The Breach
Alternate Names
The Breach is its common name within Tir Volen, symbolizing a rupture in the borderlands, a looming fortress blocking access to Bravøllr.
In Bravøllr, it's known as Brynjaheim ("Fortress of Shields")—a tribute to its defensive strength.
To the wildlings and untamed peoples to the north, it's called Skalgir ("The Unyielding Edge"), signifying its imposing presence.
The Breach is its common name within Tir Volen, symbolizing a rupture in the borderlands, a looming fortress blocking access to Bravøllr.
In Bravøllr, it's known as Brynjaheim ("Fortress of Shields")—a tribute to its defensive strength.
To the wildlings and untamed peoples to the north, it's called Skalgir ("The Unyielding Edge"), signifying its imposing presence.
Demographics
Around 3,200 soldiers maintain the Breach and its many fortifications along the wall. An additional 4,800 civilians inhabit the fortified town surrounding the Breach, ranging from families of soldiers to tradesmen, farmers, and merchants.
Most inhabitants are from Bravøllr, though a few travelers or outcasts from Tir Volen might find themselves stationed here.
The population of the Breach is predominantly made up of hardy races from the cold lands of Bravøllr.
Humans: Fierce and proud, they make up the majority of the population, especially among the soldiers and shieldmaidens.
Dwarves: Particularly from the nearby Jagged Crest, some Dwarves are stationed at the Breach, their expertise in stonework used to maintain the mighty walls.
Goliaths: Hulking warriors from the icy northern mountains, Goliaths serve as elite enforcers and defenders.
Orcs: Known for their battle-hardened nature, they fill the ranks of the Shieldhall’s shock troops.
Frost Giants (rarely): Some Frost Giant emissaries or mercenaries have been spotted in the Breach over the years, adding another layer of intimidation.
Most inhabitants are from Bravøllr, though a few travelers or outcasts from Tir Volen might find themselves stationed here.
The population of the Breach is predominantly made up of hardy races from the cold lands of Bravøllr.
Humans: Fierce and proud, they make up the majority of the population, especially among the soldiers and shieldmaidens.
Dwarves: Particularly from the nearby Jagged Crest, some Dwarves are stationed at the Breach, their expertise in stonework used to maintain the mighty walls.
Goliaths: Hulking warriors from the icy northern mountains, Goliaths serve as elite enforcers and defenders.
Orcs: Known for their battle-hardened nature, they fill the ranks of the Shieldhall’s shock troops.
Frost Giants (rarely): Some Frost Giant emissaries or mercenaries have been spotted in the Breach over the years, adding another layer of intimidation.
Government
While technically on the border of Tir Volen, the Breach functions independently from The Seat’s authority. The city offers diplomatic envoys but holds little sway here. The Breach exists as a military outpost, with direct orders coming from Bravøllr’s rulers, though its distance and self-sufficiency grant Jarl Skalgir near-total authority.
Defences
The Breach is a military juggernaut.
The Wall of the Unyielding: A massive stone wall stretching from the Iron Sea to the Setting Sea.
Valkir Forces: Elite warrior-commanders who lead patrols and act as the first line of defense against any threat.
Ballistae and Siege Engines: Positioned atop the walls to repel aerial or large-scale assaults.
Magical Runes: Ancient defensive runes carved by dwarves enhance the walls' durability.
The Wall of the Unyielding: A massive stone wall stretching from the Iron Sea to the Setting Sea.
Valkir Forces: Elite warrior-commanders who lead patrols and act as the first line of defense against any threat.
Ballistae and Siege Engines: Positioned atop the walls to repel aerial or large-scale assaults.
Magical Runes: Ancient defensive runes carved by dwarves enhance the walls' durability.
Industry & Trade
The Breach is largely self-sufficient but relies on trade with Bravøllr. The primary exports are weapons and armor, crafted by the dwarven smiths. Local farming and fishing help sustain the population, but much of the town’s resources are imported.
Infrastructure
The Breach is built with war in mind. Its fortifications are unparalleled—imposing stone walls, reinforced gates, and an array of barracks, blacksmiths, and training grounds. The town surrounding it caters to the needs of soldiers and their families, with taverns, shops, and markets tightly clustered within the protective walls.
Wall of the Unyielding: The central wall stretches hundreds of miles across the border, rising nearly 80 feet in some places. Smaller watchtowers dot the expanse, linked by roads used for patrols.
The Bastion of Skalgir: The main keep, where Jarl Skalgir and the Shieldhall leadership reside. The walls are covered in runes of protection.
Northgate: The only official passage through the wall, heavily monitored and rarely opened without a specific reason.
Wall of the Unyielding: The central wall stretches hundreds of miles across the border, rising nearly 80 feet in some places. Smaller watchtowers dot the expanse, linked by roads used for patrols.
The Bastion of Skalgir: The main keep, where Jarl Skalgir and the Shieldhall leadership reside. The walls are covered in runes of protection.
Northgate: The only official passage through the wall, heavily monitored and rarely opened without a specific reason.
Districts
The Barracks: Housing for soldiers and their families, this district also includes smithies, armories, and training grounds.
The Outer Market: A bustling marketplace filled with merchants who serve the soldiers and the local populace. Goods range from daily necessities to Bravøllr weapons.
The Smith’s Quarter: Dwarven and human smiths collaborate to repair and create weapons, armor, and fortifications.
The Valkir Hold: An elite training ground where the commanders, the Valkir, are prepared. It is an honor for soldiers to train here.
The Outer Market: A bustling marketplace filled with merchants who serve the soldiers and the local populace. Goods range from daily necessities to Bravøllr weapons.
The Smith’s Quarter: Dwarven and human smiths collaborate to repair and create weapons, armor, and fortifications.
The Valkir Hold: An elite training ground where the commanders, the Valkir, are prepared. It is an honor for soldiers to train here.
Assets
The Breach’s most valuable assets lie in its fortifications and military presence. The strength of the Shieldhall, the elite Valkir forces, and its impenetrable walls ensure that this is a formidable position on the border. The Watchtowers along the wall provide constant vigilance over the wildlands to the north.
Guilds and Factions
The Shieldhall: The ruling faction that oversees the defense of the Breach, comprising warriors and commanders who answer to Jarl Skalgir.
The Black Hands: A group of mercenary smiths and weapons dealers, providing top-quality gear to the soldiers stationed here.
The Skald Order: Bards and historians who record the Breach’s battles and pass on its heroic legends. They also carry important messages back to the distant cities of Bravøllr.
The Black Hands: A group of mercenary smiths and weapons dealers, providing top-quality gear to the soldiers stationed here.
The Skald Order: Bards and historians who record the Breach’s battles and pass on its heroic legends. They also carry important messages back to the distant cities of Bravøllr.
History
Origins: The Breach was established centuries ago by the northern tribes of Bravøllr to defend against Tir Volen’s expansion. The original walls were raised with the help of dwarves, and over the years, the Shieldhall’s influence solidified its status as a fortress.
The Great Siege: During a massive attempted invasion from the north over 200 years ago, the Breach was nearly overrun by a coalition of wildling tribes. The Shieldhall held fast, and the legend of the Valkir’s valor was born.
Modern Era: With Tir Volen’s expansion slowing, The Breach now serves as a powerful symbol of Bravøllr’s sovereignty. It stands as a vigilant guardian against the encroachment of any southern powers.
The Great Siege: During a massive attempted invasion from the north over 200 years ago, the Breach was nearly overrun by a coalition of wildling tribes. The Shieldhall held fast, and the legend of the Valkir’s valor was born.
Modern Era: With Tir Volen’s expansion slowing, The Breach now serves as a powerful symbol of Bravøllr’s sovereignty. It stands as a vigilant guardian against the encroachment of any southern powers.
Points of interest
Skalgir Bastion: The imposing central fortress, housing the Jarl and the leadership of the Shieldhall.
The Valkir Circle: An arena where elite warriors train and are tested.
Iron Gate: The only passage through the Breach, where all who wish to pass are subjected to intense scrutiny.
The Valkir Circle: An arena where elite warriors train and are tested.
Iron Gate: The only passage through the Breach, where all who wish to pass are subjected to intense scrutiny.
Tourism
Though few visit for leisure, some daring travelers come to witness the architectural marvel of the Breach. Historians and Skalds frequent the area, documenting its history.
Architecture
The Breach is a monolithic fortress of Nordic design, favoring practicality over decoration. Its buildings are hewn from local stone and reinforced with iron. Dwarven influence is apparent in the intricate rune work, and the towers stand like sentinels across the icy landscape.
Geography
The Breach stretches from the Setting Sea in the west to the Iron Sea in the east. The land to the north is dominated by jagged hills and mountain ridges, forming a natural barrier. To the south lie the Wild Span and the Jagged Crest, but the Breach sits firmly between these untamed lands and the frigid expanse of Bravøllr.
Climate
The region experiences harsh winters, with snowstorms lasting weeks. Summers are short and mild, though the chill of the north is ever-present. The walls are often blanketed in snow or frost, adding to the Breach’s imposing appearance.
Natural Resources
Iron Ore: Mined from nearby hills.
Timber: Sourced from sparse forests, used for building and repairs.
Fish: The nearby seas provide ample resources for food, though farming remains difficult.
Timber: Sourced from sparse forests, used for building and repairs.
Fish: The nearby seas provide ample resources for food, though farming remains difficult.
Alternative Name(s)
Brynjaheim, Skalgir
Population
8,000
Owner/Ruler
Owning Organization
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