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{{Quote|Ostermark is like a miniature of the Empire, a league of free and independent towns relying on each other for mutual security. We have to—no one else in the Empire cares a fig about us.|Chancellor Hertwig, Elector Count of Ostermark}}
 
{{Quote|Ostermark is like a miniature of the Empire, a league of free and independent towns relying on each other for mutual security. We have to—no one else in the Empire cares a fig about us.|Chancellor Hertwig, Elector Count of Ostermark}}
   
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== Geography ==
 
== Geography ==
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{{Quote|Stuck next to Kislev and Sylvania, a dreary land of fog and rain on the best of days...why does anyone want to live there?|A Middenheimer}}
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[[File:Ostermark_Map.png|thumb|251px|A Map of Ostermark]]
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Ostermark is in the far east of the Empire, where the Emperor’s writ stops at the boundaries of wild Kislev and the kingdoms of the Dwarfs in the World’s Edge Mountains. It is a sombre, bleak land of vast moors between two arms of the Great Forest. Snowfalls blanket the land in winter, while the spring thaw turns most of its roads into muddy quagmires. Even in Summer, the sunlight seems to have a weakened, tentative quality to it, as if it is not sure it belongs there.
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Ostermark is divided into four main regions. In the north, there is the arm of the Great Forest known locally as the “Gryphon’s Wood” that follows the line of the Upper Talabec and contains the province's new capital, Bechafen. In the south, along the banks of the Stir, the expanse of the Great Forest near Essen, when spoken of at all, is referred to as the Dead Wood, for the dead city of Mordheim lies in its midst. Between these two arms but south of the Brunwasser river are the central moorlands, a vast expanse of low hills, fen lands, and shallow lakes that is sparsely inhabited, save for the herds of sheep and some scattered villages. North of the Brunwasser between the World’s Edge Mountains and the end of Gryphon’s Wood are large tracts of rolling grasslands. Well-suited to raising horses, these lands have often been fought over by Ostermarkers and their Kislevite neighbours.
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The Gryphon’s Wood around Bechafen has long been the centre of Ostermark’s political and economic life, especially since the destruction of the old capital at Mordheim in 1999 IC. The region’s main exports are lumber and riverboats, the latter often built on the spot from some of the trees harvested that season. The logs float down-river from as far as Fortenhaf and Remer to Bechafen, where skilled boatwrights build craft that are considered among the best in the Empire. Not as dangerous as other forested areas, the Gryphon’s Wood is home to many small villages and isolated steads, while ruins of older villages, and even small towns, lie deep within it. Since the war began, the eastern end of the Gryphon’s Wood below Fortenhaf has become home to Kislevite refugees fleeing the devastation of their lands. Outlawry and river piracy have become a problem there, and the government in Bechafen is considering sending a force to aid the Margrave Röntgen in restoring order.
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Ostermarkers largely avoid the Dead Wood in the south. Traffic between Krugenheim in Talabecland and Essen or Karak Kadrin in the mountains beyond either travels along the Stir or takes a roundabout route through the Bleak Moors. The woods have had a frightening reputation ever since Mordheim’s destruction. None live there, and few willingly enter it. Locals swear that they can hear screams coming from the wood at night, and that any who enter it will come back mad and mutated—if they come back at all.
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Some blame the anger of the gods, others the weird powers of the stone that fell from the sky that legendary night, but, whatever the reason, nothing natural lives within these woods now. Sometimes a thing escapes from the woods and goes on a rampage amongst the farms and villages, until at last the frightened people hunt it down and kill it, burning the body on the spot. A particularly horrible incident occurred in Essen last year, when a band of five Mutants broke through the town gates and went on a rampage, killing over a dozen before being slain themselves. On examination, locals recognised them as a band of adventurers who had entered the forest the year before seeking treasure and had not been heard from again.
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The Bleak Moors occupy the central portion of the province, and include the Eerie Downs to
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the south. Both areas are thinly occupied, the towns and villages mostly clinging to the rivers. Within the Moors, sheep herding is common, though there are small herds of dairy cattle, too. Isolated farms and cottages are scattered across the landscape, the herdsmen and crofters living in them preferring their solitude and coming to town sometimes not even once a year.
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==Source==
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*''Sigmar's Heir (RPG) -- pg. 68 - 71''
 
[[Category:States of the Empire]]
 
[[Category:States of the Empire]]
 
[[Category:O]]
 
[[Category:O]]

Revision as of 07:42, December 21, 2015

"Ostermark is like a miniature of the Empire, a league of free and independent towns relying on each other for mutual security. We have to—no one else in the Empire cares a fig about us."
Chancellor Hertwig, Elector Count of Ostermark
Ostermark Banner

Banner of Ostermark

The League of Ostermark is a major and late-founding Imperial province that lies at the most north-eastern corners of the Empire of Man. The League of Ostermark was formed out of the chaos of the late 19th century, when their former capital of Mordheim was struck by a comet of tremendous size. The resulting destruction of the province's central goverment led the remaining towns and villages of the lands to band together and form a new goverment which would later become know as the League of Ostermark.

The territories of Ostermark, which is often remarked as the Empire's "East March" are considered a highly fertile if not hostile landscape. Ostermark is considered at the very frontiers of the Empire, surronded on three sides by dangerous territority. Neverthless, the people of Ostermark are a valiant breed, and through determination, Ostermark has survived the onslaught of invasion since its founding.

Geography

"Stuck next to Kislev and Sylvania, a dreary land of fog and rain on the best of days...why does anyone want to live there?"
A Middenheimer
Ostermark Map

A Map of Ostermark

Ostermark is in the far east of the Empire, where the Emperor’s writ stops at the boundaries of wild Kislev and the kingdoms of the Dwarfs in the World’s Edge Mountains. It is a sombre, bleak land of vast moors between two arms of the Great Forest. Snowfalls blanket the land in winter, while the spring thaw turns most of its roads into muddy quagmires. Even in Summer, the sunlight seems to have a weakened, tentative quality to it, as if it is not sure it belongs there.

Ostermark is divided into four main regions. In the north, there is the arm of the Great Forest known locally as the “Gryphon’s Wood” that follows the line of the Upper Talabec and contains the province's new capital, Bechafen. In the south, along the banks of the Stir, the expanse of the Great Forest near Essen, when spoken of at all, is referred to as the Dead Wood, for the dead city of Mordheim lies in its midst. Between these two arms but south of the Brunwasser river are the central moorlands, a vast expanse of low hills, fen lands, and shallow lakes that is sparsely inhabited, save for the herds of sheep and some scattered villages. North of the Brunwasser between the World’s Edge Mountains and the end of Gryphon’s Wood are large tracts of rolling grasslands. Well-suited to raising horses, these lands have often been fought over by Ostermarkers and their Kislevite neighbours.

The Gryphon’s Wood around Bechafen has long been the centre of Ostermark’s political and economic life, especially since the destruction of the old capital at Mordheim in 1999 IC. The region’s main exports are lumber and riverboats, the latter often built on the spot from some of the trees harvested that season. The logs float down-river from as far as Fortenhaf and Remer to Bechafen, where skilled boatwrights build craft that are considered among the best in the Empire. Not as dangerous as other forested areas, the Gryphon’s Wood is home to many small villages and isolated steads, while ruins of older villages, and even small towns, lie deep within it. Since the war began, the eastern end of the Gryphon’s Wood below Fortenhaf has become home to Kislevite refugees fleeing the devastation of their lands. Outlawry and river piracy have become a problem there, and the government in Bechafen is considering sending a force to aid the Margrave Röntgen in restoring order.

Ostermarkers largely avoid the Dead Wood in the south. Traffic between Krugenheim in Talabecland and Essen or Karak Kadrin in the mountains beyond either travels along the Stir or takes a roundabout route through the Bleak Moors. The woods have had a frightening reputation ever since Mordheim’s destruction. None live there, and few willingly enter it. Locals swear that they can hear screams coming from the wood at night, and that any who enter it will come back mad and mutated—if they come back at all.

Some blame the anger of the gods, others the weird powers of the stone that fell from the sky that legendary night, but, whatever the reason, nothing natural lives within these woods now. Sometimes a thing escapes from the woods and goes on a rampage amongst the farms and villages, until at last the frightened people hunt it down and kill it, burning the body on the spot. A particularly horrible incident occurred in Essen last year, when a band of five Mutants broke through the town gates and went on a rampage, killing over a dozen before being slain themselves. On examination, locals recognised them as a band of adventurers who had entered the forest the year before seeking treasure and had not been heard from again.

The Bleak Moors occupy the central portion of the province, and include the Eerie Downs to the south. Both areas are thinly occupied, the towns and villages mostly clinging to the rivers. Within the Moors, sheep herding is common, though there are small herds of dairy cattle, too. Isolated farms and cottages are scattered across the landscape, the herdsmen and crofters living in them preferring their solitude and coming to town sometimes not even once a year.

Source

  • Sigmar's Heir (RPG) -- pg. 68 - 71
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