Altdorf is the capital of the Empire and the birthplace of Sigmar Heldenhammer. It is the most populous city in the Old World, and the site of several famous and majestic landmarks.
The Imperial Palace and the grand cathedral of Sigmar are monumental structures, larger than entire districts in smaller towns. Colleges of Magic tower over the foggy banks blowing in from the Reik, exhaling fire and smoke.
But Altdorf also has another side to it, in the bustling rookeries of the East End and the busy Dockland to the north, the fear of gangland violence and revolutionary fervor is felt more than the words of Sigmar's priests or the Emperor's laws.
Altdorf: Crown of the Empire is a fascinating and entertaining 224-page guidebook to the capital - filled with power: government, religion, magic, and military.
Each district is carefully described, with a wide range of locations, plot hooks, and NPCs. A beautifully illustrated map, in both GM and player editions, shows the great city in exquisite detail.
Whether players wish to explore the Street of a Hundred Taverns, involve themselves in intrigues at the Imperial Palace, attempt to overthrow the established order alongside Altdorf's revolutionary factions, or dominate the city's underworld as part of the warring dock gangs, the book has everything you need.
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Altdorf - Crown of the Empire includes:
- A History of Altdorf: A timeline of events leading up to today, describing the city's past as the center of Unberogen power in Reikland and the heart of Sigmar's empire. Myths and legends associated with the area and the great men and women who have contributed to Altdorf's cultural presence, past and present.
- How Altdorf is Governed: A detailed examination of both secular and religious power in Altdorf, and the plans that nobles from other provinces attempt to impose upon them. The great knightly orders that belong to the city. On the streets of East End and Dockland, the power of the gangs has as much influence as the edicts from the House of the Third Wilhelm, and their organizations and methods are the subject of numerous articles and adventure hooks.
- A Visitor's Guide: The city is divided into three major quarters, each consisting of several different districts. There is the wealthy South Bank, the center of religious and political power, City North, a vibrant commercial hub and home to the Colleges of Magic, and East End, a labyrinth of decaying rookeries and noisy industry.
- Altdorfers: Over 45 NPCs are described in detail, providing a broad selection of the great city's citizens and inhabitants. From cashless revolutionaries and abandoned mutants to the elite of Altdorf's court. The particularities of life for Altdorf's elves, dwarfs, and halflings are also described - and in the city's darkness lurk Skaven agents and followers of chaos gods.
- Under the Streets and Over the Walls: Altdorf stretches down into the mud and beyond its walls. Visitors arriving on foot from Nuln are greeted by the Artillery Fields, while those from Marienburg are met with the grand sight (and ammonium stench) of Altdorf's Demigryph stables. Beneath the city, dwarfs work to prevent the flooding of their ancient underground district, while monsters and cultists wander through the catacombs.
- And much more: The cultural life in Altdorf has opportunities for both rich, poor, and middle class; skills in psychometry can be learned by those with a talent for it; vision-inducing Dreamwine can be purchased from some of the venues on the Street of a Hundred Taverns.