To God I speak Tilean, to women Bretton, to men Classic, and to my horse - Riekspiel.
~ Mattheus I (disputed)
~ Mattheus I (disputed)
Hey fellas, its your boy Andy here with the promised Warhammer NRP. The aim of this RP is to create a very contained but active environment. Within the bounds enclosed of this map you can find dwarfs, skaven, empire, vampires/necromancers, greenskins, beastmen, wood elves, brettonnians, and chaos cultists. I will allow people to take regions outside of this map, but only if either 1) the map is more or less entirely populated or 2) they make a very compelling case, and the group they want is located adjacent to an already filled claim.
It is important to note you do not play civilizations here so to speak. In the year 2501 of his Holiness the first Emperor Sigmar you will not play all of Athel Loren or the Empire. Instead you play as a smaller ruler and their immediate domain. Good examples would be the Duke of Quenelles, the Imperial Governor of Helmgart, the King of Karak Ziflin. Indeed you don’t even necessarily have to hold any static territory. You may represent a family of vampires infesting Brettonnia working both their soft power in covertly corrupting the nobility and their hard power amassing undead legions. You can likewise be a roving band of beastmen or forest goblins. Encounters will be created with me rolling for events for each player and picking the corresponding number from a list. Every time a good event is taken from the list of events, it will be replaced with a bad one. Every time a grand event is taken, it will be replaced with a minor one. Both have their contrapositives true.
The meta rules will be typical NRP ones: do not meta-game, contribute to the RP more than once a month, do not be a dick. If you need clarification on any of these I don’t want you here.
Faction Name: what is your played group called internationally
Flag: preferably one in lore but you may design it yourself
Held territory: for now simply draw it upon the provided map, and describe it with words. Bonus points if you go into details i.e. if you are the governor of Helmgart describe how as one goes deeper into the pass the territory becomes… disputed with Brettonnia, or if you are a Dwarf Karak then mention how deep and wide in the underway your patrols go, how far your miners can delve safely, how far on the surface rangers insure safety for Dwarfdom, etc.
Ruler: I am going to allow some leeway here. In a lot of cases you will make this up, but in some cases where the ruler of a place exists you may replace them or take “creative liberties” with them. For example King Rorek Granitehand of Karak Ziflin doesn’t have too much on him, so you may freely describe him and his Kingdom if you play him or replace him in entirety (though, preferably with his son or something of the sort). Here I want you to give a quick description of your ruler. How old are they, how competent and experienced are they, what is their international reputation, what do they look like, what are their flaws and excellencies. You may follow a defined CS for your ruler here, just insure that you give us a good idea of this person. I’d also here like a quick rundown of what trouble your ruler has to manage, what are their problems. Perhaps there’s a nascent chaos cult making alliance with beastmen in the forests. Maybe embezzlement from a previous treasurer is leaving you nigh bankrupt albeit with some suspicious well made villas in the countryside. It’s possible there have been a lot of sightings of rodents of unusual size.
Economy: Describe how your nation gets its money, how much of it there is, etc.
Resources: Similar to the above and very heavily inter-related, this is important here because money can’t get you everything. You can have a pile of gold but it won’t be able to raise you regiments if you lack the bread to feed them. So, describe here what your nation produces be it iron from rich mines or food from rolling fields. Then, describe what it lacks and is forced to import. All nations will have some measure of autarky as in being cut off from trade just by itself will not collapse you, but there will be serious repercussions that your detractors may take advantage of.
Active Service: Here describe what forces are immediately under your command that you may send whenever and wherever you like. For Helmgart/the Empire, this will be State troops, your governor’s greatsword bodyguard, perhaps a wizard and/or witch hunter in your service, and members of resident Knightly Orders’ Chapter Houses. For some factions this will be very small, i.e. for a Dwarf Karak this will be more or less solely just your ironbreakers and hammerers, miners, rangers, and your air corps. However such nations will be able to draw upon their reserves far faster. Preferably describe this as regiments, but that is just a cherry on top. Try to also mention who is deployed where.
Reserves: Your reserves are what you cannot call to battle right now but first need a mustering to call upon. For the Empire/Helmgart these are your huntsmen, your free company, your pistoliers, as impromptu forces. There are more elaborate and elite ones too however such as your for example a detachment from the Imperial Engineers with Hochland long rifles. For some nations your reserves will be the bulk of your army, for example the Dwarfs relying on their warriors, quarellers, thunderers and longbeards who are in practice militia that need to drop their everyday jobs to first grab their weapons before they join your forces.
Garrisons: What forces protect your various holdings. Try to again be detailed i.e. mention how sixty guardsmen are in a village near your holdings of Helmgart with twenty bearing crossbows and forty bearing a spear, everyone of them having a breastplate, helmet and sword for sidearm. Your garrisons cannot be used offensively unless you transfer them to active service which bears a lot on your treasury.
Regiments of Renown: These are special formations that are particularly elite despite being modelled on other more mundane ones. I will let you begin with only one but as time goes on and RP events happen I will gift you some or allow you to simply raise new ones. This can be anything from your ruler’s epic special bodyguard, to say some warpstone touched mutants with very unique changes like shooting green lasers from their eyes.
Foreign Policy: Describe what your faction’s plans are for their neighbours be it conquest, trade, or something more elaborate. What are their attitudes like to the rest of their civilization, how often does it meet with your “racial leaders” so to speak and under what terms, who can you expect to come to your aid in war and who can you expect to take advantage of your weakness.
Culture: Every faction taken here will have quite some variance from the rest of their “racial median”. Describe what sets your’s apart. The more detail the better. For example, if someone took Nuln as their nation describe how they are the most technologically advanced part of the Empire and how this reflects on the people’s behaviour and customs.
Notable locations: Describe your “main” holdings within your held territory. For example if you are Helmgart then describe the city itself (think in context of everything outlined above, describe its economy, its defences, its size, its political situation, etc.) and then the surrounding villages and forests.
Flag: preferably one in lore but you may design it yourself
Held territory: for now simply draw it upon the provided map, and describe it with words. Bonus points if you go into details i.e. if you are the governor of Helmgart describe how as one goes deeper into the pass the territory becomes… disputed with Brettonnia, or if you are a Dwarf Karak then mention how deep and wide in the underway your patrols go, how far your miners can delve safely, how far on the surface rangers insure safety for Dwarfdom, etc.
Ruler: I am going to allow some leeway here. In a lot of cases you will make this up, but in some cases where the ruler of a place exists you may replace them or take “creative liberties” with them. For example King Rorek Granitehand of Karak Ziflin doesn’t have too much on him, so you may freely describe him and his Kingdom if you play him or replace him in entirety (though, preferably with his son or something of the sort). Here I want you to give a quick description of your ruler. How old are they, how competent and experienced are they, what is their international reputation, what do they look like, what are their flaws and excellencies. You may follow a defined CS for your ruler here, just insure that you give us a good idea of this person. I’d also here like a quick rundown of what trouble your ruler has to manage, what are their problems. Perhaps there’s a nascent chaos cult making alliance with beastmen in the forests. Maybe embezzlement from a previous treasurer is leaving you nigh bankrupt albeit with some suspicious well made villas in the countryside. It’s possible there have been a lot of sightings of rodents of unusual size.
Economy: Describe how your nation gets its money, how much of it there is, etc.
Resources: Similar to the above and very heavily inter-related, this is important here because money can’t get you everything. You can have a pile of gold but it won’t be able to raise you regiments if you lack the bread to feed them. So, describe here what your nation produces be it iron from rich mines or food from rolling fields. Then, describe what it lacks and is forced to import. All nations will have some measure of autarky as in being cut off from trade just by itself will not collapse you, but there will be serious repercussions that your detractors may take advantage of.
Active Service: Here describe what forces are immediately under your command that you may send whenever and wherever you like. For Helmgart/the Empire, this will be State troops, your governor’s greatsword bodyguard, perhaps a wizard and/or witch hunter in your service, and members of resident Knightly Orders’ Chapter Houses. For some factions this will be very small, i.e. for a Dwarf Karak this will be more or less solely just your ironbreakers and hammerers, miners, rangers, and your air corps. However such nations will be able to draw upon their reserves far faster. Preferably describe this as regiments, but that is just a cherry on top. Try to also mention who is deployed where.
Reserves: Your reserves are what you cannot call to battle right now but first need a mustering to call upon. For the Empire/Helmgart these are your huntsmen, your free company, your pistoliers, as impromptu forces. There are more elaborate and elite ones too however such as your for example a detachment from the Imperial Engineers with Hochland long rifles. For some nations your reserves will be the bulk of your army, for example the Dwarfs relying on their warriors, quarellers, thunderers and longbeards who are in practice militia that need to drop their everyday jobs to first grab their weapons before they join your forces.
Garrisons: What forces protect your various holdings. Try to again be detailed i.e. mention how sixty guardsmen are in a village near your holdings of Helmgart with twenty bearing crossbows and forty bearing a spear, everyone of them having a breastplate, helmet and sword for sidearm. Your garrisons cannot be used offensively unless you transfer them to active service which bears a lot on your treasury.
Regiments of Renown: These are special formations that are particularly elite despite being modelled on other more mundane ones. I will let you begin with only one but as time goes on and RP events happen I will gift you some or allow you to simply raise new ones. This can be anything from your ruler’s epic special bodyguard, to say some warpstone touched mutants with very unique changes like shooting green lasers from their eyes.
Foreign Policy: Describe what your faction’s plans are for their neighbours be it conquest, trade, or something more elaborate. What are their attitudes like to the rest of their civilization, how often does it meet with your “racial leaders” so to speak and under what terms, who can you expect to come to your aid in war and who can you expect to take advantage of your weakness.
Culture: Every faction taken here will have quite some variance from the rest of their “racial median”. Describe what sets your’s apart. The more detail the better. For example, if someone took Nuln as their nation describe how they are the most technologically advanced part of the Empire and how this reflects on the people’s behaviour and customs.
Notable locations: Describe your “main” holdings within your held territory. For example if you are Helmgart then describe the city itself (think in context of everything outlined above, describe its economy, its defences, its size, its political situation, etc.) and then the surrounding villages and forests.
Here is an example CS for Nuln (which will not be played here, at least not at the beginning).
Faction Name: The City of Nuln.
Flag: Pretend it is here
Held territory:
i.imgur.com/4UiJXeO.jpg
The Governor of Nuln administrates the city itself along with several villages and smaller areas near it. His authority within the region isn’t disputed de facto or de jure though many may grumble about it in the evening. Patrols of Hunstmen regularly move about as does a river guard, though Imperial troops have to retreat further and further back from the West as assaults of beastmen continue.
Ruler: Heinrich von Stirlitz is a rather elderly statesman. He has seen two Emperor come and go within his lifetime and it looks like a third now as well. He is a great supporter of both the Empire and Wissenland and though formally loyal to his Countess he feels very little warmth to her often interpreting her demands as creatively as possible. Though a decent man with the numbers his age is starting to show. The nobility have learned of his creative interpretations of the Countess’s words and have started to apply the same to what he demands of him. The Guilds and Imperial authorities remain firm under his grasp but the merchants slowly undermine him. The commoners are largely ambivalent with a slightly more favourable view of him in the city whilst its surroundings hold a slightly more negative one.
Heinrich is faced with a dilemma in keeping the growth of his great city ongoing as it drains its surroundings. The growth of the city demands more resources but there are less resources if they are drained by the leviathan that Nuln is. Already the emergency grain stores are every so often tapped into such that great feasts or overnight projects may be done. The lavish life of Nuln has attracted the eye of many malefic forces, though thankfully those who would stop them too. Beastmen have been emboldened on the region’s edges and there are a great many inquiries from the Witch Hunters. The fact Heinrich fails to solve this problem in the long term creates useful rumours for his naysayers.
I am going to allow some leeway here. In a lot of cases you will make this up, but in some cases where the ruler of a place exists you may replace them or take “creative liberties” with them. For example King Rorek Granitehand of Karak Ziflin doesn’t have too much on him, so you may freely describe him and his Kingdom if you play him or replace him in entirety (though, preferably with his son or something of the sort). Here I want you to give a quick description of your ruler. How old are they, how competent and experienced are they, what is their international reputation, what do they look like, what are their flaws and excellencies. You may follow a defined CS for your ruler here, just insure that you give us a good idea of this person. I’d also here like a quick rundown of what trouble your ruler has to manage, what are their problems. Perhaps there’s a nascent chaos cult making alliance with beastmen in the forests. Maybe embezzlement from a previous treasurer is leaving you nigh bankrupt albeit with some suspicious well made villas in the countryside. It’s possible there have been a lot of sightings of rodents of unusual size.
Economy: Nuln’s economy is almost entirely base on its industry. Cannons, clocks, rifles, and attempting to reverse engineer the steam-tank give Nuln quite the source of revenue. It is a rather wealthy city getting transit from much of the Empire, its surrounding villages thus likewise earning much money as stops for traders and other travellers. It’s economy is also very optimized with the city being one of the least corrupt of the Empire. However it has very little in the way of reserves as the city must constantly reinvest its revenue to keep its way of life ongoing.
Resources: There is very little in the way of natural resources in Nuln proper. The villages surrounding Nuln have some good soil for farming, but in truth the ultimate resource of Nuln is its people. Some of the most intelligent denizens of the Empire and indeed the whole of the world reside there. Nuln also has a great amount of political capital being the favourite city of Emmanuelle of Wissenland and it is rarely a good idea to invoke her wrath.
Active Service:
Nuln has quite a considerable amount of people under active service stationed within its official territories largely because of its ability to locally produce its own weapons en-masse.
The mainstay of its force are handgunner state troops. These men are armed with wheellock rifles more reliable than the flintlocks elsewhere in the Empire and bearing the new rifled barrels along with a steel helmet and cuirass. They are armed with a small dagger for a sidearm, though they are expected to shred the enemy with bullets long before they can strike in close combat. The 9th Nuln rifles are deployed to the village of Gronheim where they on an almost daily basis repel attacks from basements together with the local militia.
1st Nuln Rifles - 90 men
2nd Nuln Rifles - 90 men
3rd Nuln Rifles - 90 men
4th Nuln Rifles - 40men
5th Nuln Rifles - 40 men
6th Nuln Rifles - 40 men
7th Nuln Rifles - 40 men
8th Nuln Rifles - 150 men (these men are rather uniquely equipped with bayonets upon the ends of their handguns learning from the Dwarfs and other parts of the Empire).
9th Nuln Rifles - 120 men
10th Nuln Rifles - 60 men (these are armed with repeater rifles instead of the typical handguns)
11th Nuln Rifles - 60 men (these are armed with Hochland long guns rather than the typical handguns)
The Nuln halberds are but two regiments each of 100 men, but in addition to their namesake weapon they are clad in full plate armour with an arming sword for a sidearm.
As a bodyguard the governor maintains a unit of 30 greatswordsmen clad in full plate and bearing rapiers for sidearms.
Under the command of the governor is also a division of cannons. It has 4 platoons of 6 cannons each staffed by a crew of 10 men with a sword and pistol for sidearm in addition to their breastplate, and two barded horses — one to tow the weapon, one to toe a cart with its munitions. Auxiliaries to this division are platoons of Helstorm rocket batteries, helblaster volley guns, and mortars that are identical save for their main armament.
There is also a formidable unit of outriders within Nuln
1st Outriders - 120 men with breastplates and repeater rifles
2nd Outriders - 40 men with grenade launchers
3rd Outriders 40 men with Hochland long rifles
Reserves: Your reserves are what you cannot call to battle right now but first need a mustering to call upon. For the Empire/Helmgart these are your huntsmen, your free company, your pistoliers, as impromptu forces. There are more elaborate and elite ones too however such as your for example a detachment from the Imperial Engineers with Hochland long rifles. For some nations your reserves will be the bulk of your army, for example the Dwarfs relying on their warriors, quarellers, thunderers and longbeards who are in practice militia that need to drop their everyday jobs to first grab their weapons before they join your forces
The City of Nuln itself can raise rather readily about 80 pistoliers from its nobility armed rather uniquely with a brace of repeater pistols rather than the traditional flint and wheellocks. They have a breastplate and helmet with a rapier for a sidearm, whilst their horses head will usually bear a head-plate of barding. The city of Nuln can reliably raise about 200 Free Company warriors armed with whatever they own. Every village around Nuln can raise around ten of such pistoliers along with around forty Free Company and about a dozen huntsmen with whatever the tool of their trade is.
If they manage to convince them the threat is dire enough, then Nuln may also in battle call upon its more specialist professions. A shadow and a light wizard, three Sigmarite Warrior Priests along with an Ulrican, two Witch Hunters, and about a dozen Engineers who may bring all sorts of inventions from pigeons with bombs to mechanical horses into the fray. Sixty of their students may also be called to arms with their Hochland Long rifles.
Garrisons: What forces protect your various holdings. Try to again be detailed i.e. mention how sixty guardsmen are in a village near your holdings of Helmgart with twenty bearing crossbows and forty bearing a spear, everyone of them having a breastplate, helmet and sword for sidearm. Your garrisons cannot be used offensively unless you transfer them to active service which bears a lot on your treasury.
Each village has a guard of about twenty people armed with variant gear, though mostly chainmail, an arming sword and a pistol. Nuln itself has a much more substantial defence with a hundred guard bearing full plate and longswords, whilst seventy more bear half plate and rifles with a rapier sidearm.
There are also a little more than a hundred mounted huntsman devoted to patrolling the roads between the various elements of Nuln’s civilization. Further there are about five large rowboats with swivel guns and a single large barge piloted by guardsmen to keep the waters free.
Regiments of Renown: The powdered guard are a division of flagellants hovering at around a hundred and fifty men. Their name comes from each of them carrying a bandolier of a wet chemical concoction they make sure to alight with their dying breathe to take out their last enemy before expiring having once seen the Engineer Slayers of the Dawi for inspiration. Their main armaments will typically be working tools like calipers, crowbars, and wrenches that they flail with maddening ferocity.
Foreign Policy: Though the governor of Nuln has much sympathy for the rest of the Empire, the hysteric nature of his Countess usually prevents him from doing much to express him. However he maintains very good relations with Altdorf and carefully balances his relationships with all of the different institutions of the Empire from the Cults of Sigmar and Ulric to the Colleges of magic to the Witch Hunters, treasurers, and so on and so forth. An unfortunate event where a firefight broke out between Dawi and Asur at a party the governor has once held has left the man rather prejudiced to the races and this is strongly expressed in his work.
Culture: Nulners are what many predict the future of the Empire to be. A fairly hard working people, they are also somewhat spoiled by their wealth. Further, technology has eased their lives to the point many would call decadent, the Witch Hunters ever alert for the wandering eye of the prince of pleasure. They are very individualist and mercantile with the industrial slums of the city being slices of hell, even if rather small ones.
Notable locations: The city of Nuln doesn’t have walls or a gate per se but it is built in such a way that the buildings around it can be easily commandeered as impromptu fortifications with great cross-fire overseen by guard towers not too far behind them. Closer to the core of the city are then found the buildings of the service industry for trade; taverns, warehouses, inns, bazaars. Further within the city are where the guilds, artisans and lesser faiths do their work from bakers to butchers to carpenters and blacksmiths. Further, it is here that most of the city’s armed forces are garrisoned such that they may readily respond to threats both internal and external. Finally comes the inner parts of the city where the high-borne live, along with the temple of Sigmar, the Engineer’s guild, and the administrative buildings of Imperial and Wissenland authorities.
There are also several villages near Nuln under the administration of the governor. By the woods near the Mountains is Gronheim from where a night infinite horde of beastmen seem to be coming from, where larger and larger resources must be devoted to keep them at bay. Just outside of the city is Breucken, a village that seems to be having ever more difficulty supplying the demands of the city both by virtue of Nuln’s own growing populace, and the emigration of its people to the big city. To the South-East of Nuln are the twinned villages of Urlitz and Fahlberg. Very close to one another Urlitz has a rich iron mine within whilst Fahlberg’s fields allow it to both supply its neighbour and the city. All of these villages are connected to the city with a cobbled road, and each rout is patrolled by about a dozen mounted Huntsmen. There are also two small villages and a Hamlet connected to the region’s cobbled roads through dirt ones. The Hamlet Karlsbad serves simply as a stop between Nuln and the Reikland wherein rest may be had, the place consisting of little more than a tavern and its workers. Little Grissenland is a village along the river once under the administration of the city of Grissenland, but the growth of Nuln demanded more resources for it and after some bureaucracy it was decided that it would be under the dominion of Nuln. Finally in the West there is Snorrisheim, a village with a very large Dwarfen minority largely making its life off of trade with the kin of the diaspora.
Flag: Pretend it is here
Held territory:
i.imgur.com/4UiJXeO.jpg
The Governor of Nuln administrates the city itself along with several villages and smaller areas near it. His authority within the region isn’t disputed de facto or de jure though many may grumble about it in the evening. Patrols of Hunstmen regularly move about as does a river guard, though Imperial troops have to retreat further and further back from the West as assaults of beastmen continue.
Ruler: Heinrich von Stirlitz is a rather elderly statesman. He has seen two Emperor come and go within his lifetime and it looks like a third now as well. He is a great supporter of both the Empire and Wissenland and though formally loyal to his Countess he feels very little warmth to her often interpreting her demands as creatively as possible. Though a decent man with the numbers his age is starting to show. The nobility have learned of his creative interpretations of the Countess’s words and have started to apply the same to what he demands of him. The Guilds and Imperial authorities remain firm under his grasp but the merchants slowly undermine him. The commoners are largely ambivalent with a slightly more favourable view of him in the city whilst its surroundings hold a slightly more negative one.
Heinrich is faced with a dilemma in keeping the growth of his great city ongoing as it drains its surroundings. The growth of the city demands more resources but there are less resources if they are drained by the leviathan that Nuln is. Already the emergency grain stores are every so often tapped into such that great feasts or overnight projects may be done. The lavish life of Nuln has attracted the eye of many malefic forces, though thankfully those who would stop them too. Beastmen have been emboldened on the region’s edges and there are a great many inquiries from the Witch Hunters. The fact Heinrich fails to solve this problem in the long term creates useful rumours for his naysayers.
I am going to allow some leeway here. In a lot of cases you will make this up, but in some cases where the ruler of a place exists you may replace them or take “creative liberties” with them. For example King Rorek Granitehand of Karak Ziflin doesn’t have too much on him, so you may freely describe him and his Kingdom if you play him or replace him in entirety (though, preferably with his son or something of the sort). Here I want you to give a quick description of your ruler. How old are they, how competent and experienced are they, what is their international reputation, what do they look like, what are their flaws and excellencies. You may follow a defined CS for your ruler here, just insure that you give us a good idea of this person. I’d also here like a quick rundown of what trouble your ruler has to manage, what are their problems. Perhaps there’s a nascent chaos cult making alliance with beastmen in the forests. Maybe embezzlement from a previous treasurer is leaving you nigh bankrupt albeit with some suspicious well made villas in the countryside. It’s possible there have been a lot of sightings of rodents of unusual size.
Economy: Nuln’s economy is almost entirely base on its industry. Cannons, clocks, rifles, and attempting to reverse engineer the steam-tank give Nuln quite the source of revenue. It is a rather wealthy city getting transit from much of the Empire, its surrounding villages thus likewise earning much money as stops for traders and other travellers. It’s economy is also very optimized with the city being one of the least corrupt of the Empire. However it has very little in the way of reserves as the city must constantly reinvest its revenue to keep its way of life ongoing.
Resources: There is very little in the way of natural resources in Nuln proper. The villages surrounding Nuln have some good soil for farming, but in truth the ultimate resource of Nuln is its people. Some of the most intelligent denizens of the Empire and indeed the whole of the world reside there. Nuln also has a great amount of political capital being the favourite city of Emmanuelle of Wissenland and it is rarely a good idea to invoke her wrath.
Active Service:
Nuln has quite a considerable amount of people under active service stationed within its official territories largely because of its ability to locally produce its own weapons en-masse.
The mainstay of its force are handgunner state troops. These men are armed with wheellock rifles more reliable than the flintlocks elsewhere in the Empire and bearing the new rifled barrels along with a steel helmet and cuirass. They are armed with a small dagger for a sidearm, though they are expected to shred the enemy with bullets long before they can strike in close combat. The 9th Nuln rifles are deployed to the village of Gronheim where they on an almost daily basis repel attacks from basements together with the local militia.
1st Nuln Rifles - 90 men
2nd Nuln Rifles - 90 men
3rd Nuln Rifles - 90 men
4th Nuln Rifles - 40men
5th Nuln Rifles - 40 men
6th Nuln Rifles - 40 men
7th Nuln Rifles - 40 men
8th Nuln Rifles - 150 men (these men are rather uniquely equipped with bayonets upon the ends of their handguns learning from the Dwarfs and other parts of the Empire).
9th Nuln Rifles - 120 men
10th Nuln Rifles - 60 men (these are armed with repeater rifles instead of the typical handguns)
11th Nuln Rifles - 60 men (these are armed with Hochland long guns rather than the typical handguns)
The Nuln halberds are but two regiments each of 100 men, but in addition to their namesake weapon they are clad in full plate armour with an arming sword for a sidearm.
As a bodyguard the governor maintains a unit of 30 greatswordsmen clad in full plate and bearing rapiers for sidearms.
Under the command of the governor is also a division of cannons. It has 4 platoons of 6 cannons each staffed by a crew of 10 men with a sword and pistol for sidearm in addition to their breastplate, and two barded horses — one to tow the weapon, one to toe a cart with its munitions. Auxiliaries to this division are platoons of Helstorm rocket batteries, helblaster volley guns, and mortars that are identical save for their main armament.
There is also a formidable unit of outriders within Nuln
1st Outriders - 120 men with breastplates and repeater rifles
2nd Outriders - 40 men with grenade launchers
3rd Outriders 40 men with Hochland long rifles
Reserves: Your reserves are what you cannot call to battle right now but first need a mustering to call upon. For the Empire/Helmgart these are your huntsmen, your free company, your pistoliers, as impromptu forces. There are more elaborate and elite ones too however such as your for example a detachment from the Imperial Engineers with Hochland long rifles. For some nations your reserves will be the bulk of your army, for example the Dwarfs relying on their warriors, quarellers, thunderers and longbeards who are in practice militia that need to drop their everyday jobs to first grab their weapons before they join your forces
The City of Nuln itself can raise rather readily about 80 pistoliers from its nobility armed rather uniquely with a brace of repeater pistols rather than the traditional flint and wheellocks. They have a breastplate and helmet with a rapier for a sidearm, whilst their horses head will usually bear a head-plate of barding. The city of Nuln can reliably raise about 200 Free Company warriors armed with whatever they own. Every village around Nuln can raise around ten of such pistoliers along with around forty Free Company and about a dozen huntsmen with whatever the tool of their trade is.
If they manage to convince them the threat is dire enough, then Nuln may also in battle call upon its more specialist professions. A shadow and a light wizard, three Sigmarite Warrior Priests along with an Ulrican, two Witch Hunters, and about a dozen Engineers who may bring all sorts of inventions from pigeons with bombs to mechanical horses into the fray. Sixty of their students may also be called to arms with their Hochland Long rifles.
Garrisons: What forces protect your various holdings. Try to again be detailed i.e. mention how sixty guardsmen are in a village near your holdings of Helmgart with twenty bearing crossbows and forty bearing a spear, everyone of them having a breastplate, helmet and sword for sidearm. Your garrisons cannot be used offensively unless you transfer them to active service which bears a lot on your treasury.
Each village has a guard of about twenty people armed with variant gear, though mostly chainmail, an arming sword and a pistol. Nuln itself has a much more substantial defence with a hundred guard bearing full plate and longswords, whilst seventy more bear half plate and rifles with a rapier sidearm.
There are also a little more than a hundred mounted huntsman devoted to patrolling the roads between the various elements of Nuln’s civilization. Further there are about five large rowboats with swivel guns and a single large barge piloted by guardsmen to keep the waters free.
Regiments of Renown: The powdered guard are a division of flagellants hovering at around a hundred and fifty men. Their name comes from each of them carrying a bandolier of a wet chemical concoction they make sure to alight with their dying breathe to take out their last enemy before expiring having once seen the Engineer Slayers of the Dawi for inspiration. Their main armaments will typically be working tools like calipers, crowbars, and wrenches that they flail with maddening ferocity.
Foreign Policy: Though the governor of Nuln has much sympathy for the rest of the Empire, the hysteric nature of his Countess usually prevents him from doing much to express him. However he maintains very good relations with Altdorf and carefully balances his relationships with all of the different institutions of the Empire from the Cults of Sigmar and Ulric to the Colleges of magic to the Witch Hunters, treasurers, and so on and so forth. An unfortunate event where a firefight broke out between Dawi and Asur at a party the governor has once held has left the man rather prejudiced to the races and this is strongly expressed in his work.
Culture: Nulners are what many predict the future of the Empire to be. A fairly hard working people, they are also somewhat spoiled by their wealth. Further, technology has eased their lives to the point many would call decadent, the Witch Hunters ever alert for the wandering eye of the prince of pleasure. They are very individualist and mercantile with the industrial slums of the city being slices of hell, even if rather small ones.
Notable locations: The city of Nuln doesn’t have walls or a gate per se but it is built in such a way that the buildings around it can be easily commandeered as impromptu fortifications with great cross-fire overseen by guard towers not too far behind them. Closer to the core of the city are then found the buildings of the service industry for trade; taverns, warehouses, inns, bazaars. Further within the city are where the guilds, artisans and lesser faiths do their work from bakers to butchers to carpenters and blacksmiths. Further, it is here that most of the city’s armed forces are garrisoned such that they may readily respond to threats both internal and external. Finally comes the inner parts of the city where the high-borne live, along with the temple of Sigmar, the Engineer’s guild, and the administrative buildings of Imperial and Wissenland authorities.
There are also several villages near Nuln under the administration of the governor. By the woods near the Mountains is Gronheim from where a night infinite horde of beastmen seem to be coming from, where larger and larger resources must be devoted to keep them at bay. Just outside of the city is Breucken, a village that seems to be having ever more difficulty supplying the demands of the city both by virtue of Nuln’s own growing populace, and the emigration of its people to the big city. To the South-East of Nuln are the twinned villages of Urlitz and Fahlberg. Very close to one another Urlitz has a rich iron mine within whilst Fahlberg’s fields allow it to both supply its neighbour and the city. All of these villages are connected to the city with a cobbled road, and each rout is patrolled by about a dozen mounted Huntsmen. There are also two small villages and a Hamlet connected to the region’s cobbled roads through dirt ones. The Hamlet Karlsbad serves simply as a stop between Nuln and the Reikland wherein rest may be had, the place consisting of little more than a tavern and its workers. Little Grissenland is a village along the river once under the administration of the city of Grissenland, but the growth of Nuln demanded more resources for it and after some bureaucracy it was decided that it would be under the dominion of Nuln. Finally in the West there is Snorrisheim, a village with a very large Dwarfen minority largely making its life off of trade with the kin of the diaspora.
Though it is not necessary to be a massive lore expert of WHFB, you should at the very least be acquainted with the basics of the setting and be ready to learn more.
With that, I hope to hear interest from you my fellows, and I invite you to the discord for any questions, comments, and concerns you might have.