The map's “Biomes” base follows CAIME ground types; the “Relief” base gives elevation. High mountains = impassable edge, as in the current map; every new region was checked reachable hex by hex. For each new province: its terrain (measured on the map), relief and climate, the landscape to render, the set dressing to place, and what Creative Assembly already has for these places in Immortal Empires. The terrain should look like that of the current map, which comes from Warhammer I.
grassland 69%, light woods 18%, hills 5%, marsh 5%, dense forest 4%
A ragged coast of headlands and coves facing Lyonen Bay, heaths and salt meadows as far as the eye can see, sparse hedgerows inland; the Dullian Mires to the south. Open, windswept country.
To place in game
- a ducal castle on a spur above the port of Lyonesse
- fishing villages, lighthouses on the headlands
- standing stones and Grail chapels on the heath
In Immortal Empires: Lyonesse exists in Immortal Empires: a large Bretonnian port, capital of the Coast of Lyonesse; Pastures resource, no landmark.
wh3_main_combi_region_lyonesse wh_main_brt_settlement_major_2 wh_main_brt_port_1
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grassland 83%, light woods 11%, wooded hills 4%
A grassy headland at the end of the Lyonesse coast, where a High Elf trading enclave still keeps its garrison (The Old World): white towers, marble quays, ships at anchor.
To place in game
- an elven port: white towers, arches, a marble jetty
- an elven lighthouse on the point
In Immortal Empires: No Immortal Empires counterpart. For the look: WH3's High Elf ports; the faction of Aislinn, Sea Lord (Tides of Torment), who also holds Tor Martel in this plan.
wh3_dlc27_hef_aislinn
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grassland 71%, light woods 18%, marsh 7%, dense forest 4%
A low coast and salt meadows around a great fortified port built on the ruins of Tor Alessi, the old elf city; the Mourning Meadows to the east, a few woods inland.
To place in game
- a fortified harbour and shipyards
- elven remnants in the walls (Tor Alessi)
- windmills on the meadows
In Immortal Empires: L'Anguille exists in Immortal Empires, held by Mousillon: a Bretonnian-looking minor port; landmark: Svengar's Cairn (a CA Norscan addition).
wh3_main_combi_region_languille wh_main_brt_settlement_minor_1 wh3_dlc27_nor_special_svengars_cairn
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grassland 53%, light woods 23%, hills 12%, dense forest 9%, wooded hills 2%
The heart of the kingdom: fields, orchards and well-kept woods around the royal capital, its lists and chapels; to the south-east the hills of the Contreforts rise toward the Pale Sisters.
To place in game
- Couronne: the royal palace and the Abbey of the Grail Companions (CA landmark)
- tournament grounds, pavilions and lists
- Grail chapels and wayside shrines at crossroads
- orchards and vines on the Contreforts slopes
In Immortal Empires: Couronne is the royal capital in Immortal Empires: a special settlement chain, landmarks Abbey of the Grail Companions and Couronne Tournament Grounds; no port. Pottery resource.
wh3_main_combi_region_couronne wh_main_special_settlement_couronne wh_main_brt_legendary_grail_abbey wh_main_special_tournament_grounds
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grassland 60%, light woods 20%, dense forest 8%, marsh 7%, hills 3%, wooded hills 2%
A border march facing the Wasteland: open grassland, scattered woods and copses, the Le Mollier and Theronde marshes toward the coast; watchtowers and guard castles.
To place in game
- watchtowers and border forts
- fortified coastal towns
- reed beds in the marshes
In Immortal Empires: The Marches of Couronne faction only exists in Realm of Chaos; in Immortal Empires the Marches of Couronne province groups Couronne and L'Anguille.
wh3_dlc20_brt_march_of_couronne
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dense forest 45%, light woods 40%, grassland 13%
The Forest of Arden covers almost the whole dukedom: tall woods, glades and paths, isolated castles; to the south, the Imperial outpost of Sigmarsheim.
To place in game
- a fortified ducal castle in a wide glade
- forgotten Grail shrines in the woods
- the palisade and watchtower of the Imperial outpost of Sigmarsheim
In Immortal Empires: Castle Artois exists in Immortal Empires: a large Bretonnian town, capital of the Forest of Arden; Timber resource, no landmark.
wh3_main_combi_region_castle_artois wh_main_brt_settlement_major_2
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hills 51%, wooded hills 18%, mountain 13%, grassland 12%, dense forest 3%, light woods 3%
Two masses of pale, gullied hills between Couronne and Gisoreux; gorges and caves where the greenskin tribes nest.
To place in game
- an orc camp behind palisades
- Gork and Mork idols, skull totems
- caves and scree
In Immortal Empires: No Immortal Empires counterpart; the nearest region is Fort Bergbres, in the Gisoreux Gap.
wh3_main_combi_region_fort_bergbres
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hills 58%, wooded hills 16%, mountain 12%, grassland 8%, dense forest 5%
A high valley beneath the Grey Mountain ridges, alpine pastures and scree; Grung Zint, an old dwarf fort fallen to the Skullsmasherz.
To place in game
- a rock-hewn dwarf gate, defaced by orcs
- orc totems on the ramparts
- marble quarries
In Immortal Empires: Grung Zint exists in Immortal Empires: capital of the Skullsmasherz (Northern Grey Mountains), a dwarf-looking greenskin minor settlement; Marble resource.
wh3_main_combi_region_grung_zint wh_main_dwf_settlement_minor_2
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grassland 31%, light woods 27%, dense forest 19%, mountain 10%, hills 7%, wooded hills 5%
The Imperial side of the passes: wooded valleys at the edge of the Reikwald, hills and torrents; Helmgart bars the Axe Bite Pass, Ubersreik guards the mouth of the Grey Lady Pass.
To place in game
- an Imperial fortress barring the pass (Helmgart)
- a half-timbered Imperial town; the Red Moon Inn (CA landmark)
- coaching inns and milestones on the pass road
In Immortal Empires: Helmgart is an Imperial fort in Immortal Empires (the only region of the Axe Bite Pass); Ubersreik, in the Reikland, has the Red Moon Inn landmark.
wh3_main_combi_region_helmgart wh2_main_special_empire_fort_emp_1 wh3_main_combi_region_ubersreik wh_main_special_ubersreik_inn_1
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hills 40%, mountain 15%, wooded hills 15%, light woods 11%, grassland 11%, dense forest 8%
High meadows at the foot of the Grey Lady Pass, where the abbey of La Maisontaal guards relics coveted by Heinrich Kemmler.
To place in game
- the abbey of La Maisontaal on a knoll
- pilgrim paths and calvaries
In Immortal Empires: La Maisontaal is not a region in Immortal Empires: it is a named map location and Kemmler's quest battle for his staff.
wh3_main_ie_la_maisontall_abbey qb_wh_main_la_maisontaal_abbey
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mountain 59%, hills 23%, wooded hills 9%, dense forest 8%
The great pass of the Grey Mountains between Bretonnia and the Empire: alpine meadows, pine forests and gorges; Karak Azgaraz, in ruins as in Immortal Empires, commands its entrance; the Wut Pass goblins hold the heights.
To place in game
- a ruined monumental dwarf gate in the cliff (Karak Azgaraz)
- the pass road, stone bridges and hairpin bends
- goblin lairs in the Wut Pass caves
In Immortal Empires: Karak Azgaraz exists in Immortal Empires, abandoned: a minor dwarf ruin in the Southern Grey Mountains.
wh3_main_combi_region_karak_azgaraz wh_main_dwf_settlement_minor_ruin
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mountain 67%, hills 21%, wooded hills 7%, dense forest 5%
High plateaus and deep valleys beneath the peaks: Karak Norn, a great dwarf hold, and Grimhold further south, linked by the Durak Way; the Yellow Eye goblins prowl between them.
To place in game
- dwarf hold gates, mines and furnaces
- bridges and stairs cut into the rock
- the Yellow Eye goblin camp in the scree
In Immortal Empires: Karak Norn (capital of the Southern Grey Mountains, a large dwarf hold, Furs resource) and Grimhold (a minor dwarf settlement) exist in Immortal Empires, held by Karak Norn.
wh3_main_combi_region_karak_norn wh_main_dwf_settlement_major_1 wh3_main_combi_region_grimhold
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grassland 29%, hills 21%, light woods 21%, dense forest 13%, wooded hills 9%, mountain 7%
The foothills of the Irrana Mountains south of Carcassonne: dry plateaus, rocky hills and light woods, where the greenskin tribes war endlessly with the knights.
To place in game
- greenskin camps, palisades and totems
- ruined Bretonnian watchtowers
In Immortal Empires: In Immortal Empires the Irrana Mountains province (Bilbali, Montenas) is Estalian, without greenskins; the nearest are Brionne (Red Cloud) and the Massif Orcal (Broken Axe).
wh3_main_combi_region_brionne wh3_main_combi_region_massif_orcal
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wooded hills 33%, light woods 21%, hills 18%, grassland 16%, dense forest 12%
Two wooded isles off Mousillon, hills and coves; on the larger one, in sight of Mousillon's walls, the fortress of Aislinn, Sea Lord (Arcane Journal: High Elf Realms).
To place in game
- an elven fortress: white towers, jetties, a shipyard slip
- an elven lighthouse facing Mousillon
In Immortal Empires: No Immortal Empires counterpart: these isles come from The Old World's official map. Aislinn's faction exists in WH3 (Tides of Torment DLC), as a naval horde in Immortal Empires.
wh3_dlc27_hef_aislinn
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dense forest 34%, wooded hills 29%, light woods 28%, grassland 9%
A forest-covered isle in the Gulf of Bidouze that sailors avoid: its elf garrison vanished in a single night (Knights of the Grail); ruins sleep under the trees.
To place in game
- elf ruins swallowed by the forest
- mists and reefs around the isle
In Immortal Empires: No Immortal Empires counterpart: an isle from The Old World's official map.
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