Warhammer Wiki
Register
Advertisement
Warhammer Wiki

"Though all the Old World should fall, Talabheim will resist to the last."

—Countess Elise Krieglitz of Talabheim[8d]

Talabheim, known in ancient times as Taalahim which means "Taal's Victory," is the capital city of the Grand Duchy of Talabecland and one of the great cities of the Empire. It is the largest city in the eastern Empire.[18a] Talabheim lies deep within the Great Forest of the Empire, and as such earned its nickname as the "Eye of the Forest", for like the eye of a mighty storm, the city is built within a great, shallow crater deep in the forest, an island of calm amidst the surrounding danger.[3a]

This crater is called the Taalbaston, which is many miles across, its outer edge formed by a large rocky rim and a natural wall. This wall has been built up and fortified with many tall gun towers and effectively marks the boundary of the city itself. The land inside is extensive and includes fertile farmlands, a lake filled with fresh water as well as the grand city itself, ensuring that should a mighty enemy be able to breach through Talabecland's armies, so long as the enemy is held back by the great crater walls, the city and its proud people can withstand the onslaught of siege almost indefinitely. [3a]

The River Talabec flows around the outside of the crater, and where it flows past the north-eastern edge of the wall, there is a fortified Imperial town known as Taalagad and a deep harbor from which lies the river fleets.[3a]

From the fortress of Taalagad, a narrow road climbs the ridge of the crater and enters the city proper via a tunnel carved through the rock of the ruined wall. This tunnel is the only entrance to the city, and a massive, fortified gateway at each end of the passage makes Talabheim one of the strongest and most fortified cities within the Empire, perhaps second only to the great fortress-city of Middenheim itself.[3a]

However, this protection is bought at a high cost, for the city's civilian populace lives in grim poverty to support Talabheim's demanding military and an unforgiving martial law is in force at all times. Despite this, Talabheim has served as the greatest bastion of light within the dark forest of the Empire.[3a]

History[]

Early Settlement[]

According to legend, after Taal gifted his brother Ulric with the flat-topped mountain that would one day become Middenheim, he ventured deep into the woodlands to the east in search of a place where his own worship could flourish and thrive. The legends say Taal encountered a gigantic Wyrm as he searched, and the enraged creature attacked him. The two fought for several weeks, their battle shaking the foundations of the world. At the very last, Taal grabbed the beast by its tail and lashed it against the ground again and again, carving out the western reaches of the Talabec River as he did so. With a mighty heave, he flung the dragon high into the air and watched its fiery corpse plummet to the ground. When it struck the earth, it formed a great crater several miles across. Taal came to see what had become of his enemy, but he found little remained. The Wyrm’s flesh had spread across the crater bottom, mixing with the earth and making it incredibly fertile. In addition, the scales of the creature found their way into the soil and rock of the crater. Pieces of this magical material are occasionally found by Talabheim’s farmers as they plough their fields, and it is much prized by blacksmiths in the creation of weapons and tools.[7a]

Taal saw the crater and was pleased with his work. He called it Taalahim, “Taal’s Victory,” and proclaimed that, in time, his faithful would come and make the land their own. He bore a great tunnel through the crater wall to allow his people access the fertile bowl within.[7a]

Taalahim[]

The crater was later discovered by Krugar of the Taleuten.[Note 3] He ordered his folk to venture within the crater and construct a great city to honour Taal. The project was not realized in his lifetime, so his son Talgris founded the city in 40 IC.[7a] The Taleuten would war with the neighbouring Cherusen, despite Sigmars attempts to keep them in check, over control of the fertile Taalbec basin.[24a][Note 1]

According to legend, when Sigmar left the Empire in 50 IC, he chose to pass through Talabheim. It is said he rode through the Wizard’s Way upon his white stallion and looked out upon the budding city below him in wonder. In a loud voice, Sigmar proclaimed, although it would weather many storms, Talabheim would never fall so long as it remained true to its patron deity, Taal.[7b]

Sigmar and his men only remained in Talabheim for a day, but they left their mark on the city’s founder. Sigmar dined with Talgris, son of Kruger, and the two shared tales of their youth. Talgris was impressed with Sigmar, who had known and fought alongside his father. Though he asked Sigmar to remain for a few days longer, Sigmar declined. Instead, the Emperor granted Talgris his white horse in exchange for his hospitality. With a fraternal nod, Sigmar left Talabheim behind, leaving Talgris’ lands, never to return.[7b]

When the Cult of Sigmar spread, Sigmar’s proclamation—or as some said prophecy—that Talabheim would not fall began to carry more weight, and the people feared this upstart new religion. The Talabheimers largely held to the worship of Taal, and though the Sigmarites founded a temple in their city, Taal remained the dominant religion.[7b]

Drakwald Era[]

During the reign of Boris Hohenbach, Talabheim was ruled by Grand Duke Bela of Talabecland.[25a] When the Black Plague appeared in the winter of 1111 IC, Bela installed a strict lockdown to prevent contamination. Emperor Boris, displeased at losing trade revenue and food shipments for the capital, sent his Reiksmarshal, Everhardt Johannes von Boeckenfoerde, to force Talabheim to reopen its markets. [25a] Such an act of greed and abuse of authority caused the Reikmarshal to reconsider his oath and while he would not break it, he took the longer route to reach Talabheim.[25b] He never reached the city, as the Kaiserjaeger attempted to capture him for perceived treason beforehand and Boeckenfoerde deserted with a majority of the Imperial Army.[25c]

Protector Kreyssig would later stir up rhetoric of taking Talabheim in 1114 IC, to masquerade his plans to rebuild the Imperial Army to fight the Skaven. Secretly, he bribed the new Grand Duke, Cvitan, to convince him that the antagonistic posturing would not lead to a campaign against the city.[26a]

Cvitan’s successor in 1123 IC, Count von Drexler, supported Mandred von Zelt, pledging the armies of Talabheim to his crusade to drive the Skaven from the Empire.[27a] Talabheim was one of the few cities that never fell to the Skaven.[9a]

Ottilian Dynasty[]

Old world Talablheim

Heartland of the Ottilian Emperors in Talabecland in the 23rd century IC.

In 1359 IC, Emperor Wilhelm of Stirland was elected, beginning his term of office with a tax on the cult of Ulric. Incensed, Ottilia, Elector Countess of Talabecland, refused to acknowledge his legitimacy.[15a][7b]

In 1360 IC, Ottilia declared herself Empress without election. One of her first acts was to outlaw the cult of Sigmar, declaring that Sigmar was merely a mortal whose rule had been blessed by Ulric. This found the approval of Ar-Ulric Krieger, who clashed with Graf Heinrich of Middenheim, who sought to remain loyal to the Imperial Crown. The two men argued, leading to a split between Middenheim’s secular and religious leadership. Ar-Ulric, his senior priests, and a vast company of Knights of the White Wolf abandoned Middenheim for Talabheim.[21a]

In 1361 IC, Empress Ottilia agreed to create the Talabheim Battle College. Without the dogma of the Sigmarites to stigmatize it, the Empress sought to train a cadre of Battle Wizards to support her. Frieda Grünwald, a hedge wizard who founded the College, is a folk hero to the Talabheimers who is credited with creating the Wizard’s Way.[5a]

In 1547 IC, Graf Siegfried the Significant of Middenheim declared his independence from the Elected Emperor after a failed attempt to cast his vote in the Imperial election, establishing the line of the Wolf Emperors. Seeing a way to return to Ulric’s holy city, the Ar-Ulric moved back to Middenheim.[21a] The Wolf Emperors first act was to declare war against Frederik V, the Ottilian Emperor.[8a] In 1557 IC, Middenheim sent an army that besieged Talabheim. They managed to destroy the port Taalagad, but the abysmally unsuccessful siege of Talabheim, which lasted almost twenty years, failed to defeat them.[7b]

In 1750 IC, the Emperor of Talabecland, Horst the Cautious, was asked to help repel an invading army that was approaching Talabheim. When Horst refused to send his troops to the city’s aid, the city revolted, seceding from Talabecland entirely. Talabheim went so far as to crown its own Emperor, Helmut II. Unable to assail Talabheim’s walls, Horst could do little but issue idle threats.[7b]

In 1861 IC, during the Long Night of Chaos on Geheimnisnacht, the great temple of Shallya was struck by a bolt of pink lightning and came to unholy life. The temple dragged itself across the city and attacked the Ottilian Emperor’s palace with stone tentacles, enfanged finestras and warpfire-breathing gargoyles. When the city guard mustered to confront it, the temple’s door burst open to disgorge a horde of cackling daemons in its defence.[4a]

Around circa 1925 IC, a Chaos Warband under the leadership of Vulkner, a Champion of Khorne, was stopped outside the walls of Talabheim. The body of its leader, as well as the Helm of Iron and Blood he wore, vanished.[12a]

Around circa 2075 IC, the courts of Talabheim, responsible for not only the city but all of the Ottilian Empire, founded the Freeman’s Court to address grievances of the common man. [7k]

Around circa 2145 IC, Belardo one of the greatest of the Tilean master painters is burned alive on top of a pyre made of his own works by a ferocious mob in the public square of Talabheim after the Battle of Hel Fenn. His death sentence was having painted personal portraits of the Von Carstein family.[33a]

The Great War against Chaos[]

When Magnus arrived in Talabheim, the Taalites ordered him to leave. In response, the wolves of the Taalgrunhaar forest howled louder than thunder, and a Great Stag marked with a white hammer appeared in Taal's temple.[15b] Faced with such obvious signs of divine favour, Talabheim joined Magnus’ war effort.

At Talabheim, Magnus met three envoys of the Phoenix King, the archmages Teclis, Yrtle and Finreir. Although Magnus was disappointed that he had not received a military force, he listened when the elves told him the benefits of magic and how they would agree to teach humans of their wisdom. Being a devout Sigmarite, Magnus was filled with doubt at the prospect of Men learning magic, yet trusted his instincts. It was in Talabheim where the first battle wizards of the Empire received their tutorship.[13a]

Reign of Magnus the Pious[]

After the war was won, Magnus was acclaimed Emperor by all Great Provinces. The Ottilian Emperor willingly laid down his crown, ending the 1300-year long independent existence of Talabheim.[7b] To reward him for his decision, Magnus allowed Talabheim to retain control over its western territories, including the lands of the former Grand Province of Hochland.[18b][Note 2]

In the aftermath of the conflict, Talabheim was beset by plagues spread by the Skaven. Taalagad was especially hard hit by the virulent epidemics that spread through its poorest neighbourhoods.[7b] Remnants of Asavar Kuls' great army under the leadership of Thorgar the Blooded One attempted to take the city, but were defeated by an Imperial army under Stefan von Kessel with the aid of the Asur as well as the garrison that defended Talabheim.[32]

In 2245 IC, Elector Count Markus IV established the Stonehome to quell a potential boycott of dwarf workers.[7l]

Reign of the Griffon Emperors[]

When the Electors chose to depose Dieter IV and install his cousin Wilhelm Holswig-Schliestein, the Elector of Reikland, on the Imperial throne, Dieter resisted. To prevent civil war, Wilhelm made Dieter into the Grand Duke of Talabheim.[8b]

After the Turmoil of 2512, the Empire was reorganized. Hochland regained its status as a Grand Province, and Talabheim was joined with Talabecland again upon the marriage of Elise Krieglitz-Untern to Helmut Feuerbach, who would rule as Elector Count of Talabecland from the Eye of the Forest.[20a]

In 2515 IC, gang warfare caused the Tallows to catch fire. A combined effort of the City Watch, Militia and Magisters squashed the skirmish and prevented the fire from engulfing the rest of the city.[7l]

The End Times[]

The Battle of Talabheim[]

During the Battle of Talabheim the Steam Tank known as Miragliano was in the city's Engineer School. Those were the days when the Great Deluge began during The End Times.[30a]

Taking his chance, the rogue engineer von Streihof stole the mighty machinery and drove it through the refugee crowds at the city’s gate to join the defiant armies massing on the plains outside.[30a]

During the battle against the forces of Nurgle the Miragliano exterminated many daemons with no rest. Once overcharged the tank itself came apart in a thunderclap explosion of steam and metal debris made by its own cannon misfire. Jagged pieces of steel flew outward, scything down the Talabheim troops that had used the tank as their rallying point. One of the shrapnel daggers stuck right through Reban Greiss' neck, ending his stream of invective forever.[30b]

With the death of their captain and the demise of their most powerful war machine, the nerve of the Talabheim troops was finally broken. They turned and fled back to the Talagaad, joining the mass of refugees that were flooding towards Altdorf in their panic. Rejoicing in their victory, the daemonkin and their conjured storm followed close behind.[30b]

Culture[]

Social life[]

Talabheimers are famous throughout the Empire for enjoying their liquor, and they make no small noise about the taxes that the city-state has placed on their favourite pastime.[7h] “Talabheim Special” Ale has the reputation of being the worst in the entire Empire. It is also called Troll Squirt, Bitter Brew, and “I be done Swill.” With its ruddy complexion and a harsh metallic taste, it’s said the brewers use water from the Talabec where it flows through the city; hence its chunky texture.[11c]

Festivals[]

  • Spring Equinox - During the Spring Equinox, immense open air rites are held for Taal.[19a]

Defence[]

Talabheim's defence is legendary in the Empire. Throughout the entire Age of the Three Emperors, no challenger to the Ottilian claim managed to break the crater walls.[15a] The Knights Panther form an elite corps of the standing army of Talabheim.[16a]The Talabheim army is notable for its sizable proportion of bowmen to regular foot soldiers and its ability to move quickly through forested regions. The bulk of its soldiers are recruited from the woods and glens both within the Taalbaston and outside its reach. Footmen prefer the axe or spear to the sword.[7d] The inner defence is lead by Taal's Chosen, who hunt mutants and beasts that manage to enter the interior of the crater.[7f]

The imposing towers and fortifications around the crater wall of Talabheim bristle with an array of formidable weaponry. In addition to the more recognisable artillery pieces, such as Great Cannons and Mortars, can be found some of the experimental workings of the College of Engineers.[28c]

Heraldry[]

Talabheim banner

The coat of arms of the Free City of Talabheim

Ever since 1111 IC, the banner of Talabheim has been a warrior maiden bearing an icon of the Imperial Griffon holding the Hammer of Sigmar. As the tale goes, it was such a maiden, a healer, who took up arms and rallied the defenders to save the plague-ridden city from being taken by Chaos Ratmen. She died a hero, but her legend as saviour of the city lives on in the form of numerous shield and banner designs.[28a]

Many soldiers of Talabheim bear the stag skull, the antlered tree and other symbols of the god Taal. [28b] Their colours are white and red.[11b]

Talabheim currency is minted differently depending on its value. Pennies bear the image of Taal’s antlers, Shillings feature an image of the River Talabec and Crowns are embossed with the image of the Twin Tailed Comet, to commemorate the fact that the city lies within the crater of a comet. [11a]

Government and Politics[]

As an independent city-state of the Empire, Talabheim possesses a unique method of ruling and a style of politics that can bewilder outsiders. It's a huge city by Imperial standards, and many different factions vie for power or simply struggle to keep it slowly moving forward on a day-to-day basis. The most prominent and obvious ruler of the city is Grand Duke Helmut Feuerbach, the Elector Count of Talabecland and Count of Talabheim. [7c]

Parliament[]

Alongside Grand Duke Helmut is a governing body known as the "Parliament." The Parliament consists of the most powerful and influential nobles in Talabheim. New members are nominated by those already with seats in this esteemed assembly. As a result, most Talabheimers sneer that this institution is fraught with rampant cronyism and corruption.[7c]

The nobles represent a wide swath of the rich and wealthy of the city and province -- powerful landowners and merchant lords. Certain high-ranking members of the churches of Sigmar, Ulric, and Taal are allowed to make their arguments and sway the policies of the Parliament, but they are not allowed to vote in that assembly. The Parliament meets in a separate wing of Talabheim's Grand Courthouse of Edicts. Sessions are supposed to occur twice per month, though Talabheim's numerous festivals, holy days, and secular holidays regularly interrupt this schedule. "Keeping a noble's hours" is a common joke among the lower classes about being lazy or absent from duty. One of the most prominent families is House Krieglitz-Untern, whose leader, Countess Elise Krieglitz, is most well-known and loved by the people, and some say is second only in power to Count Helmut himself.[7c]

Hunter’s Council[]

Beneath the ruling government, a small body of military officials called the Hunters’ Council controls Talabheim’s militia, City Watch, and even its levies for the army. The Hunter Lords, all of the ranks of General, include Mannfred Schultz, Christoph Stallmaier, Detlef Kienholtz, and Joerg Hafner. Schultz commands Talabheim’s army and was severely wounded during the recent struggles. Still recovering from his grievous injuries, he leaves the day-to-day affairs to his various commanders. Stallmaier commands the Taalbaston Guard, and Kienholtz commands the City Watch. Joerg Hafner is in charge of the Militia and serves as the commanding officer of Taal’s Chosen. To become a Hunter Lord, one must not only prove martial prowess and political savvy but also prove skill as a hunter by tracking down and killing a dangerous creature of the forest. Targets include bears, lynxes, or wild boars. The animal skin is worn as a drape and is a symbol of honour once blessed by the Priests of Taal.[7d]

Guilds[]

  • The Publican Union – One of the most influential guilds, comprised of excisemen that protect tax collectors.[10b]
  • The Crocker’s Guild[7h]
  • Litigant’s Guild[7h]
  • Guild of Miners.[23]
  • Merchant’s Guild.[7m]

Law[]

Within the Empire, Talabheim is the city with the most and widest variety of bizarre and even laughable penal laws. In Talabheim, prisoners must wear colour-coded tabards according to their most heinous crime. This bizarre selection of often garish colours (yellow for theft, red for murder, green for forgery, pink for rape, and white and grey stripes for treason, to give a few examples) creates a prison that to one observer's eye looks more like a circus than a jail.[10c] Talabheims law is based on precedent cases, with their books allegedly going back to the time of the Founding.[8c]

Whereas a Marienburger twists and turns a contract to seek every advantage, Talabheimers are known for sticking to the letter of an agreement, even to their own detriment. Negotiations with a Talabheimer can seem interminable, as every word is argued over before signing. It’s said that marriage agreements can take so long to reach, a bride becomes a widow before she’s a wife.[15b] Because court sessions can take so long, wandering judges walk the streets, empowered with making rulings and punishments on the spot. The general populace rightly fears them. Though every citizen is allowed a chance to argue their case before the courts, most lack the political clout to convince the roving judges of this right.[7g]

Talabheims enshrinement of law dates back to the Time of Three Emperors. As the rest of the Empire seemed to slide ever deeper into confusion, the Lords of Talabecland rejected the growing anarchy by implementing an overabundance of stringent regulations and rules.[7b] Successive rulers have also made the habit of recording city ordinances in large, well-preserved books. Unlike many city-states, these have never been lost, stolen, burnt, altered, thrown away, pulped, or plain ignored—thus the civil life of the city is awash with laws.[7l]

Taxes[]

The nobles and statesmen of Talabheim want to keep their coffers full, regardless of the state of things in the world outside the Taalbaston. One way they keep the Shillings flowing is by taxing almost every conceivable thing. In a city famous for its adherence to law, the overabundance of taxes is not particularly surprising. Most common transactions see some manner of taxation, much as they do in other cities throughout the Empire; yet, that is where the similarities between the tax codes of the rest of the Empire and Talabheim end. A good many of the city’s taxes seem frivolous to outsiders, and they make trade and travel within Talabheim especially expensive for merchants.[7g]

Despite this, the Talabheimers have grown used to the way things are done, and they rarely make a fuss -- even when their precious alcohol is taxed. The majority of the most expensive taxes affect outsiders, or such is the general consensus in the city. This, of course, is untrue; the manner and mode of taxation on imported trade goods means they are likely to be much more expensive than they would be otherwise. The Talabheimers, especially the wealthiest burghers, have grown adept at exploiting loopholes in the local tax code. Even the lowliest farmer knows the ins and outs of some of the city’s more esoteric fees, and so they are paid less often than would normally be the case. Outright tax evasion, though uncommon, is still known to happen. Those caught depriving the city of its coin, however, are subject to brutal penalties. To the lords of Talabheim, failing to pay taxes is akin to sedition.[7g]

Criminal Gangs[]

Most of Talabheims criminals congregate in the poor quarters of the Tallows. The Shields are a gang that provide protection and act as guides through the Tallows.[7m]

The Watch[]

Talabheim’s City Watch is known as “the Dogfaces” for the rather poor wolf ’s head heraldry they sport. The city guard were gifted the wolf ’s head heraldry by the Cult of Ulric during a short interregnum in the second millennium, that saw Ar-Ulric uproot himself from Middenheim to Talabheim after a spat with the Graf.[7e]

The City Watch is responsible for enforcing the city code, maintaining order, and acting as a reserve in times of siege. They are known for arresting individuals for the slightest infraction, rationalizing there must be some law buried in the massive tomes at the Grand Courthouse of Edicts that applies to the given situation. However, Talabheim is unusual in that a citizen arrested by the City Watch may attempt to charge the arresting officer with illegal incarceration if they can bring the case in front of the judges at the Grand Courthouse of Edicts — but only the wealthiest and most influential can attempt such a task.[7e]

Religion[]

Talabheim is the only greater city within the Empire that houses a temple of Taal within its confines and is regarded as his holy city.[7p] Common belief is that, during the great reordering of the Empire, Magnus offered the Hierarch of the Cult of Taal an Electoral vote. It was refused for unknown reasons.[15b] Indeed, the city boasts a higher number of Priests per capita than most other cities. The clergy claims this is because of the large number of faithful present— critics claim it’s because the Priests are exempt from paying the exorbitant taxes on alcoholic beverages that form an important part of their rites. The Priests of Taal split their time between the city and the Taalwelt to the east, where the true Temple of Taal sits.[7f]

For the Cult of Morr, Talabheim houses the most potent seer currently living within its walls. Paul van Soleck is fifteen years old, yet his fame has grown so much that even the Count of Talabheim has taken notice.[6a][15c] Talabheims Morrites work closely with the Cult of Taal. Most people opt to be buried in Taal’s sacred wood— the Taalwelt. Their bodies are carried along a route sacred to Morr, and at the end of which, they rest for a time in the Garden of Morr. Eventually, when the corpse is properly prepared, it is transported through a gate dedicated to Rhya, called the Endstone.[15c]

The Cult of Ulric has a long tradition in the city and is the second most influential cult. Current High Priest is Wolfmar von Krutz, who does not believe in the divinity of Sigmar.[15d] For the Cult of Sigmar, Talabheim is a difficult place, where they still struggle to regain a strong hold.[7f]

The Kislevite cult of Salyak, believed to be a localization of Shallya, is present among the slums. Many Talabheimers wonder why perfectly good money and time is wasted on lazy, drunken peasants.[8c] Of all the major gods in the Old World, only Ranald has no representation in Talabheim.[7n]

Inhabitants[]

Non-humans[]

Dwarfs are considered citizens, although the convoluted laws of the city sometimes clash with the laws for Imperial Dwarfs.[7l]

Halflings are not particularly welcome in Talabheim, nor are imports from the craftsmen of the Moot. Halflings are considered to be indolent, gluttonous, and crooked, and Talabheim’s citizens have always viewed shipments from the Moot with suspicion. Special taxes have driven most Halflings out of the city since the Short Shrift Tax of 2504 IC.[7g]

Role of the Colleges[]

The Jade Order is easily the most powerful magical faction in Talabheim, and unlike most cities, it works closely with the Priesthood. An appointed Magister Lord advises the Countess and Parliament and preserves the abundant wilderness within the Taalbaston from over development. In times of war, the Magister Lord coordinates Magister reinforcements for the militia to shore up defences, though the currently appointed Magister Lord, Dieter Vogt, dislikes getting too involved in the machinations of the Hunters’ Council.[7f]

The Amber Order runs a close second in representation of Magisters in Talabheim. Few spend time within the city proper, instead practicing their arts in the Taalwelt where wild beasts still run free. A tale persists of an elderly, and crazed, Amber Magister that commands the rats of the city by means of a flute.[7f]

Citizenship[]

Citizens of Talabheim are the only persons that can freely enter, buy and own property in Talabheim.[7j] Visitors have to buy a pass when entering. The standard pass gives visitors access to the city for three days, the dates of both entry and departure clearly marked. The Dogfaces regularly check the papers of any troublemakers they catch and often spot check obvious outsiders on principle. Having an expired pass results in anything from a stiff lecture or a small fee and ejection from the city if the pass recently expired, to arrest, imprisonment, and torture for long-expired passes. Special passes exist for merchants and itinerants, as well as for Witch Hunters and priests.[7j]

Physical Description[]

Warhammer Talabheim Map

A detailed map of Talabheim

Talabheim is built within a huge shallow crater, many miles across, whose outer edge forms a rocky rim and natural wall. This rim wall has been built up and fortified and marks the boundary of the town. The land inside the wall is extensive and includes farmlands as well as the city itself.[1a]

Layout[]

Talabheim is a distinctive city, and those who explore its streets and shops always leave impressed and a little poorer. Constructed inside a great crater formed from some ancient catastrophe, the City of Talabheim is but one settlement inside Taalbaston. Talabheim has long struggled against its city bounds, and every inch of available space is used by the people living here. Talabheim is crowded with people. There is always something going on, some activity or spectacle to lure the attention of travellers. This is true even in the more sedate districts, for there are more people here than what the living space should allow, at least in the heart of the city. The streets, rarely wide enough for people to walk side-by side let alone accommodate a cart or wagon, are always congested with merchants, beggars, labourers, and nobles all scurrying like ants to their next pressing engagement. Such traffic slows movement, and Talabheimers always give themselves extra time when they need to be somewhere.[7i]

Districts[]

Taalbaston[]

The Taalbaston is the greatest of Talabheim’s defences. Formed from the natural walls of the massive crater, the rim of the Taalbaston has been reinforced and constantly improved for centuries by the militaries of Talabheim.[7i]

The minor watch posts are referred to as “Lashes.” Small garrisons of thirty men man the Lashes, and each is equipped with nearly a dozen cannon and ballistae. Though capable of harassing enemy forces both outside and inside the Taalbaston, these watch posts are expected to provide early warning of an enemy’s encroachment upon Talabheim. Signal rockets of various colours and intensities are launched from these posts, different combinations providing instant information to the soldiers and citizens living within the Taalbaston.[7i]

  • Wizard’s Way - The only road leading to the interior of the crater.[10a][7i]
  • Spierrestrasse - Spierrestrasse runs along the entire rim of the crater, connecting the watch posts.[29a][7i]
  • The Municipal Entry Office - The customs office that controls who can enter the city.[7j]
Law District[]

The Law District, known to thieves and scum as the Richter or Law Town, sits in the centre of Talabheim. It is a place bereft of humour or joy, as barristers, judges, and clerks bustle to and fro from their places of business, focused on carrying out the letter of the law without question. Licensed runners, wearing the city livery, scurry about, carrying important documents. Wealthy nobles and merchants are commonly seen striding through the district with their entourage and litigants in tow.[7j]

The Law Quarter is an immense span of ancient, foreboding buildings constructed from the dull grey granite of the Taalbaston. Within its confines, numerous litigator firms, guild headquarters, temples, banks, and other vital services line the streets. The houses of the wealthiest inhabitants are tucked away behind imposing stone walls, keeping a distance between those that create the laws and those that must suffer beneath them.[7j] While the wealthiest of litigants and judges make their homes in the Manor District, most lower-level scribes, aspiring young litigants and clerks, live in or close to this quarter. Prices are inflated and demand is high for accommodations among the many boarding houses.[7j]

  • Grand Courthouse of Edicts - One of the oldest buildings in town. Also called colloquially the “Ol’ Court”, it is where the laws and rules of Talabheim are written, debated, and enacted into law. Allegedly built by dwarfs.[7j]
  • Field of Absolution - The courtyard in front of the Grand Courthouse. Row upon row of stockades and cages are found here, where the guilty serve out sentences for petty crimes. The Field also boasts three huge poles for whippings and a raised platform where beheadings are performed for the most egregious crimes.[7j]
  • The Dancing Man Tree - Talabheims gallows, where up to four people can hang at a time from its 40-foot-tall pillars.[7j]
  • The Hollows - The central prison of Talabheim, directly across the street of the Grand Courthouse. Run by Leopold Hadschieff, a Sigmarite. Prisoners often work menial jobs for the city government.[7k]
  • Obelisk of Laws - A spire of black marble where new laws, bills waiting to be passed, political dialogue, and other important civic rules are posted. As it is forbidden to remove old postings, it is quite confusing to find the current postings. [7k]
  • Temple of Verena - Second largest building in Talabheim, Verenas temple is one of the few not found in the allotted priest quarter. The Priests of Verena are both pleased and dismayed at the state of legal affairs within Talabheim. They see great merit in the codified laws keeping the city prosperous, but they despise the corruption pervading the government.[7k]
  • Freeman’s Court - Public litigents and judges address legal cases of the common people without the money to address the Grand Courthouse.[7k]
  • Stonehome - A legal counselling centre for dwarfs where the Elders of the local dwarf community advise how grievances between two or more Dwarfs can be resolved without going through the city’s courts.[7l]
God’s Row[]

Also called the City of the Gods, the God’s Row is the temple quarter in the north east of the Law Quarter. The two districts are often seen as siblings: one representing the laws of man and the other representing the laws of the Gods. The district is built amidst a series of man-made ponds and reflecting pools. Intricate hedgerows and topiaries mark the boundaries between the various temples established here.[7n]

Traffic in the God’s Row is restricted to folk travelling on foot. Neither draft nor riding animals are permitted inside the district’s borders. Likewise, dogs and other pets that might cause damage to the landscape or leave droppings upon the district’s lanes are forbidden. An atmosphere of peace pervades the City of Gods, punctuated only by the sounds of prayer, the singing of hymns, and the chirping of songbirds.[7n]

  • Temple of Taal and Rhya - The largest temple in the city is dedicated to Taal and his wife Rhya. While the true temple is in the Taalgrunhaar, this temple is for services when people don’t want to cross the crater. Surrounded by massive rowan trees, the temple is formed entirely of gnarled wood and filled with fresh earth. Behind it stands a few menhirs that serve as shrine to Rhya.[7p]
  • Temple of Ulric - An imposing structure, dominating the end of a side-street. Its whitewashed walls and wolf imagery displayed on its stained glass windows makes the Temple a popular stop for visitors interested in architecture. Out front, a statue of the God of Winter looks towards the Taalbaston, one hand clutching a hammer and the other resting on the head of a large wolf.[7p]
  • Heldenhammer Temple - This Sigmarite temple is part of the pilgrimage route “Sigmar’s Exodus”. [15f] The temple is the third largest in the city and the tallest building in Talabheim. Sigmarite priests toll the bell every hour, keeping time for the city.[7p]
  • Reliquary Row - A stall-lined thoroughfare where almost every known cult in the Old World has a pitch to sell relics.[15h][7n]
  • Shrine of Manann - A series of interconnected waterways and pools that swirl around a central elevated platform dedicated to Manann.[7o]
  • Todespark - The temple ground of the local Temple of Morr. Much of the temple is below ground, with the surface being styled after a Garden of Morr, although no bodies are interred here.[7o]
  • Temple of Myrmidia - Founded by the Knights of the Blazing Sun after the Crusades, it was one of the first temples to the goddess in the Empire. Today, it is protected by the Knights of the Verdant Field.[7o]
  • Temple of Shallya - The temple houses an aviary at the roof, where a flock of sacred white doves is tended.[7p]
  • Talabheim Asylum - An asylum run by the priesthood of Morr, where dangerous maniacs or those the courts deem to be so are contained.[7q]
Tallows[]

Pressed close against the towering heights of the Taalbaston and buttressed by the massive, sun-blocking towers of the Law Quarter, the Tallows is a squalid, rat-infested slum where the bulk of the city’s poor (outside Taalagad, that is) live and conduct their business. The district’s name is derived from the lack of sunlight that filters into its streets. The numerous towers of the Law District block most of the morning’s eastern sunlight, and the crater wall blocks the sun as it sets in the west, meaning that the area is only slightly illuminated at high noon. The streets are shrouded in shadows most of time, lending them a sinister quality.[7l]

  • Holler’s Corner - A place to go to find cheap labour and hired muscle or place ads and notices. It gets its name from the numerous criers that yell (holler) out their requests.[7l]
  • The Black Lantern - A dark building run by a Tilean that serves as a notorious haven for thugs and conmen, as well as a meeting place for Talabheims criminals.[7l]
  • Fishmonger’s Alley - A street where food and objects dredged from the Talabec are sold.[7l]
Ratholds[]

Some of the oldest and foulest portions of Talabheim are actually located within the walls of the Taalbaston itself. Scattered throughout the massive cliff face are holes, tunnels, and warrens carved into the living rock of the crater wall. It was once said that any poor man with a pickaxe and determination could make himself a home in Talabheim.[7l]

Some legitimate businesses occupy the caves, such as tanneries and dye works. These foul industries only add to the miasmic atmosphere in the caves. There are various tunnels and pathways used by criminal gangs to smuggle goods and people inside the city. Although the City Watch makes frequent attempts to close these down, they seldom keep them shut for long.[7l]

The inhabitants of the Ratholds are the lowest of the low. Inbreeding, disease, and poor ventilation make the average Ratholder more pathetic than even the scum that roam the streets outside. Ratholders speak a debased dialect that is difficult for even the populace of the Tallows to understand.[7l]

Merchant District[]

Talabheim’s Merchant District is the first place people enter after they pass through the massive gates guarding the Wizard’s Way, and unless they possess the proper paperwork, it is the only district they will see during their visit.[7m]

The Merchant District comprises three neighbourhoods—Old Market, Nordgate, and Dragon’s Home. In addition to numerous merchant houses, buyers, craftsmen, and vendors, the Merchant District boasts both top-notch and affordable inns, taverns, and other services that cater to visitors.[7m] Old Market is the oldest neighbourhood, diverse and bustling with business even late at night. Nordgate is crowded, with most of the city’s Merchant Lords residing here. Dragon’s Home is a gateway into the rest of the city and is renowned for its excellent bakeries.[7m]

  • Street of the Emperor’s Grace[7m]
  • Threeapples Inn - An inn directly across the main gate that is particular welcoming for newcomers. [7m]
  • Office of the Merchants’ Guild - Talabheim’s merchant guild building resembles a courthouse more than a business headquarter. All merchants visiting Talabheim are required to register at the Merchant’s Guild and provide a manifest of their cargo as well as the names of everyone in their caravan.[7m]
  • Snorri’s Pawnshop - A registry whose owner, a dwarf named Snorri, is the best forger in town.[7m]
  • Office of the Purse - Seat of the Ministry of Taxation, where new taxes are approved.[7m]
Taalgarten[]

Although most neighbourhoods and even individual manors sport gardens and parks, the Taalgarten is the largest and most magnificent within Talabheim. The streets are broad and lined with ancient oaks and rowan trees. A small army of workers prune trees, harvest fruit and nuts, and keep the Taalgarten in good order. Occasionally, work gangs from the Hollows can be found here under heavy guard, forced to clean up garbage, the occasional corpse, and other disgusting debris.[7q]

  • Sea of Roses - Considered one of the finest treasures of the city, the Sea of Roses is a conservatory without compare in the Old World, housing plants from all over the Known World.[7q]
  • Knoll of Doctrines - A hill where preachers, religious agitators and zealots exhort passers-by and proselytize their faith. Small altars, banners, and other religious accoutrements blanket the top of the hill, but rarely for long, since enthusiastic members of rivals faiths never pass up the chance to knock down or burn that which they detest.[7q]
  • The Brother’s Lodge - A sweat lodge for private use of the priesthood of Taal.[7q]
Schwartz Hold – Nordgate[]

The Schwartz Hold-Nordgate sits to the east of the Merchant District. The populace consists of hard-working folks and has a practical, no-nonsense attitude. The area possesses a high concentration of warehouses, craftsmen, blacksmiths, and other working types. Once the work is done, the food halls and taverns fill up with workers looking to relax and forget their rough lives. The area is relatively safe at night, though thugs sometimes prowl the streets, watching for drunken merchants or craftsmen.[7q]

Schwartz Hold is mainly filled with large warehouses, stables, and cattle pens. Blacksmiths, stonecutters, masons, wheelwrights, and other skilled craftsmen congregate in the Nordgate neighbourhood. A friendly rivalry exists between Schwartz Hold and Nordgate, commonly expressed through games and during holidays that emphasize civic pride.[7r]

  • Red Checker Theatre - The Red Checker is considered the place to go for young playwrights, comedians, and performers to try out their acts, though most try to get out once an assessment is made. The crowd is known to dislike most experimental plays. The theatre’s house troupe has a staple of songs, thinly veiled morality plays and lewd acts it trots out in case a new act isn’t available.[7r]
  • The Rusty Musket - An inn that caters to warehouse workers, blacksmiths and other people that “work for a living”. Unless vouched for by a regular, newcomers are viewed with contempt and suspicion and are asking for trouble when they order a tankard.[22a][7r]
  • Rusty Remedies - An apothecary shop covered in ivy and Sabine roses.[7x]
  • Taal’s Fountain - This fountain boasts an enormous statue of Taal, wielding a titanic spear and gazing towards the Wizard’s Way. Standing a full thirty feet tall, the statue is carved from the gleaming black granite of the Taalbaston. The inhabitants of Talabheim consider it a blessed place and anoint themselves with its water before undertaking important events. Weddings are concluded with the betrothed drinking a chalice filled with water from the fountain.[7r]
  • Yavandir’s Blacksmithing - A smithy run by an Eonir who is an expert in working the meteoric iron occasionally dug up by farmers.[7r]
  • Wernhauer Stables - The Wernhauer Stables are the largest, and easily among the finest, in Talabheim. Horses, pack mules, and other beasts of burden are bought and sold here.[7r]
Manor District[]

The Manor District is a sprawling neighbourhood on the eastern side of the city, spreading out into the verdant fields within the crater. This district is the home of the wealthiest and most influential members of Talabheim and gains its name from the large number of manor houses with extensive gardens and well-groomed grounds.[7r]

  • The Grand Manor - Seat of the ruler of Talabheim. It consists of several dozen buildings out of black basalt from the crater walls that surround a massive fountain adorned with a bronze stag.[7r]
  • Avenue of Heroes - A thoroughfare lined with the statues of Imperial heroes. It is a favourite place for hot-headed nobles for duels.[23][7r]
  • The Frog and Trumpet - An upper class drinking establishment.[23]
  • The Quill - A fancy, high-society salon with exotic food items, intellectual pursuits and other highbrow activities.[7r]
  • Manor of Dr. Gugula Skell - Home of a former physician who know acts as a reclusive patron of the arts. Located above the mausoleum of Christoph Baumer.[7z]
  • Royal Academy of Talabecland - Second-rate university when compared to other schools of learning in the Old World. It covers all the basic sciences and philosophies taught at most large universities, but most scholars from other lands consider the Academy’s teachings both staid and rather backwards. The one place the Academy stands out is agronomy and other plant lore.[7r]
Geltwold[]

The Geltwold, the Gold Forest, lies southwest of the Law Quarter, nestled near the south-eastern border of Talabheim’s Merchant District. Claiming the ambiguous status of a low-end financial district, this quarter is rife with pawnshops, moneylenders, coin changers, and small-time financiers. The narrow, winding streets and alleyways are crowded during the daylight hours. Messengers run errands for their masters, while merchants haggle with lenders over the value of their collateral or negotiate for the best return on an unwise investment.[7s]

  • The Faithful Lender - A moneylending business run by Halfling loanshark Nobbler Crumbuckle.[7s]
  • One Man’s Treasure - A pawnshop with an eclectic sortiment. The owner, Ewald Beyer, is also an expert fence.[7s]
Guildrow[]

The southern end of Talabheim is dominated by a low-lying residential district known as Guildrow. Largely rural in appearance, the houses and cottages of the district lack the clustered and claustrophobic feel of other cities. Trees and thick hedgerows abound here. The tops of the largest hedgerows act as elevated roads leading towards the crater’s interior, as well as the settlements and farms therein. Much of Talabheim’s artisan population has taken to living here. Skilled labourers, such as blacksmiths, brewers, carpenters, coopers, goldsmiths, and stoneworkers, dominate the area. More odious industries, such as tanning, are restricted to the Tallows. Most of these artisans are members of regional guilds, and membership in a guild is, in large part, one of the prerequisites for establishing a business here.[7s]

  • Gerhardt Mollers’ Trap Shop - Shop of the best trapmaker in Talabecland.[23]
  • Emelia’s Waxworks - A successful chandlery, run by Emelia Waxmann, last of an illustrious line of chandlers.[7s]
Earthwerks[]

Laying like an emerald on the far north-eastern border of Talabheim is the Earthwerks, a semi-rural district that is home to several hundred agricultural families and clan-owned farming communities. Small plots of tilled land are tended by households that share in both the work and reward of the earth. Larger parcels of land are given over to herds of sheep and goats, as well as flocks of geese and chickens. Central to the Earthwerks is a bustling farmer’s market where many of Talabheim’s residents come to purchase everyday goods and impeccably fresh meats and produce.[7s]

Gnarled oak and willow trees of indeterminable age are plentiful here. Along with low stone walls, these ancient trees have been used for centuries to mark property lines between different homesteads. Angry residents who discover poachers thinning their flocks or stealing their produce sometimes hang the thieves from the heights of these trees. On holy days, Priests of Taal come to the oldest of these trees and pray for successful harvests on behalf of the various farming communes that work the land.[7s]

  • Pig’s Ear Tavern - A much beloved tavern run by Viggo Schultz, a retired assassin.[7t]
  • Eastadt - An outlying community only counted to the Earthwerks District due to tax reasons. Its inhabitants are xenophobic and insular. Many rumours circulate around them, but few could come close to the truth that Eastadt is a mutant community dedicated to Tzeentch.[7s]

The Crater[]

Outside of Talabheim proper, the crater is home to several other locations.

  • The Road of Morr - A road on which the corpses of the deceased are brought into the Taalwalt. It passes through a gate dedicated to Rhya, called the Endstone. People are only declared legally dead once they pass the Endstone.[7t]
  • The South Quarry - A quarry that mines the black granite from the Taalbaston.[7t]
  • Taalgrunhaar Forest - Also known as the Taalwalt, it is a large copse of oak, maple and birch trees sacred to Taal. It is one of the holiest places of the god and rumoured to house a massive hidden temple for Taal. Many Talabheimers also choose to have their corpses interred in the forest.[7t]
  • Crater Lake - At the easternmost part of the crater lies a small lake of crystal clear water that is believed to be the tears of Taal.[7t]South of the lake lies a marshland where nobles from the city hunt game.[7t]
  • Dankerood - A retreat and spa for the wealthy.[7t]

Beneath the city[]

The sewer systems of the various neighbourhoods of Talabheim vary greatly, and not all of them are easily traversable by men. There is a spacious Dwarf-carved sewer beneath the stately streets of the Law Quarter, which is wide and easily patrolled, making it the favoured duty. There are also a fair number of tunnels beneath the Tallows and the Merchant District that have more or less been turned into a sewer system.[7y]

These tunnels are dangerous in many ways. A fair number of them are ancient beyond reckoning, and every so often, portions of their roofs collapse without warning. New and unexplained tunnels sporadically appear overnight, and few have the courage to question where they came from, much like the Ratholds within and below the Taalbaston.[7y]

Satellite Settlement[]

Taalagad is an important settlement directly in front of Talabheim. It is, in effect, Talabheim’s port, and all river trade to the city-state passes through Taalagad’s docks. A wide variety of traffic passes through Taalagad, and this includes commodities passing up and down the Talabec on boat and barge, as well as merchants and goods that seek to utilize the city’s ferries to cross the river’s breadth as they travel along the Old Forest Road.[7u] When compared to its parent city, Taalagad is practically lawless. While the average city guardsman in the port town is relatively honest, most are inclined to look out for their own skins when patrolling the unruly streets.[7v]

Other[]

  • Chapterhouse of the Knights Panther - The second largest of the order of the Knights Panther within the Empire. [10d]
  • Chapterhouse of the Longshanks - Primary chapter house of the Longshanks, a Templar order dedicated to Taal and Rhya.[15g]
  • Talabheim’s Engineer School.[30a]
  • Statue of Ottilia I - At the marketplace of Talabheim stands an ancient and worn statue depicting Empress Ottilia as a consort of Taal.[2a]
  • Statue of Frieda Grünwald - A statue built to commemorate the founder of the Talabheim Battle College.[5a]
  • Kreiger’s Gunsmiths - Famous for finely crafted matchlocks.[23]
  • University of Talabheim.[13b]
  • Wehrmunch Strasse[23]
  • The Green Eye - A coaching inn.[17a]
  • The Crooked Shoe - An inn.[7w]

Notes[]

  • Note 1: In the novel Empire, the city Taalahim is already mentioned to exist during the time of Krugar. This might refer to settlements within the crater before the foundation of the city proper.
  • Note 2: Warhammer Fantasy Roleplay 2nd Edition: Sigmar's Heirs instead claims that Magnus reunified the provinces of Talabecland and Talabheim.
  • Note 3: Terror in Talabheim names the tribe the Talabec, descendants of the Taleuten, which is contradicted in every other source where Krugar is named as head of the Taleuten.
  • Note 4: This set of population numbers for Talabheim is from the gazetteer of Warhammer Fantasy Roleplay 2nd Edition: Sigmar's Heirs, which is set after the Storm of Chaos, the alternate timeline describing a failed attempt by the thirteenth Everchosen Archaon to bring about the End Times that is no longer considered canon, but in which a large portion of the city's population fought against the encroaching armies.

Sources[]

  • 1: Warhammer Armies: Empire (4th Edition)
    • 1a: pg. 16
  • 2: Warhammer Armies: Empire (6th Edition)
    • 2a: pg. 59
  • 3: Warhammer Armies: Empire (8th Edition)
    • 3a: pg. 21
  • 4: Warhammer Armies: Daemons of Chaos (8th Edition)
    • 4a: pg. 19
  • 5: Warhammer Fantasy RPG 1st ED -- Realms of Sorcery (RPG)
    • 5a: pg. 37
  • 6: Warhammer Fantasy RPG 2nd ED -- Core Rulebook (RPG)
    • 6a: pg. 182
  • 7: Warhammer Fantasy RPG 2nd ED -- Terror in Talabheim (RPG)
    • 7a: pg. 4
    • 7b: pg. 5
    • 7c: pg. 6
    • 7d: pg. 7
    • 7e: pg. 8
    • 7f: pg. 9
    • 7g: pg. 10
    • 7h: pg. 11
    • 7i: pg. 12
    • 7j: pg. 14
    • 7k: pg. 15
    • 7l: pg. 16-17
    • 7m: pg. 18
    • 7n: pg. 19
    • 7o: pg. 20
    • 7p: pg. 21
    • 7q: pg. 22
    • 7r: pg. 23-24
    • 7s: pg. 25-26
    • 7t: pg. 27-28
    • 7u: pg. 29-30
    • 7v: pg. 31-32
    • 7w: pg. 48
    • 7x: pg. 55
    • 7y: pg. 57
    • 7z: pg. 66
  • 8: Warhammer Fantasy RPG 2nd ED -- Sigmar’s Heirs – A Guide to the Empire (RPG)
    • 8a: pg. 17
    • 8b: pg. 18
    • 8c: pg. 38
    • 8d: pg. 89
    • 8e: pg. 90
    • 8f: pg. 91
    • 8g: pg. 92
    • 8h: pg. 93
  • 9: Warhammer Fantasy RPG 2nd ED -- Children of the Horned Rat (RPG)
    • 9a: pg. 32
  • 10: Warhammer Fantasy RPG 2nd ED -- Career Compendium (RPG)
  • 11: Warhammer Fantasy RPG 2nd ED -- Old World Armoury (RPG)
  • 12: Warhammer Fantasy RPG 2nd ED -- Tome of Corruption – Secrets from the Realm of Chaos (RPG)
  • 13: Warhammer Fantasy RPG 2nd ED -- Realms of Sorcery (RPG)
  • 14: Warhammer Fantasy RPG 2nd ED -- The Thousand Thrones (RPG)
  • 15: Warhammer Fantasy RPG 2nd ED -- Tome of Salvation – Priests of the Old World (RPG)
  • 16: Warhammer Fantasy RPG 3rd ED -- Omens of War (RPG)
  • 17a: Warhammer Fantasy RPG 3rd ED -- The Enemy Within (RPG)
  • 18:Warhammer Fantasy RPG 4th Ed.: Archives of the Empire Vol. I. (RPG)
  • 19:Warhammer Fantasy RPG 4th Ed.: Archives of the Empire Vol. III. (RPG)
  • 20:Warhammer Fantasy RPG 4th Ed.: Empire in Ruin Companion. (RPG)
  • 21:Warhammer Fantasy RPG 4th Ed.: Middenheim – City of the White Wolf. (RPG)
  • 22:Warhammer Fantasy RPG 4th Ed.: Patrons of the Old World II. (RPG)
  • 23: The Rat Catcher's Tail (Short Story) by Richard Ford
  • 24: Empire (Novel) by Graham McNeil
  • 25: Dead Winter (Novel) by C. L. Werner
  • 26: Blighted Empire (Novel) by C. L. Werner
  • 27: Wolf of Sigmar (Novel) by C. L. Werner
  • 28: Uniforms and Heraldry of the Empire (Background Book)
  • 29: The Empire at War (Background book)
  • 30: The End Times Vol II: Glottkin (8th Edition)
  • 31:Warhammer Fantasy Roleplay 4th Edition: Up in Arms. (RPG)
  • 32Warhammer: Mark of Chaos (PC Game)
  • 33: Gotrek and Felix: Vampireslayer (Novel) by William King
Advertisement