Gearmaine Country
*Lying on the North-Western part of the continent, Gearmaine is one of the oldest and best defended countries in the Empire. Birthplace of dwarves, home to the many small Goblin isles that litter the coast- such as the mysterious New Gonne which has the only relics and deep vaults proven to be pre-Chaos , Gearmaine boasts the most mountains of any known land, and even more secrets.
The capital Gruna is home to many of the greatest dwarven family and inventions, but outsiders are partitioned to a small artificial island in the great reservoir that keeps them apart from the rest of the underground, bioluminescence city. For the great druidic families and guilds might jostle amongst themselves for power but they are united in their fear and distrust of outsiders.
Although the seemingly ever growing city of Gnó, with its more mixed populace with more radical ideas is amazing wealth and power through their trade with the isolated and trapped mermaids of Liakiir off their coast. The citizens of Gnó might not have cause the disaster with left the mermaids stuck, but they sure are profiting from it - being the only ones with access to trade of the many wonders of the deep the mermaids can create. Gnó is also a sight to behold for travellers and tourists, and more open to welcoming them. Placed in a giant sea cave, with a flotilla that rises and falls with the tide below the three great stalactites with its string of ziplines and flying taxis and wonderous magics happening on every street, it is a sight to see. Although, it is still a city with strict rules and regulations, and anyone breaking those do so at their own peril - for while Gnó is beautiful, it is not merciful.
Not much is known about the mermaids of Liakirr. The dwarves make sure of that, jealously guarding all trade and contact with them. However, what is known is this: the mermaids live in the shell of a great spirit which once moved across the ocean with their city on its back. Something killed this spirit, and now the mermaids live in its bones. The are slowly dying out, (as temperature affects the sex of their egg clutches - something they and everyone else are unaware of), and have been unable to find or make contact with any other mermaids to seek salvation. They continue to try, however, and record their histories on the bones of their home in case they fail to find salvation. They make great magical items and weapons and arts unlike anything seen on land.
But that is not all there is to see. There is also the artisan city of Baint, a trade hub on route to the Empire's capital that lies on the banks of a great lake. The drow town of Gatesmouth lies in constant shadow and is said to have a road leading down into the depths of the world. The small but numerous Goblin isles that some say act as a deterrent for the Fae of Tír na Sióg reaching the mainland. And rumours fly of a secret village in the mountain mists...
Central Conflicts
- The power struggle between Gnó and Gruna, one representing a new, more open age for the dwarves while the other tries to hold onto tradition, seclusion and power.
- The mermaids seeking a way to survive, and leave.
- A mysterious cult led by the Tellah-Re family of Baint spreading power and influence across the country, and beyond.
- Pirates have begun to appear around the goblin isles, raiding the coast. Who these groups are and where they came from is unknown, but they seem to all be loyal to a mysterious figure known as the Lady of the Storm.