Description
A village-in-progress, Chálkináti has come a long way from its founding. It boasts dozens of homes, a silver mine and refinery, along with a grand Stoa and impressive shrine to
The Stars.
Hundreds of skeletons work day and night beyond the city's borders to build steps and quarries into the side of a nearby mountain, with the intent of one day creating a pass between Teráka and Kosí and transforming the area into an economic powerhouse of trade and travel. Though they have a long way to go, the founders of the city have an excellent track record of success and power.
People & Organisations
Founders, rulers, and partial funders of the city-to-be.
Architect Megaera Xanómenes
A highly talented and confident member of the Xanómenes clan, Megaera has been 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.
Odhrán Hedruno
One of the Exotics' oldest companions and crew, Odhrán is a musician of rare talent, and 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, no he may be the key person to transform the landscape around it.
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.
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. She spends her days inside, almost never interacting with the rest of the settlment.
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.
Unit 401
Unit 401 is by far the most "human" of his kin, known to chuckle, sigh, and shrug like any mortal. A skirmisher, scout, and tactician all, his skills are many, and his easy-going nature has made him fast friends with many in the fledgling city.
He has spent more time than the others speaking with General Sylas, helping with planning and confiding about his memory issues, asking the Tiefling to keep it a secret for now.
Unit 601
The grandest archmage of The First Battalion, capable of utilising the most powerful magics known to mortalkind. He was found underneath a few tonnes of sand, suspended in time and perfectly preserved, as though 700 years was but yesterday.
He aided with finding, collecting, and transporting the rest of his army, and is in the process of setting up a permanent ward to prevent scrying upon parts of the settlement.
Unit 801
Larger than most of his brothers, Unit 801 is Captain of the 9th Company, master smiths and armourers. He is easily absorbed in his tasks, focused far more heavily on business than his presently awoken fellows, usually restricting conversation to materials, skills, and work.
He is presently in the process of repairing the hundreds of sleeping soldiers now being stored in Chálkináti, a task both vital and time-consuming.
Places & Landmarks
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.
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
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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
Kraken!
The First Battalion
Unit 401, 601, and 801 wake up
601 Gates the rest of the army into the city
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