Valtaska Settlement in Cycles of Infinity | World Anvil

Valtaska

A massive city that looks from the outside like a pristine and divine fortress. Most of the buildings are made of stone and inlaid with metals of various worth. Wood is still common, especially on the outskirts of the city center. Amble space between buildings allow for numerous gardens, parks, and other greenery to break the stony features.   Of the buildings, the center is predominated by religious and semi-religious buildings, mostly dedicated to the Embodied Gods, though some dedicated to the Guardians exist as well. Here, what isn't religious is administrative or guild oriented. The parade route takes you towards this center, being the main road, populated with numerous guilds and shops. Smaller shops and residential buildings sprawl from here outwards.   Just outside the city sits a massive lake filled from the mountains run off. A few smaller trade vessels take the river that runs from it south towards the sea, providing major export for the city.   Noted For: Religious Abundance, Pristine Architecture, Adherence to Law, Center of Tanaviak Politics, Gem and Metal Export

Impressions

Upon first approaching the city, the King's Road's meets the Parade Route at the Four Horsemen, a massive walled gateway where many of the larger guilds call home with their own massive keeps. This is also the start of the main road leading directly to the castle, with the parade route being well maintained, wide, and lined with a tree-spotted walkway. Along the sides, premier shops face outward until the palace district.   Once in the city, elegant design trumps everything. Most buildings are light stone with bright and polished metallic accents. Buildings on the parade route are required to be near immaculate, though most buildings in the city are well-maintained. Most districts are somewhat sporadic in design, but are all built in clusters of buildings broken by small parks and gardens, leaving the city feeling more like a large town than a true urban center.   Interesting Points of Valtaska:
  • Ishkee's Hope was once the main part of Valtaska, still holding the entrance to the old Valtaskee haven that sheltered the populace from the end of the last cycle.
  • Holona's Seat is not just a nickname for Valtaska. Above the Shimmer Castle sits a large monument and a small temple dedicated to the goddess. It acts as both a safe way for Holona to visit the Material Plane unhindered and a temple of worship for the royal family.
  • At night, the main streets are lit up by floating balls known as Shimmer Wisps. They act as a source of light and as a simple form of defense for the city.
  • Valtaska has been elected the High Seat for every monarch except the first. They have attempted to relinquish control to Treesko and Norva in the past do to difficult keeping the peace, but have been forced to keep the crown less the Alliance breaks

Geography

Valtaska is seated against the steppest section of Vatask mountains, under the Seat of Holona, the very temple and shrine that gives Valtaska one of its nicknames. This terrain is very hard stone and much of the upper sections of the castle are carved straight from the mountain. Most of Valtaska is built in flattened sections of mountains where homes were built up from the stone taken away or carved directly into the grounds. Soil has been imported into the city itself for its many parks it now hosts, and is fed from streams that come down from the mountain.   Most of the area around Valtaska is rough with sparse with low trees and verdant shrubs. Plenty of rain and rivers streaming down the mountain enrich the plant life, but the hard stone makes only the toughest plants take root. Right beyond the borders of the Vataska city proper, the land flatens into the thick Java Forest. This forest makes up the western borders of the Valtaska Kingdom.   East of Valtaska is the rest of the montains that slowly grow smaller and lower until it gives way to highlands where the border with Norva becomes nebulous. North of Valtaska are flatlands with intermittent forest and lush fields that eventually fall into a cold coast. South are several rivers, that eventually merge into the major river road for Valtaska called The Alkrov. The land here is wet woods, marshes, and swamps.  
Weather
Like most of Tanaviak, Valtaska has cool wet winters with warm moderate summers. Virtually all of Valtaska's realm experiences lots of percipitation with infrequent freezing when cold winds from the north blow down. The mountains are quite a bit colder, with the areas around the Seat of Holona frequently getting blizzards to test the pilgrims that aspire to worship directly at Holona's feet.   East of the peaks however the usual moisture of Valtaska gives way to dry mountains and hills, seeing far less rainfall than most of the rest of the realm.

Navigation

The city is divided into many parts, all spanning from the Shimmer Castle. The design is reminiscent of the path water would take if broken from a dam, spreading out in a cone as it washed down the mountainside. With the large roads and many elevated walkways, it's difficult to get lost on the upper region of the city.   Each district is relatively easy to navigate through, with most districts being separated mostly by major roads.   The city consists of:
  • Shimmer Castle - The Shimmer Castle and the surrounding governmental buildings,
  • Scholar District - Guild houses, temples, and the Shanva University,
  • Parade Route - Home to several organizations, smaller temples, and many merchants,
  • High Market - Larger businesses, well guarded workshops, and a few smaller mansions,
  • Low Market - Smaller merchants, shops, warehouses, as well as the larger park's and festival grounds,
  • Diamond Dregs - The docks and marine merchant's. A few lower-class homes,
  • The Marble Community - Nobility, Upper-class, and a few smaller personal keeps,
  • Ishikee's Hope - Also known as "The Castle's Thread", it is the poor district, on the northern band against the mountain,
  • Stoneleaf District - Parks, Druidic Monasteries, Training Grounds, and Military barracks
  • Septaview  - Middle-class residents and gilded communities.
  • Newtown - A mixed community expanded on recently. Home to many foreigners and refugees
  Just Outside the city there are:
  • Four Horsemen - Sometimes labeled as the Guardmen, Valtaska's entryway to the largest guild's and a home to the main military barracks,
  • Farming Communities - Staple crops, and berry farms, exist largely south of Valtaska
  • Workshops - Most varieties exist, west of Valtaska, working the metals that aren't exported,
  • Mines - Many are near or connect to Ishikee's Hope, going into the mountainside,
  • Hamlets - A few satellite communities often revolving around specialized farms or businesses.

Security and Encounters

Valtaska has a standing army that is augmented by imperial forces from the other provinces. Though the Valtaskee army is the only permanent force, the other cities will send representative forces that may assist in patrols.   Guard's regularly patrol all areas of the city proper and make an appearance in the most immediate surroundings outside it. Patrols come in 3 main types:
  • Royal Patrol - Consisting of a head Paladin or Cleric, mounted, and up to six seasoned guards,
  • Standard Patrol - A seasoned guard accompanied by a scout and a regular. Sometimes a rookie accompanies them,
  • City Watch - A pair of guard's standing watch over key parts of the city. Often a stopping point for patrols.
In addition to these, escorts are common for accompanying key government officials, with privatized guard's for the wealthy going out and about. Patrols and city watch may have small variances to the standard for dangerous times or during training.
  In addition, Cobalt Shield patrols will enforce Eight Seat's law, though are forbidden to use lethal force except in extreme self-defense.

Economy

Valtaska boosts a powerful economy centered mostly on stone, metal, gem, timber, and magical artifacts. While they have a strong farming community, they import much of their food beyond basic grains, and rely heavily on the other major cities for mundane-crafted goods. It is said that it is harder to find a blacksmith in Valtaska than a merchant selling an enchanted piece of gear.   Merchant's Markup: 20% increase
Average Selling Rate: 30% of original cost  
Mundane Services
All standard services and merchants are found within Valtaska. Though one may need to shop around to find the best prices, as there is a general mark-up due to taxes and import fee's, no one should struggle to find the items they wish to procure.   In edition to these services, many aucton houses exist selling more rare materials, crafts, and magical goods, often led by one of the Auction Guilds on behalf of their customers.   Banking services exists within Valtaska that connects with all of the Alliance cities. Marks may be transferred instantly between them, reducing the fear of being robbed while travelling, and they will even transport gear for you at a premium.   A healthy stable economy exists, being central on Tanaviak, that offers strong work, riding, and war mounts. Horses and Giant Goats make up the majority of these animals, but dogs, giffins, and hippogrifs are raised and bred popularly in Valtaska as well.   In addition to these services, speciallized smiths exist that work with Mithral and Black Diamond.  
Magical Services
A strong market for magical goods can be found in Valtaska, with services to include recharging magical gear, selling potions and scrolls, and even custom ordered enchantments. While all these services are available, they do lean more heavily into the divine magic than arcane, nature, or runic.  
Illicit Services
Due to the high religious presence and number of guard's patrol, finding illicit activities is nearly impossible without knowing someone already in one of the various illicit circles. Drugs are rare to find, gambling is often minor and still not common to find and anything any more morally dubious than this will require special knowledge to access.  
Travel Services
Virtually all types of transportation exists in Valtaska. From steeds, wagons, to caravaans, all personal and group travel options one would expect to find in any of the worlds cities can be found. For personal mounts, griffins and hippogriffs are the exotic breeds that can be expected to be found.   Sea Travel As an inland mountain city, there are no direct port connections, but one can hire a ferry from the Diamond Lake down to Astrav Port where larger ferrys can be bought to head to Benira, Orvadah, or Skemnavla.   Air Travel The Sky Port of Valktaska was the first built and provides direct travel to the ports in Norva, Orvadah, and Benira. These ports are run by the Alliance and do not go anywhere else, but offer non-stop, virtually care free travel for those that can afford it. Private ports are available for rent, even one were to gain access to their own ship.   Magical Travel The Magirium Transportation offers instant teleportation to Enderfaso, Orvadah and Emska through the city. Some guilds hold permenant teleportation rooms at the Magirium. Of note, within all the major Eight cities, no permenant teleportation circles may be established without crown permission and inspection, reducing much of the legal, publicly available teleportation.

Demographics

Mostly humans and dwarves with a large population of a'yapi that take partial residents in the city or live in nearby mountain communities and work in the city. Larger communities of marleeks and annurins exist in the lower districts. Virtually all other races have at least a small representation.   Most valtaskee worship the Embodied Gods, with a particular emphasis on Holona, though every god has their temple. Guardians are allowed to be worshiped, but generally shunned if practiced in the open. No other cults exist openly within Valtaska and are frequently shut down either officially or by public pressure if they do appear.  

Government

Controlled officially by the High King of Tanaviak who rules over the Alliance of the Eight, most the real monarch power falls on the High Prince(cess) and their council. The High King still performs most ceremonial roles for Valtaska, but would often spend much of their time maintaining the balance of power within the Alliance and travelling between the various petty kingdoms. During stable months and years, the High King will take on a more direct control of Valtaska, but even during these times, it is more of a co-monarchy than having a single overriding official.   The High Prince(cess) exercised near total control of the Kingdom of Valtaska, but relied heavily on a representative council of the various powerful organizations that are often headquartered in Valtaska. Officially, the council can make laws on their own, if unanimous, but they rarely can agree enough to officially pass many laws without the High Prince. Of these organizations, the Rann Family had majority control, havng multiple cadet representatives and financing many of the larger guilds. Though they have mostly been well-regarded, many fear that one day a less goodwilling Rann will take control of the Family and Vataska may lose it's glimmer.   Beyond the borders of the city, most territory falls under smaller nobles owning swaths of lands, villages and hamlets that are effectively independent, and the wilds. The most powerful families beyond Valtaska the Galuk Family out of Lavastra, Rann-Manlee as a branch of the Rann Family out of Manlee's Stop, and the Redrann's, another branch of the Rann Family, in Astrav Port.  
Aspirations
Crown Cycle - Above all else, Valtaska seeks stability and balance. As the most powerful of the realms within the Alliance of the Eight, they don't have any direct threats, but a weakening of any of the other cities, which they have come to rely on, means a weakening of Valtaska directly. They need Benira's military, Orvadah's trade, Skemnavla's navy and fish, Norva's invovation, Emska's diplomacy, and Treesko's agriculture.   Lesser goals include the spread of Embodied worship, specifically Holona, continued development of villages of the realm, and the seeking out ancient discoveries to bolster the realm.  
Rivalries
After the fall of the Slassik Horde, Valtaska hasn't had any direct threats, but it still experiences plenty of rivalry. Benira has always reluctantly backed Valtaska as the High Crown, but always seeks its chance to take back the High Crown or break from the alliance. Skemnavla also appears to care little for the Alliance, outside of what it can get from the High Crown, and often must be forced to adhere to High Laws.   On the smaller end, a few Houses and Guilds vie for more direct control of Valtaska, though they often compete more with each other than threaten Valtaska as a whole. The Rann family in particular, if ever organized, could take quite control of the crown, if not perform a silent coup, as Valtaska Law does not proclaim that the crown must pass down to the monarch's children.  

Organization

Valtaska has numerous guilds, groups, cults, and families that hold significat power within Valtaska. Far above the rest, the Rann Family is the strongest group of all. One of the founding families that grew to power during the early days of Valtaska, they expanded rapidly, and used their wealth to pay for marriages with other families of potential until they've reached the bloated structure they now have become. Due to their sheer size, many more distant Rann family units have partially fractured into their own cadet branches and exercise a degree of independence, but they still all officially swear to the the Rann Head first and foremost.   Stationed in the Four Horsemen, the other most influential organizations include the Cobalt Shields, Saisana'Nul, Patterwaka, Ascender Cognio, and The True Tower. Each owns one of the Horsemen, except The True Tower, and rent some of the space to other guilds that align with their goals. Their influence has allowed Valtaska to grow to the extent that it has in such a short amount of time, especially Saisana'Nul, using Enrithee secrets to expand rapidly

History

Valtaska, as a settlement, did not exist until the Oblivion Cycle's last age; The Greath Enrithee Age. At its establishment, within the last 50 years of the age, it was being built up as a fort-city for resupply of the observation tower at the heightest point of the Valtask Mountains. The fort city was comprised of mostly the slaves of the Enrithee, notably humans, dwarves, and a'yapi people, all being used in the mines at the base of the city. The Enrithee had one of their Legions permenatly stationed at the tower in the mountains, forming a joint-ownership with one of the Council-Lord's magical studies.   In the last decade of the age, when the Nullium began consuming the world, many of the elite mages fled to the tower as it was appearing to be one of the last places that may be consumed, giving them the longest available chance to save themselves. While their magic failed to save the Enrithee race, their powerful magic did prove to save many of the mages and stun the Nullium long enough for Holona to act.   In the final moments of the Age, Holona, in an act of compassion, reached down and grabbed every slave in Valtaska and sealed them in stasis in the caves, and then embodied the tower, creating a permenant shrine and sanctified ground for herselves.   Crown Cycle As the Crown Cycle began, in the Dawning Age, Valtaska was among one of the first locations where civilized life reemerged. The Enrithee fort-town was levelled, but supplies existed for the first homes. The trek to Holona's shrine, what was once the watch, was still intact, allowing pilgrimage to Holona, who used her presence to help establish Valtaska and protect the migration of people as they spread to the rest of the peninsula. Through Valtaska, the other major settlements began to prosper, Enrithee artifacts were salvaged, and in some cases reverse-engineered, and Tanaviak became a strong presence on the continent.   In 61 of the Crown Cycle, Benira launched an attack on Valtaska hoping to secure metals from the mountain after a series of trade deals fell apart. Benira, having been hardened during the emmigration and establishment far from Valtaska at the beginning of the age, had several well established warriors. Losing to the assault, twin knights, Alistria and Kolvak Rann sacrificed their mortal lives to become Diamond Guards for Valtaska in defense of Valtaska. Seeing one of the gods step in to defend Valtaska, Benira fell back on the assault and pulled back, fearing further divine rage.   In the year 83 of the Crown Cycle, the Slassik Horde came from the plains southwest of Tanaviak. Benira was able to defend themsleves, but when Enderfaso was pillaged and nearlyl destroyed, fear united the entire peninsula and they fought off the invaders as a unifed force. Benira took the lead when the Alliance of the Eight unifed the peninsula, but Valtaska won the vote on the next High King's election, and every election since. Though still officially an election to take the High Crown, it has always been given to Valtaska.   As the plains the Slassik came from eroded to deserts, then to sands, Valtaska began to feel the first splintering of the Alliance as a new cult began to rise up and turn many worshippers away from Embodied worship. Many took their faith not just away from the Embodied gods, but became almost antagonistic to them. With Valtaska being the Seat of Holona, this caused fracturing in the Alliance of the Eight.

Maps

  • Valtaska
    City of Valtaska as of the year 280 of the Crown Cycle.
Realm
Alliance of Tanaviak;
Kingdom of Valtaska   Status
Capitol of Valtaska and Seat of the High King   Aliases
Jewel of the Eight;
Seat of Holona;
Shimmer on the Hills   Locations
Central Tanaviak;
Northeastern Rimvalkast   Population
Large City   Cultures
Valtaskee (5e Rules)
Tanashee   Major Races
Humans, Dwarves, and A'Yapi   Major Pantheons
Embodied Gods
  Major Cults
Holona of the Womb  
Goverment Type
Monarchy with Representations   Cultural Influence
Moderate   Religious Influence
Overwhelming   Economic Might
Strong   Stability
Moderate
Type
Capital
Characters in Location

Articles under Valtaska



Cover image: by Magenth via Leonardo.ai with editing.