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. 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, a dwarf-looking settlement CA gives 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 of the Grey Mountains, in Parravon, where the abbey of La Maisontaal guards relics coveted by Heinrich Kemmler (its place on the map: the project's choice, at the foot of the Grey Lady Pass).
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, King Thuringar's inhabited dwarf hold, commands its entrance; the Bleeding Moon goblins prowl around it (Archives of the Empire I, pp. 70-71).
To place in game
- a guarded monumental dwarf gate in the cliff (Karak Azgaraz)
- the pass road, stone bridges and hairpin bends
- goblin lairs in the gorge caves
In Immortal Empires: Karak Azgaraz exists in Immortal Empires, abandoned: a minor dwarf ruin in the Southern Grey Mountains (the expansion makes it inhabited, as in the lore).
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 a mountain road (the atlas's Durak Way, with no source); the Red Nails goblins, Karak Norn's neighbours, prowl between them (Lords of Stone and Steel, pp. 27-29).
To place in game
- dwarf hold gates, mines and furnaces
- bridges and stairs cut into the rock
- the Red Nails 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; on the northern slopes, the Iron Orcs, whom only the Carcassonnais ever see (Knights of the Grail, pp. 64-65).
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. In The Old World, the largest High Elf garrison outside Ulthuan (Arcane Journal: High Elf Realms, p. 36); in Warhammer III's era, a Bretonnian fief whose boats and people vanished in a single night (Knights of the Grail, pp. 59-60).
To place in game
- elf ruins swallowed by the forest (the project's choice)
- 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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