with talk of parabolic arcs, trajectories and wind speeds, making complex calculations and tiny adjustments to trajectory and fuse lengths to ensure that each shot finds its mark. Artillery crews often resent the presence of Master Engineers, seeing them as pompous bookworms who get in the way with lofty academic theories and no practical experience. Many a gunner has had to eat his words after seeing the effect of an Engineer's labors – entire regiments being shredded by a mortar shell, a whole cavalry column torn asunder by a cannon ball, or a giant beast suffering the full onslaught of a Helblaster Volley Gun.

Should a Champion survive the endless battles while still finding favor in the eyes of their gods, they may attain the ultimate reward for their decades of dedication. Their patron will elevate the Champion to their side as an Archangel, a being of godlike power. They are mighty beyond compare, lordly creatures of awesome might. There are few who don't seek this metamorphosis where they shrug off their mortal shell and become a being of divinity but for every champion who roars their triumph as a newborn Archangel, untold thousands perish on the field of battle or simply fail to gain the acclaim necessary before their mortal form breaks down. Archangels are vast in stature, their gigantic forms twisted into new shapes. They wield powerful magic items and strange abilities and the variations between these beings are uncountable. Nonetheless, it is common for the Archangels to retain their intellect and memory. Some are awesome warriors full of martial discipline and pride. Others are master magisters with the ability to reshape reality itself. Others are peerless marksman, wielding bolt throwers like crossbows or small cannons like rifles or enormous bows. Upon ascending most Archangels go to heaven, leaving the world behind so that there is room for others to attain greatness. Sometimes, an Archangel is sent back to the mortal world to serve as the commander of a faithful army. At other times, a newly transformed Archangel continues to lead their followers who view their leader as a demi-god, which is not far from the truth. In fact, some of the oldest and most powerful Archangels are worshiped as deities becoming local gods for villages, tribes or even countries, acting as an intermediary for their patron deity.

The State Troops are the bulk and backbone of every Empire army. Drawn by a love of their homeland or a promise of three meals a day, many are willing to risk life and limb in the state regiments. As well as forming a standing army, state troops serve as city guards, the fire watch and enforcers of local laws. State troops are trained and drilled to a high standard. After training, a soldier can wield a variety of weapons effectively (polearms, great weapons, hand weapon and shield, dual wielding, hand weapon and pistol, spear and shield, pikes, bows, crossbows, fireams), respond to orders in an instant and fight alongside other units as one. During times of war, few careers may be as demanding as the life of a State Trooper. However, outside the theater of war, the life of a soldier is often mired in dull routine and repetition. To some soldiers, it's not clear which life style is preferable. Soldiers awake before dawn, quickly gathering their equipment and hustling to the staging yard for morning exercises and drills. Drills vary from unit to unit, but often end with a forced march with full kit and armor. For those on duty, that means patrolling. For those off-duty it means more drills. Every state trains its regiments to fight together, providing each other with mutual protection on the battlefield. State regiments march to battle with other regiments of differently armed troops to aid each other. These regiments form up close to each other, where they guard vulnerable flanks and provide battlefield support, either by joining their allies in close combat, or by showering oncoming enemies with missile fire. The skill and armor can vary among regiments based on the wealth of the one paying for their equipment. Some regiments are made up of fresh soldiers, other are veterans. Ranged regiments are unarmored or lightly armored. Melee regiments are unarmored to moderately armored.

State Troopers are often supported by packs of well trained dogs. When outside of battle these packs aid in patrols and guarding, sniffing out intruders or tracking targets through the wilderness. When in battle, the hunting hounds harry enemy flanks, chase down routing opponents and guard against opposing fast cavalry or hounds. These packs are led by Hunt Masters, warriors mounted on warhorses who have often raised the dogs themselves.

While the empire has come a long way since it was founded 2500 years ago, some things haven't changed at all. Although peasants till parts of the land, huge expanses of the Empire are still covered with forest or are hostile to agriculture. These are lands where hunters and trappers thrive, using the same techniques as their ancestors to take down game, be it a trap or a well placed shot. It takes skill to stalk wild animals while avoiding the dark creatures of the wood. Hunters in their animal skin clothes and fur hats may seem uncouth to city folks but they don't care what others think of them. When an Elector Count, especially those from the wilder provinces, muster regiments, they are keen to gather as many Huntsmen to their banners as they can. These seasoned hunters are organised into groups of skirmishers who can scout ahead of the main body of the army to gather intelligence, disrupt enemy movements and pick off war machine crews with deadly accurate fire. Despite being predominantly rural, they have been affected by ranged weapon developments. Some continue to use bows, others have exchanged them for crossbows or firearms.

The elite infantry of The Empire are the Royal Guard, consisting of either dismounted knights or veteran state troops that have proven their ability. Though they are called 'Royal Guard', in practice only those of the Herzgog rank or higher have them rather than being possessed by every noble. The Royal Guard also serve in the military in much the same way as other state troops, being loaned out to Generals to deploy as needed. Upon being inducted into the Royal Guard, the soldier is required to swear an oath to never take a backwards step in the face of an enemy. Every regiment has it's own set of punishments for those that break this oath but it is extremely rare for them to enact their punishments and the history of The Empire is replete with tails of heroic regiments that have been completely slain to protect the life of their liege, even after the rest of the army has fallen. This courage and devotion is well rewarded, Royal Guard receive double pay, the best food and the most prestigious barracks within the walls of their liege. Some particularly heroic Royal Guard have even been rewarded with royalty. Royal Guard have the same diversity in melee weapons as state troops. While they are heavy infantry, the wealth of their benefactor also affects how well armored they are. Some are armored moderately like particularly well equipped State Troops, others are covered in full plate, either due to a rich benefactor or being knights. Some regiments of Royal Guard have been recognized by the gods and empowered, becoming blessed heroes known as Reiksguard. These Reiksguard are the best of the best, able to put the lesser Royal Guard to shame with their skill and power and are just as loyal as lesser Royal Guard.

The light cavalry of the Empire are called Cuirassiers, young nobles who are not yet experienced enough to be inducted into a knightly order or join the Outriders. Their equipment is varied but is often dependent on what they intend to become. The two most popular loadouts for Cuirassiers are nicknamed Squires and Pistoliers. Squires equip themselves with a spear and shield and their horses with barding. They function as linebreaker cavalry much like knights and if they're fighting alongside knight units, they help guard the flanks or endure charging the front so that the knights can hit the flanks. Pistoliers equip themselves with two pistols and leave their horses without barding. As such, they are far more agile than squires and knights, dashing nearby a dangerous foe, releasing point blank volleys and then retreating to reload. Pistoliers are led by an Outrider, a veteran soldier with a talent for horsemanship and training new recruits. Other, more unconventional loadouts have been observed such as equipping themselves with a pistol and spear or a pistol and shield, the choice of barding also increasing the variety of Cuirassiers equipment.

The Empire has many knightly orders throughout, ranging in size and strength from great orders with long histories and chapter houses in every province to smaller houses that only operate in a single temple. Each keeps with their own traditions and creeds, with preferred heraldic designs, ritual behaviors, recruitment and even fighting styles. Some orders fight with Great Weapons, some swear by the Lance and Shield and some fight with polearms. The orders will also vary in recruitment, most will only accept nobles, some accept those of all backgrounds who have proven their skill, and some will restrict membership to devout worshipers of a specific god. Knightly orders are organised along strict lines of hierarchy, with every novice trained in martial virtues and the chivalric code until he is ready to take up the mantle of a fully-fledged knight. As the warrior attains honor on the battlefield and proves his worth, he will ascend through the ranks of his Order and forge himself a warrior's name. Within each knightly order there are those who rise to the top, the best of the best. They have proven themselves valiant and loyal time and time again and for that they are brought into the inner circle of the order. The Order's veteran knights form its inner circle, and these are the most powerful warriors in the Empire. The Knights of the Inner Circle are the elite of the elite, among the best fighting men of the entire Empire. When the courageous Knights of the Inner Circle go to war it is only to fight the most diabolical enemies, and their presence on the battlefield is worth many times their number.

The most senior of the Knights of the Inner Circle are the Grand Masters and Seneschal. Each order has at least one Grand Master or Seneschal as its leader, the larger orders have a Grand master and multiple Seneschals. Both are required to be a pinnacle of knighthood, displaying both great physical prowess and knowledge on the subject of history and warfare. There are relatively few of both in the world, for even amongst those with the skill and strength of mind to join the inner circle, few have what it takes to reach the pinnacle of knighthood. They are always at the forefront of an army when it marches to war, leading his fellow knights, and often the entire army, into battle. He is usually among the most trusted of military advisors and generals, and when not engaged in warfare is often charged with planning for it. The Grand Masters and Sensechals of a templar order is often a leading personality within a religious cult as well, commanding total loyalty from its warriors. Elector Counts often call upon the Knights of an Order to come to arms and fight as part of their army. To add this crack heavy cavalry to their own army is vital for the Counts. This makes the leaders of knightly orders very powerful individuals, because theirs is the final decision whether the Order will join the Count's army or not. When an Elector Count petitions a Knightly Order for aid, it is sometimes a condition that the Grand Master himself take command of the army. Most Elector Counts are only too happy for a general of such superlative ability to lead his soldiers since it is well known that Grand Masters make formidable leaders, though this has not always been the case, and ego, ambition or sheer lunacy has sometimes brought unfortunate consequences.

A byproduct of the creation of the Opinicus made in imitation of the Griffons are the Demigryphs, which resemble Griffons of the previous age except smaller and lacking wings. These great beasts have proven themselves as loyal and powerful steeds throughout countless battles in the history of the Empire. While many Demigryphs are raised from birth, not all of them are, some have escaped into the wild, incorporating themselves into the ecosystem. Some Knightly Orders demand that instead of raising a Demigryph, a knight must capture one and break it to their will. Unsurprisingly, many fail and are torn to ribbons. When a Demigryph attacks, it strikes in a blur of motion, pouncing upon the enemy before they even have time to raise their weapons; a swipe of a Demigryph's razor-sharp talons can eviscerate a man and its powerful beak can cut through armor and limbs with dreadful ease. Demigryph Knights do not tend to overwhelm their prey in great sweeping charges. Instead, they are more likely to engage the enemy in protracted assaults where the strength and endurance of their fearsome mounts becomes decisive. Demigryphs are well suited to the savage and bloody nature of such fighting, with their claws and razor sharp beaks cutting a bloody swathe through their foes.

The other favorite monstrous mount of the knightly orders are Dire Wolves. Similar in physical terms to ordinary wolves, they are much larger than their mundane cousins, can easily be ridden by a full grown man. Dire Wolves have incredibly strong jaws, which can tear flesh and snap bones with ease. Their powerful shoulders and back legs move them along at an astounding speed and when they pounce onto their prey they are usually certain of a kill. Unlike their smaller cousins, Dire Wolves do not track their prey down over time, instead they bear down upon their victims in a terrifying charge. They then snatch their unfortunate victims up in their massive maw, then tear their prey's head off with violent thrashing motions and their gnashing, grinding bite. Just like the Demigryphs, there are several instances of senior knights tracking down and "breaking in" Dire Wolves. Only the mightiest of knights can take one as a mount but those that do are famed as some of the best warriors in existence.

In a long past war with Sylvania, a significant number of Ulfwerenar from Norsca came to The Empire to fight alongside them. This in itself wasn't unusual, Norsemen had traveled farther to fight in others wars before but what was unusual was that these Norsemen had not come for payment and loot, they had a higher service in mind. The Ulfwerenar have been blessed by the god of death, able to transform into humanoid wolves at will. In exchange, they have been tasked with hunting down undead and forcing them back to the afterlife. They are incredible fighters, their claws and fangs have a touch of magic (so that they may fight ethereal undead) and they move with inhuman speed. This combined with their strength and ferocity, turns them into whirling, snarling shadows of death which strike sudden and bowel churning fear in their opponents. After the war with Sylvania where the undead were pushed back to their original territory but attempts to push further failed, the Ulfwerenar decided to stay until the generations long task of cleansing the Undead from Sylvania was finished.

More dangerous than an Ulfwerenar are the Ulfjarls and Ulfkings. Although these mighty warriors have been known to accompany regiments of Ulfwerenar, they are equally capable of accompanying regiments of other warriors, hiding within their ranks until they are close enough to strike. They have far more control and speed in their transformations than others, able to put themselves into a mental frenzy and not transform, which is what allows them to hide or even fight in friendly units before revealing their frightening form at the best moment. When this horror is unleashed, there is no mere transformation; instead, a great fully formed wolf thing bursts from the body of a human, tatters of flesh and chunks of gristle clinging to its form.

Outriders are commanders and drill instructors of cuirasiers. They are rarely nobles, but rather, veterans elevated from the ranks of the state regiments who show an affinity for horsemanship and the training of new recruits. Outrider units can be considered an elite version of Pistoliers, rather than pistols, they wield Repeater handguns capable of unleashing devastating storms of bullets. The leader of the Outriders, inevitably the keenest shot in the regiment, will often be armed with an even greater weapon such as a Hand Mortar or Long Rifle.

The second largest presence of non-monster dwarves in the world is in The Empire and are even considered the "second people" of The Empire, its most important people outside of the humans within. They tend to be expatriates whose ancestors distant and more recent, have fled falling dwarfholds, which turned out to be a wise decision as the dwarves in their ancestral homes are now entirely a strain of succubus. They are a feature of The Empires towns and cities, sometimes comprising up to a tenth of the population. While Dwarfs in Empire armies are most often consigned to being part of the logistics train, repairing and creating arms, armor and war machines there are those that fight. Dwarfs have been known to ascend to become captains and generals or entirely replace humans as artillery crew but the most common dwarf soldier in an Empire army is a miner like the ones from their ancestral homes. As a point of pride, they wield the same picks and hammers that they use to carve out tunnels. These well-balanced and sturdy tools are equally capable at shattering armor as well as rock. Miner units have also been known to supplement their melee prowess with crossbows or firearms in order to thin out enemies before those enemies reach them. Because tunneling is dangerous work, Miners will wear suits of padded cloth and richer ones adding scale-mail and bits of plate. There are many benefits to having such troops in an army, notably they can use their skills to tunnel beneath the enemy and gain the advantage of surprise by turning up on the battlefield from a completely unexpected direction. Miners have a wide knowledge of subterranean tunnels and if there is not already an easily accessible underground route to an enemy's flank or rear, the Miners will make one! Few enemies react calmly to the trudge of heavy boots behind them, and many a desperate battle has been won by Miners arriving in the nick of time from an unexpected quarter. Some Miners take to war with a few gadgets such as blasting charges to be used like grenades or a steam drill to use as both weapon and to tunnel quicker.

The Ironbreakers are the most elite Dwarves in an Empire Army without entering the leadership. In an earlier time, these elites were meant to defend the underground passages of their holds, preventing the hostiles of the underground from invading their holds via old or abandoned tunnels. In these deep, dark places, sudden ambushes or treacherous rockfalls are commonplace hazards and survival is often dependent on wearing the right armor. Accordingly, Ironbreakers wear fine suits of Full Plate Armor, crafted by the smiths of the holds and worn as a badge of honor. The Ironbreaker is the quintessential Dwarf: gruff, quarrelsome, and taciturn. He is also your best friend on the field of battle, as any blow struck against his allies is a grudge that is guaranteed to be repaid in kind. This Dwarf is proof against even the most powerful attacks, standing by his allies and ensuring their safety amidst the swirling chaos of battle. It is said that there are few warriors in the world who can boast they are as tough as an Ironbreaker and none that can prove it. Ironbreakers are trained to fight in tight formations, finding defensible positions and then leting the enemy break upon their overlapping shields as waves crash into rock. Impervious, implacable and unmoving, they form a living line, harder than steel. Anything with both the numbers and strength to get through a unit of Ironbreakers will inevitably take a long time to do so. Enemies fall before their axes like winter wheat before the scythe and blows clang harmlessly off their nigh-impervious armour or are caught and deflected by their sturdy shields. Each regiment of Ironbreakers will have a veteran, a grizzled unit leader known as an Ironbeard. It is an Iron Beard's duty to manoeuvre the unit into a favourable position and to call out the battle formations, such as the box of iron, the steel square or so on.

The Irondrakes are a subset of the Ironbreakers, exchanging their axes and shields for Drakeguns. Drakeguns are short-ranged weapons that fire a blast of incendiary alchemical fury. They are more than simple flamethrowers, instead firing a short-lived lance of flame that burns fist-sized holes into whatever is unfortunate enough to be struck. When first used, even the steel armour of the Ironbreakers struggled to protect against the intense heat generated by the fiery blasts. Because of that, each Irondrake wears a trinket of some kind under their armor that bears the Rune of the Furnace, protecting them from the intense backlash of their weapons. When confronted with a foe capable of breaking through a wall of Ironbreakers, the Ironbreakers will open ranks to allow the Irondrakes to pass. With well-drilled precision and the barking orders of an Ironwarden, the air is soon illuminated by molten blasts.

First developed by dwarves, cannons soon became the war machine of choice throughout the Empire. A cannon is a large muzzle-loading gun, meaning that the shot and powder are loaded from the front and ignited by lighting the charge in the rear of the weapon. Essentially, cannon are larger, deadlier versions of gunpowder weapons. As precursors to handguns and other weapons, cannons represent a powerful force on which Empire armies depend. When they work cannons can shatter the most determined enemy, pouring shot into his massed formations, leveling his cities and toppling huge monsters. But cannons often go wrong. They are unpredictable, capable of spectacular misfires that kill the crews and many around them. Weaknesses in the casting methods can leave minute cracks or other deficiencies which cause them to explode when fired. Gunpowder can fail to ignite or explode prematurely. Despite the occasional spectacular accident, cannons are extremely deadly weapons that have been instrumental in winning more than one battle on behalf of their users. The first cannons were introduced by the Dwarfs and modified by the Imperial Gunnery school. These early weapons were either small and cast of bronze, or large, banded wrought iron cannon. These were even more unreliable than modern cannons. As design and reliability improved, engineers fitted these large metal tubes to wooden carriages. Originally, cannon were mounted on stone frames atop walls. By making them mobile, the use of cannon became even more popular with the Empire's legions. Now, nearly every army the Empire fields has artillery support, which has been instrumental in many battles in the nation's long history.

Mortars are shorter, heavier weapons than cannons, and far harder to move once positioned. They are designed to lob an explosive shell high into the air so that it drops down on the target from the sky. Because of the powerful downward force of the blast, they are removed from their wheel carriages before use, otherwise the wooden frame would be shattered and the weapon made useless. Unlike the solid cannon ball a mortar shell is a hollow iron sphere and filled with gunpowder. The crew light the fuse before dropping the mortar shell into the stubby barrel of the mortar – a task, not without risk. The mortar bomb is fired and if the fuse is the right length and does not go out, it explodes among the enemy ranks, filling a large area with shreds of lacerating metal. While a cannon ball may plough through a line of troops and kill two or three victims, a mortar shell explodes with a tremendous bang, scattering mud, dirt, and fragments of burning iron scything through enemy ranks over a wide area. A well placed mortar shell can therefore kill a great many victims at once. Mortars are often used in sieges, where armies are more static, and their high trajectory is perfect for firing projectiles over walls to damage buildings and densely packed infantry.

The Helblaster Volley Gun is one of the most infamous black powder weapons ever invented, its devastating firepower able to tear apart an enemy regiment in a crackling volley. Though slow to reload and cumbersome to move, these factors are a minor inconvenience compared to the bloody carnage the gun can cause. On a sturdy frame are nine small-bore-cannon barrels, lined up in three rows of three and are turned by means of a central crank. The crew can either fire all three in succession to devastate a target or rotate and fire while reloading for a more sustained fire rate. A full volley will rip through even the toughest regiments, causing immense casualties in the blink of an eye.

The Helstorm Rocket Battery was first conceived after watching the spectacular fireworks of a Cathayan emissary, inspiring Master Engineer Herman Faulkstein to transform this into a weapon. His early research blew up entire laboratories but he never lost faith that his designs had military value. Faulkstein's original rockets were highly inaccurate madly corkscrewing weapons that could only reliably hit the ground. Further refinements such as fins, long sticks added to the base of a rocket and a launch carriage to direct the early portion of its flight further improved stability and accuracy. While still inaccurate, Helstorm Rocket Batteries are devastating when they manage to hit the intended target with entire enemy regiments blown apart by an earth-shaking cascade of shrieking, explosive rockets.

War Wagons are one of the more unusual machines. War Wagons are extremely heavy chariots, consisting of an upright tower pulled by two armored horses and crewed by a team of five state troops. The high walls protect the crew from arrows and attacks from the ground and allows them to fire over the heads of troops below, and if surrounded the crew can defend themselves from behind the wooden ramparts. The crew have historically been armed with a variety of melee and ranged weapons. Crew members have been equipped with firearms, blunderbusses, repeater handguns, hand mortars and long rifles for ranged fire and spears, halberds, flails or man catchers for melee weapons. Sometimes, two of the crew are exchanged for a lighter version of the Mortar or Hellblaster Volley Gun. While these are not as powerful as the heavier versions, the use of these smaller war machines in combination with the War Wagon does make for potent mobile artillery. The tower provides a stable platform for firing these weapons on the move and if caught in melee, their long weapons allow them to strike down at the foe while the tower crushes enemies under its iron-shod wheels.

The Steam Tank is a monstrous armored creation, belching smoke as it powers towards the enemy. A thick, armored skin protects the whole Steam Tank and the advance of this near unstoppable behemoth is terrifying to behold, as arrows ricochet harmlessly off its armored sides and weapons barely scratch its surface as it crushes its enemies beneath its armored bulk. The Steam Tank was designed by the genius Leonardo de Miragliano, who was inspired by the interesting technology of the ancients. While no one in the world is currently able to understand their technology and even the best can only replicate some of it, the genius of Leonardo is still evident in the design of the Steam Tanks. Still, even with future engineers building upon and improving the designs, Steam Tanks are still considered unreliable, expensive and inefficient and some Generals would never consider paying the cost to have one in their army, preferring an equal cost in standard troops. As such only a dozen have been made, a third of which have been destroyed permanently. The eight that remain have all been severely damaged and rebuilt multiple times. The Steam Tank is powered by a large pressurized boiler that siphons superheated steam through a series of pipes and pistons. With an intricate system of levers, the engineer commander directs this steam towards the area where he needs the power, drawing it away from other areas. However, there is a limited amount of steam power for the commander to work with, for he must be careful not to build too much pressure within the boiler, and so must be economical with its use. It is a delicate, if somewhat unpredictable, art to judge how much pressure the Steam Tank's boiler can hold. Young Engineers are reluctant to volunteer as Steam Tank crew, as the boilers are renowned for bursting apart, turning the tank into a giant pressure cooker and boiling those inside alive, not to mention that the inside of the Steam Tank is very uncomfortable. The few Steam Tanks that have been created have their own variety and the modifications mean that Master Engineers have come up with many permutations. Some are wisely abandoned but there are a few that have proven practical. The first of note is steam gun turret on top which uses the steam generated by the engine as a weapon, releasing it an a burst. It can range from inflicting scalding burns to being as hot as dragon breath depending on how much power is put in it. The inside of a steam tank is hot, cramped and damp so Tank Commanders tend to lean out of the top hatch to partially escape the uncomfortable interior. As such, they tend to bolt a gun such as a Repeater Rifle, Long Rifle or Hand Mortar onto it, which has been called 'Pintle Mounting', adding a small amount of additional firepower. The most common weapons fitting is the 'Conqueror' permutation, which feature three main weapons, the tank commander on top, the steam gun turret and a hull mounted steam cannon. Regular cannons can't be used inside the steam tank due to the muzzle being outside the tank. The cannonball is propelled by steam, while this means it is not as powerful as a regular cannon, the additional maneuverability can make up for it somewhat. The 'Old Reliable' permutation is similar to the Conqueror but replaces the Steam Cannon with a Steam-Powered Volley Gun. When it works as desired the maneuverable and superbly armored 'Old Reliable' is a truly deadly weapon. The 'Implacable' permutation is equipped with a mortar and two swivel guns. As a mobile and highly survivable artillery piece, 'Implacable' has proven successful and reliable. The crew are adept at aiming and firing it on the move and the two swivel gunners protect against what comes too close so that the mortar can focus on dense formations. The 'Sigmar's Hammer' permutation has had its weapons replaced with a reinforced prow for ramming. It was first devised in response to an ammunition shortage but proved so successful that it was kept as a legitimate variant for regular use. The 'Von Zeppel' permutation is similar to the Sigmar's Hammer, but instead of a reinforced prow, the Von Zeppel has a raised platform on top of the hull with a crew of soldiers, just like the War Wagon.

The vaults of the Colleges of magic contain many wondrous artifacts that might be granted for the use by others in times of dire need. Among the most powerful are the Arcane Battle Altars. Each college has their own orbs of sorcery, infused with a wind of magic or all of them depending on the college that made it. Only the patriarch or matriarch of an order can sanction their use. It is of great cost to create one and the loss of any of them is a grievous blow to the order in question.

The Jade Spirocosm corresponds to the Jade college. A living thing itself, the spirocosm resembles a series of nested wooden rings in imitation of the spiral of life. Each ring is made from a different wood, some local to The Empire others brought from as far as Lustria. The orb of sorcery lies in the center. When the correct spells are cast, the rings begin to turn until they are a vortex drawing the wind of Ghyran until the polished wood returns to life, covering in blossoms of different colors, and then leaves, palms and foliage. The magic that animates it also leaks or can be directed, healing the wounds of injured allies and growing foliage to lash and restrain foes. Alas, the power of the Spirocosm is limited: after a short time, its greens fade to reds, golds and finally browns and then the great spinning wheels slow down, creaking into Winter's slumber before finally turning grey and falling to pieces. So it is that each Jade Spirocosm may only be used once before its natural – if accelerated – cycle of life destroys it.

The Luminark of Hysh corresponds to the college of light. Each consists of an array of enchanted mirrors and lenses, resembling the innards of an enormous telescope. As the acolytes or mage that tend to it set about the lenses and mirrors, they continuously intone spells to to channel the wind until a blinding light leaps through the optics, so intense that it vaporizes anything in its path. Each Luminark is surrounded by an aura of light that blesses allies who bask in its glow. Warriors so blessed find enemy sword strikes turned aside or incoming missiles transformed into harmless bursts of light. The college of light has precious few Luminarks and when not in battle, they are part of the safeguards that keep evil artifacts recovered by the Empire contained. Removing one weakens those defenses, possibly allowing such evil to escape.

The Infernal Phlogistrum corresponds to the bright college. Comparatively simple, it resembles a bonfire contained within a cage of black iron. The Acolytes constantly stoke the blaze on an Infernal Phlogistrum and, as it grows, so too does the power of the incantations. The men of The Empire who march beside these burning altars are heartened by its fiery presence, and the very air before them wavers from the heat. Unlike some of the other practitioners of magic in The Empire, the Pyromancers are often welcomed, and their power kindles not just fire, but also the hearts of men. When the bonfire grows to mammoth proportions, feeding off the Wind of Aqshy and the fierce battle - hunger of its allies, it bursts forth with mighty, roiling balls of flame that reduce the battlefield to a charred ruin.

Few sights fill an enemy with such creeping dread on the battlefield as the Necrocomnicum of Shyish. These sepulchral structures resemble graveyards, but with its monuments and crypts built into the shape of a leering skull with the orb of sorcery in its depths. Bones, hourglasses and black roses are carved onto every surface and marked with black sigils that wrench at the eye. It is no coincidence that the Necrocomnicom resembles a graveyard, for entombed within are the bodies of many that have wronged the amnethyst college. These lost souls affix themselves to the allies of the Amethyst Wizards, lending them a ghastly aspect, but can also be sent screaming from the tombs as they are opened by the black - clad Acolytes to assault the enemy. They rend the foe with spectral claws, hungering for the warmth of the material world that has been denied them for so long. Only rarely does the dread matriarch of the Amethyst College allow the deployment of a Necrocomnicum of Shyish, for it lends credence to the rumors that her Order are in league with the Liches of Sylvania and the Pharaoh Queendoms.

The enigmatic grey wizards rarely work together so it's a mystery how the Monument of Mirrors came to be. These bizarre creations resemble nothing so much as a great crystalline mass, each pale facet casting strange reflections and distortions, so that it is almost impossible to see what shape it truly is. Allies who come close become vessals for shadow magic, moving with an unnatural ethereal grace. More terrifying is the ability of the Monument of Mirrors to focus its fell energies a cross the battlefield, filling the minds of its controllers' foes with visions of madness and terror.

In times of desperate need, the Patriarch of the celestial order may eschew subtlety and authorize the use of a Celestial Hurricanum. These battle altars were originally built to help Celestial Wizards in their studies of the heavens, to aid them in making more accurate predictions of the future. In battle, the sorcerous energies surrounding it grow in strength from a steady breeze to a whirling hurricane. By adjusting the huge orrery atop the altar, the Acolytes can summon the very wrath of the heavens. Lightning bolts smite the Empire's foes and icy hail-shards flense flesh from bone. More impressive still are those rare times when the Acolytes achieve a perfect alignment and fiery comets come streaking out of the skies. What is more, Celestial Hurricanums constantly 'leak' magical power, and Empire soldiers who march beside them find their weapons crackling with electricity, making them highly effective against armored opponents.

The Aqua college battle altar is the Ydros Phase Shifter. When inactive, the altar appears to be an orb of sorcery surrounded by a pool of water. When the acolytes speak the spells that activate it, the water flows into the air, constantly shifting state from liquid to steam, liquid to ice and back again, swirling around the orb like a current. Soldiers nearby find that even the most bitter of cold fails to affect them, and that their weapons become coated with ice and can chill the very soul of those they strike. When the right spell is cast by the acoytes, the steam billows out, forming a magical cloud that those friendly to the acolytes can see through but obscures those within from the enemy.

Their mastery of alchemy makes the Wizards of the Gold College much sought after in courts across The Empire, but their powers also make them potent Battle Wizards. Never is this demonstrated more than when the Patriarch orders the deployment of an Auric Transmuters, a great alchemical battle engines. Looking like one of the more complex and bizarre creations of the School of Engineers, an Auric Transmuter is an assemblage of pipes, cylinders and chimneys that belch multi-coloured smoke. The Auric Transmuter acts as a nexus of magical energy, cladding allies nearby in golden armor and, if its machinery is properly directed and the correct runes arrayed, expelling a magical gout of alchemical fury that incinerates the enemies of The Empire, turning their armor into scrap and sloughing the very flesh from their bones.

The Amber Menagerie is a curious creation: a great sculpture of solid amber, depicting a veritable bestiary, all transfixed in their natural state. The shamanistic Battle Wizards of the Amber College each create these carvings individually, basing them upon their own spirit companions in the wild and when enough of them meet together, they fuse them into an Amber Menagerie. When activated, the carvings each begin to creak to life. Though they remain transfixed to the altar, the animated beasts roar and call, moving in an arcane dance drawing in more Amber Magic. Waves of bestial fury pulse out from the Amber Menagerie, instilling in all who catch a hint of the musky scent of living beasts a kind of atavistic rage. The effect on other beasts is much more profound though, for the Acolytes who tend to the Menagerie are able to use the power of Beast Magic to remind them of their natural instincts, causing them to rage against whatever bindings compel them to fight. Mounts fall upon one another, acting out their mating contests or territorial clashes, while bound monsters hurl their riders from their saddles and set upon them with beak and claw.

The arcane battle altar of the Order of High Magic is the wheel of high magic. When dormant, it resembles a symbol on a platform with a wheel containing the runes of each wind of magic and when active the winds of magic swirl above it, so thick that even those without magical training can see it. The acolytes that manage it can control how the magic flows, hostile spells targeted at someone nearby can have their magic drained, providing a measure of protection while the magic that swirls around the wheel can be directed into the weapons of allies, giving a touch of magic to their attacks. More potent however is its ability to unleash a burst of multi-colored light that banishes the spirits of those the acolytes wish that surround them. This spell is more effective against aethyric entities or undead, who need magic to sustain themselves.

The most common military mount in The Empire is the humble Warhorse, strong enough to carry a fully armored knight. While regular horses are skittish, Warhorses have been trained to carry their rider into the chaos of battle with courage and determination equal to their master. In addition to their powerful kick, warhorses can trample and crush any foes who fall under their iron shod hooves. The mounts ridden by heroes are even stronger, their blessings extending to their horses. These are no longer ordinary horses, sharp spines grow from their knees, their teeth become thin and needle like and can become as intelligent as their masters. Few ordinary horses can match one in battle.

Becoming a hero is not the farthest one can advance, there is still very far to go in the power that one can gain. The Angelic Mounts, also known as Steeds of the Gods were once horses but the blessings of the gods have caused them to grow to prodigious sizes. The ground itself is blessed or purified by their stride, the air around them shimmers with divine energy and their roars can send shivers down the spine of the bravest of monsters. Only the most trusted and brave may ride one for an Angelic Mount has become intelligent and benevolent in their own right and do not allow the unworthy to ride them.

Pegasi were once mundane horses but the blessings of the gods from their hero master have caused them to sprout wings, gaining the ability to fly. Their blessings have made them considerably smarter and they share such a strong bond with their master that they seem to be able to anticipate commands before they are uttered. While they may appear to be graceful beasts, they are every bit as sturdy as well-trained warhorses. When carrying riders they are fearless, and will employ their mighty hooves with deadly accuracy, capable of staving a soldier's head in with a well-placed blow.

Another artificial beast is the Opinicus. Opinicus were made in the previous age in imitation of the griffons, the most significant difference being that they have the front legs of the cat they resemble, rather than the claws of an eagle. The creation of the Opinicus was made long ago by the Empire and it's no coincidence that they took such an endeavor. Since it's inception, The Empire has had respect for Griffons despite them being a monster species, so much so that they are a sacred symbol. Despite being large and monstrous creatures, Opinicus have reputations as noble beasts and loyal beasts, two qualities that resonate with the rulers and warrior classes of the Empire. This is in part due to their proud and regal bearing – Opinicus are not ravenous and frenetic like Manticores. Instead a Opinicus strikes with swift and precise grace, its motion poised and controlled. Yet this elegance in no way undermines its deadliness, for a Opinicus is more than capable of using its claws and razor beak to rip a foe apart. A patiently hand reared Opinicus can be trained to bear a rider upon its back, making a formidable and loyal mount that can even be taught to anticipate a wide range of commands. The Empire has also bred and altered the Opinicus furthers since they were first created. The ones they field are larger, if slightly slower than the Opinicus used by the Dark Elves or demons from the Demon Lore Realms. So has the Opinicus become the steed of choice for many heroes of the Empire, and many Elector Counts can boast a Opinicus in their menageries. The screeching cry of a Opinicus is terrifying to hear for an enemy and many are the tales of entire regiments being broken by a powerful Elector Count wielding his Runefang while astride his Opinicus. The cry of a Opinicus is often enough to send enemies running.