Description
In the span of just two years, Chálkináti has gone from an arid stretch of land with no buildings to boast of, to a thriving city with countless minor wonders within. It has become a haven for the strange and outcast, and a major port of trade between Teráka and Kosi. Buildings stretch from the coastline to the mountains, where at the latter a pass has been carved and built to aid those who wish to walk from region to region.
It is the home of
The Exotics, and serves as a seat of power for
Odessa Deo while she rules over the region as a whole.
People & OrganisationsThe Exotics
Governor Odessa Deo
Sylas
Kaus
Architect Megaera Xanómenes
A highly talented and confident member of the Xanómenes clan, Megaera was originally hired to work as the architect in charge of the city's design and construction. Thanks to a deal made with Odessa, she has also been put in place as second-in-command of the city, serving to increase the long reach of Psyche Xanómenes.
Treasurer Penelope Deo
Beastmaster Soriz
A mighty tortle who journeyed as part of The Exotics for many months, until a brush with death and seeing the face of
The Breaker forced him to retire to the city he'd helped found.
In the year or so since he officially settled down, the five griffon eggs he'd found on an adventure hatched and grew to maturity, treating him as their father and master, and may be soon to begin laying eggs of their own. He is seen on occasion riding one of the griffons around the city, and during the moments a threat arrives from the air he has flown to meet it, and crush it with an almost comically oversized weapon which must take the strength of mountains to use.
After his success with the griffons, Soriz is now seen as the main point of order for those with strange pets or who have found eggs they can't identify, keeping him busy even in retirement.
Raincaller Odhrán Hedruno
One of the Exotics' oldest companions, Odhrán is a musician of rare talent, and a magician of incredible potential. In recent times, he has been put to work playing a magical harp found by The Exotics, one with the power to control the weather. While he has always been an important member of the city for his music and morale, now he is responsible for maintaining the rainfall needed to nourish the crops and fill the water towers.
Unit 316 is a soft spoken warforged who was the first of all his brothers to be awoken, and from him The Exotics learned much of the old days and the old foes. And from The Exotics 316 learned a great deal about the modern world, seemingly insatiably curious and awed by how much has changed.
He has also proven a powerful ally, with magical weaponry built into his arms and impressive skills in hand-to-hand combat
The Justicars
A group of zealots whom tasked themselves with holding magekind and other "threats" accountable. Previously The Justicars' main (and only real) base was in
The Holy City, but after an altercation and discussion with one of their members, Odessa extended an invitation to the group.
Under the guidance of High Justicar Akeos, a section of these mage-hunters have set up in this settlment, keep it safe from monstrous threats without, and ready to defend against potential arcane threats within.
The Returned
During the Battle of the Dragon, thousands of undead were suddenly freed from the Underworld, and freed from the control of demons in its aftermath. They are sentient, thinking people, though often without purpose or drive to do anything, and universally have no memories of their pasts. To protect them from destruction or exploitation, Odessa has taken them in, and they now serve various roles in the community.
Thormos
Talsia’s followers are of two minds in opinion of this Returned: On one they’re undead, a monster, something entirely unnatural and dangerous; on the other they’re very obviously watched by Talsia herself, gifted with her powers, granted her healing gifts.
So blatant is this connection that for their first hours of freedom in the living world they spent it not panicking nor pleading, but supporting Katarn’s faithful in defence of their city.
Amongst the returned Thormos has become an exemplar, accepted by the gods and accepted by more and more living beings as time progresses. They’ve taken quickly to their role of a positive face of the Returned as a collective whole, of the benefit the race can be to the world and its peoples, and have accepted their duty as a voice of their kind.
Recognised by the warm red toga they wear, belted by a thin golden chain around their waist tied by a phoenix medallion that works as their holy focus. Their nature is to be calm and collected, concerned not with the current state of the world instead with what can be done to make it better.
Currently they’ve taken the journey to Kosi, working alongside their few Returned ‘disciples’ to aid the living people of the region both because it is the right thing to do and also because the Kosi region are immediate neighbours to the Returned and will inevitably have to grow used to them.
Scoutmaster Skalo
Skalo was once no more than a simple villager before he was bit by a bat and turned into a monster. Ever since then he has had trouble controlling violent urges and desperate hungers, and found that with his new powers a mercenary life was both safe and lucrative.
Safe and lucrative, at least, until he took up an assassination contract on The Exotics. Despite successfully helping to kill Sylas, he was captured and interrogated, then offered a choice: death or servitude.
In the many months since he began to work as a scout in Chálkináti, Skalo has learned to better control his hungers, and has earned the trust of those around him.
Juuri
Hailing from lands far to the South of civilisation, Juuri is an extremely reclusive Gorgon who once worked for
The Menagerie, but was saved from cruel southern leaders by Garrac in return for information on this enemy organisation.
After months spent inside, refusing to speak with anyone, Juuri has moved into a cave at the edge of the city, working to keep the orphans who live there safe and comfortable.
Asa
Places & Landmarks
Grand Agora
Penelope Deo had been elusive for quite some time up until Kiderha’s resurrection, an ‘issue’ her patron and mentor wished to fix. The solution was a rather expensive and expansive one.
As the city expanded northward to connect to its other-half near the mountains, the centre that was marked by a pair of mage’s towers has equally shifted north. At the focal point of three wide roads, one from the west further into Praelos territory, one from the south towards the docks, and one from the north east leading through Sedrom’s Corridor; sits a large public space, the core of which is a tall and impressive stone pillar created by Demos Tolmi (rumour suggests in exchange for youth potions) that can be seen from almost every point within Chalkinati.
The perimeter of the Agora is an immensely impressive two-story circular stoa, the ground floor of which is exclusively for merchants to set up stalls and sell their wares in, the second floor is mainly the offices of city officials such as Penelope Deo and Megaera Xanomenes as well as enclosed spaces free for public use if desired.
Such as almost required by the nature of the agora’s mistress, plenty of it is covered by colourful fabrics all bought and transported from Manzil, providing ample shade for those that dislike Talsia’s intense rays whilst allowing her light and Sevas’ to illuminate a grand majority of it still.
During the hours of Talsia’s domain the Agora is a bustling marketplace and communal area with many public talkers, philosophical debates, and gatherings taking place. By Sevas’ light the Agora quietens down significantly, some markets remain open but the nocturnal Agora has gained a reputation as the domain of great power; Penelope Deo roams often and has found plenty ‘fans’ and sycophants willing to spread her sanguine requirements between them so that no single one suffers excessively (all without abusing her powers), Odessa Deo very rarely hosts public schoolings for those who wish safe ventures into magical training and aptitude testing, and plenty other events that require the calm that night often brings.
The Glass Hallway
This freestanding corridor is around 100 feet long and appears to be two waves bursting away from each other. It was created by the extreme energies flowing around a magical fox; such incredible speed throwing the sand up and such incredible heat instantly turning it to glass.
Underground Lake
Discovered by Kaus' divination magic, there rests a freshwater lake under the mountains, accessible through a tunnel. Unfortunately for the folk living in the city, it is guarded by elementals who seem to have little inclination to share their precious water outside of emergencies and droughts.
The Towers
Near the center of the area currently cleared for construction rest a pair of mage towers, though one of them seems to disappear every so often. The one that has been consistently there since the city's founding is unique in design, having a central tower with five sides, and a room at the top - each of the dozen sides in the shape of a pentagon.
Evergreen Mural
The first hints of greenery created now a time ago have bloomed further, cracking the stone paths around itself with veins of grass and soil. Now in the very centre stands a tree, Chalkinati’s first tree, tall and impressive.
Minorly magical in nature, the trunk and branches are covered with Sylvan text. Gliding your hand across each ‘word’ imparts in your mind a kind and stoic voice regaling you with stories of friends who once followed him. It’s a little embarrassing for those that still remain and now use the tree as a gathering place.
Reports suggest a bark-skinned woman has taken to caring for the tree, but nobody has ever truly seen her yet, nobody that’s telling at least.
Architect’s Memorial
Chalkinati’s perimeter metal wall, originally designed by Garrac Kanelatos, has found itself decorated by multiple engravings and carvings etched into it beginning at the section he himself first built-up.
- “To Grarrac, who believed in me when no-one else would. Niccolo”
- “To Garrac. You served with honor and respect, and I was proud to call you my captain. Markos.”
- “If only another world.”
Sédróm's Temple
Built further away from the other temples and following a large main road to the entrance of Sédróm’s Corridor. You can find the temple of Sédróm built with its unique design - rather than the main road leading into the temple. The temple is built above the road and travellers and merchants travelling to the neighbouring region of Kosi can pass underneath (for reference picture an underground tunnel but above the tunnel is the temple).
Also beneath the temple to the left of the road is a tavern to allow travellers a break, share stories and play some card / dice games before continuing on their journey and on the right side there's an inn dedicated more to lodgings, some stabling along with mail delivery.
Also extending from each side of the temple (1st floor?) is a longish wall area which then leads to a large stone landing area for either the soon to be visiting dragons to land or visiting airships.
The Temple itself has stairs on each side leading up to it, within the temple it’s moderately large, one area contains the most recent hero stories of this new age and ones that were near the end of the previous age. Along with an outlandish story stating Sédróm created a fox with near limitless speed which almost caused the world to break and which led to Sédróm’s crossing being created. The ceiling for the temple has many roads and paths carved into it to symbolise Sédróm’s domain and the cosmic path, for each visitor the ceiling almost alters and morphs to show some of the most memorable stories of travellers.
At the very back of the temple is where a statue of Sédróm…should be or at least, reports have said a statue of Sédróm was there but has disappered. Some reports have even said they have found it half way down the road towards the city, others by the fount of justice, outside Kiderha’s temple, standing around the ground floor of the Grand Agora watching the merchants.
Living around the temple is a giant pangolin called Onkolithos; a creature found by Sylas on his last trial to become champion of Sédróm, and a very friendly creature who has been trained to help around the temple by moving large objects such as statues and the odd boulder that falls from the mountainside.
Orphanage
Teraka’s new ruler, and the heroes she travels with, are orphans all, and it seems that all have had an eye on an orphanage developing on Chalkinati’s outskirts, offering some support among their busy schedules.
While some significant sections of Chalkinati have been developing into bustling areas of commerce, housing, defences and of course, worship, what had been Garrac’s makeshift forge in a cave outcrop has found itself now the living space of a few dozen toddlers, infants and teenagers who have been orphaned from the turbulent times leading up to Kidhera’s rebirth. While the artificer may have loathed to know that his dedicated space has become now a den of noise, discord and rampant graffitiing, unlike his first attempt of a home turned workshop, this cave will be unlikely to be empty nor quiet for many, many years.
It may seem odd that such an establishment is outside the city’s walls, though in many ways it is safer than to be on the outside of Chalkinati - as there are many tunnels leading out from the orphanage that only a spry, nimble little child can move through to some other exit. It also helps keep the children away from unsavoury individuals who look down on these lost orphans, as the majority of these orphans are unusual in their own ways - and their unusual skills (and appearances) is undoubtedly how they survived the trek to Chalkinati when so many other orphans do not have the fortitude to survive the wilds on their own.
Of the orphanage’s caretaker is a woman who cares not for bizarre appearances, and is too, looked down upon by so many of the Republic. In the months that had passed and the construction of Chalkinati, of individuals that have hoped to cause harm in some way to the children often go missing - though striking stone statues outside the den, often so similar in appearance of these interlopers - provide now enough forebodance to any fool considering wandering into the viper’s den in the attempt to steal any of her adopted brood. As for the public face of the orphanage, a satyr by the name of ‘Asa’ cares for the young, managing to concoct enough stews and brews successfully enough to ensure no tantrums are had by fussy eaters - until such a time one of the triumvirate comes along with ‘sweets’ that ruins the taste of these children for many days, much to Asa’s displeasure.
The two adoptive mothers have enough skills and magic to sustain the orphanage on their own, though they have significant funding from the ruler of Manzil in return for looking after some exceptional and strange orphans, even by the orphanage’s norms. The nature of the children and the agreement of the funding is presumably unknown to most for good reason, though the savvy or well-informed would be able to connect this to the events that occurred in the far, far south, some time ago. A rumour is circulating that the satyr, saved by the noble ruler of Manzil, instructed Asa to look after the orphans due to a curse she is plagued with would help protect the children in some way (much like the caretaker’s own ‘curse’ protects the children) as recompense for a cost she inflicted upon Manzil for her safe return.
At current time, the den has forty-seven orphans (including two neonate yuan-ti!), the two care-takers of Asa and Juuri (with occasional help from helpful citizens of the city), holds a living space, eating space, six dorms, four privates ‘rooms’, a small pool connected to the sea along with a small ‘cave garden’ with an open ceiling - it was made accidentally by one of the orphans - Joel.
Fount of Justice
Also nicknamed “Magebane Keep” by… Mostly mages, this imposing citadel stands on the coast edge of Chalkinati, an impressive dock all of its own embracing the water. With a shell constructed quickly by magic, the majority of the keep is still under construction.
Intended to be the ‘home away from home’ for the Justicars, its central location in the northern half of the Varolian provides the faction with equal range into Praelos as well as Osa. When it is inevitably completed, it will hopefully stand as a bastion of safety against Fidain’s beasts and oppressive magics both.
The Justicars that call the citadel home, or those that are visiting from Katarn, often hold multiple duties amongst their ranks with the grand three being: Spreading their influence into Osa and Praelos, defending Teraka from magical threats often coming from Fidain’s Shifting Isles, and standing as judge and rarely executioner for criminal mages when needed.
Unfinished Ziggurat
Located on the eastern edges of Chalkinati, a short walk outside of the city’s perimeter, stands a building halfway built, crawling with hundreds of skeletons working tirelessly. Once completed, this Ziggurat will be their final resting place, and likely a temple to Haroch much like Katarn’s much larger Ziggurat.
The Great(er) wall of Chalkinati
Before departing for the great journey west, Sylas insisted on implementing a newer wall made of the same material as Katarn, for what good is a city whose patron is Kiderha where it allows monsters in.
Shrine district
Plenty of Chalkinati is a mix of architectural styles already, but the shrine district stands out as a mix and match of nearly two dozen plots of land. Started with the shrine to Olsir and expanded outwards, plenty of Pantheon gods and others have ‘small’ domains alongside the many other locations within the city they may have dedicated to them.
Olsir’s Shrine
A bland looking building from the exterior, the only part denoting it a dedicated shrine is a mural above the entrance denoting a formless woman surrounded by stars, arms out-stretched as if to hold them all.
Inside it is completely different, lit only by enough candles to allow the ceiling and walls to glisten with blue and purple gems to mimic the night sky even during the day, the room is largely empty beyond mages and priests using the shrine as a quiet place to study.
In the back stands an impressively tall feminine statue with her hands held out low to her sides, a carved robe that shows plenty of stone skin and flows down to create the raised plinth the statue sits on. On one hand a purple sapphire orb that catches the light, on the other a large stone tome with spell paper trailing from it with ancient words written across them.
The statue’s face is sharp and strong, mouthless, but with purple gems for eyes.
Kanzu
Talsia
Lutus
Eda
Suroza
Katas
Patir
Sevas
Sedrom
Agitio
Ammos
Employing the mechanical skill of Niccolo of Acidon and just a little magic, the shrine of Ammos is capped with a mighty sundial on the roof, which automatically adjusts depending on the season to ensure that the shadows are always accurate. Further, a series of mirrors in the rafters somehow relay the time to the inside of the building as well, bringing a sunbeam to point at the hour markers carved along the top of the walls.
There is a ramp on the outside of the building, allowing all to walk up it to actually see the dial without needing to fly or find a taller building nearby. On the inside of the building stands a series of thus far mostly empty bookshelves. They are to be filled with records of people’s lives - journals, diaries, obituaries, etc. as time goes by.
In the center of the small hall rests a cluster of four cushions - three of which are meant to always be empty, while the fourth allows one person at a time to meditate upon. It is said that if one can find the exact right time of day, at the exact right time of year, the other three seats will be occupied by The Fates and they will tell you your future.
Fidain’s Plot
Contrary to many, if not every, civilised place in the Varolian Chalkinati has granted Fidain a domain just as any other god has. It is a plot of land, equal size to any other domain, that is completely empty and devoid of life. You may visit it, but you may do nothing there; you cannot worship nor can you insult the God. It has been given simply out of respect for Fidain as a member of the pantheon.
Haroch
After Haroch’s champion emerges from his ritual and learns all that has occurred in his absence, being asked to build another shrine to The Reaper so soon after finishing a grand holy site seemed simple enough a task. He kept it a simple building with minimal adornments, with an interior split into various smaller sections with comfortable furnishings and a place to burn incense or other small offerings.
It is a home for grieving and comfort, where families may meet to honour their loved ones in a private yet still sacred place. The one or two priests who maintain the shrine have been trained by Alek himself to offer guidance and prayers to aid the mournful.
Kiderha
Across the street from Fidain’s plot
Temni
Zia
Extremely basic as far as shrines go - a simple building with some benches to pray at, a statue of a warrior goddess, and living quarters for two or three priests. The only unique feature is that in place of a traditional table or altar beneath the vigilant statue of Zia, there is a square block of stone with a shield on each of its four sides, while struck into the top face is a golden sword, embedded almost up to its hilt.
Any who truly wish to swear themselves to Zia’s ideals may draw the sword, while those deemed unworthy or dishonest are unable to, no matter the strength of their arm.
History
The Never-Ending Chase
- Arid, desolate, and sparsely populated already
- Magic fox makes things worse
- Destroyed landscape
- Any nearby villagers move away because they think the place is cursed
A Knight of Mithral and Vines
- Call a meeting with Fearghal dealing with his friends/minions
- Fearghal arrives, plants his sword in the sand
- Discussion, part as friends that are opposed rather than enemies
- Fearghal leaves behind a patch of grass where his sword was.
- Patch is still alive, though small
Surveying and Founding
- Paperwork, meeting with Consuls
- Loan from Kat (5 Platinum, 6.5 to be paid back in 5 years)
- Meeting Meg
- Learning about the underground lake, silver veins, and hidden chimera temple/house
Army of the Dead
- Odessa summoning a legion with the heart from Vhul'xo
Building Begins
Frozen Chieftens and Flaming Bugs
- Seeking the Goliath to ask for protection and monster hunting
- Dealing with the Cinder Bugs/Prophet King Itgan's Ambassador
Refugees and Slaves
- 100 prisoners and gladiators from Chyreum set free by Fearghal arrive in the city.
Assault from the Deep
The First Battalion
- Unit 401, 601, and 801 wake up
- 601 Gates the rest of the army into the city
Praelos
The Returned
Thriving City
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