PropertyValue
rdf:type
rdfs:label
  • Middenheim
rdfs:comment
  • Middenheim stands atop an ancient core, a sheer-sided, iron-hard pinnacle of rock that rises out of the surrounding forest, just beyond the slate-cragged desolation of the Middle Mountains. This great and impregnable fortress is accessible by means of four great highways on lofty viaducts, cunningly engineered so that they may be destroyed at very short notice. In addition, there are numerous chair-lifts, rope-ladders, and (some say) a whole network of secret tunnels that worm under the city and into the forest below. The city is built high to protect it - for it would be first on the list in the event of an invasion of Chaos from the north - and to enable its inhabitants to gaze out far over the treetops. Even from the tallest tower of the slate-grey city, an observer can still see little
  • Middenheim is both the capital city of the Imperial province of Middenland, and the very heart of the Cult of Ulric. Commonly known as the City of the White Wolf, Middenheim is a great fortress-city, second only in size and influence to the Empire's capital of Altdorf. The most northern city of the Empire, it is built to be a bastion against the north and the ever present threats harboured by the Drakwald Forest. The city stands upon a sheer pinnacle of rock, five hundred feet high, and is reachable only by four highways that run along colossal viaducts.
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dcterms:subject
dbkwik:warhammerfantasy/property/wikiPageUsesTemplate
Type
  • Province capital fortress
Inhabitants
  • Humans, Dwarfs, Halflings, Elves
Population
  • 15000
Allegiance
Industry
  • Trade, Services, Government
Location
abstract
  • Middenheim is both the capital city of the Imperial province of Middenland, and the very heart of the Cult of Ulric. Commonly known as the City of the White Wolf, Middenheim is a great fortress-city, second only in size and influence to the Empire's capital of Altdorf. The most northern city of the Empire, it is built to be a bastion against the north and the ever present threats harboured by the Drakwald Forest. The city stands upon a sheer pinnacle of rock, five hundred feet high, and is reachable only by four highways that run along colossal viaducts. Middenheim may seem invulnerable, but the rock it stands upon is riddled with ancient tunnels, Dwarven and otherwise, that are home to things best not thought about too closely.
  • Middenheim stands atop an ancient core, a sheer-sided, iron-hard pinnacle of rock that rises out of the surrounding forest, just beyond the slate-cragged desolation of the Middle Mountains. This great and impregnable fortress is accessible by means of four great highways on lofty viaducts, cunningly engineered so that they may be destroyed at very short notice. In addition, there are numerous chair-lifts, rope-ladders, and (some say) a whole network of secret tunnels that worm under the city and into the forest below. The city is built high to protect it - for it would be first on the list in the event of an invasion of Chaos from the north - and to enable its inhabitants to gaze out far over the treetops. Even from the tallest tower of the slate-grey city, an observer can still see little but trees, the eternal forest stretching out in all directions save eastward, where the rising Middle Mountains burst from the forest floor, tall and jagged, and the colour of thunder clouds. The current Duke of Middenheim is a descendant of Gunthar Todbringer - brother of Emperor Magnus the Pious - and is determined to maintain the city's independence. Like Gunthar before him, he is a follower of Ulric - which is appropriate, for Middenheim houses the chief temple to that deity. This is a vast, castle-like building, capable of holding a thousand worshippers at a time, as well as providing accomidation for the cult's High Priest and numerous assistants. The towns and villages in Middenheim's zone of dependency are built much closer than is customary elsewhere (when generating settlements in this area, you should ignore any results that produce a settlement in Zone Two and reduce the chance of a town occuring in Zone Three to 25%). This is due in no small measure to the dangers of the nearby Drak Wald Forest, wherein lurk a number of Beastmen and other Chaos spawn - remnants of the Incursions of Chaos. Inhabitants of nearby villages always ensure that their doors and windows are well-locked and shuttered at night. Only basic food is grown in the area - luxuries must be imported - because the surrounding lands are not very fertile. Water is no problem, for the city is well-served by numerous wells sunk deep into the rock. These have never been known to fail and the water is clear, cool, and said to promote health and longevity.
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