The City of Thelvenheim

Population: 34,100 (metropolis)
Demographics: Special (dwarf 91, gnome 7, human 1, others 1)

Authority Figures:
High King Jorgen, male dwarf Ftr11; General Per Samuelsson, male dwarf Ftr17; High Priest of Moradin Mattias Naslund, male dwarf Ari6

The great dwarven capital is located at the base of the twin-peaked Mt.  Thelvenheim, in the far northeast of the Ulfsberg Range.  The city is very old, intricately carved, and huge: its population numbers over 30,000, and it delves some three levels deep into the solid rock below. Many clans of dwarves reside here, all paying fealty to the head of Clan Samuelsson, High King Jorgen.  In addition, a fair number of gnomes make Thelvenheim their home.  Thelvenheim began life as a mine, but when the iron and silver ran dry, it was converted into a fortress and then ultimately a city.

The city itself is divided into two main sections.  The section underneath the northern peak is known as the Old City.  It houses most of the religious and governmental centers of Thelvenheim, as well as its oldest and most beautiful residential areas.  The area under the south peak is the South End, which is filled with shops, inns, taverns, and residences; it is also the home of the Gnomish Quarter.  Each section of town is currently three levels deep, with each level connected to the others via an elaborate network of tunnels and stairwells.

There are two primary entrances to the city, as well as a number of smaller entrances, some of which are hidden.  The massive and beautiful West Gate is carved into the northwest side of the mountain, leading to the Old City.  The gate itself is a 15' high heavy stone door, operated by a team of dwarven laborers.  When closed and barred, it is unopenable from the outside by anything short of a team of giants.  The archway around the gate is decorated with clan symbols and bas reliefs of Thelvenheim's history.  One half-mile from the West Gate, atop a rocky hill, sits Arvedson Keep, garrisoned by 225 dwarven soldiers.

The East Gate, similar in size to its western counterpart, leads to the South End.  It is protected by Alfredsson Keep, with 200 soldiers and 8 trained brown bears.  Normally, the West and East Gates are kept open, and visitors are permitted to enter the city with a quick inspection from the city guards.

The interior of the city is strange by human standards.  The ceilings are low (6') and the place is exceptionally dark -- there is normally no light, magical or otherwise.  Only occasionally are torches or other light sources seen, usually in the company of visitors to the city.  The streets are narrow, and typically crowded.  At all times, a low echoing murmur can be heard throughout the city, as residents' voices carry far underground.  Rapping and knocking sounds are also common, but little else is audible.  The lack of daylight means that the city is active all day; some segment of the population is always working.  Finally, the quality of the stonework is astonishing, particularly in the Old City.  Virtually every exposed surface has been elaborately decorated with intricate patterns, clan symbols, religious images, or depictions of important events or themes.  All have been carved directly into the rock, and have been meticulously maintained.  In the newer areas of the city, especially on the 3rd levels, the walls tend to be barer, but the construction techniques are still superior.