Berronar's Side

Ervenian Era, 1051 AB
A bastion of welcome and ward, Berronar’s Side is the half-sky, half-stone city where travelers first touch the hearth of Erackinor. Its terrace-walls gleam white beneath Solania’s silver light; its undercity runs warm with song and moss-lanterns. Here oaths are mended, caravans provisioned, and portals watched with the calm vigilance of the Mother’s faithful.  

Customs and Rites

Open Door, Open Ledger
Guest-right is sworn at a threshold with bread, salt, and name in the ledger; hospitality binds both ways.  
Twin-Ring Oaths
Contracts are sealed with paired silver rings on the Ringway; breaking one tarnishes both and summons a mediating Stonesinger.  
No Blood by the Hearth
Within the Hearth-Forum, only training blows and ritual duels for judgment; lethal force is exile-worthy.  
Widow’s Walk
A nightly balcony round by the Faenor, candles lit for the missing; when the missing return, the candles are reforged into a single feast-lantern.

Geography

Built into a mountain shoulder that breaks the cloudline, Berronar’s Side straddles two worlds: the Sun-Side, an open, wind-bright citadel facing the high passes, and the Stone-Side, a vaulted city descending into Erackinor’s under-ways. The two halves clasp like interlocking rings—her holy sign—joined by market bridges, bell-arches, and a broad oath-plaza of pale granite. Naugret the Elder, a soft-voiced seer of Berronar, tends the central hearth; her quiet prophecies have never failed.  

Notable Locations

Sun-Side Curtain
Tiered curtain walls with herb gardens and child-walks behind crenels; watch-towers bear wind-bells tuned to storm and war.  
Stone-Side Vaults
Ribbed galleries where moss, myrtle, and glow-fungi climb carved pillars; workshops, archives, and longhouses stack in orderly tiers.  
The Ringway
A processional boulevard that circles both halves; every third arch bears paired silver rings that warm to honest vows.  
Hearth-Forum
An open plaza of white stone with the Mother’s Hearth, a six-mouthed brazier that never dies; here disputes cool and unions begin.  
Gate-Quarter
Customs halls, hospices, and caravan courts clustered around the great portal terraces.  

Travel and Access

The Outlands Gate
The gate to Dwarvish Mountain, is a rune-braced bronze arch that opens on a spoken lineage and a lawful purpose; traders stamp ledgers on entry and exit.  
The Arcadian Way
The Gate to Mount Angradd, is a diamond-buckled gate within the keep; answers to drill hymns, duty-oaths, or relief writs from allied forts.  
Erackinor Under-Ways
Kiln-warm corridors linking the city to the Eternal Forge, Istor’s Forge, the Rift, and Stonefall.  
Bell-Pass
A cliff road of star-stairs, safe in all weather; the bells ring softer when pilgrims ascend with reconciled hearts.

Localized Phenomena

Ring-Resonance
Sworn promises hum along the Ringway; true vows carry advantage in keeping (clearer minds, steadier hands). Perjury chills the arches and dims lanterns.  
Hearth-Sooth
Raised voices lose their edge within earshot of the Mother’s Hearth; checks to mediate or parley feel kinder.  
Welcome Light
Way-lamps brighten for the weary and dim for the malicious; lost children and stray petitioners always “happen” to find a Faenor sister first.  
Guard’s Intuition
Watch-bells tingle seconds before real trouble, false alarms don’t ring.    
Khuzdul natives
Only Khuzdul can be spoken here. Those who don't understand it, must ask permission to speak it from and only then, they can speak and understand while there.
Trait Type
Description
Gravity Objective down to the nearest worked surface; in grand shafts, “softened descent” halves fall damage for willing creatures bearing a clan-mark or oath-ring.
Time Time is 5 times slower than the Prime Material Plane; Shift-bells (work watches) can be “held” by overseer chant to complete a task scene without losing more than a minute to the wider plane.
Shape & Size Infinite; Terraces, tunnels, and courts extend as need arises without sprawl or slum.
Morphic Traits Divinely morphic by Berronar; It is also law-bound, community-favored. Streets nudge toward clarity; wayfinding and crowd flow bend to order and care.
Elemental Energy None Dominant
Alignment Lawful Good.
Magic Healing, restoration, community, oath/rune, and warding effects are enhanced; deceitful enchantment, coercive fear, and necromancy that harms the willing are impeded.
Type
Dimensional plane
Location under
Owner/Ruler

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