Breim Herd Directory

Welcome to the Breim Herd Directory! Here you can find links to every important Breim page!
The Breim Herd is one of six playable main factions in Starborn Alignment. Located on the continent of Sirith, they are known for their innovation and intellect, traditions and values, the mining of gemstones, and distrust of outsiders.
Their patron god is Argus. They revere Arcane as their favored element. The herd is made up of two factions: the Umare and the Kawaru. At odds for the past 800 years, Umare (Oo-mah-ray) and the Kawaru (Kah-wahr-oo) have been dividing the herd down the middle, their views and goals strikingly different from their once united ancestors.
== Lore Pages ==
=== Faction Pages ===
* The Umare: The main body of the herd and what is typically thought of as the Breim, the Umare hold collectivist values and place importance on tradition and history.
* The Kawaru: A sub-faction that split off from the herd generations ago, the Kawaru are individualists who value science and innovation
=== Additional Herd Lore ===
* Breimian Religion: A page outlining the religious practices, beliefs, and views of the gods and the importance they all play for both Breimian factions
* Breimian Gender and Sexuality: A page outlining the Breimian views of gender, sexuality and how it is put into practice within the herd. 
* Breimian Herd Relationships: A page outlining the current relationships between the Umare, Kawaru, and the rest of Hireath's herd
*Breimian Language: A page outlining language among the Breim
==== Other Important Lore ====
* Ghosts and Spirits: A page about Hireath's ghosts and spirits, as well as the lore surrounding them.
== History ==
=== The God's War ===
A story of the creation of Hireath, the herds, and the war that followed
=== Breim Herd Origins ===
The stories of how the Umare and the Kawaru came to be the factions they are today.
=== Time Line of In Game Events ===
A summary of all important Breimian events that have happened since the start of the game itself
== Playable Ranks ==
For rank availability, please refer to Ranks and availability.
=== Umare ===
* High King: The leader of the Umare, and technically the Kawaru as well, although they do not recognize them as such.
* The Queen: The High King's spouse
* Royal Overseers: Members of the royal family who often hold many of the herds administrative duties
* The King's Guide: The High King's advisors
* Consul: Breimian representatives to other herds
* Priest: Religous leaders and main caretakers of each of Nariah's temples
* Masters: Crafters who have perfected their trade and dedicated their lives to it, they take on young apprentices to learn the craft
* Watch: The umare guard, they are the closest thing to a formal military the Umare have
* Wardens: Guides who protect travelers through the Labyrinth and on the surface
* Healers: Umare Doctors and Nurses
* Ties: The average citizens of the herd. Subtypes include: Magi, The Help, Apprentices, and Outsiders
* Providers: The farmers tasked with providing food for the whole of the herd. 
=== Kawaru ===
* Arisen: The five leaders of the Kawaru
* Alchemist: Innovative equines who have made a name for themselves pushing the boundaries of science and magic
* Major: The Kawaru military leaders
* Militia: General members of the Kawaru military
* Citizens: The general populous of the Kawaru. Subtypes include: Monks, Doctors, and Bounty Hunters
* Growers: Kawaru farmers who are learning how to provide food for their faction
* Informers: Undercover Umare agents among the Kawaru
=== Umare & Kawaru ===
* Uncut: Young children among the Breim who have yet to find their place in the world
* Outcast: Kirins who have not yet been accepted into the herd
== Locations ==
=== The Continent of Sirith ===
Created over 1500 years ago by Argus, god of Arcane, Sirith is the largest and most central 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 to it's inhabitants. The herd lives almost exclusively in the southern half of the continent, and until recently lived far beneath the surface in the Labyrinth. That said, recently the herd was forced to the surface in the year 1701 by their patron god Argus with the help of the youngest god, Digend.
==== Nariah - The Capitol City of the Umare ====
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 light, heat, and circulate the air within the tunnels. This allowed for plants to grow in imported soils breathing life into the once stuffy and drab city. 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 - The Underground Jewel of the Umare ====
Originally a large mining town populated by the herd's miners and their families, Isoba has grown into a small city over the years. Squeezed into a relatively small cavern east of Nariah shortly after the capital's formation, the city built its foundation on the smooth rocks that lay across the cavern floor. As Nariah's technology grew, so did Isoba's and soon a an arcane barrier similar to the one seen over the capital city was placed over the mining town, ensuring heat and fresh air throughout the growing city. It was here that blacksmithing took up roots as need for more and better mining tools became prevalent.
==== The Point - An Umare Trading Hub ====
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.
==== Sterling - The City of the Kawaru ====
Another one of Breim's largest 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 equine of the Kawaru that had settled there after being pushed from Nariah, the encampment began to grow into the city it is today. Built of scrap metals, leftover wood, and mud Sterling became a city of recycled materials. Tarps continue to be strung over the city, to keep water from the shanty homes of its people and while a bit rough around the edges, Sterling is a sight to behold for its innovative use of building scraps.
==== Notable Towns ====
Alongside the much larger cities throughout Sirith, smaller communities in the form of towns and villages of both Umare and Kawaru origin have popped up across the landscape, including many towns of note.
== Mythical / Rare Familiars ==
These familiars are available in the familiar shop for all Breimian Factions!
* Devil Bird
Intelligent and curious, the Devil birds resemble the common crow in many aspects of their personality. Needing constant stimulation to keep them entertained, they are a familiar only for those willing to put in the time to train them. Their most recognizable features are their large horns and 3rd eye, located on their forehead.
* Nekomata 
Finicky and witty, the Nekomata resembles an oversized domestic cat with two tails. They often mix themselves in with the clans of cats that live in the Shrines of Nariah, hard to spot unless you have a quick eye. They are elusive creatures, appearing only when they want to be seen. Their two tails are said to touch the past and the future.
* Kitsune
Independent and cunning, the Kitsune is a natural trickster. They are well known for playing tricks on anyone who is not wary around them, and care little for the repercussions they may cause. Kitsune have a build similar to that of a sight hound, mixed with the long noses and large ears of a fox. Their multiple tails are their most notable feature, ranging anywhere from two to nine.
* Arcane Spirit
Playful and eager, the Arcane Spirit is the oldest Breimian familiar. Only recently rediscovered by the herd, they will only bond with those loyal to Breim or Argus.
* Terror Bird
A rare Breimian familiar, the Terror Bird is one of Sirith's more dangerous predators living on the surface. With the intelligence of a smart dog, and instincts honed for hunting, terror bird flocks are a truly a force to be reckoned with.
== Additional Resources ==
=== Pronunciation Guide ===
* Breim: Bree-im
* Umare: Oo-mah-ray
* Kawaru: Kah-wahr-oo
* Sirith: Seer-ith
* Nariah: Nar-ee-ah
* Isoba: Ee-so-bah
=== Breim Newsletter ===
=== Breim Trivia ===
Did you know:
* Most Breimians have adjusted to being more nocturnal, as they are far more comfortable walking around in the dark of the night rather than in broad daylight. 
* Breimians (the Umare especially) view animals with multiple heads,eyes, and/or limbs to be creations of Argus and hold them in high regard. Since their move to the surface, Umare equines have grown quite fond of the Hireath Chimera, and it has become considered a good omen to see one wandering Sirith.
Category:Breim
Category:Kawaru
Category:Umare
Category:Directory