Genmide
“Some look to Genmide and see what Chordin would
have become without innovation. The Dwarves look the Genmide
and see what Chordin would have become without corruption.”
~ Jothan Blackkard, Gazetteer
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 Gold Dragon Nation created their first 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 nation of goblinoids and minotaurs
living on the surface of Genmide.
The Alliance
did not last much past the defeat of the hailene. While the
dwarves felt they could tolerate the humans not 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 Minde Forme. The dwarves then closed their borders again,
only periodically emerging to trade ore for 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 also 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 more jaded with Genmidi
life as a whole and 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 young dwarves 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 Justicar 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 (Male dwarf Fighter
4/Cleric of Dey 3) is the undisputed king of Genmide. 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.
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 (mostly a relic of the draconic referenced
to their bloodlines). These clans are; Addarack Prime, Addarack
Segunda, Genmide, Glacius Prime, Glacius Segundus, Iskarr
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 the dwarves
court 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 (Female dwarf Rogue 5) currently heads the Steamjacks
and is very active in involving the group in Genmidi politics.
Major
Settlements
The Hall of Addarack (City 23,000)
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 ever 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.
Winterborn
(Town 3,000)
The mercantile face of the Hall of Addarack, Winterborn is
a ton built in the valley below 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 600)
The headquarters and central academy of the Steamjacks is
a walled fortress on the southern slopes of the Genmide Mountains.
Fort Mechanus was meticulously designed to skirt Genmidi law
so as to include humans as students and faculty, featuring
intricate arches and overhangs to serve as halls and room
without technically being inside a structure
Locations
of Note
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Encounters
All manner of mountain creatures prowl the mountains of Genmide,
including big cats, giant eagles, ground sloth, rocs, and
grey renders and spirit beast forms of the same. Purple worms
and other hearty beasts subsist on herds of reindeer in the
valley as do small,nomadic communities of ogres and kobolds.
In farthest,
dark reaches of the dwarven halls, where the dwarves have
breached the Seams, cloakers, darkmantles, gricks and the
occasional drow scout can be found. |