The City of Calimba Settlement in Candle'Bre | World Anvil

The City of Calimba

The Basics

Calimba is hands down the most innovative, progressive, and forward-thinking city in the entire Realm. Fireworks were invented, and have been perfected here. When the Bardic College of Lore and the Artificer’s Academy were built, both were built here because the city just seems to attract young, bright minds eager to change the world.   Despite not being the largest city, Calimba is home to the largest library in the Basin, the largest magical library, and the largest museum, which houses hundreds of rare historical artifacts.   The two greatest inventors of the Age, Lum (often called ‘The Mad’ by his peers) and Professor Kwalish Andarean (of the Artificer’s Academy, also located here), both hailed from Calimba and both maintained laboratories in the city. Since their disappearances, those spaces have been sealed and warded by magic, awaiting their return, but both would almost certainly be fascinating to explore.   Calimba is one of two great cities held by the Council of Seven, which rules Council Lands in a more or less democratic fashion.   Council members are elected once every ten years and two of their members are drawn from Calimba, with two others being from IronPort, and the remaining three from the rural areas that the Council controls.   It was the Council of Seven that approved funding for Lum and Kwalish’s joint venture to build the rail line and the steam and magic powered locomotive that rides upon it, making trips to and from the cities of Vestford and Calimba. Moving on foot from one city to the other would take a traveler about four days. The train will get you there in just one!   When Erich Castillar, the High Prelate of the Temple of J’honsa in the city of Suth saw the train in action, he promised Church funding to expand the rail line from Calimba to Suth, and then beyond. Sadly, both of the men behind the development of the train went missing not long after its Maiden Voyage, so while the prototype remains in operation, no one that the two men left behind can say for certain exactly how it works or how to make another. For now, at least, that project is on hold, but the High Prelate feels strongly that this could be the technology that could finally heal the Basin and reunite the Realm.   As for Calimba herself, visiting here, you’ll find wide, well-marked Avenues, stately homes that date back to the earliest days of the Basin, and a well-ordered, well-organized, energetic city. The Council and the Holy Lands maintain close ties and jointly protect the road between their two lands, which sees a tremendous amount of traffic. Travelers on the King’s Road (which encircles the Loch) face a minimum of danger as this road is regularly patrolled, with towns spaced out one day of traveling apart so that people on the move can always reach lodgings before nightfall if they don’t dally.   Things are much less certain on The Spur, which is currently little more than a wagon track that runs through the southern portion of the forest south of the Sister Cities, known as The Tangles. The Council and the Holy Lands opted to try and create this new road, and jointly protect it, so that they could avoid having to run traffic and trade goods through WestKeep and EastGate as the Queen of Fraine charges steep tariffs on all goods passing through her gates in either direction.   For her part, the Queen of Fraine is happy enough for now with the arrangement. They can pay her fee, or they can bleed in the Tangles, which often extracts a hefty toll of its own (it's rumored that the woods are 'alive' and they don't take kindly to strangers passing through). Should the joint venture between the Council and the Holy Lands succeed in taming the Tangles, the Queen would likely simply move troops to the area in force and declare that it has always been a part of her Realm.   In any case, Calimba is regarded as the destination in Council Lands. It’s simply the place everyone wants to be. As such, they have an astonishing menu of entertainment options available to please even the most discerning of tastes. If you can’t find what you’re looking for in Calimba (or the Sister Cities), then you’re either not looking hard enough or it’s just not going to be found in the Basin.

Prominent People & Places

Obviously, there are scores, if not hundreds of interesting people and places in a major city like this, but here are just a few tidbits to get your creative juices flowing.  

Keihlo Maret (Headmaster, College of Lore)

  Keihlo has always been academically minded, but make no mistake, he’s seen more than his share of adventure! In his youth, he served as a Scout for the Black Watch, and was with them on their last major campaign, which was the reclamation of Parthia from the dead. Although he does not speak openly about the matter, the stories say that he played an instrumental role in the successful outcome of that battle and set the initial meeting between the Furies and the Lords of the North Spur, which ultimately led to a formal alliance between the two lands.   He is a close personal friend of Maximolo Ricco , the leader of the largest Traveling Carnival in the Basin and curiously, one of the founders of the College of Lore, and has worked tirelessly for the advancement of technology in the Realm. In this, his two biggest achievements were to convince the Council of Seven to approve funding for the train that now runs between IronPort and Calimba, and publishing two volumes of books on improved farming techniques that saw crop yields in the Basin nearly double. These days, he leads a quiet life, delegating much of the day to day administration of the College to others and spending most of his time in his botanical garden, where he teaches courses on nature and herbalism, with his trusty clockwork dog, Scout, at his side (built for him by the Headmaster of the College of Artificers, Joren Beletor). It is said that the Clockwork dog houses the soul of an animal companion-- a great War Mastiff-- Keihlo had in his youth and could not bear to part with, but this is not known for sure.  

Joren Beletor (Headmaster, College of Artificers)

  Joren and Keihlo had many adventures together before both settling in Calimba and both rose to prominence in their respective fields. Joren considers himself to be an engineer and a craftsman first, and an innovator second. He generally leaves it to others to come up with the big ideas and gives his students the space and the resources they need to do that, while he focuses on the hands-on, practical side of turning those big ideas into actual, working devices. That’s where his true love lies, and he’s very good at it. In fact, his practical skill and eye for detail were the twin engines that ultimately propelled him to a position of leadership inside the College of Lore. Like his friend Keihlo, he tends to delegate much of the day to day administration of the college, preferring to spend time tinkering in his workshop and teaching others how to build useful, beautiful things, working mostly with scrap, or very limited resources. As Headmaster, he could have all the resources he wanted, but he seems to prefer the challenge associated with working on a shoestring.  

Alain Donovengian (Artificer--Armorer)

  Alain is one of the city’s many colorful characters. He was tapped by both Universities to serve as a professor, but turned them both down, preferring to work only on projects of personal interest to him and only when it suits him. He’s rich, rumored to lead a double life, charming playboy by day, dastardly thief by night, and was even briefly suspected of being the city’s infamous serial killer. Other rumors suggest that he’s the head of a secret order referred to simply as “The Donovengians,” operating somewhere in the city, although no one can seem to agree on what the order’s ultimate aims and goals might be.  

A Spring-Heeled Serial Killer

  One thing that’s not a rumor is the fact that Calimba is home to the Basin’s first official serial killer. So far, he has struck seven times. Always during foggy nights. Only two glimpses have ever been caught of the shadowy figure as he fled the scene of his crimes and in both cases, the figure was seen leaping high walls with ease. The local constabulary seems unable to catch this fiend.  

KayCee DeeCee’s (Underground party/rave)

  Organized by twin sisters KayCee and DeeCee, the hottest party in all of Calimba is notoriously difficult to find unless you know someone who has already been invited. At various points, the roving party has been held underground, on rooftops, and in catacombs. There’s no telling when or where the next one will be but if the stories are true, the parties are outlandish, over the top affairs that feature the most blatant displays of Bardic magic and song anywhere in the Basin. Everybody who’s anybody wants an invite, and there’s no telling what attending such a gathering might lead to.  

Mischief Alley (hidden alleyway)

  This is another one of those secret locations you’ve got to know someone who knows someone to find. The alley is only accessible by way of hidden entrances in shops and the shop owners won’t allow just anyone access. You’ve got to find a shop owner whose shop backs up to the alley, gain his or her trust, and be invited to the back. Once inside, you’ll find a broad assortment of shops, restaurants, taverns, inns, and vendors peddling a wide range of items, more often than not of a magical nature. These are mostly trinkets, but one never knows what might turn up, and it’s a great place to gain additional contacts and information!  

The Chartreuse Moose (Tavern/Inn)

  One of the central hubs where students of the two Universities in Calimba go to blow off steam. It’s wildly popular, almost always packed, and a great place to make new contacts, meet new friends, and get news and information. The food is good, the ale is strong and the music is lively; what’s not to like about that?  

The Depot (Train Station)

  Although the one steam and magic-powered locomotive has been in service for a number of years now, it is still a marvel and the populace never seems to tire of watching the train rumble into and out of the station as it makes its rounds to Vestford and back again, carrying mail, messages, and passengers who can afford the hefty fare.   The train has a permanently assigned company of guards, fifty men strong, plus officers, and is regarded as one of the territory’s most important strategic assets. If needs be, nearly three hundred troops and all the supplies they would need could be loaded into the train cars and make their way from Calimba to the northern frontier in a day. That’s a tremendous advantage, and it’s one of the many things that have made the territory powerful. Even if you don’t need, or can’t afford to take a trip on the train, it’s well worth stopping by the depot for a look.  

The Lamplighter (Tavern/Inn)

If you don’t want to hang out with the college kids and you’d rather enjoy a quiet meal and a well-appointed room, then the place you want to stay in Calimba is the Lamplighter. While there are plenty of other choices in the city, this one is more refined and upscale, and offers quiet meeting rooms for parties who need space and time to plan. The food and drink are both a bit on the pricey side (25% higher than average), but for many, the privacy and sumptuousness of the accommodations make the added fees worthwhile.  

Madame Khorsha’s Apothecary (Apothacary)

  If you’re a healer (non-magical), this is the place to stock yourself up on badly needed supplies. Madame Khorsha also keeps a small collection of “items of interest” in a small cloister in the back of the shop, but these are not available to just anyone. You’ve got to be a ‘known quantity’ and in order to gain this level of access, you’ll probably have to do the Madame a favor or two.  

Torvald of Croodle (Thug/Bruiser)

  Croodle is a little backwater village on the King's Road between Calimba and the Sister Cities. The only reason it exists is to have a place to house travelers. It has no industry and very little to recommend it, which is why it is home to barely more than a hundred people. Torvald was born there and thinks it makes him sound important to add the place of his birth to his name.   He’s a big, burly man who’s missing several teeth and has breath that smells of stale beer and onions. He’s also the current champion of the Sand Pit, which is a fighting (brawling) arena in the Crafter’s District of the city. If you’re a brawler and looking to toss your name in the ring, odds are that you’ll eventually have to face Torvald. It’s bloody good fun and many of the University students can be found there betting on their favorite combatants. A good way for an up and coming fighter to make his bones and blow off a little steam, and possibly pick up some extra coin, too.  

The Sand Pit

This is a no-holds-barred, open-to-the-public unarmed fighting ring. It's like Fight Club except everybody knows and talks about it. If you're in the mood to let off some steam, or simply want to test your mettle against the local talent, the Sand Pit is the place for you.  

Order of the Grey Lady (Free Sword Company)

  The Order of the Grey Lady is based out of a small, backwater tavern/inn called ‘The Grey Lady.’ While the little tavern may not look like much from the outside, over the years there has been extensive excavation beneath the establishment, and the Free Swords work out of the underground complex, leaving the rooms in the inn above for paying customers.   They fancy themselves a “knightly order,” and while there is a swearing in ceremony when one joins this group, it doesn’t confer any special privileges, save for the fact that only order members are allowed access to the lower levels of the complex they operate from.   All members of this company of Free Swords can be identified by the emblem of the Grey Lady they wear on their shields. While based in Calimba, the main thrust of their activities is further south, where they work in conjunction with the Council’s standing forces to keep threats coming from the Serpent’s Back Ridge at bay. They typically serve as advance scouts, although on occasion, members of this company are asked to lead an engagement in the hill country, taking the fight to the enemy.  

(Rumors of) Cult Activity

  There are persistent rumors floating about Calimba that the city is home to a small group of Ollux followers. This has never been conclusively proven, however. If they’re present, they keep a very low profile.  

Plot Threads

  Needless to say, there’s a lot of intrigue in the City of Calimba, and tons of great opportunities if you wanted to establish a campaign here, or use it as the centerpiece of any number of fun, multi-session adventures. Here are just a few of the possibilities:  
  • The Great Train Robbery! Someone, or some group could threaten the train and the party could be hired to provide extra security.
  • In a related vein, the group could be tasked with either working out how the train functions so that the plans to extend the rail line and build a second train can begin – they’ve been on hold since the disappearance of the two architects of the technology.
  • Service to the Universities – As with North Shores, it would be easy and super convenient to base your campaign out of one of the two Universities in the city, and it would give players access to lodgings and other resources. The College of Lore boasts a library with more than a thousand books and an impressive collection of Minor Arcana available to friends of the University (again, it is left to the DM’s discretion exactly what is required to be considered a ‘friend’ of the University and gain this level of access.
    The University also boasts and impressive museum filled with historical artifacts from all over the Basin. A campaign centered around working in the ‘collections department’ of the museum would be absolutely fantastic and see the players scouring the Realm looking for lost treasures to bring back and add to the body of historical knowledge.
  • Find/Join the Donovengians – Assuming such an organization actually exists, of course. Having a wealthy, playboy Patron is always handy, and with ever-present threats surging up from the Serpent’s Back Ridge, there would never be a shortage of “stuff” to do.
  • Find that Serial Killer! – This likely wouldn’t be an entire campaign, but would certainly make for a thrilling multi-session adventure.
  • KayCee DeeCee’s Party – Again, lots of possibilities here. The roving party could itself be a base of operation for the group. Maybe they work in their downtime as the functional equivalent of ‘roadies’ helping to prep for the next party or provide security, all the while, gaining access and exposure to a broad spectrum of people, making contacts and hearing rumors that might not be found anywhere else.
  • Confirm or Deny Cult Activity – If there are members of the Cult of Ollux operating in the city, that’s a grim bit of news indeed, and those dread cultists need to be ferreted out and stopped! This could wind up being the tip of a long adventure or even an entire campaign if your DM decides that Ollux’s long slumber is over and he’s suddenly awake and active again…
Type
Large city
Population
48,418
Has University
Library Size
1000+ Books
Held By
The Council of Seven
 
The Basin, Main Campaign Map
The main campaign map for any game run in the Candle'Bre Basin.


Goods Availability
  • Food and Lodging
  • All Mercantile Goods
  • Apothecary
  • All Weapons
  • All Armor Types
  • Special Orders
  • Masterwork Items

Available to Characters w/Connections
(University Students/Graduates, Personal Invites, etc.) In Mischief Alley Etc.
  • Quick Potions
  • Some Magic Items
  • Artificer Creations
  • Spell Book Access
  • Poisons

Prices
Standard List
(Masterwork and Specialty Orders have a premium set by the DM)

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