Breim Herd (The Umare)

The Umare, widely known as the main body of the Breim Herd and often confused as the whole of the herd itself, as such, the terms are often used interchangeably. It is one of six playable main factions in Starborn Alignment. Located on the continent of Sirith, they are known for their dedication, 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 Kawaru are a sub-faction of the herd.
To visit the Breim Herd Directory, Click Here!
== Overview ==
The Umare have always been known as a nation of quiet intellects; a peaceful yet distrusting herd that once remained sealed beneath the surface of Sirith. Now for the first time in years, their incredibly isolated society is trying to figure out how to interact with the rest of the world. While outsiders know very little about Umare society, with fewer having seen the Capital, those that have are shocked by the depth of culture find.
The Umare are the main body of Breim, supporting their traditionalist lifestyle despite the progress they could be making. It is their belief that what has worked for them for so many generations will continue to keep the peace they have worked so hard for and to bring about change will only disrupt what they should be thankful for.
=== Things to keep in mind about the Umare ===
* Their society is inherently traditional and collective
* They believe the needs of the many outweigh the wants of the few, and they push the narrative that everyone is equal among the herd
* They believe that everyone in the herd can contribute in some way, and should be taken care of no matter how much they contribute.
* Umare politics are ruled by the royal family at the end of the day and those on the outside have little say or sway
* The Umare steal tech from the Kawaru and regularly keep tabs on them, treating it as their contribution to society in return for the few resources they do send.
* The Umare have historically used oppression to attempt to force the Kawaru to reintegrate with society, though they want little to do with the rebels at this point.
* The Umare have a strong collective society and shun the idea of individualistic ideals and are deeply appalled by the selfishness they see among the Kawaru.
* They have a heavy focus on tradition and history, and believe that only by keeping the old ways will future generations thrive.
* The Umare value hard work, age, and wisdom
* They view the Kawaru as uncultured selfish rebels and revolutionaries, so focused on the future that they are willing to throw away who they are and where they came from.
== Culture ==
=== Religion and Spirituality ===
Religion and spirituality are a huge part of Umare life, with most equines not only having small in home shrines, but also regularly visiting larger shrines as well as Nariah's six temples. Because of this, prayer and worship are integrated into the daily lives of most Umare, as well as a multitude of superstitions.
Click HERE to read more on religion among the Umare!
=== Etiquette ===
Through the generations, The Umare have come to value respect and order in an effort to survive the cramped spaces of the Labyrinth’s tunnel system. Without order, the society would have fallen apart long ago, with equine running wild in a society that rebuilt itself from the ground up. Such order is kept in check by the Watch, who police the streets of Nariah and other Umare towns and villages, and is exemplified by the the herd's officials who believe it is their duty to mirror the perfect etiquette that all Breimian follow.
Age, status, and rank stand to earn the highest of respect among the herd, often inciting a bow of respect upon greeting. Formal tone and language is always used in the presence of one who out-ages and out-ranks the addresser, and it is not uncommon for the addressed to speak informally in return. The Breim wholly believe that with age comes wisdom, gained from years of life experience, and the oldest of the herd have earned such respect from their youngers. It is from them the youngest of the herd will learn the traditions and ways of life that have kept Breim safe for all the years since the God’s War.
The High King outranks all others, no matter their age or standing, but may be seen bowing to certain figures out of respect in a general share of good faith and acceptance. Royal’s are taught to bow to each other as well, upholding the same system of age and rank within their own family. 
* The proper way to bow starts with putting your right hoof forward followed by leaning down. The deeper and longer you bow, the more respectful the act is considered.
* Those of similar rank or close friends and family may be seen greet each other with a more informal greeting by clap one's hoof against the ground twice and saying "they have seen us meet" (in reference to Argus' ability to see the immediate future). Likewise, upon departure, most will say "may they see you safe."
* It would be considered improper for one of lesser age or rank to greet someone with an informal greeting, especially if they are not well acquainted. Children are taught proper greeting etiquette at a very young age to ensure such mistakes are not made.
* Ranks that are considered worthy of respect are the High King, Queen, the Kings Guide, and Piests. Other positions worthy of respect are members of the Royal Family, and individuals of high esteem. (Ie: Those who have contributed to the herd in a major way, those who have been recognized by the crown, etc...)
Because of the herd’s strict views on respect, many in Breim have come to adapt a ridged view on how relationships are upheld within the community. Many have come to prefer associating with only those in their age group, often times making friends of very similar ages and social status to avoid the awkward insistence on respect and formality. This is not to say it is not done, but in the sight of the public eyes, for one to not address a superior with formality would attract unwanted stares and attention. This often leads to romantic couples showing little to no affection outside their own home - indeed, public displays of affection are considered obscene in the public eye. While outsiders may find this rather cold, Breim has adapted the belief that love loses its special qualities when shared or flaunted in front of others. Keeping acts of love within the home ensures the couple’s love is a special thing only the two share.
* Acceptable displays of affection, often seen between young lovers or newly married couples, are brief moments of contact. A quick touch on the neck or cheek is acceptable but anything past or below the withers would be deemed inappropriate.
* Marrying someone of a lower status IS looked down upon, however, but is not usually spoken about. While a parent may mention such topics in passing, opinions on the matter are often kept to themselves. It is believed a couples romantic life is their own and should not be discussed by outsiders.
* Sexual relations outside of wedlock are assumed but should not be spoken about or made obvious by the participants - being brazen with your sexuality is a cultural taboo.
* Cheating on a spouse is considered dishonorable. Such scandals bring shame to the individual and they may be fired from their employment or disowned by their family if they are caught cheating.
Within the herd, great emphasis is put on community and making an effort to communicate with those around. Neighborhoods are tightly knit and everyone seems to know everyone else, making secrets hard to keep. Those that don’t speak their neighbors frequently are often seen as shady or lazy, leaving a stigma on the home. The herd has adapted this way because of the close quarters in which the majority of them live (mainly in Nariah and surrounding towns), leaving little room for those who might disrupt their ways of life. Many are ultimately distrusting, especially of those hailing from other herds and who may not understand Breim’s unique community. Outsiders, especially, are stigmatized for being untrustworthy fellows and foals are often moved away from them in fear they might be unsavory equine. However, outsiders who make attempts to join and learn the ways of Breim find that, over time, their standing may change among their neighborhood.
* Arguments between horses are rarely seen in public, as it draws unwanted attention and judgment from those nearby. Those seen arguing with their herd mates are looked down upon, often viewed as disrespectful and uncooperative. To avoid arguments, many may simply nod their head silently holding their tongue when harboring differentiating opinions. It is seen as better etiquette to wordlessly relent then create tensions within the herd.
* Holding eye contact for too long is considered disrespectful and often aggressive. Those that wish to stir ill will may stare another down without saying anything. To avoid this, Breimian make brief moments of eye contact before shifting their gaze to other areas of the face or neck.
* A Breimian will do all that they can to avoid embarrassment for themselves and others. For example, the typical Breimian would not correct another individual, especially one of elevated status, in front of others. There is no pride in ‘one-upping’ another Breimian and doing so is seen as crass - the actions of someone who is not devoted to community harmony.
* Sticking one’s tongue out in someone’s general direction is considered vulgar and childish. Children that do so will be quickly reprimanded by any adult nearby, whether it is a parent, teacher, or neighbor.
* The use of ageing potions is highly frowned upon among the Umare, as it is thought to be deceptive. Ageing up individuals without imparting the knowledge and wisdom that one would naturally get with age, affording them respect and honor they haven't earned on their own.
* Children who have been given ageing potions are thought to be stunted in their knowledge, and are often treated with a bit of stigma along with the expectation that they will have to catch up to be on par with their peers.
=== Society ===
In order to keep stability within the herd, it is common practice to put others before oneself. The motto, “herd before the neighbor, neighbor before the family, family before self.” is highly integrated throughout the school systems in Nariah and recited every morning before class begins. While the origin of this saying is unclear, it is believed such teachings to young foals will ingrain a sense of humility and community while pushing out selfishness. The herd is always put first, even if it means betraying one's family for the safety and equality of everyone else. That being said, family is incredibly important in terms of honor and respect within the herd. Those hailing from larger, more influential families make a point to be quite proud of their heritage. Such life success is praised by those who wish to reach such standing within the herd as doing so would not only gain one more influence themselves but also respect. This makes honoring one's family highly important, and those that bring shame are often disowned lowering the way they are viewed within the herd. Still when there is a choice to be made between honoring ones family and duty to ones herd, the herd is always considered the correct choice.
Neighborhoods are built on a sense of community, and secrets rarely stay hidden for long. Equines are expected to look out for each other and report suspicious activity in their area to a local Watch or other higher ranking officials. Those found to know of unreported crime may be punished for staying quiet (usually a percentage loss of rations or jail time) leaving most unwilling to risk silence. Because of this, crime is low in Nariah with few too afraid to do anything worth getting caught over.
Tight knit communities also have its benefits, allowing foals to wander freely with little parental supervision. Neighbors look out for each other as if related by blood and lend a helping hoof to those who need it most.
As a rule of thumb, the Breim also live by the notion that only those born into herd are true Breimians. They hold an understanding that their ways of life are perceived as different by the other herds and expect them to not understand their complex traditions. There is also still an underlined fear of anyone from the outside world, often fearing crime or misfortune may be brought with them. Because of this, outsiders who live in Breim are often stigmatized and judged harshly by their herd mates. Breimian's who marry outsiders are given questioning glances by their neighbors and family, who often do not understand why a Breimian would dare marry from another herd. But, given time, many come around and learn to accept outsiders as part of the herd, especially those who have lived among them long enough.
* Outsiders living within the herd may remove their stigmas faster by associating with the community frequently. Learning and exercising traditional etiquette and social norms will earn high points from neighbors. While they may never rid themselves of the stigma completely, outsiders can eventually be considered part of the community.
* While the equines of the surface encounter outsiders more frequently, they still tend to be rather suspicious of them, though not as openly. Outsiders can be thought to bring with them crime; especially those hailing from the vagabond faction.Those who are thought to be particularly shady may even be chased out of some villages.
* Travelers do bring business and supplies to the Breim however, and the Inns of The Point are a popular spot. Many are known for having top quality service and amenities; as well as good hospitality, making returning patrons a common occurrence.
* It goes unsaid that any association with Ignacio and his kirins is dangerous. Breim fears above all else the stories they have heard about Kin’s massacre and what would happen if Ignacio found them. Anything relating to dragons is also stigmatized as bad luck, including bat-winged pegasi and scaled hippocampi.
=== Economy and Trade ===
* The Umare economy is a socialist monarchy, with the royal family offering stability through consistency. 
* Everyone who can work traditional jobs within the herd, does, with the elderly and disabled contributing what they can in other ways should they not be able to work.
* Pay is set at intervals with the highest paid workers only able to make 5 times as much as the lowest. This is to prevent huge amounts of wealth disparity among the herd.
* Necessities such as food, housing, education, and medical care are provided by the herd itself, and are funded by taxation. As such, everyone in the herd is cared for and has their basic needs cared for, guaranteed. 
* Anything considered a luxury is paid for by the individual with their own personal Crystal Shards.
* Factors of production ( land, labor, capital and entrepreneurship) are owned by the herd rather than by individuals, and are valued by their usefulness to the herd
* Everyone who can is expected to contribute to the herd in some way, and in return, everyone is provided for. Take care of the herd, and the herd will take care of you.
* Trade with outsiders typically takes place at the Point, with traders rarely making their way beneath the earth.
* Imports:
* Exports: Tea, Rice, Potatoes, Carrots, Mushrooms, Precious Gems, Fine jewelry, Medicine, Prosthetics,
* 
=== Gender and Sexuality ===
Gender among the Breim is traditionally viewed as more fluid, with the concept of one’s gender being more tied to specific jobs within the herd, rather than to one’s genitals. Some jobs are considered "feminine", some "masculine", some neutral, while other jobs are perceived as quite fluid. As such, one's gender is perceived as being that of whatever job or role they are filling at a specific time, and can change drastically throughout the day depending on the roles one fills. For example, should anyone choose a role that is perceived as feminine,  that equine would be considered feminine while working within that role. Should that same horse go home and fill a role that is considered masculine, they will be considered masculine while working in the context of that role. The same goes for roles without a perceived gender as well.
Click here to read more on Breimian gender and sexuality!
=== Family ===
* While the herd always comes first, family relationships are incredibly important to the Breim, as they are often an equines first and most tightly knit community.
* Within the Umare, Commoner families are often smaller, given the relatively recent law of limiting each couple to 2 foals or less due to concerns of over population and a scarcity of resources.
* Those wishing to have more foals may dispute their claim with the King and their Guides and be granted permission; proving one's good standing within the herd and their ability to afford the extra rations. This means families with more money and influence can often be seen with many children since they can afford the extra food needed to satisfy extra mouths as well as lay claim to their high status.
* Family units often home 3 or more generations, with grandparents providing extra care for the young ones. While this is not the case in all homes, it is commonplace among the tightly packed spaces of the Labyrinth.
* Once foals have reached the age of 15, they are expected to start looking for a job if they have not continued on to higher education. At this time, they will leave the household and live on their own for a while until they start a family of their own. After marriage and as their parents grow older, the children will then invite their elders to move in with them and the cycle is repeated.
* Those without large families will typically "create" a new family for them self, banding together with others who are in a similar position to live under the same roof. This is also typically seen in younger equines after they leave home, as they still long for that deep sense of community and structure they had within their birth family.
* Providers on the surface typically have much larger families, as they are unconstrained by the same limits of their underground brethren. Children typically help with farming and other duties before attending formal classes in the evening. Much like their counterparts in the Labyrinth, family units are often multi generational, though children typically don't leave their homes when they turn 15 to pursue other things, and instead, continue to live in the family's home which is passed down generation to generation.
* Adoption is quite common among the herd, and orphanages are found throughout the Labyrinth. Parents who are unable to afford additional children often give them up, allowing families who are unable or don't want to have their own children a chance to build up their families.
=== Homes and Living Arrangements ===
On average, homes in the Labyrinth are small with just enough room for each generation to have their own bed. A dining area and kitchen is situated in the middle of the house and considered to be a place where the majority of household activity takes place. Few have the influence to petition for a yard, but with small park areas situated throughout the capital, this often goes unnoticed. For those of higher ranking families or any considered important and wealthy enough to afford it, larger housing is available. Often enclosed by a wall, these “mansions” contain many rooms to allow for larger families. A few are lucky enough to have a yard or small garden situated around the perimeter.
* The dining and living area of the home is referred to as “the heart”. Guests will usually only be allowed in here or the kitchen, as bedrooms are considered personal.
* Most houses in Nariah (and other Umare towns) are often one story, though sometimes a home may be built as a second story to a shop run by the homeowner.
* Homes in Sterling are a bit larger but more packed in than their Umare counterparts. They are typically stacked on top of each other and include all manner of metal and scraps in their design, giving the city a more industrial and patchwork feel.
* Space is scarce in the Labyrinth, and many homes are built into the cavern walls themselves. As such, many of the houses within the city are old and have a traditional feel about them.
* Children often return to live in their original home, since it is passed down to them and requires no additional purchase. Building new homes is a lengthy and pricey procedure that many Breimian don't have the energy or resources to undertake.
* Homes on the surface are often large and relatively inexpensive. This is because land above ground is easy to come by with plentiful resources, and few wish to live there due to fear of the outside world.
* Should a provider wish to procure a new home, they will often build it themselves, enlisting the help of friends and family when necessary.
=== Art and Entertainment ===
Known for their studiousness, the Breim are often believed by outsiders to be of a serious (even stuffy) nature. While there is some truth to this, Breimian equines do find time for light hearted entertainment and fun. The arts, particularly, are very important to the herd, and pursuing them are considered an intellectual and creative en devour. While many forms of art and entertainment are enjoyed, a few select ones seem to be favored among the Breim.
* Games of intelligence and strategy are often a preferred pastime for those who are looking to connect with peers. It is thought that such games will instill a sense of fairness and sportsmanship in young minds, and keep active the minds of older individuals. Games of this type are found in many homes throughout Nariah, and some may even collect custom made boards and pieces. Competition is regularly held in schools after hours, often drawing large crowds.
* Word-play is another form of entertainment Breim is quite fond of, though timing is essential to the mood of the game. While Poetry and music are perfect examples of the more artistic side of this enjoyment, puns and spelling games tend to be more casual and fun for the mass of the population. Riddles are also quite popular, especially among children
* When not playing games, Breimian’s often take to the city to find entertainment. Tea shops and cafe’s are popular socializing venues throughout Nariah. One of the most popular is the famous CATcha Tea Shop and cat cafe, run by a mare called Akemi.
* Visual art is appreciated throughout the entire herd, though the Umare are particularly fond of sculpture, as it typically stands the test of time, allowing it to be preserved for future generations. Sculpture is also one of the most accessible forms of art for the herd, as stone and gems are always readily available.
* Umare sculptures are carved into the labyrinth's walls, as well as locally mined gemstones, both large and small. Sculptures on the surface are typically carved into freestanding stones and occasionally trees. Large chunks of quartz are popular mediums for statues throughout the whole of the herd, and are thought to channel arcane energy within them.
* Breimian are particularly fond of string instruments and crafters of such things are highly regarded for what they do. Because of this, instruments are often expensive and affordable to only the wealthiest among the herd. Many commoners may come to rent an instrument or buy them second hand.
* Wind instruments are also popular, though they are typically a bit more affordable than their stringed counterparts.
* Music is often accompanied by wordless theater. Plays generally depict stories of historical figures or events, and rarely contain stories of fiction. The actors, who remain silent throughout the performance, use the music to elevate emotion and the mood of the scene. The actors movements are expressive and exaggerated to tell their wordless story, While vibrant costumes and props are used to define characterization. Occasionally, psychic manipulators will also be recruited to assist in these productions, enhancing moments of these plays with their blessing.
* Just as the surface dwellers tend to live by varying rules, they also tend to enjoy their own forms of entertainment. Friendly duels are popular pastimes between neighbors and friends of all ages and the honing of one's skills in combat is considered important to combat the dangers of the outside world. Bamboo sticks and staffs are the most common form of weapons dueling, but hoof-to-hoof combat is also acceptable. Some towns take this so seriously, small competitions are formed to decide champions and teachers of the next generation. This form of entertainment has yet to take within the Labyrinth, not simply because of the lack of space but because it is considered lowly and unrefined.
=== Fashion and Beauty ===
While beauty is not emphasized highly throughout Breim, there does seem to be a particular preference for certain builds and coat colors. Light/slender builds are seen as particularly beautiful encapsulating grace and poise, leaving lighter builds tendency to be preferred by all. This, accompanied by darker coat colors, are often favored as beautiful. Minimal or simplistic markings are also deemed desirable.
Since the gods war, Pegasi have been hailed as heroes and symbols of protection and strength. Nowadays, these winged horses are often seen as though they have been blessed by the gods, similar to common horses who posses a third eye, which is representative of Argus. As such, equines displaying these traits are thought to be some of the most attractive, and to give birth to a child who has one of these traits is thought to be a good omen.
Fashion in itself plays a minimal role with the Umare, often encompassing only useful items for everyday life. This does not mean, however, that fashion and accessories are not used to show off status. Instead, status symbols are used more subtly than most herds. Flashy (or gaudy) displays of wealth are seen as excessive and confrontational; only used to make those around them feel lesser. Tasteful displays often consist of a single expensive piece of wear framed by more minimalist materials which the common folk could afford.
Cloaks and other fabric clothing are often simply elegant, with patterns woven into the stitching, but remaining a single color throughout. Practically, fabrics favored by the Breim are heavier, keeping the wearer warm in the often chilly Labyrinth. Pendants and brooches are often simple but elegant, with polished metal surrounding a single gemstone. Weddings tend to be more a bit more extravagant, with flowers often used as the most elaborate yet also the most well hidden accessory on the body, tucked into hair or worked into clothing.
Manes and tails are typically grown long, and are generally left loose or tied up in simple, practical ways for day to day living. Formal occasions tend to bring out more intricate up-dos with simple accessories adorning them.
=== Education and Schooling ===
All foals of Breim are required to attend school until the age of 13. Upon reaching this age, it is expected that children will begin planning for their future; take up apprenticeships in a specific trade/talent, work under a priest/priestess at a shrine, or continue onto higher education at a university. Those without future goals are often pushed into something of their parent (or guardian's) choice.
Schooling in Breim focuses on basic living skills, herd history, religious studies (mainly revolving around Argus), and touches the basic’s of most career paths. Foals will also learn how to read and write providing Breim with a 90% literacy rate. Children that fail to meet the minimal testing requirements for all subjects are often forced into attending extra classes until they reach an appropriate level of knowledge. Those who continue to struggle are often given the option of joining special programs or allowed to take up simple working jobs under the supervision of an older horse.
There are many public schools across Sirith. These schools are free for all children, even those of outsiders. Their standards are set to teach the basics of all required subjects, set down by the Royal Family and King's Guides. Classes tend to be larger and very integrated, divided only by grade. Grades are separated by age range and passed as each foal completes and passes the final exam for the year.
Public Schools have a lunch period in the middle of the day in which foals are expected to bring their own food. There are also two scheduled play-breaks throughout the day to keep children focused during lectures (this does not include lunch break). School opens a month after The Night of the New Sun and goes through Mid Fall, leaving a break period during winter months. This is to ensure those who travel do not have to endure the harsh cold of winter, both above and below the surface, and to allow time to celebrate with family during the biggest holiday season.
Private schools are few and far between, the two with the most renown are located in Nariah. They are rather expensive, often only affordable to the the High King and his family and the children of wealthier, more influential families. Sometimes, exceptions are made to foals who show extreme promise in knowledge and skill, allowing them to attend by sponsorship or even for free.
These schools often require a test to get into, to measure the abilities of those in attendance. They are stricter, with a heavier work load and smaller classes to promote individual attention. All required subjects are taught in the school with additional emphasis on specialized works. Foals are allowed to choose a learning path that focuses on the area of study which they wish to pursue in the future. It is said those who are able to graduate can go on to become whatever they desire, succeeding even before leaving the school. Many head to university to continue their studies, in hopes of one day making it big.
Unlike public schools, one meal is offered daily provided by the Culinary Master's compound. Snacks are also provided throughout the day to keep up the students' energy. For the younger children, a recess is provided late morning before lunch period is started. Private schools run the same length and course of the year as public schools, allowing a small break period over the holiday season.
Schooling on the surface, while still required, is much more relaxed and less formal than it's counterpart in the Labyrinth. The typical school day on the surface takes place in the evening, after most of the major work for the day has been done, and only lasts about 2 hours.
=== Magic and Technology ===
* While the Kawaru come up with many of the magical and technological advances of the herd, the Umare almost always replicate them and make them their own, removing the credit for the innovations from the Kawaru altogether.
* Most cities and towns in the Labyrinth have low key power grids that run off the small amounts of innate arcane energies that flow through the tunnels. More of this energy seems to circulate around Nariah and it’s surrounding towns, giving them more power than the areas surrounding Sterling
* The majority of this energy is harnessed and managed by a large arcane channeling crystal that is located in Nariah's Education Heights. This crystal recently shattered into millions of pieces due to an influx of arcane energy in the Labyrinth, causing rolling blackouts throughout Nariah and it's surrounding towns. It was later replaced by a massive crystalline tree in the fall of 1701 (Chapter 8).
* . Harnessing this naturally occurring power makes it easy to ensure all settled areas have some form of light, heat, circulated air,and running water.
* Imbued food packaging preserves fresh foods much longer than their natural lifespan.
* Broadcasting stones are kept by the king and his guide, to ensure easy communication with the herd when decrees and announcements are made. They also ensure a direct line to the Kawaru, giving them the ability to speak with the Arisen and impose their will.
=== Health and Medicine ===
* Innovative and daring, the Breim have what is considered by most to be the most cutting edge medical progress in the world, with advances in surgery, sterilization, and vaccines made frequently.
* Breimian prosthetics are some of the most advanced and functional in the whole of Hireath and are highly sought after for their unique and functional designs.
* Healthcare among the Umare is accessible to all, including specialists and in home healthcare providers for those who need them.
* Large hospitals can be found in every major city and in some of the herds smaller towns as well.
* These hospitals are staffed with the finest healers Sirith has to offer, and provide both sort and long term care for their patients
* Smaller medical practices take care of the herds day to day healthcare needs such as pain management, vaccines, and regular check ups
* There are many resources within Breim for disabled children and adults to get the accommodations they need and live happy and fulfilling lives within the herd.
* The herd itself is relatively accommodating for the disabled, as there is a huge amount of reverence for the elderly among the Breim. As such, it's architecture is accessible by many with mobility impairments.
* Sign language is offered as an additional class in most schools, and tactile arcane devices that can recite whatever written text they are placed on are available for visually impaired equines living within the herd.
=== Breimian Postal Service ===
Despite their closed off culture, the equines of Sirith have found an efficient way of communication, dating back to the re assimilation of the herd in Nariah. Cave birds, such as swifts, were found to know the tunnel systems quite well. Being small the birds easily navigated the narrow spaces in much more efficient ways than larger birds whose wing spans often collided with narrow cave walls. The swifts were quickly domesticated and trained to wear harnesses which allowed them to carry letters and small packages.
While slightly larger than average wild swifts, the swifts of Nariah remain small enough to travel with ease through the Labyrinth. Most live within the Aviary of Nariah, which is home to a couple hundred birds and utilized by any citizen to send messages across Sirith few long-distance fliers are also homed within the Aviary next to the swifts, most often used by Royals to send messages to Consul or other herd officials. While not familiars, these birds are highly trained to drop off letters at designated locations across Hireath. The swifts, in particular, rely on the Aviary Keeper to guide them to their destination point using the blessing of Sight.
The current Aviary Keeper, Hana, is well known and respected throughout Breim as it is her job to keep the birds and their messages on track.
=== Food and Meatimes ===
Food has become a sacred and respected thing within the herd, wither it be in the hard to reach Nariah or the vast farmlands of the Point, but for vastly different reasons. In Nariah, much work and care is given into transporting produce to the underground city in order to feed its ever growing population. While time magic is often used to slow the aging of food as it is being carted through the tunnels, it is readily apparent that such produce does not have the same shelf life compared to that which is freshly picked. Because of this, Nariah has adapted to pickling much of its food, preserving it for much longer periods of time to store it within the home.
Despite these limitations, the Breim have found a variety of ways to cook dishes which will satisfy any pallet. Pickled foods have become a staple of Breim cuisine, with vinegar and salt being the preferred methods of preservation. These pickled foods are often served alongside rice or tubers and topped with a variety of sauces; another staple of the herd’s culinary culture. In recent generations, dried foods have also become a trend within the herd making dried fruits a highly coveted treat.
On the surface of Sirith, the farmers find foods to be special for a completely different reason. Crops of all kinds are seen as a gift from the goddess Kaia, and are treated with great respect during harvest time. Farmers themselves are highly respected members of Breim as they provide over half of the food transported to the underground cities. While farming provides the surface dwellers with the opportunity to enjoy fresh produce, most in the profession eat it sparingly, sacrificing the majority of their crop to those living underground. What is left over is preserved and often pickled in much the same way as Nariah’s food.
* Breimian food tends to be both salty and vinegary, a flavor the herd has come to enjoy and prefer.
* Dried fruit is a common treat, acting much like candy for children, and will sometimes be rolled in sugar, citrus zests, and/or even hold a light sweet-spicy flavor
* Chocolate is extremely rare in Sirith and often vastly unaffordable to the main body of the herd  
* Fresh fruits, especially exotic fruits, are equally as rare and unaffordable as chocolate. It is considered a very special treat that many only experience at high profile weddings
* The most common drink in Breim is tea, grown both on the surface of Sirith and imported. The ability to preserve the leaves through drying makes tea accessible year round.
* Coffee is another common drink but is only imported from Talori. This can make it a bit pricier than the common tea leaf.
* Rice wines and vodka are the most common forms of alcohol found in Breim. Grape wine and brandy are imported and served at special occasions because of their higher price.
**see Providers to learn about what types of food are grown on the surface of Sirith
In Nariah, food is limited to what is brought in from the surface and thus food distribution is a common occurrence in the underground city.  Twice a month, the citizens of Nariah line up at one of the Six Shrines of Nariah, each registered at their shrine with a family name. Families come with a stamp, engraved with a seal to represent who they are and what they claim for their 2 week rations.
Each family receives a free allotted amount of rations each week, gifted to the citizens by the High King. Those that wish to claim more are allowed to purchase it upon receiving their free claim. Like many systems in Breim, ration distribution has a set order meant to ensure all equine receive food.
* Free rations are based on seasonal harvests and imports, but always include bags of rice and wheat, tea, salt, and other dried seasonings. Picked fruits (such as plums) and various jars of vegetables are also included in the allotment, as well as tubers such as potatoes and carrots.
* Common purchasable foods include: alcohol, dried fruits, coffee, fermented foods such as tofu, dried beans, raw sugar, and various types of grains. Fresh veggies are also available but tend to be taken by the first and second groups.
* Rare purchases include: fresh fruit, chocolate or hard candies, and dairy products.
* To claim food, each family must bring a registered stamp with the families name and seal engraved in it. To register a family, one must head to the Palace to receive their seal. Each seal is unique to the family and does not look like any other.
* It is not unheard of for seals to be forged, however it is not common place. Those caught with a forged seal are often imprisoned or even exiled from the herd.
The first on the list to receive food are the high king and his family, government officials, and senior citizens. Because these equines have dedicated their life to the herd, it is considered respectful to allow them to receive first. Being the organizers of the distribution, the high king and his family have access to what is brought in first and thus get first pick before the goods are even brought to the public. For royals that live within the city, they are often classified as first picks as well and will claim food along with the initial first group at the shrines.
The second group to receive are those whose job is in service of others. This includes Priests/Priestesses, Magi, Monks, and Healers. Such groups often purchase extra food to distribute during various events or feed hungry patients. It is assumed much of this extra food will be going to those in need and not to satisfy their own bellies. (Monks are known to not make a claim to their rations at all, given it must be carried from place to place. Herd members are expected to take such figures in and feed them from their own supply)
The third and final group to claim rations is the main body of the herd. They often purchase the majority of what is left over for both themselves and businesses. Those that own restaurants and inns will often order food and pick it up at this time to ensure their business has enough to last until the next distribution. Food stock orders must be given a month or more notice to ensure it arrives on time, especially when dealing with large quantities.
The Kawaru, unlike the Umare, are not considered true Breimian and do not get to claim rations. Instead, they are given whatever remains of the initial stock. This leaves them with little to distribute throughout their number, leaving many Kawaru families hungry and seeking out other sources of food, including stealing from others. This is one of the many factors that contributes to the higher crime rate in Kawaru territories. 
=== Births, Weddings, and Deaths ===
* Pregnancy and Birth
Children are a great source of pride in Breim and pregnant equines are often congratulated by all that see them. Many pregnant ponies visit the shrine of Alya on a regular basis to pray for a safe pregnancy and childbirth, asking for the winged goddess's protection. Birthing is often done in the comfort of the home with a healer present. Once the child is born, the family is often showered in gifts and well wishes by friends and neighbors. Though the child's parent(s) are given a few weeks to rest, recover, and bond with their newborn, they are expected to return to work rather quickly, as the responsibility of childcare typically falls the the child's grandparents.
* Weddings
Marriage among the Breim is a sacred act, believed to be the binding of souls together as one singular and shared entity with multiple forms, symbolic of Argus’s dual nature. It is not something taken lightly, and many couples give the prospect quite sometime before committing to each other. As such, most engagements last no less than a year, and many may even go on for two or three years before following through with a wedding. Due to it's spiritually binding nature, divorce among the Breim is almost unheard of. Partners who are found to be abusive are punished in a court of law, and the marriage is considered nullified, with no negative stigma attached to the victim.
Generations ago, when Breim first moved beneath the surface of Sirith, weddings were small affairs. With less food and resources than the present day herd, parties were a luxury the herd couldn't afford. A Priest would say a few prayers for the couple and small charms, meant to bring luck and love, were given to the newlyweds before they departed to start their lives together.
That said, many things have changed since that time. Weddings are a much grander affairs: a cause for celebration of love and life. The wedding day will often begin in separate homes with those about to be wed spending time with their own families. Parents and siblings will spend time with those soon to be married, cleaning and styling their hair into intricate braids or up-dos and decorating it with gemstones before leaving to help prepare the temple for the ceremony to come. As mid-day approaches, the celebratees will be led to the chosen temple draped in a finely embroidered clothing where they will meet their partner(s). A priest or priestess will say a prayer for the newly weds and the lovers will exchange fresh cut flowers purchased from a merchant (fresh flowers are quite expensive). These flowers are later imbued with magic to keep them from wilting and will sometimes even be added to jewelry.
As the ceremony ends, the newly weds will leave the temple to be paraded through the streets for congratulations. They lead a procession to a small area set aside for a meal before finally retreating to the home with which they will live together. Within a week of their wedding, new lovers often travel to Kaia's temple to ask for her blessing in hopes of keeping their love strong.
* Death and burial
It is believed that once a horse has passed, the equine's body is but an empty shell. Spirits have always been a prevalent part of Breim society, wisps being the representation of those long past.
Upon a horses death, all Umare families are given two choices. The first option is burial in the cemetery within the confines of Argus's largest temple, a choice often only made by the wealthiest and/or influential families. Because of limited space, those that choose this burial are carved a small space out of a cavern wall on the temple grounds and are ceremonially placed there. The shrine's priest will often say a prayer for the departed before the hole is resealed with a large quartz stone and marked with a token of the one that lies there. Most of the Breimian kings have been laid to rest in this way, as well as many other famous individuals. As such, the cemetery is also occasionally treated as a museum of sorts, as there is a wealth of knowledge and history kept within it's walls.
The second option available is that of a water burial. Free to those who chose it, this option is definitely the most popular among the main body of the herd. Within the tunnels of the Labyrinth, several underground rivers run. To the far south of Nariah is a small river that runs through all major Umare towns and villages. This river is only used for water burials, so as to keep drinking water uncontaminated, and it ends in a deep pit known as the Abyss. A small raft is built with which the deceased is placed in the prayer position. Glowing gemstones are attached to the four corners of the raft to help light the way to the afterlife. A prayer is said by loved ones before the body is sent down the river.
In the small farming communities above ground, including that of The Point, many simply choose to bury their dead. Graves are marked by eloquently carved wooden and stone posts and identified with the seal of the family.
=== The Royal Family ===
The Royal Family of Breim is actually composed of 2 branches: Arasoto and Desai. While the Arasoto are the recorded descendants of Jin, the original founder of Nariah and the first mortal King of Breim, the Desai were woven into the blood-line around 750 when the 3rd High King married a mare from the common city and introduced a more stable genetic heritage. The two families have since expanded their lineage outward and used the far branches of Desai to arrange marriages to the children of the High King; mainly the heir. The royal families provide a sense of consistency and stability to the herd, and their continuation ensures every new Breimian leader will be prepared and up for the task expected of them.
* Arasoto
The Arasoto line is the oldest family of Breim, each generation carefully recorded over the years to ensure inbreeding does not occur between family members. Notable traits of the Arasoto are the sturdy bodies of the Andalusian and common horse blood, both of which have run in the lines of the High Kings. While variances in the Arasoto are known, especially in those who have landed on the farther's sides of the family tree, tendencies to show dark coats and dappling is common. 
* Desai
The Desai are the second bloodline of the royal family, known exclusively for their curled ears and their lean build. Mares of the Desai are often arranged marriages to the Heir upon his 10th birthday and will be slowly introduced until their marriage in their early 20's. Just as in the Arasoto, variances are to be expected especially as the family tree branches further out. But tendencies towards pale coats, curled ears, and minimal markings are commonplace in the main Desai line.  
==== Royal Foalhood and Education ====
* It is quite common, as well as expected, for all families tied to the Royal bloodlines to have numerous children. This, however, is not a requirement. Those that choose to have small families or those that have trouble bearing children often adopt orphans from the herd.
* Young foals are often cared for by respected and trusted members of The Help. This can last from hours to days as Royal Members are expected to return to their duties shortly after the foal is born. Many times, these "sitters" will care for multiple foals at a time setting up a sort of royal 'day-care' looked over by older Help mares. Younger members may be expected to help with clean up and cooking for the children and will eventually earn their way to head nanny.
* Some of the more prominent Royal members may assign a personal nanny to the care of their foal, who will in turn follow the traveling mother on her duties, allowing the mother and child to bond with each other.
* All foals born to the Royal Family go through extensive training from a young age. They are expected to learn everything from simple magic to herd relations and politics. Public speaking is a must, as is knowing the fine details of all traditional customs and etiquette. The most pressure is put onto the High King’s children, nieces, and nephews, as they will be the ones most likely the succeed the throne, should something happen to the chosen heir.
* Studies often begin around the age of 4 or 5, in which case a tutor will begin their instruction. Many who belong to the farther branches of the family will attend private school instead of having a personal tutor but of the same requirements are expected of them.
* Schooling will often last well into their late teens to early twenties, politics and herd lore being the main focus in their continued studies.
* Many royal foals, especially the heirs, find little time apart from their expectations making way for a lot of stress. While the royal families do try to include children in social activities, the strain of a heavy work load and little fun can be hard on many.
* The most common career choices for royals are Royal Overseer, Kings Guide, Watch, and Consul.
* Some children may choose to leave the main duties of the palace because of this, heading into respected practices within the City of Nariah such as magis, apprentices, and healers.
* Foals that are deemed in need of extra guidance are often sent to shadow older family members, following them on their daily routine.
==== Expectations ====
Those of Royal blood are expected to uphold the duties of the family, mainly centering around keeping relations between the herds and the Royals positive. Most foals are expected to learn about herd politics and be well versed in the Traditions of the herd before they even leave primary school. Many will even go on to pursue higher education specifically centering around politics and become well versed in public speaking. That being said, different members of the royal family have different expectations when it comes to carrying out their duties.
==== The High King and the Heir ====
Being Leader of a herd comes with a lot of responsibilities, many of which are simply expected the King. The Heir begins to shadow their father at the age of 4 and will not leave their side until they are crowned. It is during this time, the Heir is taught all they need to know about leadership and what their duties will be. Once crowed, the New High King will take over the jobs of the previous and begin working on building their own relationship with the herd.
Some of the main duties include:
* Public speaking and hosting events
* Managment over herd concerns
* Record keeping
* Organizing and/or approving building projects
* Regulation of trade
* Distribution of rations
* Herd politics and relations with the other herds of Hireath
* The Children of the High King (and immediate family)
While not all of the King's children go on to succeed the throne, all must prepared to take over should something happen to the heir. While they do not publicly shadow their father the way the heir does, they are quietly given the same responsibilities and education just in case tragedy should befall their older sibling. Much like the rest of the High King's immediate family, they are also expected to spend most of their time among the herd, listening to concerns and reporting them back to the High King. The ability to speak well is highly emphasized throughout their schooling days and will be expected to be put to use when out in public. Those who are the most well versed in the craft are sent out to cities and towns past Nariah, keeping the connections between the cities strong. Some are even sent to greet foreigner dignitaries and consul members, traveling with them as they pass through the tunnels toward the capital.
* The Extended Family
Like the immediate family, the extended family is expected to carry out political relations within the herd. This, however, is not a requirement allowing these equine to choose what they would like to do. Those who choose to stay within the duties of the family often live more comfortable lives with less expectation and workload than the immediate family. They are given more menial jobs such as organizing the Help, approving events at the shrines or in public areas, and making sure the markets run smoothly throughout the week. Some may even help unload the shipments of goods and rations, working to organize their distribution every week.
Other options for extended family members often involve taking up jobs within the herd such as Magi or Apprentice. Anything considered respectable within the herd will be favored by the Family and accepted.
* Honorary Family Members
Adopted foals or children of common folk that have married into the royal family are known by the royals as “honorary blood.” While these honorary family members enjoy all the perks and expectations of their full blooded counterparts, any children they may have will not receive such a privilege. Once grown to an independent age, the [honorary blood’s] children will be expected to take a step back down to the common folk of Breim. The only exception to this is a decree from the High King.
== Laws ==
* The High King’s word is law and it shall not be questioned
* No being shall harm another; those that do risk forcible banishment or death
* The surface world is forbidden; those that live there must be registered with the Royal Overseers
* Resources shall not be wasted; that which is not used shall be recycled or given to those who can use it
* All families must be registered to receive rations. Seals are unique to each family and forged or undocumented seals will be taken. Those that claim that which is not theirs will be tried and jailed
* All foals between the ages of 4 and 13 must attend an accredited school.
* Elections of the King’s Guide must be held every 5 years
* Couples may not have more than 2 foals without permission from the Royal Overseers. Those found to have broken this law will lose custody of their children, which will be rehomed to other families with fewer.
=== Legal System ===
Legal disputes among the Breim are handled by a panel consisting of Kings Guide, Royal Overseers, and occasionally members of the Watch. The severity of the crime determines the number of equines needed on the panel, with low level crimes such as hoarding resources requiring a panel of three, while major crimes such as abuse require a panel of at least 11 equines.
The accused is brought before a panel, where they and any witnesses who want to testify will have their memories probed and displayed on a large, polished crystal in the center of the Hall of Arbitration. This ensures that the account is seen from multiple angles, and in most cases, prevents false testimony, accusations, or the persecution of innocents. Should the accused be found guilty of their crime, the panel will determine what punishment is fitting of their crime. While usually things don't require much debate, having a unified panel ensures fairness during sentencing.
All criminals are brought to Nariah for sentencing, though the herd's only prison is stationed in the town of Kibirie.
=== Consequences of Breaking the Law ===
Consequences of breaking Breim law are severe and highly judged by other members of the herd. While some punishments, such as stealing or hoarding resources, may come with lighter punishments such as fines or temporary jail time many can be as severe as banishment from the herd or even death. Punishments are often decided by a panel of King's Guides and Royal Overseers, taking into consideration the severity of the crime and how it has affected those within the herd. Harm to other herd members, especially that of foals, often carries the sentence of death for fear that banished horses may return to harm more.
Such severe punishments were implemented since the start of Breim's move below ground when horses were expected to help one another to survive the harsh conditions. Those that sought to cause chaos or harm were dealt away with believing they had no place among the peace loving herd whose only goal was to recover from the wrath the kirin had brought. As the years passed, punishments eased up only slightly, as many still believe that those who bring death and harm have no place in Hireath.
=== Law Enforcement, Security, and Travel ===
* The Watch act as both law enforcement and security for the herd's borders. They safeguard the cities and towns in which they are stationed and keep the peace, arresting those who break the law and doing what they can to deter and prevent crimes from ever taking place.
* Watch members who are considered experienced are often posted at the entrance to the Labyrinth in The Point. That said, not all Labyrinth entrances are guarded, though all tunnels leading directly to Nariah and other Umare do have watch posted to protect their herd from strangers and other dangers that lurk in the underground.
* Outsiders must make a stop at a checkpoint before being allowed to enter the tunnels, where they will be assigned an official warden on their journey. Much like with Breimian who wish to travel to the surface, outsiders wishing to gain access to the Labyrinth must fill out a report as to their intent and time-stamp. However, because many carry perishable items, The king or their guide do not always need to approve the application in order to allow passage.
It is written law that the equine of Breim may not leave the Labyrinth without the expressed permission of the King or his Guide. Those that live on the surface and their families are rigorously recorded and kept track of in order to protect the ways of life below. Those wishing to travel to and from the surface must first approach the King's Guide with an official notice of travel, in which they must state their reason for leaving as well as the amount of time they will be gone. Those who are found to have lied on an application or who fail to return at their given time will be sought out by the Watch and punished depending on the severity of their infringement. Once their application is approved, a Warden will be chosen to escort the individual to their destination.
* Only 4 ranks are allowed to travel without requiring an official notice of movement: The Kings Guide, Royal Overseers, Watch, and Wardens.
* All Wardens must be certified by a member of the Kings Guide and will be required to check in at least once a month. Those that do not are at risk of losing their license to travel freely and could be subject to fines.
* Travel during large holidays is expected, and official notices are often waved, so long as identification is still provided. This makes it much easier for relatives on the surface to visit their family below ground.
Travel within the Labyrinth is a little less strict, as those residing within the tunnels have already been noted and there is less to keep track of. They also typically are not considered as much of risk as their surface counterparts.
* While the Labyrinth is still vastly uncharted and unexplored, the areas surrounding and in between Umare settlements have been deemed safe for travel and exploration.
* Glowing stones pave the paths between Nariah and it's surrounding towns and villages, making it relatively safe and easy for equines to travel these shorter distances.
* Wardens are still needed for longer journeys through the Labyrinth, particularly those to the Temple of the Arcane or from Umare controlled territories to Kawaru ones, as it's easy for those traveling to get lost or run into other dangers that lurk within the tunnels.
== Spirits ==
* Spirits of the Deceased
 It is believed that once an equine has passed, their soul takes the form of a wisp. Those who have lived pure and good lives glow brightly and are quickly found by the messengers of Argus (birds) who then bring the soul to the spirit realm to live among the gods. Those that have lived tainted lives or who have passed before their time glow dimly, leaving them undiscovered by the messengers. These wisps are wandering spirits and will continue to float among the living until they have either redeemed themselves or found their purpose. They are most often found around Argus's largest temple, as well as the Abyss.
* Earthly spirits
it is believed by the Breim that all things in Hireath contain a spirit, even that which does not breath life. Earth spirits are the oldest, created from the magic that flows through all things. Air, water, and fire spirits are next, born of the life returned to them by living beings. It is said they are happiest when their power is able to sustain others and thanks is often given to them for what they provide. Lastly are spirits of the Arcane, which are said to be the most powerful. They are known to spread dreams, knowledge, and creativity, and are said to feed off the hard work of those they inspire. The more dedication and emotion put into a craft, the more powerful a spirit will be. This is thought to be especially true of objects made before and during the god's war, having absorbed the tremendous energies of the time. While earthy spirits are neutral in nature, they are considered to be especially wise and powerful.
* Unearthly spirits
While there is little proof that unearthly spirits exist, it is these superstitions that make up the ghost stories of Breim. Tales are told of monsters living in the caves and demons that hunt foals at night. It is said such creatures are born of misery and feed off the despair and sorrow of equines, and those that do no good will attract their hungry appetite. These spirits are said to take many forms, varying slightly from city to city and village to village, each with their own stories to tell. Those that end up missing often have their disappearances blamed on these spirits.
* Bells are said to contain the language of the spirits as well as have the ability to summon them. Bells are also said to contain and bring purity, an ability often used to ward off evil. Because of this, many lucky charms and talismans have a small bell attached to them.
* Ceremonies to attract earthly spirits are held frequently among Nariah's spirits, and many hopeful herd members attend, seeking an encounter or a blessing from a passing spirit.
* Loud and jarring noises are said to frighten spirits, and it is customary to be quiet when in their prescience.
* Younger spirits are thought to be adventurous, leading them to wander the Labyrinth, while the oldest and wisest of the spirits are said to remain on the Isle of Spirits. That said, on rare occasion, ancient spirits occasionally make their homes hidden throughout Sirith. The spinning lake on the surface known as the Vortex is thought to be the home of one such spirit.
* Leaving gifts for the spirits is thought to bring good luck, and many Breimian will leave small trinkets and treats at the shrines for them.
* Though spirits remain unseen and heard by the general populous of the herd, those blessed with mediumship can interact freely with them, and as such are often sought after for their services.
== Holidays, Celebrations, and Ceremonies ==
=== Holidays ===
* Night of the New Sun (New Year)
Because much of Breim’s members live underground where the sky is rarely seen, it has become tradition to mark the start of each new year with a celebration. During the morning of the last day of the year, the six priests and priestesses of the temples gather and begin preparing for the party that evening. A month’s worth of planning will have gone into this celebration, each priest and priestess calling upon their magi to help with the assembly. The party will consist of a feast (of which rations have been saved and stored for just that occasion) in a gathering place below the Royal Palace, and decorated with the symbols of the gods. Music, dancing, and games will follow until the signal comes that high moon rise is approaching. It is then that all the lights scattered among the city of Nariah will be extinguished, allowing the blackness of the caverns to take hold. It is a time of silence as all horses silently pray to the gods for good luck and fortune in the coming New Year. Then, all at once, the lights will be relit in a variety of colors, flashing on and off in a glorious display. Those that do not live in the Capital organize a similar event, using magic and great displays of their blessings to celebrate the first day of the year.
* Day of the Wisps (Mid summer)
Wisps have always been a symbol of a spirit's presence, whether that be an earthly spirit or the ghost of someone that has passed. Breim believes them to be a sign that something is coming, a message from the gods to the mortals. As a thank you to their service, it has long been tradition to take a day in late summer and pledge silence, as you are better able to hear the whispering words of the wisps. The day starts out by heading to one of the temples (any of the six main temples) and listening to the soft words of the priest or priestess that resides there. A bell is rung, and as the echo fades, everyone parts ways without a word. The rest of the day consists of simple pleasures and quiet activates, such as long strolls through the streets, reading, or naps in local gardens.  When the bells of the six temples toll again, the vows of silence are broken and life resumes as normal.
* Day of Hope (Early Autumn)
Coming Soon!
=== Celebrations and Ceremonies ===
* Blessing of the Sight
When a member of Breim is blessed by Argus with the power of Sight, a celebration is held throughout the city or town the blessed comes from. The Sight has always been considered a special Blessing among the Breim Herd, their symbol reflective of this as a bird with a third eye. Those who receive the blessing of Sight are revered and praised for being “closer to Argus” due to history. Festivities begin within the same week the Blessing was received, with the lucky equine paraded around for all to see. They are adorned with fine cloth and gems until they arrive in the city's center. There, the real ceremony begins. In Sirith, the Sight is specifically related to birds, and bonding with an avian Familiar is considered both honorable and good luck. If the blessed does not already posses a Familiar, they will be presented with three birds chosen by one of the priests or priestesses of the temples. They will choose one,  ceremonially name them, and proceed to parade their new feathered friend around the city. If the blessed already has a companion that is NOT a bird, the familiar will enter the city's center and proceed to be adorned by a bow of feathers. Festivities end as fellow equines possessing the Sight congratulate the newly blessed, and all bird Familiars fly over the city with bells tied to one of their legs.
== Additional Resources ==
=== Pronunciation Guide ===
* Sirith: Seer-ith
* Breim: Breh-im
* Umare: Oo-mah-ray
* Kawaru: Kah-wahr-oo
* Nariah: Nar-ee-ah
* Isoba: Ee-so-bah
=== Herd Relationships ===
Click HERE to read up on the relationships the Umare have with Hireath's herds.
=== Playable Ranks ===
* High King
* The Queen
* Royal Overseers
* The King's Guide
* Consul
* Priest/Priestess
* Masters
* Watch
* Wardens
* Healers
* Ties
* Providers
* Uncut
* Outcast
=== Notable Umare NPCs ===
King Isamu - Hajime's father and the previous leader of the Breim. Once thought to be dead, he recently returned to the herd.
Citrine and Topaz - Retired King's Guides, close friends of Isamu, and current royal overseers.
Emryn- Royal overseer and head of foreign affairs.
Nyana - Captain of the Watch in Nariah
Hana - Keeper of the aviary of postal birds located in Nariah.
Akemi- Proprietor of the CATcha cat cafe and tea shop in Nariah.
Pyria - Royal Overseer and head of trade in Cressa
Ruvyn - The most experienced miner in Isoba, and likely the whole herd.
Agni - Keeper of Isoba's most famous forge.
* Credits
Text by DawnsComing and GingerBlues
Category:Breim
Category:Faction
Category:Umare