Sirith

Sirith is located in the center of Hireath, and is the largest of all the continents. It is the home of the Breim Herd. Find the full map and description here! 
== History ==
Created over 1500 years ago by Argus, god of Arcane, Sirith is the largest of all the continents. With only about 50% of its surface and underground explored by its inhabitants, the Breim Herd, the land remains relatively unknown and dangerous. The herd lives almost exclusively in the Western half of the continent, and until recently lived far beneath the surface in the Labyrinth, though the herd was forced to the surface in the year 1701 by their patron god Argus with the help of the youngest god, Digend. 
== Geography ==
=== Climate ===
Being the largest of all the continents, Sirith's great size is subject to different climates. 
In the North, the forest kisses the edge of Onea's cool weather. Temperatures can reach just below freezing in winter (0° C) but will rarely see snow while summers can reach up to 70° F (21°C) followed by light rains almost daily. These conditions make the north relatively mild year round and create a perfect environment for farming rice and soybeans. 
In the South, the rolling hills of the Vastlands spread out over the rest of the continent. Temperatures in the southern most section can rise to 125°F (51° C) on hot summer days with no trees to shade the earth from the burning sun and drop to 40°F (4°C) by moon-high. The average temperature though, is around 80°F (26°C) holding consistently through the majority of the year. A short rainy season in fall feeds the tall grasses through its two seasons, sprouting the wild flowers and coloring the hills for a few months. Snow is never seen in the Southern half of Sirith. 
The tunnels that stretch beneath the continent hold a constant temperature of about 45°F (7°C) because of the warm rivers that flow through the caverns. Brought in from both the south and the north, the waters that flow underground carry their warmth into the sunless underground space were Breim lives. Skylights also help to warm the cool rock that makes up the Labyrinth, making a light cover all that is needed to travel from city to city. Nariah itself is warmed by a magic barrier that mimics the warmer climate of the surface allowing some small plants to grow in the completely enclosed city. 
=== Fauna ===
Sirith's fauna most closely resembles the animal populations of East Asia. Home to many diverse species inlcuding the rare Vastland Terror Bird, it is also the only place one can find the mythical Devil Bird, Kitsune, and Nekomata.
Examples of Sirith's Fauna
((Please note, the lists below are not comprehensive, and are there to give an idea of the wide range and variety of animal life within Sirith's boarders.))
Birds: 
* crow, raven, African pied wagtail, house sparrow, pigeon, morning dove, night jar, chimney swift, canary, swallow, barn owl, elf owl, whiskered screech owl, barred owl, golden pheasant, black eagle, red crowned crane, Albatross, black heron, Chinese egret, crested ibis, red kite, crested serpent eagle, oriental hobby, woodpecker, green pheasant
Mammals: 
* European Mole, European Rabbit, Mouse, Foxbat, Pallid Bat, Tanuki, Serow, Japanese Flying Squirrel, Dik Dik, Musk Deer, Brown Rat, Domestic Cat, Red Fox, Coyote, Badger, Sable, Sun Bear, Red Panda, American Bobcat, Bengal Tiger, Panda, Sika deer, Wild boar, Iriomote cat, Asiatic wild dog
Reptiles: 
* giant skink, pond turtle, box turtle, rat snake, habu snake, grass snake, odd-tooth snake, giant salamander
=== Flora ===
((Please note, the lists below are not comprehensive, and are there to give an idea of the wide range and variety of plant life within Sirith's boarders.))
Edible plants:
* Commonly farmed: various types of green and black tea, tubers (potatoes, carrots, yams), rice, wheat, soy, apples, plums
* Harvested from the wild: shiitake mushrooms, truffles, strawberries, bamboo shoots, chrysanthemum 
Medicinal Plants:
* Commonly farmed: bee balm tea, reishi mushrooms, ginseng root
* Wild: shiitake, lions mane mushrooms, meshima mushrooms, Alum root, cup plant, calamus
Poisonous/Toxic plants:
* wisteria, pieris, japanese yew, chinese evergreen, fly ageric, angel wing mushroom (sugihira take)
== Regions ==
=== Skytop Forest ===
 Along the northern edge of Sirith is a thick rolling forest. Trees grow tall and strong with gnarled roots to hold them to the hilly landscape. The forest floor is dense with undergrowth and steep inclines push the trees toward the skies. It is not a place where equine are to wonder alone, not just for the predators that lurk in the shadows but because of the vagabonds that call Skytop their home. The denseness of the foliage makes the few paths through the forest hard to follow, as plants and moss continually cover the small trails and roads. Some of the trees that grow here are the biggest in Hireath, with girth as wide as two equines are long and branches that grow higher than any earth dweller can see. But even within the silence, there are signs of life (or life that had once been). Deep within the forest there is a set of winding stairs carved into the rocks and hills. They will seem to go up forever until they end beneath an old Tori gate, green with moss. It is here the Old Temple of Argus lies abandoned since the God's war and the destruction of Kin.
* The Legend of Argus’s Ancient Shine 
After the Old Temple of Argus was abandoned and the life of the forest seemed to still following the God’s War, the remnants of the spirits who dwelled within the Temple, dedicating their life while they lived it to the God of Arcane, lifted up from the stone. Many a grandparent will swear their parents and their parents’ parents saw them; ghosts mirroring coats and cloth like you and me, dwelling along the forgotten paths of the Temple - continuing their service to the God long after they had parted the planes of life. You must approach soft, head and gaze lowered, to leave offerings where their ghostly hooves can reach, to show, too, your dedication to Argus, but only if your situation is dire, only if the God’s blessing means life or death. If it is not, you risk the wrath of the spirits that linger there, and maybe even the God of Arcane as well, for stepping hoof in such a sacred place for a weak reason. But those are only the old tales of elders who have seen too much of the dancing lights in the tunnels. Do you dare listen? 
=== Battlefield of the Gods ===
A massive stretch of barren land bordering the Skytop forest and covered in deep crevices and craters left in the wake of the gods war. Bleeding into this wasteland are the Crystal Fields, miles of pure arcane energy that took the form of crystals climbing out of the earth. It is all that remains from Argus’s attack after the destruction of Kin.
=== The Northern Plains ===
The grassy plains of the north border both the Vastlands and the Skytop forest. Rich soil and clean rivers snake through the hills, making it an ideal location for farming. As such, many small communities have popped up here over the years. The climate here is milder than in the Vastlands, and the dangers, while present, rarely show themselves. It is said that Argus kissed life into these hills when he created Sirith so long ago, giving the soil its rich properties and making the Breim prosperous.
=== The Vastlands ===
 The rolling hills of the Vastlands are one of Sirith's most iconic landscapes, stretching farther than any in Hireath. Tall grasses and wildflowers cover the earth, decorating the endless hills with color and life. But the Vastlands themselves are a dangerous place for any equine, even those who travel in groups for safety. Hidden within the tall grasses are skylights; holes which fall down into the tunnels of the Labyrinth below. Those who do not watch where they step are in danger of falling up to 500ft or more down into the darkness, risking broken legs or necks. But skylight are not all an equine must watch for on the plains of the Vastlands, as Terror birds roam the tall grasses in small hunting packs hungry for any meat available to them. In the heat of the summer, wildfires also threaten the dry grass of the southern Sirith, raging until the rains return in fall.
=== The Floating Islands of Sirith ===
Once a forgotten legend, the revived arcane energy flowing through Sirith's leylines have rejuvenated the magical islands, once again causing them to flare to life and float above the landscape. While they are currently uninhabited, many of them were once part of kin, calling themselves home to many common horses before the destruction caused during the God's War. Relatively large, these islands are mobile, slowly following the flow of the leylines that keep them afloat.
=== The Whispering Range ===
The mountainous region resting along Sirith's south-eastern coast, it is attached to Aquore's Barrier Mountains, making the border between Sirith and Aquore easy to miss.
Part of the border of Sirith and Aquore, these mountains emit a deep and pitched hum that resonates the higher one climbs. Near the peaks is where the Whispering Range gets its name. Echoes of speech bounce along the peaks like pieces of time, and if one is quiet, full conversations can nearly be heard. It comes at a price, as the vibrations and lull of these whispers are known to mess even with the most level of heads. Mysterious and foreboding, the Whispering Range has untapped and hidden crystal veins, ripe and ready for the mining, if only one is brave enough to attempt the journey. Miners looking to crack these gems out of the rock will often need earmuffs against the sounds of the Whispering Range, but not many have succeeded in extracting these crystals - making pieces of these jewels elusive and rare among the trade all across Sirith. Many speak of these jewels as hidden amplifiers of power, but the theory is basic and undeveloped and so far the gems of the Whispering Range continue to rest, strange and majestic. 
=== The Isle of Spirits ===
A heavily forested island off Sirith’s North-Eastern Coast. There is a great lake at it’s center and is said to be the home of the spirits that wander the large, inland continent. It remains uninhabited by Hireath's equines and is a place of great importance and reverence to the Breim herd.
=== The Southern Gulf ===
A large body of water in the southeast, the Southern Gulf connects Sedo, Sirith, and Aquore. It is here that trading ships frequently run between the continents, along with the occasional pirate vessel. The water is warm year round thanks to its location and shallow seas. Winds can reach up to 90mph blowing eastward, making for fast sailing from Sedo to Aquore. This also creates a lot of humidity, in which the winds push rainy weather east.
=== The Labyrinth ===
Inspiration Board
Beneath the hills of the Vastlands lies a maze of tunnels and caverns carved out by the underground rivers of Sirith. No one is quite certain as to how or why Argus made the rivers below the surface but some speculate it was to carry the warmth of the shallow seas to the cool rivers of the North where Kin once stood. Either way, the tunnels left behind a Labyrinth of caves in which Breim once resided. The walls are smooth and damp, cool earth chilling the air while warm underground rivers make the underground livable. In the deepest parts of the Labyrinth, seams of gemstones and precious metals run through the rock and are mined by the once underground herd. There is no record of native plants in the tunnels, aside from the moss and lichen that grow beneath the skylights, but Nariah has found a way to use magic to grow the foliage found throughout the city. Native animals to the underground are a mystery, the only evidence of undomesticated life being that of the spirit-like Kitsune that float through the unmarked tunnels. 
Since the herd's initial move beneath the surface, only about half of the tunnels have been mapped the other half either being inaccessible or undiscovered. Many are warned never to travel without a guide as few know the path better then them. Those that try are often end up lost, hungry, and cold or simply disappear into the darkness assumed crushed by unstable tunnels. 
== Locations ==
=== The Point ===
Older than even Nariah, the Point was built for those who feared the journey underground. It started as a simple village of misfits, left over from the war that ravaged Hireath. They were of all breeds and culture, and setting down roots was difficult because of it. But as Nariah grew below ground, the Point found its purpose as a trading post and farming village. They began to supply those below ground with foods and wares needed for survival. With their purpose set, the Point began to blossom into a quaint yet hearty town of individuals.
=== Nariah ===
The first settlement within the Labyrinth, Nariah started out as little more than crudely build homes on the cavern floor. But over time, as trading routes and goods began to flow into the city, Nariah transformed into something magical. A barrier was erected to cover the entirety of the cavern, its magic used to create heat and circulate the air within the tunnels. This kept things livable and mostly comfortable for those residing within the usually stuffy tunnels. Homes were built to resemble the old style of Kin, held together by stone and fabric and supported by foundation of the tunnel itself. Lights made of glowing crystals were strung between the streets, creating color and setting Nariah a shimmer. In present day, Nariah is a sight to behold and any who are able to make the long journey are sure not to be disappointed.
=== Isoba ===
 Isoba is a smaller city located towards the east of the Umare capital city, Nariah. Renowned for its blacksmiths and gem craft, Isoba is a must visit for any interested in the craft. It’s also the only major stop for pilgrims heading towards the Temple of the Arcane, and benefits greatly from tourism. It is the only city to remain in the Labyrinth, though the reason for this is unknown. That said, there is a direct entrance to the surface from the city proper. 
=== Sterling ===
The oldest of the Kawaru settlements, Sterling was built less than 700 years ago. In its beginning, the city was no more than a cluster of tents and tarps, strung up beneath the waterfall the flowed into the cavern. Over time, the equines known as the Kawaru that had settled there after being pushed from Nariah, began building the encampment up, helping it grow into the city it is today. Built of stone, scrap metals, and mud Sterling became a city of recycled materials. While a bit rough around the edges, Sterling is a sight to behold for its innovative use of building scraps. Since it's rise to the surface, the upper districts have been almost surrounded by towering crystalline spires, while the lowest districts remain just below ground.
=== Notable Towns ===
As the Umare and the Kawaru have grown, both factions have spread out beyond the borders of their respective capitols, creating a multitude of towns and villages. While not all of them are worth mentioning, there are a few notable exceptions. 
=== Shadow Stop- The Ruins of Kin ===
Since its ruin during the God's War, the City of Kin has remained in taters. A thick layer of ash covers the ground and chokes the air as heavy fog obscures your view. Moss grows against the stone and ferns have begun to push up between the cobble stone streets where equine once walked. There is no life here, not even that of wild creatures, giving the area a deathly feel. It is said that shady characters will pass through these walls now and again, looking for something (or someone) to plunder but they will find nothing.
=== Temple of the Arcane ===
Still deep within the Labyrinth, far to the North, lies a temple of great power. It is said to be older than Nariah itself, and to step beneath the gemstone ceiling is to be purified by Argus himself. Many only travel to the Temple when seeking great blessings and searching for answers the Shrines could not give as the journey there is long and arduous. Because Argus is said to sleep within the gemstone ceiling, Breimian's believe they may speak directly with the god themself and therefore find the answers they seek. While it has no care takers, it always seems to be clean and well cared for as if by magical means.
=== Credits ===
Main Text by DawnsComing, GingerBlues, and ThatDenver
Whispering Range Lore and The Legend of Argus's Ancient Shrine contributed by nychnymph 
Category:Breim
Category:Location