Geography
With the Jedda Syne range to the north, the Addarack range to the
west and the Genmide mountains to the south, Genmide is the perfect
home for dwarves and not much else. The vast valley between the
mountain ranges is a dry, cold badland all the way to the sea, sporting
only short, scrubby grass and stands of sparse evergreens.
The mountains themselves
sport a thick cloak of pines and spruces that hide their rocky façade
from view, capped with jagged and icy peaks. The land above is mostly
wild, given over to the savage races and spirit beasts as the dwarves
only care for what is underground.
History
When the dragons attempted to create a servitor race from gnomish
and human stock, they did not expect them to be so willful. The
new dwarves dug the mines in the Addarack range, as directed, but
once they had dug themselves a comfortable home and made certain
that they were familiar with underground agriculture, they sealed
the tunnels leading outside and left their draconic progenitors
cursing their creation.
When the dwarves finally
reemerged into the world, draconic control had been broken and the
Vishnari Empire was being formed. Out of mutual distrust, the dwarves
and the rest of demi-humanity had little to do with each other until
the Hailene War of Ascension was upon them both. The dwarves allied
with the Vishnari and the savage tribes of goblinoids and minotaurs
living on the surface of Genmide.
The alliance did not
last for long after the defeat of the hailene. While the dwarves
felt they could tolerate the humans now living on the surface, the
martial tradition of the minotaurs posed to large a threat. And
so the dwarves of Genmide turned on their one time allies, driving
them into the warring nation of Mindeforme. The dwarves then closed
their borders again, only periodically emerging to trade for gold
and magic items.
In the decades following
the Ashing of the Green, however, a cultural shift in Genmide has
forced the nation to work more closely with its neighbors, as two
sides within seem to be headed for civil war.
Culture
A cultural schism is taking place within the dwarf lands, a minor
war brewing between three factions with differing visions for the
future of dwarf-kind.
The elders, so called
‘old-timers’ wish to continue the xenophobic and isolationist
ways of the past, only trading the precious handiworks and ore the
nation turn out as they require things from outside national borders.
They dislike the very idea of non-dwarves living on the surface
above them and wish to move to expel them from Genmide.
Another faction headed
by the Steamjack community want to modernize Genmide and make it
part of the world community. They envision opening up the vast,
underground dwarven halls to the rest of demi-humanity and teaching
non-dwarves the dwarven ways of forging and steam craft. They also
have plans for coming together with the surface dwellers to form
a single, unified Genmidi government.
Lastly, young dwarves
are becoming largely jaded with Genmidi life as a whole and, inspired
by pulp novels bought into the nation by traders, are leaving in
droves to find new lives and adventure in the rest of the world.
With them, they take not only manpower, but much needed genetic
diversity away from the dwarven halls. These ‘younglings’
worry the elders even more than the Steamjacks, because their desire
for maintaining the status quo requires strong, young backs to uphold
it.
Given their origins,
dwarves have historically been a secular people. In more recent
years, with a practicing cleric of Dey taking the throne, religion
among the dwarves is more open. Many worship Dey as a goddess of
Duty and Denaii as a scion of Community. The Steamjacks also pay
heavy homage to Denaii as a god of mechanical perfection.
Though it is frowned
upon, a handful of dragon cults have sprung up, fueled by rebellious
youths, recklessly tearing down the old ways of shunning anything
draconic.
Industry
The three mountain ranges that outline Genmide’s borders are
a rich source of iron ore and mithral. The dwarves refine these
ores and use them to create masterpieces of armor and weapon design.
The dwarven marvels in metal and stonework are highly prized throughout
the continent.
The Steamjacks also possess
contracts with several organizations to built steamwork devices,
especially their armored steam-crawler vehicles.
Government
King Roth Stoneeater of Clan Addarack Prime is the considered king
of Genmide, or at the very least, the Genmidi dwarves. With his
exhaustive council of advisers, he manages all the day to day workings
of the nation, the movements of its armies and relations between
the clans.
Regional control belongs
to the heads of the dwarven clans that live there, while human and
half-elven settlements are left to autonomy. This is not true for
the ogre tribes that call the southern Genmide range home. They
are forced to pay tribute to the dwarves and defer to them, lest
they suffer the fate of the minotaurs who were forced to flee Genmide.
All other races are similarly
disrespected by the xenophobic government, where the law of the
land says that no non-dwarf may ever enter a structure on dwarven
land (that is, the underground).
Organizations
and Individuals of Note
The
Dwarven Clans
Six distinct bloodlines of dwarves were created by the dragons,
using varying amounts of human and gnomish blood. While centuries
of interbreeding have erased these distinctions, the six clans still
exist as political entities, bearing names of their homes and their
position. These clans are; Addarack Prime, Addarack Segunda, Genmide,
Glacius Prime, Glacius Segundus, Iskarr. Only ‘pure blooded’
members of a clan use a proper clan name. Others have taken family
names that are usually referred to as clan names.
Steamjacks
The Steamjacks are an organization of modernized dwarves based in
Genmide that specialize in combining traditional dwarven expertise
in stone and metal working with the relatively new sciences of machination
and alchemy in addition to arcane magic.
The accomplishments of
the Steamjacks has gained them economic sway in dwarven society
and has triggered a kind of renaissance in the more progressive
dwarven settlements. Chief among these breakthroughs is the advent
of the crawler, a Steamjack designed, heavily armored ground transport
powered by mystic steam engines.
The creation and subsequent
sale of crawlers has gained the Steamjacks valuable contacts with
the Historical Society of Kinos, the Great Houses of Chordin, and
numerous adventurers’ guilds including many affiliated with
the church of Dey. Steamjack enclaves have sprung up all over Genmide
and small brokerage houses run by the organization have appeared
in large cities across the continent.
Madra Warchild currently
heads the Steamjacks and is very active in involving the group in
Genmidi politics.
Major Settlements
The Hall of Addarack (City)
Beneath the stone face of the Addarack Range, carved, layer by layer
by generations of dwarves over the past three thousand years is
their greatest city; the Hall of Addarack. A labyrinthine lattice
of stone tunnels, no non-dwarf is allowed to set foot within these
hallowed halls.
The air is always hot,
warmed by the combined heat of the lava tubes that power the deepest
mystic forges and the magical steam created by the Steamjacks. The
Hall is the seat of dwarven society, the place where all young dwarves
of Genmide are sent to learn a trade and become a functioning part
of society.
Tradehold
Keep (Town)
The mercantile face of the Hall of Addarack, Tradehold Keep is a
fortress built into the face of Mount Isen, above the eastern entrance
of the city. Here, non-dwarves are more or less welcome –
as long as they’ve come to trade.
Fort
Mechanus (Hamlet)
The headquarters and central academy of the Steamjacks is a walled
fortress on the southern slopes of the Genmide Mountains. Fort Mechanus
is one of the few dwarven settlements open to non-dwarves intent
on something other than trade. Students of all races are welcome
here in hopes of consolidating the best mechanical minds in the
world under the Steamjack banner.
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