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Adventures in Cerilia: The Great Rift of Bara-Kur


This is for now, Archive Material...

The Red areas are open to change. If you have any ideas for what to put in that area. (example: enchanted forest of ponies, magical rainforest, sharp mountains, cliffs, or anything you can think of.

The rivers are open to naming...

Information on Brectan Cities:

Brindonsford- is the capital of the Brectan province of Svinka. It lies in the heartland of Southern Brectany, and serves as a major foodstuff hub for the kingdom. It hosts a grand temple to Obad-Hi, father of weather. And minor shrines to Nar, god of strength; and Sera, goddess of Day & Light. The streets of Brindonford are wide, and the fields large. Most of the population of Svinka live here in the city proper. The Great Library is public, and has the largest collection of books in all of Brectury. The market sells the common goods, and wheat is practically given away. City life in Brindonford is good, the engineers of the city were careful with their planning. The youth is enrolled in public education, and Svinka College provides education in engineering and architecture. The city features clean running water, and a sewer system. Residents of Brindonford truely live off the fat of the land.

Hvarleif- is a small hamlet nestled in a small valley north of Brindonford. Hvarleif is the main port into the Bay of Giants, which leads eventually to the treacherous Ryjurik coastline. Only the most adventurous sailors and fisherman use these docks, who usually embark from the Whitewolf Inn. A small shrine to Uller, lord of the source (source = laylines, magical connection, the bridge between the magical and the real), is located outside of town. As well as a small church of Vena, godess of sailors' widows.

Leipvika- is a new start up community of traders and Brectan workers. A fort was is currently being erected overlooking the river and the southern approaches. This town marks the southern border of Svinka. To the south are Dwarven lands. The Brectan Nobles have not recognized this officially and claim the area as the province of Dvinka. Which means little in the affairs of the Dwarves. Currently no open conflict has arisen from this, as the two peoples keep to themselves. This border town has become a boom town with new trading contracts made with the Dwarven clans of Bara-Kur.
The market square offers exotic dwarven crafted building materials. The town hosts two temples: Obad-Hi & Sera. An up-and-coming guild named the Uldvinka Trade Co. has set up operations in the city, and control the daily trades made in-town.

Information of the Bara-Kur Clans:

Bara-Kur means Golden Claw in Dwarven, which refers the the vast stretches of desert the people reside under. The Bara-Kur Clans are an archaic and pious group. Centuries of fighting giants have caused these dwarves to become rigidly militaristic and communal. The Gold Dwarves hold the royal power of Bara-Kur, and the Iron Dwarves (vanilla/normal dwarves) make up the majority of the people.
In the Great Rift of Bara-Kur, dwarves have begun to surface in order to reach out to their northern human neighbors. Trade agreements have only recently been made. And not all dwarves are happy with the decision. At the moment the Royal Cleric of Bara-Kur, a gold dwarf, holds the power in the rift clans. He leads his faction under the banner of the god, Moradin, father of all dwarves and the master of the hammer.

Other factions/gods include:

The Earthly Order of Skadin- Under the stone god of law and justice, this faction of clans keeps the other clans together as they hold the Craigs Court, the only court of law in the rift.

Knives of Abbathor- Under the dwarven lord of greed, followers of Abbathor openly seek wealth and fame by way of the diamond. They are supporters of interracial trading.

Shields of Claggedin Silverbeard- Under the traditional dwarven god of battle, this small order keeps the peace by facing the threats to dwarven-kind. They openly disagree with The High Cleric, but still serve faithfully in protection of his office.

Keepers of Dumathion- The lost one, Dumathion is the keeper of secrets. Most dwarven miners behold reverence to Dumathion in order to unlock the secrets of the mine.

Maidens of Ulaa- Interestingly in Bara-Kur culture females are seen to be associated with redstone. Ulaa is the goddess of the earth. Ulaa is seen to control the magical properties of Redstone. Also the master of earth magic, which is seen as witchcraft by other dwarven orders such as Claggedin, Moradin and Dumathion. Since most other dwarves are anti-magic.

 The Brectur people are a hardy group of humans who live in the southern part of the great black sea. The winters are cold and windy, but the area enjoys peaceful long summers almost every year. Brectury has two distinct cultures, Jorvik & Svinka. These kingdoms are separated by the great Brecca Bay. Jorvik being the militant industrious people, while Svinka are more liberated and revere science above all. Together they form a strong nation who has been able to survive this age well.

The Brect are a mix of cultures. Originally, Ryjurik marauders first settled Svinka, later Jorvik. (emulating the Scandinavian movements irl) Svinka became a thriving center for enlightenment with the construction of the great library in Brindonsford. Svinkin Sooth Sayers are seen throughout the world as excellent problem solvers and advisers. Jorvik being taken from a previous native tribe, is more militant. Jorvik is also alot larger in land area then Svinka.

((Lore References: Viking/Norse with German technologies and engineering. Northern European. Early Saxons.))
                                      Brect Political Structure:

United Kingdom of Brectany
Jorvik Highking - King of Svinka
Princes, Dukes, Lords & Landowners
Merchant Class
Commoners, Military

Updated Map :DD

Hobbits & Dwarves in a nice little existence.


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