Brekon (nation): Difference between revisions
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[[Image:Brekon_Map.jpg|thumb|300px|Bekon]] | [[Image:Brekon_Map.jpg|thumb|300px|Bekon]] | ||
Located on the western coast of the main continent, Brekon is the major stronghold and home of the Orcish race. Long ago, orcs were created by the god Valok on the eastern coast of Avlis, but during the Great War, their nation, "Dobrekan", was attacked from all sides and the orcs were forced to flee. Throughout the war, a running chase took place in which the entire bulk of the race was pushed across the continent in blind retreat. At a pivotal point, it looked as if the orcs would be pushed into the sea, but in time they pulled together and managed to assemble a stronghold that later became the city of Brekon. | Located on the western coast of the main continent, Brekon is the major stronghold and home of the [[Orc|Orcish]] race. Long ago, orcs were created by the god Valok on the eastern coast of Avlis, but during the Great War, their nation, "Dobrekan", was attacked from all sides and the orcs were forced to flee. Throughout the war, a running chase took place in which the entire bulk of the race was pushed across the continent in blind retreat. At a pivotal point, it looked as if the orcs would be pushed into the sea, but in time they pulled together and managed to assemble a stronghold that later became the city of Brekon. | ||
This city grew in size and scope until it controlled much of the land around it. Aside from the other orcish nation of Dubunat, this place became a haven for not only the orcs, but also many other races such as giant-kin and goblins. By the end of the Great War, the nations surrounding Brekon were unable to destroy it and so they resigned themselves to tense economic relations, which grew over the years into a bustling trade. | This city grew in size and scope until it controlled much of the land around it. Aside from the other orcish nation of Dubunat, this place became a haven for not only the orcs, but also many other races such as giant-kin and [[Goblin|goblins]]. By the end of the Great War, the nations surrounding Brekon were unable to destroy it and so they resigned themselves to tense economic relations, which grew over the years into a bustling trade. | ||
[[Image:Brekon.jpg|thumb|The City of Brekon ]] | [[Image:Brekon.jpg|thumb|The City of Brekon ]] | ||
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As a society, Brekon is a theocracy, giving all homage to Valok. Valok and his Church rule the city. They control all military and daily aspects of life and trade, as well as diplomacy. The clerics in the city are mainly concerned with getting an upper hand on their political rivals and jockeying for an ever so slightly higher position. For this, they are not considered dangerous by the other nations; however, sometimes the Church as a whole will have confrontations with those around it. | As a society, Brekon is a theocracy, giving all homage to Valok. Valok and his Church rule the city. They control all military and daily aspects of life and trade, as well as diplomacy. The clerics in the city are mainly concerned with getting an upper hand on their political rivals and jockeying for an ever so slightly higher position. For this, they are not considered dangerous by the other nations; however, sometimes the Church as a whole will have confrontations with those around it. | ||
Secondarily, there is a strong following of Maleki within the city, and this is mainly a staple of the giant-kin and goblins who live there. In Brekon, these folk are often considered | Secondarily, there is a strong following of Maleki within the city, and this is mainly a staple of the giant-kin and goblins who live there. In Brekon, these folk are often considered second class citizens; however, they are always awarded full rights under the law, as are any outsiders. "The Law" is usually loose enough for the Church to handle any matter it needs to. | ||
Because of the huge conglomerate of races living in Brekon, there are many different scales represented. Most buildings are slightly larger than normal medium size. They are made to cater to those of orc size, but also ogre and slightly larger sized creatures. Other buildings even have smaller accommodations for goblins. Every detail is multi-scaled, right down to the concentric doorways in buildings made to accommodate more than one size. | Because of the huge conglomerate of races living in Brekon, there are many different scales represented. Most buildings are slightly larger than normal medium size. They are made to cater to those of orc size, but also [[Ogre|ogre]] and slightly larger sized creatures. Other buildings even have smaller accommodations for goblins. Every detail is multi-scaled, right down to the concentric doorways in buildings made to accommodate more than one size. |
Revision as of 00:18, 11 February 2006
Located on the western coast of the main continent, Brekon is the major stronghold and home of the Orcish race. Long ago, orcs were created by the god Valok on the eastern coast of Avlis, but during the Great War, their nation, "Dobrekan", was attacked from all sides and the orcs were forced to flee. Throughout the war, a running chase took place in which the entire bulk of the race was pushed across the continent in blind retreat. At a pivotal point, it looked as if the orcs would be pushed into the sea, but in time they pulled together and managed to assemble a stronghold that later became the city of Brekon.
This city grew in size and scope until it controlled much of the land around it. Aside from the other orcish nation of Dubunat, this place became a haven for not only the orcs, but also many other races such as giant-kin and goblins. By the end of the Great War, the nations surrounding Brekon were unable to destroy it and so they resigned themselves to tense economic relations, which grew over the years into a bustling trade.
The city of Brekon lies directly on the coast and it is no more than a few days journey from the city of Red Gate, which belongs to the Confederation of The Seven Cities to the southwest of Brekon. The southern gate of the city, which faces Red Gate, is constantly bustling with traffic and rarely ever closes at night. Brekon is known for its shipbuilding and a few other more illicit activities, the least of which is the cultivation of dire animals for manufacturing blood fury crystals, a potent narcotic. There are also vast natural resources within the nation's borders, most of which are in the form of ores which are crafted into weapons and armor that are exported to anyone who will buy them. The Seven Cities buy up much of the ore, for they have little of their own, and the Kurathene empire generally buys the finished products.
As a society, Brekon is a theocracy, giving all homage to Valok. Valok and his Church rule the city. They control all military and daily aspects of life and trade, as well as diplomacy. The clerics in the city are mainly concerned with getting an upper hand on their political rivals and jockeying for an ever so slightly higher position. For this, they are not considered dangerous by the other nations; however, sometimes the Church as a whole will have confrontations with those around it.
Secondarily, there is a strong following of Maleki within the city, and this is mainly a staple of the giant-kin and goblins who live there. In Brekon, these folk are often considered second class citizens; however, they are always awarded full rights under the law, as are any outsiders. "The Law" is usually loose enough for the Church to handle any matter it needs to.
Because of the huge conglomerate of races living in Brekon, there are many different scales represented. Most buildings are slightly larger than normal medium size. They are made to cater to those of orc size, but also ogre and slightly larger sized creatures. Other buildings even have smaller accommodations for goblins. Every detail is multi-scaled, right down to the concentric doorways in buildings made to accommodate more than one size.