THE DISTRICTS AND ENVIRONS OF KELTOKEL |
Keltokel, the City of Cities, that glorious and mysterious conurbation where the whole of the Known Earth meets, has seen many rises and falls stretching back to shrouded eras before recorded history. Protected by Stone and Water, it welcomes travelers and promises riches, fame, and wonder beyond imagining. Enigmatic magics and strange phenomena infuse its antediluvian streets and the impossible can seem commonplace! However, Stone casts long shadows, and Water hides many dangers, and dark are the fates that can befall the unwary in this metropolis. This humble treatise describes Keltokel as it stands with the Gate War a painful yesterday and a new age of prosperity dawning. |
THE STONE |
A visitor entering Keltokel from the Sea of Riches, as did the iaret of old, will see the Stone first. Black, imposing, reaching to a point at the western edge of the entrance to the harbor, this natural bastion looms over the seaward approach to the city. No ship enters the harbor, and no army approaches the southern roads without the notice of this great sentinel. Since the Suzerainty founded their own city upon the primordial ruins, the Stone has been surmounted by fortifications which in the modern era feature the powerful bombards and other siege weapons of the Battery. To take the Battery, as the soldati did in the first days of the Gate War, is to take Keltokel. The Stone is shot through with caves and tunnels great and small, some natural, some carved in unknown antiquity. Despite opportunistic settlement in surface level caves, their full extent has never been plotted, and some say that the soldati emerged from deep within them at the start of the Gate War. Much of the Stone that faces Keltokel is ornamented with clinging scaffolding and cranes, built by those who have made their homes there. The Loop, a broad set of caravan rails which enters Keltokel from the southwest, was carved into the side of the Stone and emerges over Pumptown on an arc down into the New Station. |
YASKEL, THE OLD CITY |
As the ship bearing one into the harbor cruises beneath the Stone’s watch, the evidence of the ageless city greets it. Time-worn stelae, unrecognizable monuments, and broken tower-tops jut from the waters of the bay to hint at the ancient structures beneath the surface. While the harbor waters are clear and offer startling vistas of the sunken past, the depths can be very deceiving. It is said that a ship never travels the same harbor twice and once-safe routes might unaccountably feature a deadly obstacle the next day. Most ships will take on a muruch harbor pilot to guide them safely though the hidden stonework to safe landing. These ruins, as well as their less-flooded counterparts on the immediate shoreline are Yaskel, the Old City. The harbor waters encroach on the city, and the district is full of deep canals that flood with the tides. Little border exists between water and land, and the smell of the sea pervades the air. Eroded, green-stained stone makes up the streets and buildings, and odd slit-windows and overly-tall narrow doors bespeak strange inhabitants in forgotten eras. Many of Keltokel’s muruch find lodgings here, as well as coveys of ptak nesting in roof top shanties. Others crowd any dry upper floor that can be found. Dive bars and hathore cater to the tastes of wilder or less-moneyed sailors than similar establishments in Apsu Shining. Fishers and relic hunters hawk their catches along the streets, retreating when the rising tide forces them from their favored spots. |
PUMPTOWN |
Chugging engines and the sound of metal upon
metal replace seagull cries and the lap of waves as one leaves
Yaskel and enters so-called Pumptown. The stink of fish mixes with
machine oils and smoke filling the air from the district’s mills
and workshops. Foundries and machinists support the grand
mechanisms which prevent the rest of Keltokel from flooding. The
ancient stonework seen in Yaskel has been remodeled here,
reinforced with rusting iron and shot through with pipelines and
pneumatic runs. An air of the makeshift and jury-rigged hangs over
the streets. Iaret and beastkin apprentices hurry on errands from
their mentors, plugging gaps with rags and tightening down
turnbuckles to keep steam from choking the narrow streets. |
APSU SHINING |
The tall piers of Apsu Shining await the
richly-laden ships of the Jewel Cities. Constructed in multiple
layers, the piers are almost 100 feet in height and stretch many
times that out into the harbor. The result is a district almost
completely on the water: workshops, warehouses and eateries
can all be found sandwiched between layers of pier, with bazaars,
brothels and bars besides. Despite the dominating architectural
feature, the district takes its name from the glittering waters
between the long docks: Apsu clasping hands with Geb in this
auspicious place where earth and sea share their bounty. Residents
of Apsu Shining are well-to-do: prosperous merchants, factors for
caravan families, skilled carpenters, weather magi, and the like.
It is a cosmopolitan district otherwise, where apkallu in fine
water silks rub elbows with Jewel Cities marines, nouveau riche
Baltine humans exchange greetings with smiling and sharp-toothed
muruch and swaggering sailors square off with barbaric Islanders. |
SCALES OF GOLD |
The great thoroughfare known as the Scales of
Gold runs from Apsu Shining into the center of Keltokel.
Polished golden marble gleams underfoot, and statues of the
Dynasts tower above, dazzling and overawing newcomers. Along the
busy street, merchants sell curiosities and commodities from all
over the Known Earth and, as some claim, beyond. The various side
streets each have a particular specialty, from wands to weapons to
wines. At the center of this district stands the Sunrise Arch. Its
graven stonework matches none of the surrounding architecture, and
dawn breaking over an unknown vista is always visible through it,
even such that morning light spills from it in the dark of night.
Those bold enough to step through the arch merely find themselves
standing in the street on the other side but there are persistent
legends of some who simply vanish into that strange daybreak. The
aroma of cooking from a thousand different cuisines tantalizes the
nose and every spoken language bombards the ear. Rarely does the
traveler leave the Scales of Gold with a purse weightier than when
they arrived. The Harbor Guard, which maintains order on the
streets of Keltokel, is headquartered here and now has more of a
focus on protecting commerce and wealthy merchants than it did
before the Gate War when it was based in the Battery. |
THE GLORY OF STONE AND WATER |
The Glory of Stone and Water stands proud as the
heart of Keltokel, with the golden way at one end and the Regard
of the Southern Horizon as its other border. Monumental temples,
built from red stone quarried in the heart of Akhet, give homage
to the gods. They share spacious plazas with and rival the
grandness of the ancient black ziggurats which now serve as
centers of city government. The iaret founders took possession of
these imposing sable mastaba as they found them but in the
centuries since have catalogued many anomalous properties. Rooms
are cold or warm without explanation, or subtly larger inside than
they should be, but Geb had given this world to iaret dominion,
and thus the monoliths remain in use. As in the Suzerainty, the
priesthood dominates the municipal bureaucracy, with gods waxing
and waning in authority. During the Gate War, the priests of Neath
administered Keltokel as much as the soldati allowed, for Neath’s
hearth welcomes and nurtures, even as she defends it so fiercely.
The destruction the war brought was seen as her tempering fires as
well, something that the city was weary of by the end. Neath’s
star has fallen, and now the other priesthoods vie for ascendancy,
with the servants of Geb and Apsu chief among them. Alongside the
palatial temples and monuments of forgotten ages the embassies of
the nations of the Known Earth declare their own temporal power,
each grasping for influence in the City of Cities. Sonorous bells
wreathed in clouds of fragrant incense ring the hours for the
gods, and voices are lifted in praise in languages new and old
throughout the day. The iaret inhabitants of the Glory of Stone
and Water are a proud, officious lot, from the high priests down
to the lowly street-sweepers. The Regard of the Southern Horizon
is the ancient wall first built by the iaret to protect the city.
It is low by modern standards, and vulnerable to bombards and
newer magical siege weaponry, but still divides the core of the
city from the newer and less prestigious outskirts. |
THE BAUBLE |
Any discussion of the heart of Keltokel that
failed to mention the Bauble would do a grave disservice to the
attentive traveler. Indeed, one might come to injury by
gazing up in surprise and wonder whilst walking, and thus trip and
fall into a canal! Suspended above the city like a
glistening soap-bubble, the spherical Bauble has historically
housed adept theosophists and archmagi from around the Known
Earth. It was created by eccentric and magically puissant iaret
nobility in the first century following Keltokel’s founding, but
some histories tell that it was a recreation of a much earlier
artifact. Though insubstantial-seeming, its glossy surface
encompasses a city district in its own right! Lavish parks full of
impossible vegetation, endless perfumed waterfalls, domiciles
unhindered by physical law, all have been constructed in this
playground for the mystically gifted and fabulously wealthy. The
Bauble drifts in an erratic arc around the Glory of Stone and
Water, only remaining above a district for a few days, and never
straying outside the Regard. Within each district there are
magical lifts which can transport one to its heights, but they
only function when the Bauble is overhead. Otherwise, only those
possessed of some means of flight might intrude upon that demesne
of magi. The inhabitants and their pastimes are as eclectic as the
decor: some are master artificers who welcome those in search of
their services, others are reclusive and devoted purely to their
own research, while still others are merely rich and too jaded to
reside on the surface of Geb. Strange as it might seem, the Bauble
has been abandoned a number of times throughout its history, the
most recent being the disappearance of all its residents on the
eve of the Gate War. |
TSHERING UNIVERSITY |
Tshering University adjoins the Glory of Stone
and Water, but is distinct from it in its narrow, quiet streets
and cloistered classrooms and auditoriums. Founded by apkallu
natural philosophers, the school is the oldest institution of
higher learning south of the Sea of Riches. At the time of its
founding, it was distinctly different from the grand amphitheaters
of the Suzerainty where the teachings of the gods were declaimed.
The smaller classes, secular teaching, and emphasis on research
and experimentation set it apart in that era and would become the
model for the modern lyceums of Balt and the exclusive salons of
the Jewel Cities. Small but impressively endowed libraries are
dotted throughout the district and while research can be a
scattered affair, there is little doubt one will leave
unenlightened. The surrounding neighborhoods cater to the day to
day needs of the students, researchers, and professors with a
profusion of intimate eateries and small shops for educational
sundries. If Ranute’s Gifts celebrates physical arts, the visual
arts are fostered here. Painters, sculptors, even writers are
instructed according to their talent, and tradition demands that
graduates beautify the district as part of their attainment of
recognized status in their art. Thus, murals abound, excerpts from
epic poems adorn walkways and remarkable statuary can be found
secreted in shaded cul de sacs throughout this area of the city. |
RANUTE'S GIFTS |
Tucked between Tshering and the Regard lies the
small district with the outsized character, Ranute’s Gifts. Long
has dancing served in glorifying the gods with titillating the
senses being a secondary consideration. The beauty and skill of
movement is appreciated for its intrinsic merit in the dance halls
and theaters of the Ranute’s Gifts, however. Mournful lays of
beastkin, philosophical declamations of apkallu monks, even the
strange dirges of soldati and whistled epics of the tylwyth, all
accompanied by the skirl of flutes and rattle of sistra, can be
heard here to rival the prayers of the temple district. Many famed
thespians have felt their first brush with acclaim in this
district, sweating for modest audiences beneath smoking
torchlight. When night falls Ash is ascendant and the
entertainment grows more bawdy, with the risque and burlesque on
display. Colorful lanterns and illusions light the streets until
replaced by the Ranute’s own resplendence at dawn. While the
district welcomes all with coin, the entertainers and troupes are
famously insular even to the point of disruption and violence
toward outside performers. Residence is only the first step in
“paying one’s dues'' toward acceptance. Below the streets of the
district lie catacombs that once served to hold the bones of the
common folk of Keltokel. Long have infamous and wild rites of
ekstaticalia been held among these humble graves and now
full-fledged hathore can be found operating in the cool darkness
of the tunnels. |
THE MORTUARY AND HOUSE OF BEAUTY |
When the traveler regards the east of the harbor
they would be remiss in failing to notice the smaller promontory
guarding that edge. A less grand fortification known as the
Mortuary supports the might of the Stone’s Battery here. The
secondary purpose of this fortress was to stand watch over the
House of Beauty. These tombs of ancient iaret satraps and worthies
of the era before the Retreat dot the rocky hills east of
Keltokel. Rumor holds that some of the tombs hide tunnels which
extend throughout the city, linking Ranute’s Gifts, the Stone, and
even the ruins of Vaerrane. Grave-robbing was endemic throughout
much of Keltokel’s history, and persists into the modern era as
tombs are uncovered during new construction. It was so pervasive
that the garrison of the Mortuary was complicit, and those who
wished their bodies to remain undisturbed would hire mercenaries
to ensure their tombs were sacrosanct. Just as importantly, the
presence of armed and adept guards protected the city from mutu or
other undead. To this day, the House of Beauty remains a district
catering to mercenaries, explorers, adventurers, and other such
vagabonds. Untidy streets are crowded with inns, taverns, casting
houses, petty armorsmithies, diviners, and hiring halls, all
circling about the hills of tombs. A late-rising community, the
streets of the House of Beauty remain less-traveled during the
day, but burst forth raucous in the evening. Carousing here has an
edge of tension, with the reminders of death all about, and the
traveler is advised to be wary when partaking of the nightlife. |
THE PLACE OF ASSESSMENT |
Beyond the House of Beauty lies the Place of
Assessment where the disarmed soldati were held following their
capitulation at the end of the Gate War. This was originally a
sprawling prisoner of war camp surrounded by a timber palisade and
administered by a rotating garrison of known earth forces. In
recent years however it has fallen into disrepair. The walls do
little to keep anyone out or in, and the garrison forces are used
more to influence politics in Keltokel than to keep watch on the
invaders. The Place of Assessment has few permanent structures
other than the scrap buildings assembled by the former inmates
themselves. The dismal, rocky ravine is barren and dry and was
selected for containment and punishment rather than long-term
habitation. Here, the soldati largely adhere to their militarized
lifestyle and still regiment themselves according to rank and
unit. This informal district maintains a roughly stable
population, shedding deserters but gaining those unable to survive
alone in a rightly suspicious and hostile world. The smell of
cookfires, the sounds of harsh cadence calls, and the tramp of
marching feet hangs over the stony camp. While the interned
soldati are officially disarmed, this has not been enforced in at
least two years, nor is there political will to interfere with the
camp unless more sinister developments are detected. |
THE WATAN |
Where the Stone gives way to the southern plains
sits the district of Westend. Before the Gate War, artisans
and trading families made their homes in this tidy community just
beyond the Regard of the Southern Horizon. Half of the
district was razed by the soldati to make a killing ground, and
the other half was left in ruins during the battles to liberate
Keltokel. It was swiftly rebuilt after the conflict, thanks
in part to the sponsorship of the Khalq Assemblage, and some of
the architecture now bears their hallmarks. However, this
generosity was the start of an influence campaign on the part of
the Assemblage, and now some even call the rebuilt community “the
Watan.” The streets are clean, fresh sand is strewn daily to
soak up seepwater, and petty crime is quite low, but imposing
Khalqist banners now festoon buildings, roving bands of Sarandoy
unofficially enforce laws, and civic business including court
proceedings are carried out in Flag Square in open defiance of the
official municipal authorities. The Watan thus has the feel
of a city inside the City of Cities with its own laws, customs,
and atmosphere. If the day arrives when Khalqist saar are
able to traverse the Keizai passes, there is no doubt Westend will
be the first of their possessions on this side of the mountains. |
SOUTHREACH |
The staid square stonework and peaked timber
rooftops of Southreach used to welcome travelers entering Keltokel
via the Causeway. Built during the boom times between the
Mercantile Wars, the Polto architecture reflected the unassuming
wealth of its newly-prosperous inhabitants. The prestige of living
within the Regard was eschewed for a carefully-planned grid of
streets and comfortable, familiar domiciles. During the 2nd
Mercantile War a modest defensive wall was built to protect the
city, and though it lacked the height and sturdiness of the
Regard, it helped the district escape some of the damage inflicted
during the Gate War. Southreach’s suffering had only begun
however, as it was choked with refugees from Bracken, Polto, and
Dovenhead. The district was decimated in the years following by a
succession of diseases both natural and magical that saw a hasty
quarantine enacted. Now known colloquially as Southretch, or
Southwretch, this once genial part of Keltokel is rife with
poverty and crime. When the wind blows from the south the sour
stench of sickness and rot is carried over the entire city. The
disease-stricken refugee population is kept contained by the walls
originally meant to protect its pleasant neighborhoods, and the
wise traveler with coin in their pocket bypasses it entirely on
their way into the city proper. |
HRAKEL AND NEW STATION |
Hrakel is the newest district of the City of
Cities, built atop the pulverized ruins left behind when the
forces of the known earth laid siege to drive out the Soldati.
Once called Vaerrane before the Gate War, it was a dense community
of fine townhouses held ancestrally by Dovenhead Constabulary.
Atop the rubble, wealthy Baltine magnates erected the New City,
smoke belching factories, counting houses and trading offices of
tall, shining steel and glass, all clustered around the core of
the New Station. This burgeoning switching yard centralizes all
caravan rails in Keltokel, and the great machines rattle in and
out at all hours. A new sort of commerce is arising here, with
merchants trading bits and pieces of companies, or the promise of
goods, rather than the goods themselves. Vast fortunes trade hands
in a day, represented by little more than ink on paper or chalk on
slate, only to vanish just as quickly on the rumor of a ship lost
at sea or a factory strike by Khalqist agitators. Sharp edged,
brusque, and hurried typifies life for the humans, ozrut, and
beastkin of Hrakel. Indeed, the lattermost have found surprising
upward mobility for the long hours put in building Balt’s
showcase. Some see the district as a direct challenge to the
lingering influence of the Suzerainty: the newest city, built upon
the bones of the old, by the latest successor to dominion over the
known earth. For all its pretensions of demonstrating Baltine
futurism, the past haunts Hrakel. The thousands slain in the
desperate fighting through Vaerrane to exploit a gap in the Regard
rest unquiet, and tales of specters and ghosts of fallen soldiers
are commonplace. |
THE CANTONMENT |
A twisting sea of silk ribbons and colorful
tents blankets the plain to the south of Keltokel where the tylwth
have made their encampment. The staked canvas curtain of the
Cantonment ripples in a near-constant breeze which shows that
perhaps the wind has not abandoned the tylwyth in their exile.
Despite the privacy afforded by the cloth barriers there are
frequent mortal visitors and most of the district’s inhabitants go
about veiled, if only lightly. The Cantonment is outside of the
control of the city authorities and order is kept by the tylwyth
themselves. What commerce exists mostly serves the needs of the
tylwyth, but crafts and curios of this mysterious people are also
a draw for outsiders. The district’s inhabitants live in tents or
small caravan wagons, and there is a feeling of impermanence to
the Cantonment, as if it might be gone one morning. For now,
however, its neatly arranged layout and profusion of colors are a
bright spot along the Causeway. |
THE PLAINS OF KELTOKEL |
The open plain south of Keltokel has been kept
clear of settlement by ancient law, and it gently rises and grows
more broad as one travels away from the city. Construction is not
allowed on the plain within a half-day’s travel of the Regard. It
is another day’s travel south from there to reach the now
heavily-patrolled borders of Polto. The hillsides to the east and
west are heavily terraced and were owned by many of the original
families to settle and administer Keltokel. Because of the
prestige of living within the Regard, the manor houses on these
lands were never so lavish, and most of the farms were
administered by minor relatives or even beastkin caretakers. The
waterways that would normally drain into the valley were rerouted
in ancient times to irrigate the terraces, and now only carefully
controlled canals reach the city. |