Description
Thought to be the oldest still-standing city in the world, Katarn is the only known settlement to have survived the Archonomachy intact enough to be rebuilt. It was
The Founder's seat of power during her time as a demigod, and to this day remains one of the most impressive cities Ósa has to offer.
The first things to catch one's eye upon arrival are The Colossus and The Great Wall upon which it stands; relics from a bygone era that have been zelously maintained for centuries, proudly displaying the dedication and skill found in abundance in this city of crafters and masters. Hammers strike against anvils at all hours, while masons and sculptors work tirelessly on their latest home, temple, or statue. Despite a smaller population than
The Capital, it boasts a far greater number of artisans of all kinds.
It also boasts a far greater number of priests, far larger temples, and a more pious society than any found outside of Prótos. They observe holy days for all the Gods but
The Breaker and
Kiderha, regularly sacrificing wealth, masterworked items, and animals to their deities. No house is built without at least a small shrine above the mantleplace, and no great decision is made without consulting a holy man first.
It is small surprise, then, that this city (and Prótos as a whole) is cause for some concern of late. In a Republic that seems to value its Gods less and less as time goes by, Katarn faces a wall of blasphemy that offends and risks the wrath of all deities, whether kind or cruel. Talks of secession abound, with many in The Senate and The Council both demanding either stricter laws regarding impiety across the entire nation, or total abandonment, leaving all other regions to their Godforsaken fates.
If Prótos does decide to leave The Republic it once founded behind, the war that may follow could tear the Varolian to pieces.
People & Organisations
Consul Diactorides "Dia" Exús
A priestess of
Agítio who claimed support by stating that massive changes were required to reshape the Republic, that stagnation and corruption were the cause of the recent arcane attack. She preaches that mages have been in charge for too long, that priests should take the seat of power and lead the world into a true golden age.
Consul Belos Olemok
A war priest of
Kanzu who fought and was wounded during the attack on Katarn, preaching that, once elected, he will prevent anything like this
ever happening again, by any means necessary.
Forgekeeper Periphetes Amok
Periphetes is one of the most well-known priests of Katas in the world, whose chief responsibility is maintaining The Colossus during its long slumber. He has served as a spiritual leader for all the temples in Katarn for many years, with the strength and determination to ensure that mage-kind will not forget their place beneath the Gods - within the realm of Prótos, at least.
Looking more like a shining metal statue than a mortal man, the entirety of Periphetes' body, hair, and even his eyes are coated in a layer of polished bronze. And yet he is not construct of any kind - this coating is a form of liquid metal invented by The Forgekeeper to serve as a suit of skin-tight armour without interfering with movement in the slightest. Even without his second skin, Periphetes is a broad an imposing man who wears little more than a loincloth, showing his impressive musculature at all times.
After spending many years as a Consul and leader, his death at the hands of a monstrous foe and subsequent resurrection during the attack on Katarn has left him shaken and hollow - he fled the city for a month in an attempt to regain his mind, and since been removed from the Senate. Though still Forgekeeper, and therefore the most important religious figure in the city, he no longer leads it politically.
Savant Eirene Panóte
Fairly recently ascended to political power and fame, Eirene is a mage who specialises in Force magic - creating physical constructs with nothing more than magical energy and skill. While others might be able to create simple barriers, walls, or weapons, Eirene's only limit is her imagination - anything from complex mechanical contraptions to walking, fighting golems are well within reach.
Her sudden rise was the result of tactical voting by the Mages of Katarn in previous years - to prevent both consul positions going to "overly religious" individuals again, they banded together behind Eirene in respect for consistent work aiding the city with her impressive abilities. Since achieving power, however, much has gone wrong and brought much stress upon her. Her political status has been taken with the same suddenness that it was granted after the attack on the city, with her seat going to those preaching outrage and retaliation instead of peace and survival.
General Hyrkános Torzia
The commander of the largest army one can find East of Praelos, largely situated upon the wall that guards Katarn. He is a warrior priest of considerable power, who claimed his name from the Goddess he serves. During the attack from Olsíri he battled well, and had barely enough strength to survive the impacts of two separate Disintigrate spells, and the will to continue clawing his way forwards despite missing much of his body. He has since been regenerated, and restored to full strength.
Lightkeeper Althaea Nóvo
Talsia's favoured servant is known throughout Katarn for kindness, compassion, and the fact that she - literally - lights up any room she's in. With a radiant crown that surrounds her in sunbeam, archpriest Althaea is capable of banishing any darkness, whether it be in one's heart, mind, or body.
She is the greatest healer in the city, and perhaps the world, known also for a gentle voice, beautiful face, and an impressive streak of stubborness when dealing with The Necropolis or any others who would interfere in her work.
Stormkeeper Galene Khelán
The heirophant of thunder has a mind that moves like lightning, and is often seen holding conversations with several different people at once, somehow without losing track of any of them. Her role in the city is, like
Lútus', one of guidance rather than command. She sponsors many different tinkers and inventors throughout the city, and is a font of sage advice for any who visit her temple.
Perhaps linked to, but separate from, her role as The Skyfather's chosen, Galene is also an inventor in her own right, with a strong interest in weaponry such as ballista and mangonels. Her detractors and rivals say she spends more time making mental sketches of new and frightening devices than she does paying attention to those at her door.
Earthkeeper Mason Polámvos
A genasi man of some stature, Mason is a comforting presence to most, with a warm smile and relaxed nature. He is a most devout stoic, and preaches the endurance of mountains to those seeking solace in his temple.
In appearance he is quite noteworthy, for embedded in most of his visible flesh are shards of crystals that seem to be growing from his slate grey skin like the spikes of a porcupine. He has never said if they are natural parts of him, embedded manually, or some sort of magic, regardless of who asks.
Depthskeeper Ú'uldethek Drysgil
A blue dragonborn with a massive horn extending from her snout like a rhinoceros, the archpriest of
Suróza says it has special powers to sense the rain and storms in days to come. The veracity of this is unproven, though she is known for making claims that almost always prove to be right with enough time and research.
Endlessly curious, she offers free divination and identification services to any who bring her particularly interesting artifacts, and has turned her temple into a place of learning just as much as it is one of faith. Rumours even mention that she is in talks with inventors and worshippers of Lútus to fund and design a form of underwater ship that will let people explore the sea more easily.
Lifekeeper Philostratos Evlos
Philostratos is one of few keepers that spend more time outside of Katarn than within it. Although his responsibilities are in the holy city, he regularly travels to bless fields, summon rains, and assist mothers throughout Prótos with anything they need. It is painfully ironic, then, that because of his love of food and feasts he has been labelled as nothing more than a glutton and a sloth by those who do not know him.
Heartkeeper Silver Valkoras
The nocturnal temple of
The Moon is led by an equally nocturnal changeling who named themselves after Sévas' favourite metal. Silver spent their entire life embracing their gift and shifting constantly between forms, rather than settling on one or a handful like many of their kind. Perhaps as a result of this, they are known for looking like a different person from day to day, or even conversation to conversation, but are always identifiable by the diadem they were, with a crowning jewel that always seems to show the current phase and face of the moon above.
Talekeeper Pheidon Grigóros
Sédróm's priests are often nomads and wanderers, refusing to settle down in one place and working from whichever city they find themselves in at any time. Perhaps paradoxically, the highest and most respected priest of paths does the opposite, remaining within Katarn and only rarely venturing out.
He collects stories, encouraging faithful the world over to make pilgrimages to his temple and tell him what they have learned on their way, offering rewards and praise for tales of cultures and lands he has not heard before. While many of these stories are written down by other priests in attendance, simply the ones that live only in his mind could fill a library with more to spare.
Strengthkeeper Tanurth of Rock
Taking the term "workhorse" as a personal challenge, the recently come-to-power Tanurth is almost never seen in his temple to
Agítio. The temple in question receives fewer visitors than most anyway, due to the God's nature being less likely to attract worship, so perhaps the heirophant is not as missed here as those of other Gods.
Rather than focusing on faith or worship, Tanurth is a half-orc who believes in the value of hard work above all else, and is seen throughout the city assisting builders and movers with any heavy-duty tasks whether they be dragging ships onto shore, lifting huge slabs of granite or marble, or demolishing sections of buildings to be rebuilt.
Fatekeeper Orius Mólos
Despite holding perhaps the most impressive title of all Keepers, Orius often appears to be little more than a custodian for his temple that appears to be little more than a large library. And that's the way he likes it. Though he commands vast power and more knowledge of the past and future than near any mortal alive, Orius prefers his books, his silence, and his order above all else.
This is thought to be the source of his excellent relationship with
Pylona and The Oracle - she attracts the heroes and the villains, the fools and the legends, while he continues to catalogue and archive the events of the Cosmos, all in the peace and quiet of his dimly lit and rarely visited great temple.
The Gravekeeper
The title of
The Shadow's most powerful servant has been shrouded in mystery for so many generations that some folk aren't sure a person even exists to claim it. They never leave The Necropolis, with their form always covered by black clothing and a mask more unique than others worn by the rest of the priests. Theories abound, with some claiming they are an ageless elf and have been in their role since the earliest days of the city, and others saying that there is no gravekeeper, just random priests that put on the specific mask and robe as a disguise whenever necessary.
Bloodkeeper Polyxena the Mad
In her day-to-day responsibilities overseeing her temple, Polyxena sometimes seems the only point of sanity amongst priests and visitors indulging in their every fantasy across the various private or public rooms in
Kanzu's greatest temple. She speaks with humour and understanding, offering guidance, suggestions, or a sparring partner for those seeking comfort, new experiences, or combat in the central arena in the great hall.
It is on special occassions such as festivals or public sacrifices to the gods that her madness shows - shrieking her zealous fury and devotion to all the Gods, she seems to take great pride and pleasure in her sacred duties, sweeping up a crowd in her fervor when speaking of people's "true, base natures" and leading to days of unrest in the city as people drink and pray and celebrate more violently than is perhaps safe. Thankfully these events happens only rarely, and are seen as somewhat of a valued pressure release for any building tensions or issues affecting the public at that moment.
Musekeeper Kasos Zógra
Said to have loved and been loved by many muses, nymphs, and even angels in his time, the most well-known and powerful priest of
Sculptor Temní has an endless font of inspiration to draw from for his paintings and his songs, both of which are known across the world by any Várdos worth their salt.
He spends most of his day in the tranquil beauty of his garden temple, playing his lyre with otherworldly skill and inspiring in turn all those who come to visit or pray.
Peacekeeper Cytheris Nóvo
Sister to Lightkeeper Althaea, the heirophants of Light and Glory are alike in appearance and mannerisms both, though older Cytheris is more well-travelled and slightly less gentle (though still much gentler than most priests of
Holy Zia!). Despite Zia's nature as a god of strategy and war, Cytheris is a most adamant pacifist and diplomat, putting herself as the first line of defence in the hopes that other champions may never be needed for their swords.
Across many years she has quietened dissent from zealous priests, brokered friendships with once-distant mages, and spent months in unruly Praelos currying as much favour as possible.
Senator Huðumlin Múra
Katarn is often seen as a home away from home for dwarves due to its similarity to Rithja, as both are beautiful cities that value faith and artisanry above all else. As a result, Katarn has the highest population of dwarves anywhere in The Republic, and has voted more than a few dwarven senators into power over the years. Most notable amongst them is Senator Múra - a master of all things ceramic and voice for all dwarves in the city. They have attended every single Senate meeting for more than the decade they've had the position, and keep an open door policy in their workshop deep in the city so that anyone can walk in for advice or a chat.
While they are mostly known for pottery of strange but beautiful and functional shapes, Múra has been experimenting with using ceramics in armour for some time. It is an idea that is laughed at by most for, to them, wearing ceramic armour would be like using a shield made of glass. And yet the research continues, for if anyone could make such an idea work, it would be a dwarf.
The Justicars
According to many, The Justicars are a faction of mage-hating zealots ruled by fear of arcane progress, proven by the occassions they've threaten or even assaulted mages in the region for whatever crimes they think they have the authority to punish. While that may be at least partially true, The Justicars are chiefly an organisation which believe mages step too far on too many occasions. They worship many Gods, but their primary diety is
Lútus, the original guardian of The Balance they think is under threat by mage-kind.
Slowly their ranks in Katarn have increased as more reports of the Godless fools or cruel mages in other Regions pile in, but they are still a fringe group capable of little more than serving as official town guards or enacting vigilante justice against mages as is, and only capable of that due to the leniency of priests in their home city who will guard them from the law. Recently a small group of Justicars has branched out into the foundling city of
Chálkináti, under the leadership of one of their most elite members, in an attempt to spread their influence.
Guardians of Katarn
A gang who embody most of the worst rumours and aspects of The Justicars, using violence and intimidation to keep mages in their homes, starting trouble, and spreading hatred of even the most peaceful of arcane casters. They sprung up in retaliation to the Olsiran attack on Katarn, and have garnered a great deal of support despite their actions.
Peacekeepers
A gang who once seemed largely focused on deescalating tensions in the city, but have since devolved into street brawls and fights against the Guardians of Katarn.
Senator Hypatia Krymnos
A priestess of
The Nightwatcher, Hypatia is known more for her mathematical mind than her faith. She created calculations used to determine the load bearing strength of pulley systems and various rope materials, used widely across Katarn for moving heavy objects without risking failure.
In recent times she has gone missing, no longer attending her Temple or visiting her friends throughout the city. Sending attempts have failed, and she is presumed dead, and/or somehow connected to the cultists killed below Kiderha's ruins.
Senator Nyssa
One of a rare few plebian human senators. Nyssa is a weaver of quite some skill, known and well liked for donating much of her profits to various temples and causes across Katarn. After Consul Periphetes put out a call for all senators to meet him for "matters of grave importance" she disappeared, and her home is being investigated for links to a cult of
The Devourer.
Senator Rhode Sétis
Senator Rhode is a tinker whose obscure workshop home rests in the forests between Zentos and Ziapolí, but who travelled between the two cities often, gaining enough contacts and friends to gain a senator's seat. Her inventive mind and her magical power both are thought to be the result of long years of worship to and blessings from
Lútus.
She was contacted via magic several times in recent days, but always refused to reply or acknowledge orders to travel to Katarn. For this she is currently under suspicion of collusion with yuan-ti cultists, if indeed she is not one herself.
Senator Khares Rastos
Mágos Rastos is a charismatic man, famous amongst his friends for travelling place to place and owning several buildings throughout Prótos, including a well loved Taverna in Katarn itself. While he is rarely actually in the capital, he always ensures to respond to the arcane scrolls sent to him, making his opinions (and voting intentions) known in his absence.
Until recently, at least. Several missives and Sendings have seemingly been ignored despite arcane confirmation that they've been received, labelling the sorcerer as missing or incapacitated at best, and a downright traitor at worst.
Places & Landmarks
The Colossus
The Colossus is a titanic construct of metal and stone, standing well over 200 feet tall and powered by incredible magics. It stands guard over Katarn, as it has done since long before The Republic was founded, only ever animating when a great danger threatens the city. Such an event hasn't happened in more than a human lifetime, however, leading many to believe that the construct is nothing more than an enormous statue.
The Great Wall
Built around Katarn during the height of the Irikos Empire when its ruler believed the Colossus may not be enough to protect its citizens from enemies and monsters. The wall stands some 90 feet tall at its highest walkway (though there are towers that reach higher), and 30 feet thick at its widest side. The walls even extend into the waters, protecting the dock just as much as the city itself, and the two gates at either side of the city require either a pair of ships or team of oxen to open.
As the city has expanded over the centuries, it has become a regular city project to demolish a section of the wall, only to rebuild it around new districts, or even just areas that have been marked for construction later. Many outside of the city mock this tradition, and the wall itself, for no settlement has bothered with walls in the Republic for generations. Yet those who call Katarn their home will likely continue maintaining the Wall until the end of time.
The Colossus stands astride the water-side gate, eternally facing towards the city of Pelíos on the other side of the Strait, ready to defend the walls it has called home since the dawn of history.
Nestok's Hill
Katarn is built on the coastline far from the tumultuous, volcanic landscape that dominates most of the Region, and as a result enjoys a flatter landscape than many nearby settlements. City legends tell of an ancient King Dexios, who wished a higher vantage point from which he could survey his domain, and his loyal guardian Nestok, who is said to have spent a lifetime quarring and carrying enough volcanic rock to build his king his own artificial hilltop.
While the story is impressive, and made more romantic for the idea that both Nestok and his lord are interred somewhere within, more eyes are drawn to the grand structures built atop and astride the landmark than the hill itself.
Enófos Palace
A staggering piece of architecture that seems to have mostly swallowed the top of the hill it was built on. Originally consisting of a single, enormous temple-style building, it has since gained two extensions - each a massive, curved stoa that reaches forward around the hill like a pair of arms extending from the central edifice.
Every inch of the interior walls and ceilings is covered in resplendent artwork; paintings, mosaics, and carvings all seemlessly flow from one section to the next, while statues of bronze and marble stand to attention throughout. One of the extensions even has a dedicated art gallery featuring the finest creations the city has to offer, with yearly contests held to see who gains the honour of displaying their mastery in such fine halls.
The Palace has many rooms to cater to any imaginable need, but the grand hall of its main building is a temple to
The Builder, complete with a towering statue that reaches from floor to ceiling, a working forge, and display stands for faithful offerings. Also housed within this palace is The Senate chamber, where the politics of Prótos are debated endlessly by any Senators not busy with other duties.
The Shadow Theatre
This amphitheatre earned its name threefold. Firstly, being built into and quarried from the side of Nestok's Hill, its steps and stage are formed by black stones - a stark contrast to the typical limestone, marble, or other lighter materials typically used for such structures in other cities. Secondly, being at the base of the hill means it is bathed in darkness every morning until
Talsia approaches her zenith. Finally, it is named so to honour
The Reaper, whose grim countenance is carved into the sides of the stage. It is said to be the highest honour possible for any retiring Várdos to have their ultimate performance here, offering it as sacrifice to the Lord of Death.
Though it is definitely not the largest theatre in the city (by a wide margin), it is one of the most popular.
The Pantheon of Knowledge
One of the grandest academic institutions in the world, The Pantheon is said to have once been a palace built in the heart of the city centuries ago, since reporposed and dedicated to the Gods of Knowledge. The four wings are dedicated overall to Olsír, Suróza, Lútus, and Ámmos, but many classes and subjects have their own deities; agriculture taught by a priest of Patír, combat taught by worshippers of Kanzu and Zia, and acting by the masks of Sévas.
Temple of Talsia
The might of
Talsia is on constant display, with two golden statues standing in glory before one even enters. The first is a large phoenix atop the roof, its wings held above it in homage to her most well known symbols. The second is a giant warrior wielding a colossal spear, held in eternal vigil beside the great doors. Though helmeted, it is believed this warrior is one of few depictions of Talsia herself in humanoid form.
Entering the temple is often described as a "hazard" for tourists, as the entire temple is constantly engulfed in the blazing light of day no matter the time, sourced from a 30ft wide illusion of The Sun herself, bright enough to blind if looked at directly. Beneath the holy light priests spend their time healing the injured and curing the sick, and rumour claims they will even risk the wrath of The Necropolis to perform reincarnation rituals under special circumstances.
Temple of Sédróm
The most noteworthy feature of
The Wanderer's greatest temple is a massive bowl of granite that sits atop its roof. How it remains balanced in the center is a mystery to all, as is the sheer weight of the unsupported structure refusing to collapse through the ceiling. Regardless of these questions, the bowl's original use was to be a brazier; a beacon that could be seen from countless miles away as warning to all that danger had come to the city. It has not been needed in generations, and so is used as a small race track instead, with priests and faithful running along the outside of the bowl - an act that shocks visitors to the city who fear to see them fall.
Inside the great temple one can find towering scroll shelves that reach from floor to ceiling along the left and right walls, each one said to contain the life story of a person in immaculately preserved detail. Many of the diamond-shaped cubbies remain empty, yet to receive their very own scroll. The shelves end near the back wall, giving way to doors to reach other parts of the temple on either side of the towering statue of Sédróm; carved from imported marble, the visage of a young man with curls in his hair smiles out towards his faithful, a hand outstretched as if offering a helping hand.
The temple is also one of the easiest points of contact with the outside world, with the priests offering Sending and Transportation services for messages and goods. This has come under threat in recent times, with many of the priests rallying against
The Dragon's new publishing houses which offer some of the same services. They state he is attempting to reduce Sédróm's influence in the world, increasing the reliance on mages that Katarn is so eager to reduce.
The Necropolis
Despite the density of powerful priests in the city, finding one to perform resurrections are rare even if you supply the tribute yourself. Most prefer not to interfere with The Silent One's work, refusing to revive folk outside of exceptional circumstances. Encouraging this practice are the Necropolis' faithful servants - masked or veiled priests of The Shadow who insist the city allows death to take its natural course, and on properly burying any who fall within city walls.
The Necropolis itself sits opposite Katarn across the river, still within the Great Wall. It is a towering, multi-layer ziggurat complete with buildings atop each layer for the priests to eat and sleep in. The crowning section contains a large shrine, which serves to make the building as a whole the world's largest temple to The Voidkeeper. There are various stairways and access points into the interior where the dead are interred, and one quickly finds paths to the catacombs where these dark halls have extended deep beneath the earth.
The Last Dragon's Temple
Across the world, worship of
The Guardian is seen as a pointless and foolish act; the God is dead, her corpse on full display each night for all to see. No prayer shall return her, nor grant power to her crazed faithful. But Katarn is a city with a long memory, and strong respect even for departed deities.
In a city that is constantly building and expanding, repairing and improving, there sits a ruined and ancient temple along the riverside. It is dedicated to Kiderha, left over from the days of war before she fell. No priests attend it, no followers flock to the crumbled benches. Yet there it stands, irreplaceable and unforgettable.
In extremely recent times, efforts have once again begun to rebuild it, to return it to glory alongside the many much larger temples of the modern day. Attempts have been made in the past, but always were foiled by cultists lurking underneath - now that
The Exotics have destroyed the cult hidden by ancient illusions, it may finally be time for success.
History
Lurking Below
The ruins of Kiderha's ancient temple have long held a secret underneath them - a vast and expansive network of caves and tunnels hidden by powerful illusion magics, thought to have once served as safe places to hide from Archons all those years ago. In the years since these chambers had been taken and used by foul serpents, Yuan-Ti servants of the Great Decay.
No-one knows how long they were hiding down there, but that time is at an end thanks to the efforts of heroes and allies from Katarn and beyond. The cultists have been killed, and a
long lost artifact has been found.
In the months since the area has been in the process of being turned into an arcane vault, with which to store a dragon's egg in the hopes that Kiderha might return to us once more.
Betrayal and Murder
After weeks of issues and discontentment, a false flag attack was made on Olsiri during a night of chaos, and the blame placed at Katarn's feet. The result was a retaliation the likes of which Osa has never seen - mages flying in to bomb a city which was already theirs, killing their own people and destroying their own buildings.
Now the cities no longer discuss and ponder the idea of civil war, but seem to be actively screaming for it.
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