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Group A


Altdorf

Altdorf is the largest and wealthiest city in the Empire and is home to the Imperial Court. It is a cosmopolitan city state: not only do folk of all ranks, species, creeds, and backgrounds rub shoulders freely, but even wizards are a common sight, rarely receiving more hostility than a wary glance or muttered blessing. There is a populous Elf quarter near the Reiksport. The old alliance between the Empire and Dwarfs has stood since Sigmar’s time and ensures many Dwarf clans also reside there in tight-knit communities. There is even a healthy Halfling population, with most earning their crusts serving fine food and better ales in Altdorf ’s hostelries, many of which are guarded by the city’s sizeable Ogre population.

The Cathedral of Sigmar is the chapter house of the Order of the Knights Griffon who are a knightly order founded by Magnus the Pious just following the Great War Against Chaos. They are tasked with protecting Temples of Sigmar, in particular the Holy Temple of Sigmar in Altdorf. The Knights Griffon are arguably the most drilled and militaristic Order in the modern Empire. Their daily rituals mostly consist of strict martial training. To the Knights Griffon, defeat is an unthinkable event, brought on solely by the actions or inactions of others. As a result, they are slow to flee a losing fight, and will never refuse a martial challenge.

 Altdorf Team 
 Positional  MA  ST  AG  AV  Skills  Normal  Double  Price 
 0-16  Lineman  6  3  3  8    G  ASP  50k 
 0-2  Halfling  5  2  3  6  Dodge, Right Stuff, Stunty  A  GSP  40k 
 0-2  Elf Thrower  6  3  4  7  Pass  GAP  S  80k 
 0-2  Dwarf Blocker  4  3  2  9  Block, Tackle, Thick Skull  GS  AP  80k 
 0-2  Blitzer  6  3  3  9  Block, Stand Firm  GS  AP  110k 
 0-1  Ogre  5  5  2  9  Loner, Bone-head, Mighty Blow, Thick Skull, Throw Team-Mate  S  GAP  140k 
 Re-Rolls  50k (100k after team creation) 
 Apothecary  Yes. 


Averland

Averland is an extremely wealthy province. Its borders include the dangerous Black Fire Pass, a common invasion route into the Empire. Lacking the great forests that cover much of the rest of the Empire, Averland is a series of sun-drenched rolling plains running roughly northwest to southeast between the rivers of the Upper Reik, the Aver, and the Blue Reach. Averland is neighbour to the Moot, the Halfling province and the Averlanders have gained a fruitful relationship with the Halfling realm, employing the diminitive but doughy warriors of their armies as scouts and archers.

A secular knightly order which makes its home in Averland is The Order of the Black Bear. The name of the Order comes from its mythical founder- a poor yet noble knight who wrestled a bear to rescue a lady. The myth is maintained and remembered in the tradition of the Grand Master wrestling a bear before every tournament. The Knights have have fashioned a series of martial tournaments to provide an outlet for their energies (they had previously engaged in the practice of Halfling coursing — outlawed in 2402). These tourneys test all facets of what the Black Bear perceive to be Knightly skills and include such feats as swordplay, horsemanship, and of course, quaffing.

 Averland Team 
 Positional  MA  ST  AG  AV  Skills  Normal  Double  Price 
 0-16  Lineman  6  3  3  8    G  ASP  50k 
 0-2  Halfling  5  2  3  6  Animosity (against Blitzer), Dodge, Right Stuff, Stunty  A  GSP  40k 
 0-2  Thrower  6  3  3  8  Pass, Sure Hands  GP  AS  70k 
 0-4  Blitzer  6  3  3  9  Wrestle, Jump Up  GS  AP  110k 
 0-1  Ogre  5  5  2  9  Loner, Bone-head, Mighty Blow, Thick Skull, Throw Team-Mate  S  GAP  140k 
 Re-Rolls  50k (100k after team creation) 
 Apothecary  Yes. 


Marienburg (and Wissenland)

The largest and wealthiest city in the Old World, Marienburg stands at the mouth of the River Reik. Marienburg seceded from the Empire in the year 2429 thanks to the vast bribes and the greed of Emperor Dieter IV. Marienburg is now ruled by Burgomeisters and powerful mercantile guilds.

Marienburg is home to what is one of the most unusual spots in the Old World: Sith Rionnasc'namishathir, the Elf Quarter, known formally as the Continental Exarchate of the High Kingdom of Ulthuan, called 'Elfsgemeente' by the Stadsraat and simply known as 'Elftown' by the locals.

Marienburg, for all the occasional noises from the Empire and the Cult of Sigmar about “reclaiming lost provinces,” has good if quiet relations with the Empire. The similar culture and shared history helps, as do the regular payments on the debts owed by several Electors, lower nobles, and free towns. Thank to this good relationship, Marienburg is part of the Imperial HammerBowl League. To the despair of the other Wastelanders, the province has not made to the league; The big shots of the HammerBowl Association wanted to see the elves of Laurelorn more.

 Marienburg Team 
 Positional  MA  ST  AG  AV  Skills  Normal  Double  Price 
 0-16  Lineman  6  3  3  8    G  ASP  40k 
 0-2  Elf Thrower  6  3  4  7  Pass  GAP  S  70k 
 0-4  Blitzer  7  3  3  8  Block  GS  AP  80k 
 0-1  Ogre  5  5  2  9  Loner, Bone-head, Mighty Blow, Thick Skull, Throw Team-Mate  S  GAP  120k 
 Re-Rolls  40k (80k after team creation) 
 Apothecary  Yes. 


Nuln

The city state of Nuln trails only Altdorf in terms of size and population in the Empire. Famous for its ancient academies and its industry, Nuln is the home of vast forges and the Imperial Gunnery School. Though no longer the centre of the Empire, Nuln has managed to remain strong, as both a commercial and technological capital. One of the oldest human settlements in the Empire, Nuln has stood at the height of power and teetered on the brink of destruction. As a city, it is a place of contrasting architecture, a place of the decadently rich and desperately poor.

The Imperial Gunnery School is not only Nuln’s most famous attraction, but it’s also the most breathtaking example of Nuln’s innovative architectural skills. The School itself dominates the centre of the Universität, dwarfing the College of Engineering and the lesser institutions crowded in its shadows. The citizens are very proud of the school, celebrating the day of the school’s founding, and bragging to visitors of its excellence and importance to the Empire. Part of the reason for the loyalty to the school is because of the school’s efforts to care for orphans. Called “sons of the guns,” these unwanted children serve as workers and apprentices.

 Nuln Team 
 Positional  MA  ST  AG  AV  Skills  Normal  Double  Price 
 0-16  Lineman  6  3  3  8    G  ASP  50k 
 0-4  Catcher  8  2  3  7  Catch, Dodge  GA  SP  60k 
 0-4  Gunner  5  3  3  8  Bombardier, Pass, Secret Weapon, Sure Hands  GP  AS  70k 
 0-4  Blitzer  7  3  3  8  Block  GS  AP  90k 
 0-1  Ogre  5  5  2  9  Loner, Bone-head, Mighty Blow, Thick Skull, Throw Team-Mate  S  GAP  140k 
 Re-Rolls  50k (100k after team creation) 
 Apothecary  Yes. 


Reikland

The Reikland is the mostpowerful and cosmopolitan province in the Empire. It has been the most important state of the Empire for nearly one hundred years, for it surrounds Altdorf, the current Imperial capital city, and its state armies are those under the command of the Emperor Karl Franz I himself.

Reikland is blessed with fertile farmland, vineyards, and dairy fields that produce a surplus of products for export. The mines of the Grey Mountains yield many valuable ores and stones, from iron and gold to marble and gems, whilst the Reikwald Forest, generally safer than woods in other parts of the Empire, yields valuable timber that supports a thriving boat-building industry.

Robust supporters of the military, many young Reikland nobles enter the army to make their names and fortune. Considered natural “officer material,” the chances of advancement are considerably better for those of Reikland birth, much to others’ disgust. Reiklanders almost always answer an Imperial call-to-arms in large numbers, and feel as if it is their duty to come to the aid of less-fortunate parts of the Empire.

 Reikland Team 
 Positional  MA  ST  AG  AV  Skills  Normal  Double  Price 
 0-16  Lineman  6  3  3  8    G  ASP  50k 
 0-4  Catcher  8  2  3  7  Catch, Dodge  GA  SP  60k 
 0-2  Thrower  6  3  3  8  Pass, Sure Hands  GP  AS  70k 
 0-4  Blitzer  7  3  3  8  Block  GS  AP  90k 
 0-1  Ogre  5  5  2  9  Loner, Bone-head, Mighty Blow, Thick Skull, Throw Team-Mate  S  GAP  140k 
 Re-Rolls  50k (100k after team creation) 
 Apothecary  Yes. 


Wissenland

The province of Wissenland is considered the Imperial armory of the Empire of Man, for it holds within its borders the city-state of Nuln, the largest industrial city within the Old World.

The farmlands of Wissenland are fertile near the Reik, but as the land rolls towards the mountains it becomes steadily more dry and stony. Chunks of bluish grey flint are so common that many nobles claim that the land is good for little but harvesting rocks. These stones are often seen heaped at the side of fields, or incorporated into local buildings. Many Wissenland children make their first pennies following the plough in spring, plucking the offending rocks from the lands. As a result, many become skilled at catching the odd crow or hare with a well-thrown flint.

At their best, Wissenlanders are stoic, dependable, and willing to endure hardship should it be needful. At their worst, they are depressing, dull, and obsessed with the gods.

 Reikland Team 
 Positional  MA  ST  AG  AV  Skills  Normal  Double  Price 
 0-16  Lineman  6  3  3  8    G  ASP  50k 
 0-4  Catcher  8  2  3  7  Catch, Dodge, Nerves of Steel  GA  SP  70k 
 0-2  Thrower  6  3  3  8  Accurate, Pass  GP  AS  70k 
 0-4  Blitzer  7  3  3  8  Block  GS  AP  90k 
 0-1  Ogre  5  5  2  9  Loner, Bone-head, Mighty Blow, Thick Skull, Throw Team-Mate  S  GAP  140k 
 Re-Rolls  50k (100k after team creation) 
 Apothecary  Yes. 


Last update: August 5, 2020