Mhzuchet

Demographics

The city is not what you would call diverse in human terms. While there are a number of humans living inside the city, they are not granted any level of citizenship and are treated more or less as tourists. The City is made almost entirely up of the Four Dwarven clans who are in fact quite varied in their looks and presentation. The four Clans present inside the city for it serves a Mecca for all Dwarven kind in their nomadic way of life.
 
All the clans hold the same status inside the city, though each of the clans follow a hierarchy outside of Mhzuchet, ultimately ending at the top with the Kings who answer to each other equally. Any Dwarf is treated with the same respect and honor as a visiting diplomat would be, inside the walls of the City.
 
  • Rhojic
    A Clan that is well known for it's musical talents and skillful use of mathematics and hold a high value in logic. Like all the Clans, they are all versatile warriors and artisans of all walks of life, more than willing to answer and call to home. With Pistol, axe and bulwark, they will answer. To whomever dares knocks on the drums of war with the Dwarves, should pick a god and begin praying. The Clan is lead by Gjorn Fourth king of Dwarves, and is typically considered the most well traveled out of the four clans.
  • Mjoljic
    A Clan based out of the North Wastes, and the clan that originally sowed the seeds for the City to be built. They are a hardy and honest folk to hold honor and truth above all else. They are also internationally recognized as the most skilled stonemasons to walk to earth of The Cradle. They hold the north coasts in a constant War with the Empire of Mhuzelt, disallowing any Gnomish ships to land outside of a major port city controlled by The Kingdom of Galus. The Clan is headed by Gherdhal: The First King of Dwarves, who holds the City as their Seat of Power on the Northern Coast.
  • Krijic
    The clan that is feared. Should the horns of war be called, should unearthly squeal of boars be heard on distant winds, one should fear the Krijic. The most southernly of the four clans, often found wandering between the States of Huron and Northern Galus, the proverbial hotbed of the continent at the border between the Federation and the Caliphate. The Krijic are renowned for their ability dominate battlefields, masterful tacticians, superb engineers and artificers, if the god of war had hands in the mortal world, they would be the Krijic. The Clan is headed by Halgier The Second King of Dwarves.
  • Sjrijic
    The clan responsible for the vast majority of the technological influences felt across the Continent. Skilled traders, merchants and diplomats, they spread the influence of Dwarven Nomads through word of mouth. Historically they were the ones to bring the art of Alchemical Henna to Huron in the first place. They are headed by Horsk Third King of Dwarves.

Government

The City itself is governed jointly by the four kings. While primary office is taken by only one king at a time for a period of two years, until the next king is required to take the throne. This is a cyclical event that begins at the end of each Season of Heat. While the Kings delegate much of their work down to their Generals and Commanders, it operates somewhat like a well functioning military state. Though is isn't to say the Dwarves have no say in anything, should and Dwarf contest an action made by leadership, they are heard. If the contestant wishes, they may speak to any of the Kings to try and change said action.
 
This system has lead to a rather, unique to Mhuzelti Cultures (Both Dwarves and Gnomes), to have unbreakable loyalty to their kings and Clans. They are treated the same as any General, the same as any Commander, the playing field is level. So in terms of internal political squabbling, there isn't much to exploit from outside forces. This has lead to some very nasty engagements with other countries that have tried espionage to take an advantage over the Dwarves. Many end in a stalemate, or the a nearly one-sided victory for the Dwarves. One should be careful to anger the generally neutral Nomads.

Defences

Known as the Impenetrable city, they city itself is built with the sole purpose of withstanding an utter onslaught for a theoretical decades. The walls have retractable roofs that completely seal from the outside world, covered in the Dwarves runic might. Runes of protection so utterly complex that many of the leading masters of the craft still do not understand how they work. Ancient magics not seen on The Great Tree any longer, stylings that seem to be the root of all known languages can be seen in these runes.
 
There is a vest air flow network that spans in hundreds of miles outside of the city, meant to bring water and fresh air to the city in the event of a full blown siege. The above ground portions of these network are only known to the Dwarves and the Kings, despite the best efforts of the other nations prying at that information. This is rumored to have a vast filtration system, using the Dwarves brand of magic. Though the few descriptions of these runes that have been given to public all mention a "Miasma", some disease that has no known analogous presence in the world.
 
Though one would have to go through a proverbial gauntlet of heavy artillery, Anti air defenses, arcane works and ritual magics that could annihilate nearly any army that was foolish enough to get anywhere near the city. The true might of the city having never truly been tested, yet. The Gnomes have made many attempts to try and take the city, and have failed each time. Suffering a truly horrifying number of casualties trying to do so. Though, the same could be said about the Dwarves trying to take anything on the Isle of Mhuzelt.
 
Many of these advancements were brought back by Gjorn after he had Branch Walked into a different plane of existence. Though much of his time there is unknown, even to the other kings, what he brought back was invaluable to the Dwarves. The artificer movement exploded from his newfound information, the defenses of the City became what they are to this day, they had become a superpower on the global stage.
 
Show spoiler
What Gjorn had brought back was the full Might of The Elsewhere, they gave him knowledge lost to this world. They gave him new magic not found in the Dwarves, a voice of a Brownie. They taught him how to build a Citadel able to withstand a literal apocalypse. No Holocaust too great, no disease too deadly, no impact too massive, no force too large to handle. And he gave this information to his Clemen.

Industry & Trade

While industry and trade are routine as any other major city in the world, they all do the same industries as any other nation. Nothing except their export of Artifice magic is unique. What is unique to only Mhzuchet is this, all the clans across the entire continent send all their earnings back to the Citadel. The entire race of Dwarves is united under the banner of Mhzuchet, everything goes back to the city to continue its progress. Information, wealth, acquired material, acquired goods, everything.

Infrastructure

The mainstay for Mhzuchet is that they are the premier epicenter for most of the advancement in Artificer technology. Compared to rest of the work made on the Continent, their runes are subtle, barely there at all. As apposed to conventional ideology in the field that is meant to be easy to follow by anyone, as much of it is meant to be industrial or quality of life fixes for the average person, it behooves the rest of the continent to have an easier to follow system. Given this; there are an immense amount of laboratories, workshops, forge houses, alchemical institutions and such.
 
The other main point for the economy of the Clans is that this is one of the few places that their War Boars can actually breed. Making the valley leading up to the actually city a vast ranch dedicated to giving these creatures a good life with the honor of the Dwarves.
Founding Date
1091
Alternative Name(s)
The Mead Hall, The Outpost
Type
Citadel
Population
~12 million
Inhabitant Demonym
Clamen (A much more Slang term than the original Clan Men, considered more respectful and non-gender specific.)
Location under
Owning Organization
Related Tradition (Primary)
Related Traditions

Comments

Please Login in order to comment!