Thomendul Settlement in The Elemental Chaos | World Anvil
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Thomendul

Government

Like most of Argenduum, the laws of Thomendul are based mostly on keeping work running smoothly, ensuring freedom, and compensating those who are wronged. Breaking most laws results in fines meant to make up for the misdeed rather than discourage through fear. Of course, in the case that the criminal cannot pay, mandatory labor is a common punishment as well. The highest crimes are punished with exile or execution, when it is deemed necessary to remove a dangerous individual from society entirely.   Another important part of Thomendul's government is keeping track of public goods and finances and regulating mining and construction operations. Violations of the codes for mining and construction typically result in cessation of operations, first and foremost, as they are held in upmost importance for public safety. Between this and fines, Argend companies tend to be very careful about making sure proper guidelines are followed. While this drastically slows down progress in certain places and requires employee positions solely to handle these logistics, they help keep the city safe and aesthetically pleasing.

Defences

The primary defense of Thomendul is the fact that it is nestled firmly within the Dwarven Peaks, requiring a very literal uphill battle to reach. Using the proper, monitored entrances is also mandatory to avoid having to go through yards of mountain to reach inside. The lifthouses over the city hold watchtowers to warn of approach for the mobilization of troops, but the sheer natural defenses of the city require little outward defense. Even within the city walls, most defense is in the form of manpower, as tunnels form natural choke points.

Industry & Trade

Thomendul is much like any Argend city in that its primary exports are in stone, ore, and products made from them. Similarly, most imports are in the form of produce, lumber, or leather. However, as one of the few settlements in the peaks that sees direct outside trade, there are some more exotic goods as well. Hides or other parts of monsters killed in the deep caverns, runic curiosities, and various fungal delicacies are openly on sale for interested visitors. Some of these are of questionable use, though it is not unheard of for alchemists to find just the rare ingredient they need in the Thomendul shops.

Infrastructure

The tunnel leading into Thomendul's main hall alone is enough to awe many first time visitors. With roads and passageways large enough to fit entire caravans through, winch-powered cargo lifts, and large storehouse areas, the capital of Argenduum is primed as a center of commerce. Water-bearing channels through the rock, an Argend staple, lead to a constant yet erratic background of running water, some of which is even used for fountains. These channels also help power mills, cool blast furnaces, and bring fresh air to the city as a whole.

History

After the destruction of Argendul and the formation of laws, many dwarves that had lost their homes began work putting the new regulations to the test. At the time, settlements were rare and slow to form due to the very same regulations, so a great deal of focus was put into squeezing every bit of use out of the ones that existed. Thomendul became the capital, in many ways, simply because it was one of the first and most successful of these settlements. The fact that it is still relatively far to the south (for the dwarves had yet to expand far across the range) only adds convenience to its relations with Chal in both trade and diplomacy.

Architecture

When arriving in Thomendul, whether through tunnel or lift, the first thing many will see is the expansive main hall, held up by stone pillars and illuminated by runic magical lights. The next is the walkways and balconies across the sides of the far walls, some bridging the main chamber, and the stairways leading up to them, frequently traveled by locals carting ores or goods to other areas or walking to their work. These 'floors' of the city each lead into partitioned side areas, divided up for housing, stores, storage, and forges. Offices are also present, with government offices taking up most of the higher floors.   The stone is polished and, in many areas, tiled. Apart from this, much of it is unadorned and unpainted, though carvings and lines of reddish Corestone break up the monotony. In the latter case, they serve a functional purpose as well, unobtrusively providing heat to combat the cold mountain air. Small statues are common choices of decoration, for fairly obvious reasons. The main pillars are almost unnaturally cylindrical, apart from flat, polished faces on one side that help spread the magic light through the vast chamber.   Homes tend to be small and spartan - in more senses than the low ceilings. Many family residences have shared bedrooms and fungal growing rooms to supplement the dietary needs of the residents. (Though despite their names, it may be worth noting that these homes are not always used for actual families, as dwarves spend little time in their homes and often use them only for rest and convenience.) Channels that flow to these areas tend to include small reservoirs that can be used for bathing, cleaning, and watering. More lively than these, however, are the taverns, regularly full of music that is often accompanied by the raucous laughter of those present. As the partitions where relaxation is the most expected, colorful lighting and wooden, sometimes painted decorations are a regular sight within.
Type
City
Location under
Dwarven Peaks
Owning Organization

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