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Well this isn't completly finished but at 9600 words there should be more than enough for you to get your teeth into.
Anyway enough dithering, I present to you the LO Guide to Middenheim
I. The Legend of Middenheim
II. Overview of the City
IV. Defence of the City
V. Law and Order
VI. Districts of the City
VII. Land Marks
IX. The Undercity
X. The Enemy Within and Underworld
Note that this map shows the city between the years 2522-2523 ans thus shows damage from the siege of Middenheim.
Last edited by DavidWC09; August 18th, 2007 at 01:47.
I The Legend of Middenheim
As Humankind increased and spread across the area that would one day be known as The Empire, they worshipped two gods above all others. It is the way of Humans to think only of the problems that are immediately at hand, both in their labours, and in their worship. So their devotion went to Taal, god of Wild Places, and his younger brother Ulric, God of Wolves and Winter.
Both gods gained many worshippers and many temples were built to their glory. And yet Ulric was troubled. As he roamed the forests in wolf-form, and swept the hills in the guise of the icy north wind, it seemed to him more and more that his brother came before him in all things. So he visited Taal in his mountain palace and spoke of his troubles.
“Brother” said Ulric, “we are both powerful gods: we both have many worshippers throughout the world, and we are both revered and feared, as we should be. And yet I feel that I am less in stature than you.
Taal leaned forward, his habitual frowen growing deeper with concern. “Why is this brother?” he asked, and his voice was like the wind in the trees.
“You have your own kingdom” replied Ulric “every wild place belongs to you. My kingdom vanished long ago before I was even strong enough to protect it“.
“But surely” countered Taal “you have my kingdom for half the year and neither I nor any other deity can banish your winters from our lands. Is that not enough?”
“But even in the depths of winter I am subject to your rule” said Ulric “My wolves take only the old and weak from your animals and my snows freeze only the smallest of your rivers. There is nowhere that is mine all the time with the coming of each spring I am left with nothing”
“Then what would make you content?” asked Taal “You cannot expect to shroud the world in winter all the time for that would make you greater than all the gods”
Ulric sat in thought for some time and Taal’s mountain palace was shrouded in snow-bearing storm clouds.
“I would like a place” he said at last “ a place where I can found the greatest of my Temples, and where my followers can look to find me even in the heat of summer. Since you are my brother I feel I can ask this of you, and I am sure you will not think it too much”
Taal considered for a moment, and then turned to his brother.
“Since you are my brother” he said “I will give you such a place. But I will make certain conditions”
“First the place must be of my choosing. Since I am your brother I shall choose a place to please both of us, but once I have chosen, you must accept my Choice.
“Secondly, you must agree that the winters in this place shall be no longer nor more severe than the winters in the rest of the land: although it shall be the centre of your worship it shall still be in my kingdom and must not suffer at your hands more than the rest”
“Thirdly, you must be content with what I shall give you, and never again come to me asking for more. I shall make you this gift out of brotherly love but to ask for more may make us enemies. If I accede to further requests I may feel that you are acquisitive and you may begin to despise me and covet what is mine. And if I refuse you more you may feel that I am cold hearted and not a true brother to you. So this must be the end of it, for both our sakes.”
“If you agree to my conditions, I will give you a place of your own, to be yours for the rest of time regardless of the season” “What say you?”
Ulric thought for a long time considering Taals conditions carefully. At last he decided. The storm clouds vanished and he resumed his favourite form, a great silver-white wolf.
“Very well” he said- and his voice was like the baying of a hundred wolves “I accept your conditions”
So Taal took Ulric to a place in his kingdom where a single pinnacle of rock stood out above the forest, pointing skywards like the finger of some mighty god or Titan.
“Here is my place” he said “I had been thinking of making myself a temple here so that my most faithful followers can prove their devotion by climbing to the top. But since you have asked I shall make you a gift of it.”
Ulric walked around the pinnacle and looked at it from every side. Then he struck the rock a mighty blow with his fist, shattering the top and leaving a huge flat stump.
“This will make a good place for a temple” he said “and on this rock shall grow a great fortress city secure against all enemies. The fires in my temple here shall burn eternally and men shall look here to find me above all places in the world.
“Thank you brother I am more than pleased with your gift”
And so it came to pass. The humans of the Empire found the “Fist Strike Rock” or Fauschlag in their tongue) and on its summit a rocky fortress and a mighty temple were built. And in the fullness of time the fortress grew into a city and the city was named Middenheim- The City of the White Wolf.
II Overview of the City
Authors Note: This guide to Middenheim deals mainly with the period from 2520-2545, in other words the ‘present’ warhammer period. My apologies if my tenses (past present etc) wonder slightly.
The City of Middenheim is one of the oldest in the Empire. It is also one of the most imposing. Perched atop a sheer pinnacle of rock some five hundred feet above the surrounding countryside.
Located in the North of the Empire with endless forest all around it and the grim Middle Mountains to the east Middenheim breeds hardy somewhat introverted people.
Middenheim is known as the City of the White Wolf as it is the home of the Temple of Ulric. It is also the centre of one of the most beastman infested parts of the Empire and has been in the path of more than one Chaos incursion in its time. Dark Cults fester within the city and have come close to overthrowing it one more than one occasion. For this reason some in the Empire give Middenheim another, whispered, name-City of Chaos.
The city was founded by Artur Chief of the Teutogens some fifty years before the coming of Sigmar. It was not until over a century later that Wulcun High Priest of Ulric, led by a vision, came and built the Temple of Ulric within the city.
From 1152 Middenheim was the provincial capital of Middenland but in 1550 civil war with Talabheim saw province and civil state separate into two autonomous factions and they have since been (on occasion, bitter) rivals.
The city has been ruled by a number of Noble families, the Bildhofens, the Von Wartburgs and for the last two hundred years or so the Todbringers. All of these families can however trace their ancestry back to the Teutogens.
The city is home to all the major civilised races of the Old World. Humans Halflings dwarfs and elves. While humans are obviously the most numerous in the city it should be noted that the city boasts a considerable dwarves population. Halflings are welcome here and have a small community in the South district of the city, known as ‘The Little Moot’. Elves are somewhat of a rarity as they find the city somewhat austere and claustrophobic for their tastes. None-the less the city is large and interesting enough that a few of these woodland creatures have decided to make it their home.
The buildings of Middenheim are constructed from the hard grey stone mined from the Fauschlag itself and from the hardwoods of the surrounding Forest. As a result the structures are both imposing and sturdy. There is also the added advantage, that fire is not such a danger in the city except in the poorest areas.
Middenheim has many gifted artisans, though Reiklanders often complain that the artisans are more interested with making sure the building lasts the millenium than having any aesthetic quality. The response Middenheimers give is rather curt and generally repeatable.
The artisans of Middenheim, the engineers the smiths carpenters, coach makers and so on are the core of Middenheims great wealth. Products of their labour are in demand across the Empire.
Somewhat surprisingly, Middenheim has a reputation for producing great scholars, magicians and theologians. The Wizards guild in particular, though not at the top of their field in battle magic within the Empire (that honour goes to the Colleges of Magic in Altdorf) are none the less counted amongst the most knowledgeable of mages in the Old World, outside of the Elf Kingdoms in all non military matters concerning magic.
The population of Middenheim is about 40,000
For the last two hundred years or so it is the Todbringer family that has ruled the city of Middenheim.
In 2371 Gunthar Von Bildhofen’s granddaughter married Boris Todbringer, their son becoming the first Todbringer Graf of Middenheim.
In 2506 Boris Todbringer II ruled the city until his death in 2544. His daughter Katrina Todbringer succeeded him as Gravine while his oldest son Heinrich Todbringer was by a variety of exceptional circumstances able to ascend the Imperial throne as Emperor.
Graf Boris Todbringer II had three children in all
-Baron Heinrich Todbringer born 2500-2545 [at least]
- Baron Stefan Todbringer born 2501-2544
-‘The Princess’ Baroness Katrina Todbringer 2524-2545 [at least]
Stefans mother was Maria Von Rulatohofen, whom Boris married when he was very young. Sadly Maria died in child birth. Stefan himself was an invalid and spent most of his life bedridden or other wise in care.
Heinrich was born to a lady at court. Rumour has it that he was conceived the night before the young Boris married Maria.
Katrina Todbringer was born to a lady at court shortly before Graf Boris took his second wife Anika-Elise Nike around 2525. This marriage however was barren and Anika died in 2532 to a mysterious illness.
Graf Boris Todbringer II had an enlightened approach to government and Middenheim people while a somewhat introvert folk are fairly tolerant of people, neighbours and strangers alike as long as they keep to themselves. This has bred a surprising amount of liberalism into the fortress city. Though one should never forget that Middenheimers are hardy enough when they need to be, fitting for a people living in the home of the god of Wolves and War.
The rulers of Middenheim are Elector counts. As a result they have a direct influence in the running of the Empire. This influence is enhanced by the fact that the city is home to the Cult of Ulric.
Within the city the Todbringers word is law and not even an Imperial edict from the Emperor himself can gainsay the ruler of Middenheim within the walls of the city.
Government in Practice
While the Todbringers are indeed absolute rulers of the city in practice a number of factors come together to influence the law and policy decisions within the city. The most important are listed below.
The Law Lords
There are three Law Lords within the city, each appointed by the Graf to serve a seven year term. They help draft new laws and advise on all legislation. They make judgements in secret and present their advice to the Graf en bloc and as a result generally have a strong influence on the city ruler.
The post of Chancellor is an important though somewhat tedious one. It is normally assigned to an individual who can perform the task rather than as a mere honorific (as is the case in some other city states and provinces). As a result it is often filled with lawyers, accounts or other bookish types generally uninterested in politics.
The recent Chancellors of Middenheim have been very efficient at their job if rather frustrating for the ruler wishing to embark on public spending. The Chancellor, whoever fills the post, is often known as “The Man who says No”
There are five kommissions within the City. Two act to regulate and control trade and public works within the city. Another kommssion regulates lawyers, another physicians. The final Kommisssion is for non-human interests within the city. While these kommissions don’t have a huge amount of direct influence on the Graf they do have semi-regular meetings with the ruler and continual lobbying can effect change.
Virtually every profession within the city has a guild associated with t. While these guilds have little power within the city, they do have a mandate to levy a commission (I.e. a tax) on any trade within the city. Any independent traders who don’t join the appropriate guild or pay the tax may find their goods and profits confiscated and may get a ’visit’ from some of the more direct guild members.
The Temple of Ulric
The city of Middenheim is home to the Cult of Ulric. Many of its citizens are at least nominal Ulricans and the High Priest of Ulric is himself an Elector count. It is unsurprising then that the Cult of Ulric has a considerable level of influence with the Graf.
IV Defence of the City
The city of Middenheim is one of the, if not the, most secure cities in the Empire. Its natural geographical defences ensure that. There are four entrances to the city. Four great causeways that lead directly up to four large gatehouses. Surrounding the city on the very edge of the Fauschlag is a strong city wall dotted with mighty towers.
Even an inexperienced general with a handful of men could hold the city for many weeks.
However the greatest strength of Middenheim is also its greatest weakness, its isolation. The city does have a number of well guarded wells within the city walls but all food and supplies must be brought in from the relatively infertile surrounding area.
The Midden Marshalls
There are traditionally three Marshalls of the city, charged with its defence. The positions are: Commander of the City Watch. General of the Grafs Armies (in charge of the troops and any campaigns that take place beyond the city walls) and Marshall of the City (in charge of the physical defences).
In times of peace the Marshalls have always been careful to keep out of politics and have only a modest influence on the Graf. In times of war however their word is law, vetoed only by the Graf himself. In many ways they are the counterparts to the Law Lords.
The Wizards Guild of Middenheim does not have the raw power or indeed the numbers of the Colleges of Magic based in Altdorf. However it does have the advantage that it is intimately connected with the physical defence of the city. There are numerous enchantments around the city that prevent the walls from being brought down magically, or for enemy sorcerers to use scrying magics to spy out the city defences.
The wizards also understand that from the cities point of view they are soldiers first and scholars second, and while the wizards of Middenheim rarely see battle all are at least drilled in what is expected of them should the city come under attack.
The wizards were also responsible for the enchanting of the great causeways that lead into Middenheim. Each has a Word of Power associated with it. This word if spoken within twenty yards of the causeway will immediately cause it to splinter and come crashing down! This is a last defence for the city and is used sparingly. The dwarfs who constructed the mighty viaducts do not enjoy the task of having to rebuild them whenever their human neighbours get into a spot of difficulty!.
There are five individuals who know the Words of Power. One of the Law Lords, the Marshall in charge of the cities defences, the High Wizard, the deputy High Wizard and of course the Graf himself.
The wizards guild use mainly basic battle magic and elementalisim. There are also several illusionists in the Guild. All of these disciplines have their place in the defence of the city.
There are two knightly orders based in Middenheim. The Knights Panther and the Knights of the White Wolf.
The Knights Panther
Within Middenheim The Knights Panther are the personal bodyguard of the Graf and his family. They are fanatically loyal to the ruler and the city. They are also dedicated to racial purity and abhor chaos in all its forms.
The Oath of the Knights Panther is thus:
I swear loyalty to this the holy Order of the Knights Panther and promise to fulfil my obligations.
That I will fight with honour and courage in its defence and the defence of the city of Middenheim.
To defend and obey the Graf and his family, until he depart the throne or death take them, so long as I draw breath.
Further, I swear never to suffer a mutant or other bearer of Chaos to live so long as I draw breath.
Only death may release me from this Oath.
This I swear before Ulric and before my brother Knights.
There are around a hundred Knights within the city at any one time, of which about a third are highly elite heavy cavalry. The rest are the squires, which serve as medium to heavy cavalry. The Order is also supported by around 150 men at arms. These serve as heavy infantry or if necessary, medium-light cavalry.
The Knights Panther are highly respected by the population of the city and by followers of Ulric across the Empire. The male members of the ruling family of Middenheim are normally trained and inducted into the Knights Panther.
It is rare but not unknown for individuals (of any race or sex) to be made honorary members of the Order for service to the city or ruling family. Though nothing short of the direct intervention in preventing some dire catastrophe or the death of a ruling family member is likely to result in such an honour.
The Knights Panther wear bright blue armour and have their helmets and saddle cloths adorned with the skins of large forest cats. The most prized skin being that of the Arabian Panther from which the Order gets its name.
Traditionally a squire must hunt and slay one of the big cats of the forest that surrounds Middenheim before he can become a full Knight.
Some the elite of the Order and certain other champions will adorn their helmets with the skins and heads of Beastmen or carve such motifs into their armour. This symbolises the knights constant war against the beasts of chaos.
Despite this the Knights Panther rarely make a concerted effort to cull the beastmen around the city and their forays into the forest usually consist of three or four elite Knights supported by a dozen or so of the squires and clearing out the most obvious meeting places and ‘nests’ of the beastmen.
Normally once a year, a few weeks before carnival, a grand hunt will embark when most of the Order supported by wizards and even Knights of the White Wolf will set out into the forest to destroy a beastman herdstone and hunt down as many of the foul creatures as possible. Usually capturing a few specimens alive to display in the Bernabau stadium during carnival week.
The Knights of the White Wolf
The Knights of the White Wolf are the Templars of Ulric and form the bodyguard of the High Priest.
The Knights of the White Wolf fight in full plate mail and on horse but without helmets. They usually use great war hammers, or occasionally cavalry axes They will often cultivate great beards and long manes of hair in the manner of the ancient Teutognen tribes of old.
There are normally about thirty Knights of the inner circle in the city backed up by a further fifty Knights of The White Wolf and some eighty or so men at arms. The men at arms normally fight on foot and are fairly lightly armoured. They are usually armed with either great hammers or halberds.
In addition there are two further organisations affiliated with the Knights. These are the Teutogen Guard, which are the personal bodyguard of the High Priest himself. As a result they will usually fight on foot. About a dozen Knights of the inner circle are members of this highly elite organisation.
Finally there are the Wolf-Kin. These are zealots associated with the Cult of Ulric. Driven to near madness by hardship or despair they find solace in the contemplation of their warlike god and see themselves as instruments of his vengeance. Though not formally part of the Knights of the White Wolf they will often gravitate towards the Order, especially in times of war. Numbers can range from a few individuals in times of peace to many dozens and even hundreds in times of war.
The Knights of the White Wolf are present in most areas of strong Ulrican worship and there Chapter Houses in Nordland, Tabecland and Middenland. These is even a small chapter house in Kisliev. The Templars have a reputation for not being content to merely protect Ulrican temples but are rumoured to be at the heart of several anti-Sigmarite pogroms throughout Northern Middenland.
The Knight Eternal
There is one final knightly ‘Order’ based in Middenheim though it only ever consists of one individual at a time. This is the Knight Eternal.
The original legend tells how at the birth of the city a wise soothsayer for-saw that a mighty champion was needed to guard Middenheim. Various warriors were sent out to prove their worth. One returned with the head of an infamous Chaos Warrior. The man was chosen though he could never again leave the walls of the city lest some dark calamity fall upon the fortress city. The wizards of the city constructed for him a suit of magical plate armour.
The original Knights Eternal were indeed mighty warriors (though by a strange co-incidence the first Knight Eternal just happened to be the son of the soothsayer…..), but for the last few centuries the post has become more or less honorific and it is only popular sentiment that keeps the post open. The last two Knights Eternal in particular haven’t exactly lived up to the legend. The first appointed in 2520 spent most of his time suffering from a rather lingering terminal illness. The last Knight Eternal, apparently the only person who really wanted the job was appointed in 2533. His name was Siegfried Prunkvoll and he was by all accounts a crushing bore and an appalling chauvinist (even by Old World standards). It was just as well the post requires the Knight to take vows of chastity.
He went against tradition and left the city in 2545 to fight with the Middenheimers at Wolfenburg. He was killed when he charged a detachment of Ostland hand gunners by himself. By late 2545 a replacement had not yet been chosen.
The Standing Army
The standing army of Middenheim is made up of three parts. The permanent garrison the citizen levy and the city artillery.
The permanent garrison consists of some 350 odd mercenaries quartered around the city, close to the city walls and gates. From 2530 onwards the city began loaning a small number of Knights Panther to Kisliev in return for a much larger contingent of kislivean cavalry.
The permanent garrison is supplemented by the city artillery which consists of a number of war machines, mainly great cannons, but also mortars and even a few trebuchets attached (in some cases literally) to the city walls. The war machines rarely go to war with the main Middenheim army.
Finally the standing army of Middenheim is made up of the Citizens levy. In 1555 Graf Siegfried the Significant issued the following edict
“Be it known to all citizens of Middenheim, that all humans between the ages of 16 and 50 shall be required to own either a long bow sword or crossbow. Once each week they shall report to their local serjeant at arms for two hours military training.”
It should be noted however that such levies can only be raised between Sigmarziet and Nuchgehien (after crops have been sown and before they need harvesting). All levies would need to be disbanded for the harvest anyway, otherwise there would be no grain for either the army or the civilian population.
No one would seriously consider trying to fight a campaign during the winter months.
V Law and Order
The City Watch
Middenheim has crime problems just like any other city and has a fairly large watch force to deal with these problems and any other disturbances that may take place including minor civil unrest.
At any one time the city watch will consist of about 500-600 individuals. Of these maybe as many as 150 will be full time professionals (also known as elite watchmen) while the rest will be part time ‘volunteers‘. Indeed every family is required to provide one healthy male or female between the ages of 16 and 30 for one months service every year. This is over and above any requirements imposed by the city in regard to military service.
In terms of organisation there are normally four Watch Captains, who report directly to the Watch Commander with each Captain having a number of sergeants under him depending on the size of the district typically between 4 and 8. Beneath them the captain and sergeants can more or less recruit from the pool of volunteers as needed (within reason). The elite watchmen are generally placed in the more well to do areas of the city. And at the city gates to ensure a smooth running of traffic. There is also a contingent of reserve elite watchmen stationed to provide support in case of emergency.
The Watch are technically charged with the defence of the city in all internal matters, including hunting down Demonologists, Necromancers and the like. As one may imagine a watchman whose normal profession is a baker or some such is not well suited to dealing with such dangers and the Watch will often co-ordinate with the wizards guild and the Knights Panther.
There are three types of watch patrol. These are the standard patrol made up of one elite watchman acting as patrol sergeant and three or four volunteer watchmen. These groups are there to keep the peace, breaking up brawls, moving drunks along etc.
There are the elite patrols which consist of one Sergeant either a patrol sergeant or one of the actual sergeants or even a Watch Captain. A half dozen elite watchmen and the same number again of volunteer watchmen. These patrols are used to deal with fairly major disturbances such as securing a murder scene, escorting a particularly unpopular suspect to trial (who would otherwise face a lynching), or quelling the seeds of a riot.
Finally there are the State Patrols. As their name suggests these patrols are used in matters of State security. They are normally incredibly well armed and very conspicuous,
They will consist of a Watch captain, at least one sergeant, and at least a dozen elite watchmen and the same number of volunteers. The patrol will invariably be supplemented by ‘independent townspersons’ or in other words mercenaries (or witch hunters depending on the offence) normally around 10% of the total strength of the patrol will be made up of such individuals. There is a good chance the patrol will be supported by a wizard. Depending on the seriousness of the matter a Squire of the Knights Panther may lead a half dozen men-at-arms to support the patrol.
These patrols are used to quell full blown riots, arrest dangerous individuals such as Necromancers or venture into dangerous areas of the city during times when the ruling family is particularly unpopular (a rare occurrence but such occasions have arisen)
The watch are also required to patrol the extensive sewer system, for chaotic creatures that have worked their way up from entrances at forest level, through the catacombs and tunnel systems within the Fauschlag and have emerged just below the city surface. This is an extremely unpleasant and unpopular job as one may imagine. At best, the sewer-jack as they are called, risks catching some horrible disease and worse they may actually come across something worth raising the alarm about…….
As a result numbers are not normally drawn from the normal watch pool. The elite watchmen simply won’t do the job and forcing civilian part-timers to do the job would lead to unacceptable levels of resentment. Sewer-jacks are normally made up the dregs of the ’warrior’ community, convicts, sell-swords, ’adventurers’ and the like.
There are normally about 100 sewer jacks in the city, of which maybe two dozen are professional. This is barely adequate for the task and if not for the fact that the dwarfs routinely patrol the underbelly of the city then Middenheim would have fallen to chaotic incursions long ago, for there are fouler things than human filth and sewer rats in the dark places of the Fauschlag…….
Finally, the watch also have the responsibility of patrolling and keeping safe the roads leading in and around the city. The watch therefore have a duty to provide road wardens. These are normally drawn from the villages surrounding Middenheim and supplemented with those elite watchmen that can ride and occasionally Knights Panther willing to accompany such patrols.
There are about 70 road wardens operating at any one time around Middenheim. They are usually divided into groups of five or so with groups doubling up when the beastmen become particularly bold.
Crime and Punishment
There are four main courts in Middenheim, Civil, Military, religious and Criminal.
The Military and Civil courts are the best regulated and have the clearest codes of practice. The former because it is necessary as part of sound practice to maintain discipline within the army. The latter because the civil courts are mainly used by merchants and sound civil law means more prosperity for the city as a whole.
The Religious and Criminal codes of law on the other hand are a mishmash of precedent set by a particular Graf or other over the centuries, actual legislation and general tradition.
Every citizen accused of a crime is granted a trial, and is allowed legal representation (if they can afford it), there are no juries however, all cases are decided by a single or panel of judges. The appeal process is virtually non existent though wealthy citizens and nobility occasionally get an appeal before the Law Lords (who are normally, perhaps surprisingly, fairly unsympathetic towards such appeals) or in very rare cases have the case heard by the Graf himself. The Graf has the right to hear, and judge any case he wishes.
It is more or less up to the judge to decide whether the defendant is guilty, whether any mitigating circumstances should be taken into account, whether to consider previous crimes and what sentence if any to pass. The effect of this is that the sentence often depends entirely upon circumstance and the relative status of the individual. A noble is rarely likely to be executed even for serious crimes such as murder, they will more likely be exiled. A peasant on the other hand faces hanging for picking fruit from the Grafs gardens
Hence while the city doesn’t have a particularly draconian legal system it is rather arbitrary. More than one convicted criminal has been pleasantly surprised to find himself receiving a modest fine for his first offence, only to find himself being sentenced to death for his second, perhaps lesser, offence.
In terms of crime, Middenheim courts are more concerned with enforcing order than enforcing a particular way of life. Immorality is not an issue the courts are generally interested in unless it threatens the cities security. Hence activities such as prostitution or gambling are not illegal in Middenheim. It should be noted however that narcotics are prevalent in the city and are very much illegal.
Below is a brief summary of the kinds of sentences an individual might receive depending on their social standing.
Murder: Exile or Hanging and/or Stripping of Titles.
Theft, Grand larceny: Fine, and/or Exile and Stripping of Titles
Pilfering: Fine [Though extremely unlikely to be arrested and even less likely to be found guilty]
Assault: Major (mutilation etc) Exile, and/or Fine and/or Striping of Titles
General (Assault with weapons not resulting in any serious injuries) Fine.
Minor: Street brawling etc: Fine [though note that the noble is unlikely to be arrested and even less likely to be convicted]
Murder: Hanging or Life hard labour
Theft: Grand Larceny: Hanging/6-10 years hard labour,
Robbery: Hanging/2-6 years hard labour
Pilfering: Hanging (rarely) 1-9 months hard labour, and/or fine.
Assault: Major: Hanging, or dismemberment and/or 5-8 years hard labour
General: 1-5 years hard labour and/or fine or hanging (rarely)
Minor: 1-5 months hard labour and/or fine
For very minor crimes judges may give days in the stocks in lieu of a fine.
There are certain crimes that if a defendant is found guilty of will always result in the death penalty regardless of social standing.
These are Necromancy, harbouring a mutant, treason and forging the Grafs seal.
Note that in Middenhiem there is no such offence as attempt or aiding and abetting. Such practices are treated as if the defendant had committed the principle offence.
Judges in Middenheim are not above bribing at any step in the proceeds, though unsurprisingly the incorruptible ones take a dim view of this practice. Bribing a judge is a capital offence.
Religious law in Middenheim is governed by the Temple of Ulric regardless of which Temple has actually had an offence committed against it. It is not totally unknown for the Temple of Ulric to throw out a case to spite another Temple they are on unfriendly terms with. The Religious court is run by senior clerics of Ulric and the Templars who take the role of judge and jury respectively. The Knights of the White Wolf who are part of these proceedings form a special group called the Brothers of the Book.
Religious law in Middenheim covers offences against any of the Temples such as blasphemy or desecration and well as prosecuting those who worship the Chaotic gods, and practitioners of witchcraft. It is however fairly rare for the latter trials to actually take place as the accused is normally killed long before they reach the Temple Court.
The social standing of the individual has little effect in these cases.
Desecration of Holy place- Loss of eyes
Heresy (worshipping illegal gods or partaking in forbidden practices, witchcraft etc)-death by burning
Blasphemy- Anything from a day in the stocks to 100 lashes to death by crushing depending on nature of blasphemy
Fornication-(applies only to Priests of Ulric) 50 lashes and excommunication
Civil offences are tried before in the Fusspulver Court either before three magistrates or the Three Law Lords (for major offences only). A majority verdict convicts there are no appeals (except if the Graf himself intervenes). Either side at the start of proceedings may, alternatively ask for a Priest or Priestess of Verena to arbitrate the case. Which in a good deal of cases is the preferred method as the ruling will be fair and the matter will be dealt with far quicker.
Most civil crimes against the state are punishable by a fine though in certain cases a lashing or confiscation of goods and property may also occur.
Military law within Middenheim is fairly standard compared with any other military law across the Empire. Which is to say it affords a relatively fair trial but most of the offences are capital crimes. Officers may choose to partake in trial by combat.
Most military personnel will be tried by the officers of the Watch. Officers within the mercenary regiments and the watch itself are tried by the Midden Marshalls. Knights of the White wolf are tried by the High Priest of Ulric. The Knights Panther are tried by the Graf.
Finally it should be noted that the Watch commander his Captains, Sergeants and the professional watchmen are under military law while the civilian watchmen are regulated under criminal law.
VI Districts of the City
Note that this map shows the city between the years 2522-2523 ans thus shows damage from the siege of Middenheim.
The city is split into eleven districts each of which has its own style and landmarks.
First however it is worth detailing the entrances into the city. There are two alternative ways into Middenheim. Either via the main gates or via the chair lifts.
There are four gates. They consist of huge oak gates with a stone keep on either side. The keeps stand some 50 feet, while the City wall is some 30 foot high. There are always at least 20 members of the city garrison at each gate.
Inside the walls adjacent to each gate are the barracks for one of the four detachments of the City Watch. Under the gatehouses are the cells where the criminals awaiting trial are kept.
The gates stand at the end of the four great viaducts leading into the city, which lift the road from the forest floor. These massive causeways represent a unique collaboration between Dwarven engineering and magical prowess not seen since the ancient days before the War of the Beard. The viaducts start well away from the Fauschlag rock, so as the gradient isn’t to steep for the merchant and farming wagons that enter the city every day.
Pedestrians who can afford the fare often enter the city by one of the two chair lifts. There are stone and wood buildings where the chair lift apparatus are located and the fare collected. There are normally at least 20 guardsmen at each chair lift terminus.
The chairlifts while not being so impressive from an engineering point of view are a breath taking way of entering the city (even more so if you suffer from vertigo!). The chairs themselves are merely wooden slabs suspended from a great chain. Passengers are strapped on with leather straps and rise at a gentle pace. This allows them to admire the view, swing gently in the breeze, and consider the mind numbing drop beneath them.
Located in the northern most edge of the city, the Palast District, is home to the Royal Palace (the Middenplaz) and the Royal Gardens (Konigsgarten). There is also the Square of Martial’s. There are few buildings in this district and they all belong to the Graf personally. This area is extremely well guarded. The Knights of Panther are barracked in this area and most can be found patrolling around the palace, in addition there is always at least one elite patrol in the area at any given time.
The Great Park
The Great Park is the largest of Middenheims parks and is located in roughly the centre of the city. It is encircled by a wide tree lined avenue called the Garten Ring. The great Park is open around the clock and is a popular nightspot. As well as boasting a variety of smaller gardens which are home to exotic fruit and plants (some of which are sheltered in hothouses) the park is also the sight of the Bernbau stadium where a variety of events take place from open air theatre to pit fights.
In the centre of the Park is the Black Pool a large lake, which for some unknown reason reflects the grey of the bottom of the lake rather than the sky. Next to the lake is the Showboat a pleasant restaurant favoured by the scholars and upper class of the city.
The Grafsmund-Nordgarten District
Situated to the south and west of the Middenplaz district. These two areas are home to the rich and powerful of Middenheim.
If there is any difference between the two areas then it is that the nobility lives mainly in the Grafsmund while the nouveaux riches (merchants and so forth) live in the Nordgarten. This is a generality rather than a rule however.
The streets are broad to accommodate the carriages of the residents and the buildings are unusual in that they are both grand and represent a variety of styles. No complaints about Middenheim architecture can be levelled by Altdorfers about this district. None of the buildings are mansions, (the city simply doesn’t have the space) but many do have their own grounds, a luxury in the fortress city.
The district has a fine selection of hostelries and restaurants including The Graf’s Repose, The Prospect and the finest restaurant in the north of the Empire, The Harvest Goose.
The Ulricsmund District is a middle class residential area and lies between the Great Park and the Grafsmund-Nordgarten district, (directly south of the Middenplaz area).
The houses are mainly semi detached and terraced, but all are spacious and comfortable. The bulk of the district is made up of well to do artisans and merchants. Some of the lesser Priests of Ulric also live here.
There are two temples here. The first is the massive Temple of Ulric. The largest in the Old World this building, a mixture of castle and cathedral is the reason Middenheim is the city it is today. Most Middenheimers are Ulrican and there is always a steady stream of pilgrims to the city so the Temple is always busy. If a visitor asks for the Temple without specifying a deity it will be assumed they are talking about the Temple of Ulric.
The other Temple, dedicated to Verena, is not quite so impressive in size but is none-the-less a beautiful building. It has an extensive library (easily the best in the north of the Empire) and is often attended by lawyers, wizards and certain merchants. The Temple is on good relations with both Ulric and Sigmar and many citizens will pay at least nominal service to Verena despite their main religion.
The Guild of Physicians, the Kommission for Elven Dwarf and Halfling Interests are located in the Ulricsmund district.
Finally there is the Begierbaden, public baths favoured by the upper classes.
This District is located In the south east corner of the city.
The Altmarket is one of the two main market districts of the city (the other being Neumarket). There are several markets in this area mostly covering foodstuffs but not livestock. In the south of the Altmarket is the Klienmoot, or ‘The Little Moot’ where the majority of the city’s Halflings live. Most business is done early morning and by mid morning the market has quietened down considerably.
The Altquater (Old quarter) is adjacent to the Altmarket. No one quite knows how it got its name as it is no older than the rest of the city. The area is a maze of winding streets and allys. There are rundown houses and tatty tenaments all across this area. The atmosphere is on a good day anarchic and the Watch will not venture down here unless it is part of an Elite or State patrol.
The ‘Old quarter’ is home to one of the two large crime families of Middenheim, run by the Mareinburg-Tilean racketeer Edam Gouda, known colloquially as the ’Big Cheese’. Edam does not find his name particularly amusing and visitors to the area who make a point of making such a pun normally don’t leave the ‘Old quarter‘…….
The numerous taverns and brothels are of low quality or worse and offer sordid but exotic ’facilities’ and ‘entertainments’.
Roughly in the centre of the area is a soccer-pitch sized rectangle of derelict land where the Old quarter snotball team the ’Eastender’ play. Or at least this is their venue, matches have been more or less banned for the last decade or so due to the invariable riots that erupt.
On the edge of the Altmarket is the Guild of Lawyers. Further into the area is the excellent Halfling restaurant the Blazing Hearth.
In the Altquater one can find numerous drinking holes though the most (in)famous is the Last Drop. From 2523 to 2544 the last drop was run by Werner Wutend. Rumoured to be one of the most connected men in the city Werner enforced a strict policy of neutrality between the various criminal factions who entered his premises. Ironically this makes the Last Drop one of the safest taverns in the Altquater. Which is to say not very safe at all.
The Southgate-Ostwald District
This is where the bulk of the cities lower classes live. Southgate area lies directly to the east of the southgate and runs along the South wall, while the Ostwald area lies directly to the west and likewise runs along the south wall (though in the opposite direction). The large South Road that leads in from the gate separates the two areas.
The Southgate area is moderately respectable. It is populated by unskilled labourers and runaway peasants come to the city seeking their fortune and finding squalor instead. The buildings are fairly well built though many have fallen into disrepair. A visitor can find a few half decent taverns here, and many poor quality ones.
The Ostwald district lacks some of the menace of the Altquater but it is just easy to end up dead here, though the criminals won’t be quite so brazen about it (they will at least try to hide your body down an ally). All the taverns are of low quality in this area though there isn’t the same intense squalor, and sordid activities as found in the ’Old quarter’.
The criminal activity in the Ostwald is run by a shadowy figure known as ‘The Man’. 'The Man' runs the drugs, smuggling and assassination for hire operations in Middenheim. Independent criminals trying to muscle in on such activities are either very minor and discreet or are dead.
On the far west end of the Ostwald is the Drowned Rat. This is quite simply the worst tavern in Middenheim. Run by Johann Stallart, from 2519 to 2539, Johann is rumoured to be one of the lieutenants of ‘The Man’ though no one knows for sure. Certainly Johanns credentials make this possible, he was one of the 14 Captains that used to run the criminal activities in Middenheim before Edam Gouda and later, ’the Man’ took over.
Dragon Ales brew house is also located in the Ostwald area. It supplies most of the taverns in the area and is probably the best thing about the area. It is run by Hilberry Stilburg a Halfling. Hilberry is rare for a Halfling as has an extremely ruthless personality and is a rather nasty piece of work. Hilberry uses the Brewhouse as a front to supply poisons for most of the criminals in the area. The criminals are however the most pleasant of the Halflings associates and if truth be told he also supplies various potions and remedies to more than one Necromancer and Demonologist who suffer from debilitating disorders as a result of dabbling with the dark arts.
The Neumarkt-Osttor District
The Neumarkt-Osttor district (or New Market-East gate district) is located just south of the East gate of Middenheim and is opposite the Altmarkt.
While the Altmarkt deals with foodstuffs and the like the Neumarkt sells goods of all descriptions. There are numerous artisans workshops in this area and dwellings of various types. In the furthest southeast of the Neumarkt is the Gerberbahn, an area occupied by the City’s tanners, dyers and fullers. The smell from this area is rather interesting to say the least. A little further north is the metal working area and north of that is the Toferplaz, where the cities potters workshops can be found.
All the guild houses of the lesser crafts can be found ion this area of buildings of various sizes and descriptions. All are well maintained and in some cases very impressive although rarely very large.
The area South and south east of the East Gate is the Ostter. There a few semi detached houses here but most are terraced. The homes here are typical Middenheim fare. Sturdy, impressive in a conservative, solid kind of way, not overly spacious but their interiors are comfortable.
The shops here are a few shops and several fairly good taverns and hostelries. The streets are fairly narrow here, though not dangerous. The population of this area are generally junior clerks for the civil service or fairly well to do artisans.
Right in the middle of the Ostter is The Royal college of Music. A magnificent building home to the Middenheim Orchestra and one of the centres of the cities cultural life. The college is supported by the Graf and various other rich benefactors. It produces operas and other events all year round.
In the south end of the Ostter is the cocktail bar ’The Templars Down Fall‘, which from 2511 to 2522 was the place to be seen in Middenheim, it had a riotous reputation and was frequented by outrageously dressed young nobles. During the Siege of Middenheim in the ’Storm of Chaos’ the bar was the scene of an armed uprising from Slaneesh cultists and in the ensuing counterattack was burned to the ground. Attempts to re-open the bar all failed as the successive owners were plagued with various accidents and misfortune. That is until 2539 when the ‘The Templars Downfall re-opened’ within two years it had re-established its reputation and is once again is the centre of any night out for young nobles.
The Freiburg District
The Freiburg is located just south of the Royal gardens and just north of the Great Park.
It is a middle class residential area distinguished by the number of scholars wizards and clerics that live here. The standard of housing is similar to many other middle class areas but the atmosphere is somewhat more bohemian. The crime rate in the Freiburg is very low second only to the Middenplaz itself. Footpads from other areas of the city are wary of approaching an area where your would be victim could well be a wizard…..
The Freiburg is home to the Temple of Sigmar (located in the north of the area). This an impressive but forbidding building, second only to the Temple of Ulric in size. Many members of the mercenary garrison which is stationed in Middenheim are Sigmarites, unsurprising considering that only a few of them are native Middenheimers. In addition the chief priest of Sigmar in Middenheim who goes under the title of High Capitular traditionally curries great favour with the Grand Theogonist. The result is that the Temple is surprisingly well supported in a city renowned for its Ulrican tendencies..
The Freiburg also includes the Collegium Thologica. Originally the College for Ulrican Initiates, the Collegium is now open to all students, and while it does not have official university status it considers itself easily the equal of the University of Nuln or Altdorf.
Finally to round off the reputation of the Freiburg as the centre of scholarly pursuits in Middenheim there is the Wizards and Alchemists guild. The main guild house is a large three storey building constructed in a grand but eccentric style. The High Wizard traditionally lives on the top floor.
The guild has an extensive library covering nearly all magical disciplines (including some dangerous tomes about necromancy and dark magic kept safely under lock and key).
The Frieburg also has several fine bars and restaurants including ‘The Scholar’ (which is also an antiques shop) and ‘The Red Moon’ cabaret bar/restaurant
The Wynd District
Situated in the southwest corner of the city the Wynd consists mostly of artisans workshops and merchants warehouses, with a sprinkling of middle and lower class houses. The taverns in this area are low quality but quiet and largely safe.
Most of the buildings here are built along strictly functional lines with no pretension or ornamentation. If this is because it is home many of the City’s dwarfs or whether the dwarfs moved to this area because of its atmosphere is a debatable subject.
Most of the ordinary artisans here have workshops here as well. This is the palace to come for carpenters smiths, cobblers etc.
Crime in the Wynd is fairly low because during the day the dwarfs will not put up with such nonsense. At night the same dwarfs can get fairly rowdy, but a moderate watch presence keeps things reasonable.
The Wynd is home to the Temple of Grungi, which is really no more than a chapel. There is an inner and outer chamber. The inner chamber is for dwarfs only but some honoured non-dwarfs (never elves) are permitted entrance to the outer chamber. Unknown to all but a few dwarf clan leaders the Temple of Grungi has an entrance that leads deep into the heart of the Undercity.
The Guild of Stonemasons and Architects and the Dwarven Engineers Guild is located in the Wynd. There is a friendly rivalry between the guild and the Dwarf Engineers Guild. The Stonemasons guild usually deals with human structures, while the Engineers Guild is more concerned with the underground structures and the city walls and gatehouses. The Graf and the City authorities split various commissions evenly between the two Guilds to avoid bad feeling.
The Kommission for Public works is tucked away in the Wynd. It is a drab nondescript building and few outside those who work there even realise it exists.
Finally the Wynd also contains ‘The Windhund Haulage Co’. This is the central warehouse for a large haulage company that operates throughout the Empire and Brettonia. It would not be included in the guide save for the fact that if one where to take it in to their mind to peer over the large ten foot walls at night that surround the warehouses one might just see groups of zombies sweeping the yard. The company is in fact a front for a Tzeentch cult.
This district extends from the West Gate down into the city in a south easterly direction
It is a middle class residential area and is populated by artisans and craftsmen of all descriptions.
The district is split into three areas which get distinctly wealthier as one goes from east to west. The district is sometimes called the Green quarter as it contains two of the City’s four parks.
These are the Morrspark, the cities public burial ground. Due to the pressures of space only the wealthy are interred here. The slightly less wealthy either cremate their dead or bury them at the foot of the Faucshlag. The Shrine of Morr is found on the northern edge of the Morrspark. It is built of plain black stone with no internal decorations.
A full burial at the Morrspark can cost anything from 250 to 1000 Gold Pieces. A paupers burial is free, a simple blessing before the body is heaved over the side of the Fauschlag at the Cliff of Sighs.
There are two further temples in the Westor-Sudgarten district. The large temple of Shallya, supported by the Grafs family and is attended by members of the Guild of Physicians and also by Middenheimers in need of aid. The clerics and priestesses of Shallya tour the poorer areas of the city such as Ostwald and ‘the Old quarter’ aiding those they can. In most cases they can go freely where other citizens of similar standing would not dare. The City’s underworld leaves them alone. The Graf, whose ailing son Stefan is supported by clerics from the Temple, would take a dim view of an attack on the temple or its personnel, and no one in Ostwald or ‘the Old quarter’ wishes to be woken up by a State Patrol or three!.
The Wynd also houses a very small Temple of Myrmidia, founded by a group of Tilean mercenaries who were garrisoned in the city in 2278. There is a slight rivalry between Ulric and Myrmidia but the temple is too small to be much of a threat and is mostly ignored. It survives by dint of the steady stream of mercenaries and travellers who enter the city and make offerings. In addition more than one Midden Marshall has in the past expressed an interest in the Temple.
The Geldmund-Kaufseit-Brotkopfs District
These three areas are the hub of the commercial activities in Middenheim and is located just east of the Wynd.
Brotkops and Kaufseit areas are filled with offices and warehouses while the Geldmund is mainly a residential area for merchants and a few of the wealthier artisans. It is a high-class area but is considered somewhat common by the ‘true’ nobility.
There are many fine restaurants and bars in the Geldmund including ‘The Man O’War’ and ‘The Heavens Lament’.
It is also home to the Merchants guild and the Kommission for Commerce Trade and Taxation.
Holy Gwackamolie... if only i wasnt at work, then i could properly read that....Looks mighty impressive, especially if you did it all yourself...
"This sure ain't no pansy Eldar Armor, Son"
185th Cadian Armored Div.
"One Shot, One Kill"
Western Border Patrol of Athel Loren
Well its all got from official or semi official sources but it isn't a copy and paste job if thats what you mean.
Nice one VQ - the size of articles like this are starting to rival mine!