Terror in Talabheim; Chatper III: You're in the Militia Now

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Terror in Talabheim; Chatper III: You're in the Militia Now

Post by ChaosMonkey on Wed Aug 05, 2009 8:10 am

Taal's sacred city comes to life about you as you take your first steps out onto the streets of Talabheim. While broken shale and mud make up the streets of the Tallows, the majority of the city's roads are paved with dark stone quarried from the walls of the Taalbaston itself, as are many of the most affluent buildings. Indeed, the looming walls of the Taalbaston dominate much of the city's life - for the closer you live to the wall, the poorer you're likely to be. In fact, the poorest live within the wall itself, inside a series of crudely hacked out caves and passageways known as the Ratholds. The richest live in the eastern portion of the city, dwelling in richly decorated manors with extensive private gardens. Most folk live somwhere between the two extremes.

As you begin to take in the city, you cannot help but notice the hordes of liveried servants that regularly scuttle past you carrying sheaths of documents back and forth from the centre of the city, the Law Quarter. It squats like an ominous grey toad at the heart of Talabheim. A vertiable army of clerks, litigants, barristers, and judges make their way to this district from nearly every other neighborhood of the city every day - for Talabheim cherishes law as you would a lover. The citizens of the Eye of the Forest are known to favor certain obscure laws as if they were pets. Itinerant city judges roam the very streets of the city, making rulings and judgments as they go.

It's hard to believe there is a plague just outside the gates. In fact the city seems to be functioning without undue pause, despite the Wizard's Way being sealed. The merchants of the three neighborhoods that make up the Merchant's District: Old Market, Nordgate, and Dragon's Home, all act as if it was business as usual. They seem to be plying their trades with a will, for they still have goods to sell and fresh vegetables that have come in from the many farms and villages residing within the Great Crater itself.

Still there is tension in the air. On a street corner, you hear a man declaim loudly he has business in Taalagad that must be doing poorly without him until a friend hushes him. A pair of Dogfaces (the name for the local watch) stand in front of a shuttered inn, forcibly closed because too many of its patrons were diagnosed as having the Grey Ague. The Sabine Rose, a bloom sacred to Shallya, is pinned over nearly every doorway.

And there is no laughter to be found that doesn't die quickly.

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Re: Terror in Talabheim; Chatper III: You're in the Militia Now

Post by Deuce on Wed Aug 05, 2009 8:25 am

Luthold is presumably unconscious; upon waking he'll say something along the lines of the following:

"I don't want to be an inconvenience, but do you think we might see if we could find someone to patch me up a bit? I feel as vulnerable as a newborn kitten."

(If this has been done already, or after it's done if not)


"My clothes are completely ruined; not to mention I could do with a stiff drink. The smell of that brandy's making me thirsty."

If fit, he'll go in search of a tailor/tavern/booze shop either alone or in company. He'll also thank Johann and Hanna for saving his life and dragging him out of the tunnel.

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Re: Terror in Talabheim; Chatper III: You're in the Militia Now

Post by ChaosMonkey on Wed Aug 05, 2009 8:26 am

What kind of tailor? You find dozens of varying quality.

As for a tavern... see above Razz

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Re: Terror in Talabheim; Chatper III: You're in the Militia Now

Post by Betrayer on Wed Aug 05, 2009 8:48 am

"I think I owe you a drink, mate."

He'll approach one of the watchmen.

"Sorry, sir, I was wondering, where might I find a drink now this place has closed? I mean, I wouldn't want to break the law inadvertantly."

He sniggers at the in joke - what Talabhiemer would want to do that!!

In jokes that you're not actually part of FTW!

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Re: Terror in Talabheim; Chatper III: You're in the Militia Now

Post by ChaosMonkey on Wed Aug 05, 2009 8:54 am

"Ah, you lot are dyers I see. One sec, Kurtis!" he yells.

A man with a white, puffy wig comes over.

"Yes, dyers I see. According to penal code section 45C you must go to an establishment within fifty feet walking distance of a dying company, guild, or dying related business. There you are entitled to drink either whiskey or brandy at a rate decided by the owner or any other drink as long as you pay the Cup Tax as stipulated by Ancestral Law Number 5. However, the Countess has repealed the Cup Tax for an amount of time as to be determined by a bilateral group of facilitators and judicary commentators in three years from now. Of course, the Cup Tax will officially recommence in a about six months from now. I see you are new here, may I see your papers?"

"Ah yes, you are temporary visitors. I must inform you then that we are holding a draft. I am officially giving you legal notice as of today that you have ten days to report to a designated Militia Station or otherwise you will be imprisoned as per Ancestral Code 643, section 25. Failure to comply with officials will result in execution under Ancestral Code 643, Section 38. In addition, your family will be charged with hefty fines as per Ancestral Code 643, Section 43. Also, you may not appeal your execution due to Ancestral Code 2, regarding treason. Thank you and have a nice day" smiles the Litigant, walking away.

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Re: Terror in Talabheim; Chatper III: You're in the Militia Now

Post by Betrayer on Wed Aug 05, 2009 8:58 am

"Wait, sorry, sir, but could you clarify, because, having been drafted into the Watch, I surely am no longer covered by section 45C of the Penal code, as I'm no longer a dyer. Or is it that the draft only comes into effect on my reporting for duty?"

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Re: Terror in Talabheim; Chatper III: You're in the Militia Now

Post by ChaosMonkey on Wed Aug 05, 2009 9:03 am

"Ah, but you have not been technically drafted into the Watch until you take the Oath of the Watch upon a symbol of the God of your choosing, as long as it is Taal or Ryha. Therefore Penal Code 45C still applies, though seeing as how you are a visitor, you may visit any tavern you wish under Penal Code 12B in regards to allowing visitors to frequent any tavern. Though I must warn you, as visitor, you will be subject to the Non-Native Tax of a pfenning for every silver you spend. Rounded up for clarity's sake, of course." responds Kurtis.

"Also, here" he says, presenting you with a writ. It is a bill for 1 silver piece.

"My charges. You may go to one of the Law Guilds in the Law Quarter or the Temple of Verena to pay it. You may not pay me directly due to Litigation Law 15. Failure to pay it shall result in a fine of two gold coins after being tried. One for myself, one for the court trying you. In addition, should you fail to pay this fine, you will be placed into a forced labor camp for a period of time dependent upon how long it takes you to work back your debt as told in Penal Code 123AB. A good day to you" smiles Kurtis pleasantly.

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Re: Terror in Talabheim; Chatper III: You're in the Militia Now

Post by Betrayer on Wed Aug 05, 2009 9:04 am

"Thank you, and good day to you too."

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Re: Terror in Talabheim; Chatper III: You're in the Militia Now

Post by Deuce on Wed Aug 05, 2009 9:17 am

"My gods... I've never even heard of such insanity."

Luthold's original plan was to buy the most fashionable outfit he could afford (anything up to 5 crowns) plus one "everyday" set of clothes that are a bit more hardy and wouldn't be too expensive to replace. After hearing the guard's spiel, I think it's best if I ask whether there are any applicable sumptuary laws (Common Knowledge: Law test, and if it turns out he doesn't know, he'll brace himself for additional cost and ask someone who looks like they'll know).

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Re: Terror in Talabheim; Chatper III: You're in the Militia Now

Post by ChaosMonkey on Wed Aug 05, 2009 9:20 am

Making an Academic Knowledge (Law) test... rolled a ##

Luthold realizes that one of the mid-scale tailors will do him just fine for a fashionable outfit and a set of "everyday" clothes. Any additional taxes would be taken out. In addition, as long as there isn't a watchmen around to complain, it's very likely they won't chase away a paying customer.

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Re: Terror in Talabheim; Chatper III: You're in the Militia Now

Post by Deuce on Wed Aug 05, 2009 9:33 am

I'll head to a middle-scale tailor then and try to pick up some threads! Unless the prices they're charging are beyond belief (and I can buy both outfits without bankrupting myself) I won't bother haggling, although equally I'll try not to come across too much like an idiot tourist.

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Re: Terror in Talabheim; Chatper III: You're in the Militia Now

Post by Dvastator on Wed Aug 05, 2009 2:36 pm

I guess that we need to find some healing for myself and Lutholdt. How come every char I have has to be hit in the head!

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Re: Terror in Talabheim; Chatper III: You're in the Militia Now

Post by Imperator-Dei on Wed Aug 05, 2009 2:56 pm

Because of the 12 inch thick adamantium...

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Re: Terror in Talabheim; Chatper III: You're in the Militia Now

Post by Imperator-Dei on Wed Aug 05, 2009 3:14 pm

*Before the judge leaves*
"But I'm not of your race" Fionn says

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Re: Terror in Talabheim; Chatper III: You're in the Militia Now

Post by Dvastator on Wed Aug 05, 2009 3:27 pm

"Honestly Fionn, I don't think he cares! Well this is one way to make ourselves available. I suggest we find the good docktor and see what he knows, and what he can do with the blue vial! Luthold, you still have it do you not?"

BTW, We may get some free healing out of this if things go well!

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Re: Terror in Talabheim; Chatper III: You're in the Militia Now

Post by ChaosMonkey on Wed Aug 05, 2009 4:02 pm

"Ah, Mister Elf, you are under purview of our laws as co-signed in Ancestral Law 55 by Finbar himself. Therefore you must obey the same laws or face the exact same sanctions. Of course, you Dwarfen friend here is under purview of the Stone Sanctum, the dwarf embassy here in Talabheim, and thus unless he violates Ancestral Laws 1 to 20, he is under their sole purview. Of course, we may file a greivance, all this agreed upon in Ancestral Law 32, but that would result in a long haggling process and our Litigant's memories are not nearly as good as though of Dwarfs. By the way, that's another silver seeing as how this is a consultation on an entirely separate matter" respodns Kurtis, handing you over a bill for a silver.

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Re: Terror in Talabheim; Chatper III: You're in the Militia Now

Post by Dvastator on Wed Aug 05, 2009 4:07 pm

"Let us be on our way before we end up paying more than what we have!

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Re: Terror in Talabheim; Chatper III: You're in the Militia Now

Post by ChaosMonkey on Wed Aug 05, 2009 4:10 pm

Athel finds a clothing place where he can buy things. The owner gives him a few winks and says that, as long as he doesn't tell, he won't about the taxes, though not quite so loudly.

Dv, feel free to order the group going to the Doctor's like you suggested before

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Re: Terror in Talabheim; Chatper III: You're in the Militia Now

Post by Dvastator on Wed Aug 05, 2009 4:13 pm

I believe I just hinted to that very thing!

"Let us go to the good Docktor. My head is bothering me and I am sure that Luthold could use his ministerings as well!"

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Re: Terror in Talabheim; Chatper III: You're in the Militia Now

Post by ChaosMonkey on Wed Aug 05, 2009 4:20 pm

After a round of gossip, you find that Daubler's shop is on the border of Nodgate and Dragon's Home. When you reach a far end of one of Nordgate's main thoroughfares called Iron Lane, you see the shop. it is called "Rusty Remedies", though most of the locals just refer to it as "Daubler's". It is a suat building covered in ivy and Sabine Rose. It also has a large, round, stained glass window in the front. The near continuous stream of customers going in and out are from all social strata. Apparently the Docktor doesn't discriminate in his treatment.

After a long wait, you finally get inside. Here it is decorated with all manner of curio designed to help keep the mind of his patient off of their maladies and the wait to relieve them.

"Next" says a man, stepping out of a small door, a noble leaving before him.

"Please, do come in" he says, having your group come into his nice, cozy study.

"What can I do for you?" he asks.

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Re: Terror in Talabheim; Chatper III: You're in the Militia Now

Post by Imperator-Dei on Wed Aug 05, 2009 4:49 pm

"He" *indicating Johann "shot him" Indicating Luthold*"so he needs a heal for one..." Fionn says

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Re: Terror in Talabheim; Chatper III: You're in the Militia Now

Post by ChaosMonkey on Wed Aug 05, 2009 5:07 pm

"He shot him? I should hope this was an accident" says Daubler with a raised eyebrow, already examining the wounds on Luthold's body.

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Re: Terror in Talabheim; Chatper III: You're in the Militia Now

Post by Imperator-Dei on Wed Aug 05, 2009 5:12 pm

*Shrugs* "Ask him, probably the unreliability of your weapons. Also what do you now of this plague going on the Grey Auge(sp)" Fionn says.

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Re: Terror in Talabheim; Chatper III: You're in the Militia Now

Post by ChaosMonkey on Wed Aug 05, 2009 5:17 pm

"The Grey Augue? I've been trying to treat that. I've managed to create a somewhat realiable extract that has been somewhat effective in assisting in people's resistance towards the disease. Are you in need of such a cure, Frau Elf?" smiles the Doctor understandingly. In the mean time, he has treated a good number of Luthold's wounds and the Scribe appears to be moving better.

Luthold regains five wounds

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Re: Terror in Talabheim; Chatper III: You're in the Militia Now

Post by Imperator-Dei on Wed Aug 05, 2009 5:19 pm

"Yes, that would be appreciated, but we also have some research papers and soem material from a doctor outside of the city" Fionn says.

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