Brekon (city)
Brekon | |
Other Names: | City of Glory |
Society: | |
Nation/Territorial Area: | Brekon |
Population: | 1.1 Million |
Languages: | Common, Orcish, Goblin, Giant-kin languages |
Deities Worshipped: | Valok, Maleki |
General Alignment: | Lawful Evil |
Head of City Government: | High Cleric Mukhar Zhakhir |
Races: | |
40% Orc, 20% Goblin, 20% Giant-kin, 20% Other |
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 the nation 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.
History
The earliest inhabitants of the land now occupied by Brekon were goblinoid creatures directly descended from the first of their race created by Maleki. A small city by the name of Yurshnut was ruled jointly by an advanced goblin tribe and its related larger hobgoblin cousins. Though there were other settlements of much smaller size, Yurshnut shined as an example of perfectly tuned chaos holding a civilization together for several continuous centuries. No other goblinoid city on the surface has ever since achieved that level of success.
Historians speculate that this small city might have grown in size to rival even some of the nearby human cities in the remnants of The Kurathene Empire to the north, but subsequent events prevented this. During the peak of Yurshnut's growth, the Great War rapidly approached its climax, and put the inhabitants of Yurshnut on a collision course with fleeing orcs. 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. 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 of Brekon, and this is mainly a staple of the giant-kin and goblins who live there. Here, 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.