Talabheim

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The city of Talabheim and its surrounding area.

One of the four city-states of The Empire, Talabheim is the capital of Talabecland and the home of its Elector Count.

The city lies in the centre of the Great Forest and is sometimes nicknamed the Eye of the Forest[1c][2][3], reminding everyone that it is a place of safety surrounded by danger and darkness.

Located at the southern bank of the river Talabec[1a][3], the city is a very important trade centre[1c], being a major ferry point[1b] used by the traffic of the Old Forest Road. The deep port of Talagaad receives goods transported upon the river[1c].

It was was built upon a very large crater[1c][3], the result of a meteor impact. The city isn't large enough to cover the whole crater; this enables the existence of farms which in case of a siege produce enough food to sustain the city's population.

For most of its life, Talabheim has been attached to Talabecland. However, there were at least two points in history when it achieved independence. [4]

Defences

The rim of the crater has been fortified [5a] and the only entry is a tunnel which connects to a narrow road which leads to Talagaad[1c]. The tunnel is guarded by two fortresses, one at each end. Due all these formidable defensive characteristics the city is considered all but impregnable. [2][3]

Multiple renowned Dwarf Engineers of different generations have declared Talabheim unassailable. [8k]

Government

As well as the Elector Count, the city has a parliament of the most influential and powerful nobles but most of the people consider this a corrupt institution. Although high ranking priests can make their views known to the gathered nobility, they do not have a vote. [8a]

History

Legends say that the god Taal fought and slew a immense Wyrm which he cast down onto the world making the crater that was later inhabited by the people of Talabheim. [5a][8a]

It was known as Taalahim when it was the capital of the Taleutens tribe in the time of Legends. [7a] The name meant Taal's Victory. [8a]

When Sigmar left the Empire, he travelled through Taalahim meeting with its ruler, Count Talgris, the son of Krugar and gave him his horse in exchange for his hospitality. [8a]

As the Cult of Sigmar gained more and more power across the new Empire, the people of Taalahim retained their devotion to Taal but a temple to Sigmar was founded in the city. [8a]

A maiden and healer took up arms and led the defence of the plague-ridden city against Skaven and dies a hero, her image often being used on banners and shields whilst the motto None Shall Pass is still a favourite of the defenders of the city. [5a]

In 1359 IC Grand Duke of Stirland was elected as Emperor, considered by many a puppet for the Cult fo Sigmar he tried to impose a series of taxes on the Cult of Taal. Duchess Ottilia I refused to recognise him and in 1360 IC declared herself Empress, banning the Cult of Sigmar from Talabecland. [8a]

Freida Grünwald, a powerful Hedge Wizard is given a grant by Ottilia in 1361 IC to create a college of magic a match for the venerable Wizards' and Alchemists Guild in Middenheim. Freida is said to have later created the Wizards Way but scholars insist it existed long before her time. [9a]

In 1367 IC Freida defeats the head of Middenheim's Guild in a magical duel and a statue is raised in her honour. [9a]

Count Siegfried of Middenland sought the votes to become Emperor in 1547 IC but Frederik V of Talabheim rejected his claim and in response Siegfried declared himself Wolf Emperor thus began the Age of Three Emperors.[11] Siegfied then declared war on Talabheim and the third Emperor in Nuln. A army from Middenheim besieged Talabheim in 1557 IC but over the next twenty years never managed to breech the crater wall although they did raze the port of Taalagad. [8a]

In 1750 IC, when it rebelled against the Ottilian Emperor Horst the Cautious who had refused to send troops to defend the city, it elected its own Ottilian Emperor, Helmut II. [4][8a]

Count Markus von Wagner IV established the Stonehome in 2245 IC to avoid a general boycott of workers. Its rulings must be abided by as long as they do not violate major edicts of the city's own Code of Laws. [8d]

The so-called toilet-tax was imposed in 2286 IC, being imposed on all ceremaic goods, but mainly being remembered as a tariff on chamber pots! [8b]

Talabheim and Talabecland remained estranged until the unification of the the Empire under Magnus the Pious in 2304 IC. [8a] The Talabheim Asylum was established in the same year to try and aid those who returned home damaged by what they had seen and encountered. [8g]

In 2429 IC when the deposed Emperor Dieter IV was made Elector Count of Talabecland while the old Elector Count, Frederik, retained control of Talabheim. During both instances, it is unknown when or how they were united again. [4]

A tax was passed on entertainers in 2468 IC as they were not considered to be contributing anything of worth to the city. Another tax on all goods coming from the Moot was imposed in 2504 IC as Halflings are not especially welcome in the city. [8b]

Storm of Chaos

Elector Count Helmut Feuerbach led more than half of the cities armed forces to aid Karl Franz against the hordes of Archaon and houses a mass of refugees from the ongoing war. [8a]

When Feuerbach goes missing in action, Countess Elise Kreiglitz-Untern becomes the ruler of the city. [8a]

Locations

The crater itself covers a huge area, thirty miles in diameter and includes other towns and small settlements. [8j]

  • Earthwerks: A semi-rural district of farming families and clan communities, the land is also blessed with ancient oak and willow trees which are visited by priests of Taal on holy days seeking their blessing for a successful harvest. [8j]
    • Farmers Market. [8j]
    • The Pig's Ear Tavern:. [8j]
  • Geltwold: Southwest of the Law Quarter, the Gold Forest is a financial district full of coin changers, moneylenders and pawnshops. [8j]
    • One Man's Treasure: Largest and most successful pawn shop. [8j]
  • God's Row: Northeast of the Law Quarter, every part of it is carefully and deliberately placed from the grass and coblestones up. Draft and riding animals are not allowed into the area in case they damage the lawns or leave droppings. Only the Temple of Verena is located elswhere. [8g]
    • Reliquary Road: A wide footpath linned with shops that sell religious paraphernalia and artefacts. [8g]
    • The Shallyan Sanatorium: Linked to the Temple of the Goddess by a elevated walkway, the five story building is built of gleaming white marble and within the Priestesses and highly skilled physicians work to cure their patients. [8g]
    • Shrine of Manann: A series of interconnected pools and waterways with a central elevated platform with a likness of the god said to be the best east of the Talabec river. [8g]
    • Talabheim Asylum: Located at the north-west corner of the area it is guarded by a tall iron fance with dogs and patrolling wardens. [8g]
    • Temple of Morr: Although no bodies are buried here, the bodies are prepared below ground in the vaults before being taken to the Garden of Morr the next morning. [8g]
    • Temple of Myrmidia: A place of valour and glory protected by the Knights of the Verdant Field. [8g]
    • Temple of Shallya: A small two story building with a serene interior and a aviary for the flock of white doves. [8g]
    • Temple of Sigmar: A armble and steel construction with the tallest spire in God's Row and its bells ring every hour. [8g]
    • Temple of Taal and Rhya: It can easily accomodate a thousand people but this is rare occurance. It is surrounded by ancient rowan trees and its floor is fresh earth from which plants and flowers spring up. [8g]
    • Temple of Ulric: Even after Ar-Ulric returned to Middenheim, there remains a strong following of the God of Winter and Wolves. An imposing building with a statue of the god and his wolf looking out towards the Taalbastion. [8g]
  • Guildrow: Dominating the southern end is a residential district and industrial area. [8i]
  • Law Quarter: A great expanse of ancient and forbidding buildings. [8d]
    • Freeman's Court: It deals with day-to-day cases of the common man. [8d]
    • Grand Courthouse of Edicts: It is where the laws and rules of the city are debated and written into law. As the front is the Field of Absolution where the guilty are punished. [8d]
    • Hollows: A huge prison built opposite the Courthouse. [8d]
    • Obelisk of Laws: A spire of black marble in a large courtyard - new bills, laws and civic rules are posted upon it. [8d]
    • Stonehome: Acts as a Dwarf Embassy. [8d]
    • Temple of Verena[8d]
  • Manor District: A sprawling area on the eastern side of the city which includes verdant fields. [8h]
    • Avenue of Heroes: Main thoroughfare lined by dozens of statues - a place for nobility to parade and duel. [8h]
    • Darkrook Downs: A open field where dog and horse races take place. [8h]
    • The Grand Manor: The residence of the Elector Count, it consists of half a dozen buildings portected by a twentry foot high wall with impressive friezes from the cities history. [8h]
    • The Quill: High priced salon. [8h]
    • Royal Academy of Talabecland: A not-well regarded institution considered rather backward and staid by other universities. It is however excellent in the fields of agronomy and plant lore. [8h]
  • Merchant District: Divided into three districts: Dragon's Home, Nordgate and Old Market. [8f]
    • Merchant's Guild: Located at the heart of Dragon's Home. [8f]
    • Office of the Purse: Home of the Ministers of Taxation. [8f]
    • Snorri's Pawnshop: A place to aquire false documents. [8f]
    • Threeapples Inn. [8f]
  • Taalbaston: The rim of the crater has been reinforced and fortified for centuries. [8c]
  • Taal's Fountain: A thirty foot black granite statue standing within a pool whose water always flows clear and never freezes. [8h]
  • Taalgarten: A large and magnificent park with ancient oaks and rowan trees. [8g]
    • Brother's Lodge: A sweat lodge for Priests of Tall and their followers, it is also exempt from taxes and laws on alcohol. [8g]
    • Knoll of Doctrines: A small hill where holy men and zealots compete to proselytize their own faith. [8g]
    • The Sea of Roses: A magnificent conservatory that houses hundreds of different exotic plants. [8g]
  • Talabheim Battle College: A place of magical learning founded in 1361 IC. [9a]
  • Tallows: A huge rat-fested slum where most of the poor live. [8e]
    • Black Lantern: A sprawling building lit by a magical lantern and a haven for the crimnal class. [8e]
    • Fishmonger's Alley: Fish and crayfish taken from the river are brought to this outdoor market. [8e]
  • Wizard's Way: The only legal entrance to the city it is a winding path of switchbacks that rises nearly two hundred feet up the crater wall. At the top is a vast fortress - High Watch. [8c]

Other locations within the Crater

  • Crater Lake and the Crater Marsh: Located in the East is a small lake of crystal clear water, reputed to be bottomless and blessed with healing properties. A meandering wetland straggles to the city to its south. [8j]
    • Dankerood: A spa retreat for the wealthy along the banks of the lake with equisite villas and gardens. [8j]
  • Garden of Morr: Those that wish to buried in the Taalwalt are taken along the sacred road to the Garden where they are placed in resting houses where mourners can visit them. They are then taken through a great gate dedicated to Rhya. [8j]
  • South Quarry: Several miles outside the city, the source of the black granite, it is a dangerous and badly paid workplace. [8j]
  • Taalgrunhaar Forest: Also known as the Taalwelt, a massive expanse of birch, maple and oak trees with the north of the wood especially sacred to Taal. [8j]

Magic

The Jade Order has a very strong presence in the city and works closely with the priesthood as well as advising the ruler of the city and its parliament. [8a]

Military

The Hunter's Counil, made up of the Hunter Lords, each with the rank of General control the City Watch, militia and the army. To become a lord, mere politics is not enough, they myut hunt down and a dangerous creature of the forest. [8a]

  • City Watch Known as the Dogfaces they were given their heraldry of a wolf's face by the Cult of Ulric. [8a]
  • Knightly Orders
  • Militia: Although known as the Drunken Gang they are actually capable if not well-disciplined and it is considered a honour to serve with it.[8a]
  • Scarlet Guard: The personal guard of the Elector Count of Talabecland. [6a]
  • Sons of Taal: A Pistoliers Regiment who recruit from the noble houses within Talabheim. [6a]
  • Talabheim VI: Veteran regiment made up of eight veteran companies who in the End Times defended Heldenhame. [10a]
  • Three Thunders: Three Nuln-forged Great Mortars on the walls of Talabheim. [6a]
  • The Taalbaston Guard are the regiments that guard the crater wall. [5a][8a]
    • Hammershields: Regiment of Swordsman. [6a]
    • Tunnel Brigade: Also known as The Terriers, they patrol the tunnels within the walls of the crater. [8a]
  • Von Brumderhack's Linebreakers. [6a]

Notable

Religion

The largest number of priests are those of the Cult of Taal and have the biggest temple with Temple of Verena being the next largest. The Cult of Verena helps to manage the legal bureaucracy but also try to ensure the great many laws are also just. In contrast the Cult of Sigmar has a small presence and a relatively small temple. [8a]

Gallery

The provinces & city-states of The Empire
Provinces Reikland - Middenland - Nordland - Ostland - Hochland - Talabecland - Ostermark - Stirland - Averland - Wissenland - The Moot
City-states Altdorf - Nuln - Middenheim - Talabheim
Lost provinces Drakwald - Solland - Westerland - Sylvania

Notes

In Terror in Talabehim, Count Krugar is called Kruger and Helmut Feuerbach, Halmut.

Sources