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	<id>https://taerel.com/Wiki/index.php?action=history&amp;feed=atom&amp;title=Bruzrcuvyr_Shield</id>
	<title>Bruzrcuvyr Shield - Revision history</title>
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	<updated>2026-06-04T14:20:26Z</updated>
	<subtitle>Revision history for this page on the wiki</subtitle>
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	<entry>
		<id>https://taerel.com/Wiki/index.php?title=Bruzrcuvyr_Shield&amp;diff=9902&amp;oldid=prev</id>
		<title>Stevie Lambert: (via JWB)</title>
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		<updated>2026-05-20T13:23:42Z</updated>

		<summary type="html">&lt;p&gt;(via JWB)&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;&lt;br /&gt;
{{Infobox Region&lt;br /&gt;
|Name = Bruzrcuvyr Shield&lt;br /&gt;
|Other Names = Unknown &lt;br /&gt;
|Biome =  Shield&lt;br /&gt;
|Size = Unknown &lt;br /&gt;
|Continent = Unknown &lt;br /&gt;
|Subcontinent =  Unknown&lt;br /&gt;
}} &lt;br /&gt;
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==History==&lt;br /&gt;
===Historical Overview===&lt;br /&gt;
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Bruzrcuvyr Shield is a name used to refer to more than one regional entity. Colloquially, it refers to the zu&amp;#039;aan occupied, continental region that spans the surrounding of Ack-ormaw, including the [[Ack-ormaw Hilly Plains|Ack-ormaw Hilly Plains]], [[Aldgar Vibrant Swamplands|Aldgar Vibrant Swamplands]], [[Aldsayryn Dirty Lake|Aldsayryn Dirty Lake]], [[Aesse Ancient Forest|Aesse Ancient Forest]] and [[Ananaroth Flooded Grassland]]. This is a region known for uniting and fighting against the kin&amp;#039;toni in unison during the Awakening Age, and one of the safest regions in Taerel for zu&amp;#039;aan. Technically speaking, however, Bruzrcuvyr Shield refers to the geological formations beneath all of these areas, which have given it its name. Furthermore, the single sub-region also referred to as Bruzrcuvyr Shield refers to a small patch of exposed rock and water located to the northeast of Ananaroth.&lt;br /&gt;
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Thus, this article will from now on use the name of Bruzrcuvyr to refer only to this open-air segment and not as the collective name for the whole zu&amp;#039;aan occupied region. Bruzrcuvyr Shield has been used as a mining location, due to its easy open air access to the rock, ever since ancient times. While ancient zu&amp;#039;aan tribes found it difficult to live within the surrounding regions, Bruzrcuvyr provided them with a mostly desert patch of dry rock, where they could set up their camps and not worry about predators and other dangers too much. The richness of the rock, brought up by the sheer variety and quality of the minerals buried here, made zu&amp;#039;aans settlements here very attractive and powerful, as they were able to not only fuel their own industries but also export to surrounding nations. &lt;br /&gt;
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The first zu&amp;#039;aan tribes that took hold of the Shield would band together as the ages passed, and they would give birth to a powerful and influential group in the modern era that brought prosperity to the entirety of the region also known as Bruzrcuvyr Shield. Quick access to water, forest life, and plains for agriculture also made Bruzrcuvyr pretty much the perfect location to set up civilization, as evident by the exponencial growth of the local zu&amp;#039;aan. The existence of this small yet influential land that had great control over the entire surrounding area was exactly what made their survival possible in the face of the apocalypse. After the initial conflicts broke out and after the confusion dwindled what remained of the area banded together and prioritized initiating contact with the other nations. &lt;br /&gt;
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Organized movement from there onwards allowed them to quickly build a resistance, and after a long period of intense conflicts, the zu&amp;#039;aan miraculously had their way. Though kin&amp;#039;toni invasions and wars continued until the very end of the Awakening Age, this area was much safer than many of the rest of Taerel due to their efforts, and rudimentary civilization, focused primarly on military power and survivability, was able to grow quicker than those who were nomads running perpetually from the kin&amp;#039;toni clans. As of the Twilight Age, the attacks have stopped at large, as the remaining kin&amp;#039;toni that insist still on ravaging the zu&amp;#039;aan from Taerel focus their sight on isolated, smaller communities, in a desperate attempt to run from the coming cold.&lt;br /&gt;
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===History by Age===&lt;br /&gt;
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====Stone Age: Before 1E 0====&lt;br /&gt;
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====Copper Age: 1E 1-1E 2200==== &lt;br /&gt;
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====Bronze Age: 1E 2200-1E 4400====&lt;br /&gt;
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====Iron Age: 2E 0-2E 700====&lt;br /&gt;
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====Ancient Age: 2E 700-2E 2200====&lt;br /&gt;
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====Middle Ages: 3E 0-3E 2050====&lt;br /&gt;
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====Early Modern Age: 3E 2050-3E 2600====&lt;br /&gt;
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====Industrial Age: 3E 2600-3E 2700====&lt;br /&gt;
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====Machine Age: 3E 2700-3E 2800====&lt;br /&gt;
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====Atomic Age: 3E 2800-3E 2850====&lt;br /&gt;
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====Space Age: 3E 2850-3E 2875====&lt;br /&gt;
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====Information Age: 3E 2875-3E 2900====&lt;br /&gt;
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====Genetic Age: 3E 2950-3E 3000====&lt;br /&gt;
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====Awakening Age: 3E 3000-3E 3415====&lt;br /&gt;
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====Twilight Age: 4E 0-4E 500====&lt;br /&gt;
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==Geography ==&lt;br /&gt;
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Bruzrcuvyr Shield is an array of open air streaks of exposed metaphorpic rock, allowing for a bunch of minerals and important ores to be accessed freely from the surface. It is a relatively small area, covering only 1,304 square kilometers. It extends past the northeastern side of Ananaroth Flooded Grassland. The geological formations that encompass the ground on Bruzrcuvyr Shield keeps going through the underground beneath a series of biomes, mentioned at the start. This is the only area, though, where mining in these formations is non-dangerous and relatively easy. The exposed rock is accompanied by occasional spaces of soil and fragments of forestal ground, as well as small ponds. &lt;br /&gt;
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There is a great variety of tame wildlife, although not a lot of plants. The climate in Bruzrcuvyr is very temperate and humid. It suffers from rainfalls throughout almost the entire year, and what little forest it has is predominantly made of deciduous trees, which shed their leaves during autumn and lay bare during winter. The temperature rarely reaches into the negative due to warm currents from the southwest, and therefore there is rarely any instance of snow. Hail is common in winter, and rain as well as thunder storms can be seen all year round. Winter is very mild and comes with agreeable cold temperatures. The exposed nature of Bruzrcuvyr makes the chill be felt worse then usual, though, and wind currents are very strong in this region. &lt;br /&gt;
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There is a small chance of minor earthquakes, due to the unstable position of prominent geological features on the surface, but one hasn&amp;#039;t occured in a long time. Aside from that, the only other natural disaster that has any chance of occuring in Bruzrcuvyr Shield is the formation of tornados. They are never very large in scale, but they can be sufficiently devastating for the crude housing and infrastructure of post-Awakening Age zu&amp;#039;aan. Flooding can also occur, but is less severe. No rivers pass through Bruzrcuvyr, as it is a small region. It has a number of small, disconnected ponds spread throughout, however, which are caused by the semi-constant rainfall and burrows in the natural rock. &lt;br /&gt;
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Precipitation exceeds evaporation by a small margin, so these ponds are more or less a constant of the region. Furthermore, it can be divided in three sub-biomes. These biomes are not closed and will interact actively with each other, to the point where the classification of the three has been often contested. They do have, however, different characteristics; the exposed rock, mainly utilized by zu&amp;#039;aan of old to create mines; the small forests, isolated and with small tree specimens; and the ponds, closed off water bodies used sparingly by the zu&amp;#039;aan. Furthermore, there are many abandoned rails and train tracks around Bruzrcuvyr Shield, leading off to the surrounding nations. &lt;br /&gt;
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These have been used following the davastating kin&amp;#039;toni outbreak in order to reach said nations, as makeshift roads. For fear of the kin&amp;#039;toni doing the same, however, they have gone largely unused seldom for lost explorers. The mines in Bruzrcuvyr Shield have very little wild life and as such do not factor as a sub-biome. &lt;br /&gt;
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== Plants ==&lt;br /&gt;
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Plant life in Bruzrcuvyr Shield is sparse and can generally be found in most of Taerel. Here are a few unique exceptions: Saruhgiih, meaning &amp;#039;evening insect&amp;#039;, a species of weed that grows inside the small wood sections of Bruzrcuvyr Shield. It is a red and orange small plant, with a thin stalk that usually branches out into 3 or 3 similarly thin branches, which then develop small pointy leaves. It is a very small plant, only about 7 to 8 centimeters tall, and its known to be an invasive, highly reproductive species. This particular species received its name from the fact that it secretes a special aroma, born from a chemical reaction due to the highly mineral composition of the bare soil, which attracts many kinds of insects. &lt;br /&gt;
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It is used by zu&amp;#039;aan as a trap to catch insects, and the insectivore fauna around Bruzrcuvyr seems to have adapted to use it to catch insects as well. The smell is barely perceptive to zu&amp;#039;aan, only slightly sweet. The plant, while technically edible by zu&amp;#039;aan standards, has a very repulsive taste, and can only be consumed by a very rare select minority. It has been researched before the Awakening Age for insect repellent purposes, as studying what attracts these animals can also help determine what will repulse them. It grows in spring and summer, and wilts during autumn, staying in germination through winter. It can be preserved via drying and crushing into a fine powder and will keep its smell. &lt;br /&gt;
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A fairly recent species by recorded history&amp;#039;s standards, it was largely unnoticed by pre-Awakening zu&amp;#039;aan except when it came to its uses on bug fauna. Recent uses of the plant, however, have shown that is may be smoked by zu&amp;#039;aan, and it has gained a slight niche popularity as a rare brand of tobacco. Smoking reduces the repulsive taste and brings it to an &amp;#039;acquired taste level&amp;#039;, according to smokers. It is quite toxic for all the regular reasons as to why smoking is. The fact that is attracts insects puts most people off, however. Yanram, the so-called &amp;#039;yellow orbs&amp;#039;, a spherical, golden berry that grows on bushes in the forestal regions of Bruzrcuvyr Shield. The shrub itself is a deciduous pale green bush that grows up to 2 meters in height and 3-4 meters in length. &lt;br /&gt;
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It has spiked branches, which often intertwine with eachother, and very short, round leaves. The branches often form small round casings inside the bush, where a stem will then grow and the fruit, the yanram, will grow as well. It does not grow outside of the bush or within arm&amp;#039;s reach, and one must either damage the bush or damage their own skin in order to retrieve the berries. The berries themselves are typically golden yellow, though they can pale orange or even reddish if the plant has a genetic mutation. They are almost perfectly spherical, with a small hole at the top where the stem grows, and have a fleshy and soft exterior. The inside is juicy, sweet and a little acidic, and normally has a small cluster of seeds at the core, which may be ingested. &lt;br /&gt;
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They are commonly eaten and harvested by zu&amp;#039;aan, who have developed tools and tricks in order to get the sweet berries out of their thorn prisons. The thorns of the yamran are small, curved and very sharp, filled with smaller thorns all over their surface, making them dangerous in large numbers. They are very irritating to zu&amp;#039;aan skin and may be difficult to remove and cause small amounts of bleeding. Protective gloves are recommended when harvesting them. They grow in summer exclusively, as the bush will shed its leaves during autumn and become bare in winter, growing back during the spring.&lt;br /&gt;
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== Animals ==&lt;br /&gt;
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There is little animal life in Bruzrcuvyr Shield due to its unique geography. Here are some of its few unique species: Niol, also called ni&amp;#039;gol, meaning &amp;#039;laughter&amp;#039; and &amp;#039;large rodent&amp;#039;. They are bat-like speciments only twelve to fourteen centimeters tall, with large, sprawling limbs and a narrow and bent at the middle torso that is capable of curving itself at very odd angles. They are generally coated in a thin layer of light brown fur, with variance in darkness, and have deep blue eyes. They have round ears, in two pairs of two, that are able to pick out even the most miniscule sound. Unlike some of their peers, they are not blind and detect their enviromnent through sight and hearing alone. &lt;br /&gt;
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They have a short nose and fanged mouth, ideal for eating insects and small fruit. They have no wings, and utilize their long limbs, which are sometimes triple the size of their bodies to move around the caves, mainly spending their time on the walls and ceilings. They prefer eating and hunting at night, and as a colony species they have specific and complex mating rituals. The females are nearly identical to the males. They act mischeviously and sometimes aggressive in the presence of zu&amp;#039;aan, though they can be befriended with food. They are skinny and provide little meat, so they are not hunted by zu&amp;#039;aan much. Their screeches and cries are regarded as &amp;#039;annoying&amp;#039;, and their movement using limbs to climb the caverns as &amp;#039;creepy&amp;#039;. &lt;br /&gt;
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Jgnei, very small fish that inhabit the ponds and marshes spread around the Bruzrcuvyr Shield. They are very tiny, only 1 centimeter or less at birth, and growing to only 2 to 3 centimeters at adulthood. They come in a variety of colors, including purple, red, bright orange, silver, emerald green, mauve, and yellow. They have triangular scales and round mouths, along with back facing fins on their sides, top and bottom. They have a large tail, about two times the size of their body vertically. Notably, they appear to form a sort of hive mind colony within themselves, in a sort of behavioral pattern that is commonly only seen in certain insects. &lt;br /&gt;
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They have a &amp;#039;leader&amp;#039;, which is larger than the rest due to the fact that it is constantly laying and making eggs, and different fish seems to have different roles in each colony, from warding off predators to protecting eggs and collecting food, forming a very interesting symbiosis with their own ranks. Also notably, different colonies that exist somewhat close together seem to &amp;#039;fight&amp;#039; for territory, employing strangely intelligent tactics such as attempting to attack the eggs while setting up ambushes from other sides, distracting the opposing ranks and spreading their defenders. This type of behavior is rare, althought not extremely uncommon to find, in species that are not insects. &lt;br /&gt;
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Researchers before the Awakening Age theorized that they evolved this way of survival due to their extremely high birth rates; by working together, instead of having an extremely competitive closed enviromnent in which everyone is always dying at the hands (fins?) of others, they can &amp;#039;share&amp;#039; and make their species thrive. Of course, evolution isn&amp;#039;t perfect, and they still do this with different colonies, likely because they are unable to recognize them as the same as them. It&amp;#039;s similar to how many ocean fish band together to avoid predators better, but on a much larger intellectual scale and, of course, in a close enviromnent with sparse food sources.&lt;br /&gt;
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{{Template:Controllers&lt;br /&gt;
|Stone Age = Unknown &lt;br /&gt;
|Copper Age = Unknown &lt;br /&gt;
|Bronze Age = Unknown &lt;br /&gt;
|Iron Age = Unknown &lt;br /&gt;
|Ancient Age = Unknown &lt;br /&gt;
|Middle Age = Unknown &lt;br /&gt;
|Early Modern Age = Unknown &lt;br /&gt;
|Industrial Age = Unknown &lt;br /&gt;
|Machine Age = Unknown &lt;br /&gt;
|Atomic Age = Unknown &lt;br /&gt;
|Space Age = Unknown &lt;br /&gt;
|Information Age = Unknown &lt;br /&gt;
|Genetic Age = Unknown &lt;br /&gt;
|Awakening Age = Unknown  &lt;br /&gt;
|Twilight Age = [[Umoum City Zu&amp;#039;aan]]&lt;br /&gt;
}}&lt;br /&gt;
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{{CrossSiteAttribution&lt;br /&gt;
| User = [https://www.fiverr.com/mightyvanilla  mightyvanilla]&lt;br /&gt;
| Holder = mightyvanilla&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Places]]&lt;br /&gt;
[[Category:mightyvanilla&amp;#039;s contributions]]&lt;/div&gt;</summary>
		<author><name>Stevie Lambert</name></author>
	</entry>
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