Kind of on Fire
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Genamott

Ascent of the Drow

Once, generations ago, the drow were peaceful elves, living in the forests of Almira. Their existence was disrupted by the Dusk Crusade. Many great battles were fought in the short span of the Crusade, and the elves were slaughtered mercilessly in endless waves, their blood pouring into the heart of the earth.

A pacifist people, a massive contingent of elves fled to the caverns beneath the Volorin Mountains. The enemy was persistent, however, and pursued doggedly, killing by the tens of thousands. The remaining elves numbered no more than a thousand strong of children, the elderly, the infirm, and others incapable of fighting. In desperation, these elven priests performed a profane ritual over those who remained, imploring each and every dark force, arcane patron, and ancient power known amongst the thousand.

As the ritual took hold, their skin turned a deep purple, their bloodlust grew, and within a fortnight, they had slaughtered the advance guard that pursued them. By this time, the Dusk Crusade was over, and the drow of Almira were born. The cavern in which the drow made their last stand was renamed Genamott, from the elven words Mota, meaning survival, and Genna, meaning a Place of Evil. Genamott soon grew, and became a thriving metropolis with a strict military government. In the current age, Genamott is the main supplier of both arms and martial troops in the fight against the Palace of Sin.

The Silo City

Genamott is a massive complex of underground fortresses, completely devoid of light. This serves as both a military strategy and a memorial for the elves who lost their lives in order to establish the city. While bringing light into the city is not forbidden, it is highly taboo. The city itself it highly fortified, with only 5 passages that lead inside.

Blood Tide
This passage is a slow moving underground river that flows from meltwater high in the Volarin Mountains. The river passes over sulfur vents from the volcanic vents below, making the river nearly impassable unless the swimmer need not breath or has some way of purifying the water as they move through it. The dead are not stored within the city, rather, dead bodies are  dumped by the military into the deep but slow-moving river.

Earthfall
This vertical passage extend a mile high and is situated above an inactive volcano. It is the main means of entry and exit for those with natural flight abilities. The use of magic to enter through Earthfall is impossible, as the descent is littered with natural anti-magic fields. A special contingent of the royal guard patrols Earthfall, mounted on riding bats.

The Rotfarm
In the past, the only reasonably entrance to Genamott was a short road into a series of caverns. Deeming this road too accessible, the military government of Genamott remade the road into a dumping ground for garbage and sewage. The road and caverns have since been been redubbed The Rotfarm. The outskirts of this disgusting heap holds breeding grounds for riding mantises and consumable grubs and mushrooms, while the middle of The Rotfarm is filled with all manner of filthy beasts.

Kamos Rin
Kamos Rin is a semi-active volcano, kept from eruption by the magic of Genamott’s House of Arcana. The passage at Kamos Rin is a superheated tunnel that circles a lake of molten lava. The heat makes this long, spiraling tunnel impassible without immunity to fire.

Inaja
The center of the city is home to Inaja, a giant artifact that draws all teleportation spells that begin or end within the city or the mountains above. Inaja is located within the largest military complex in the city, and is the most common entry point into the city. Outposts in the Volarin Mountains offer cheap teleportation scrolls in order to give outsiders passage to the city.

Governance

Genamott is ruled by a king or queen, chosen upon the death of the previous monarch by the 3 great houses, The Great Church of Faith, the House Arcana, and the School of Thought.

The Great Church of Faith
The Great Church of Faith is loosely run by the Divinity Council, made up of Genamott’s high priest of each faith. While individual churches worship as they please, the Divinity council decides on rulings that affect all houses. Such rulings have included the Sacrifice Ban of 123 AG, which ruled against sacrificial killings, and the Healer's Fund Act, which pledged royal funds to those citizens who required the use of spells such as  regeneration, break curse, restoration.. Decisions by the Divinity Council are rendered only by the high priest of deities whose domains are affected by the outcome.

The House Arcana
Academic and meritocratic, the House Arcana is ruled of by a loose council of the greatest masters of each of the eight schools of magic. These positions are often rejected out of hand, with members of the House Arcana dismissing the burden of bureaucratic work. Most masters relegate their decision making to another so they can continue their work uninterrupted. While the House Arcana is loathe to accept bureaucratic work, the might of Genamott’s army is often attributed to their magical research.

The School of Thought
A shadowy organization more often thought of as a cabal than a great house, the School of Thought resides in a massive glass house which holds a massive, immersive mindscape. No one knows who their leaders are or how they are chosen, with many drow suggestion sinister, even infernal motives.
​
The Monarchy
When a monarch dies, a host of suitable candidates surge forward, making pacts and playing politics with the three houses. In the 10 generations since Genamott was built, the outcome of the choice of monarchs has be attributed to the School of Thought every time. As such, any prospective candidate seeks the entrench themselves within this shadowy organization and attempt to learn the identity of the current leader.

While the three houses vote to create laws, the monarchy is tasked with enforcing those laws. The military answers directly to the throne; Genamott has no other force for policing its citizens.

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