maram, capital city of chalameria

The Capital, Maram

Nestled at the crossroads of the three great baronies lies Maram, the City of Lamps and Capital of Chalameria. It sits at the edge of the Forest of Cinders, beside the great Sundial Lake. The lake is fed by a large river delta with many tributaries that twist through the city like serpents. The rivers are teeming with abundant resources and provide access to all three of the great oceans to the North, East and West. As such, Maram is the terminus for all trade in the realm.

The city was originally founded by the Order of Voskis, who, heeding the words of a great Djinn, built a settlement on a small defensible section of land between two rivers. Temperate in climate, Maram is a comfortable place to live, with plenty of food provided by the like, its rivers, and the surrounding wilds. Over the centuries Maram grew to encompass the entire northern half of the forest, which was largely clearcut for lumber to build the many buildings, walls, and bridges.

To the north are great plains and grasslands that stretch to the horizon. Home to much of the region’s arable land, most of the city’s food is grown in great farms that dot the terrain between Maram and the northern territories. 

MARAM

Architecture

 

The City takes its name from the many metal lamps that dot the river banks. At night, the lamps give off a beautiful, greenish glow that infuses the city, as result of the bioluminescent lichen that grows along the shores of the lake. People come far and wide to ride down the rider in great barges to experience the magic. As Voskis are wont to do, the city was designed in a highly ordered fashion, divided into sections known as Wards complete with defined boundaries and orderly streets with neat rows of buildings. Each ward was devoted to a specific purpose and was ruled by a Warden, elected democratically by the people of the Ward. The Wards are listed below.

Noteworthy Places

  • The Old Ward

    The original borders of the city and home to the landed rich and original founding families. It is also home to the River Warden, the leader of all the other Wardens, and effectively the ruler of the city. Featuring towering minarets that peek above the trees, the Old Ward can be seen for miles around the city and its ancient architecture is a sought after tourist destination – for those with the money and influence to make it through the highly secure gates.

  • The Ward of Law

    Home to the barristers, the Ward of Law is the true center of power and aristocracy in the city. The ward is comprised of Home great halls of records, libraries, universities, and courts and is where the Laws of the Land are drafted and enacted by the powerful Voskis barristers. While legal in nature, laws are so important to the Voskis that many of the buildings are designed almost like temples – large, imposing, immovable – like the Law itself.

  • The Ward of Hand

    Located along the lake and southern rivers, the Ward of Hand is home to all of the city's artisans and crafters. Rows and rows of workshops line the street and a great dock sits at the mouth of the lake, the hub for all river-bound trade. This bustling ward acts as the great engine of commerce that keeps the city powerful and relevant. The finest, most advanced goods are produced here, and attracts the greatest artisans from around the land.

  • The Ward of Pikes

    Sitting to the north, this Ward is home to the great fort and military establishment that protects the city. With a thick forest to the south, a massive lake to the east and a dense river delta to the west, only the North is a viable attack route for an invading army and as such, it is where the city concentrates most of its military establishment. Among the fort are blacksmiths, mess halls, training facilities, and hospitals needed to support the army. The army both defends the city from external threats, but also acts as a local police force to enact justice in all the other wards. Spartan in nature, this ward is designed for logistical efficiency and defensive capabilities, with large bollards, walls, and secured bridges acting as natural choke points for would-be attackers.

  • The Ward of Bards

    This ward is home to the theaters, amphitheaters, stadiums, museums, and of course, the taverns. Here live the artists, stagehands, and other crafty sorts that bring the city its great and diverse culture. This ward is the most organic in all – at least by Voskis standards. Each building is allowed some amount of freedom to express itself and features a wide variety of architectural styles. This is one of the few places where all social classes mix, where one is just as likely to see a mind blowing performance as they are to have their pocket picked.

  • The Ward of Stalls

    This ward is home to a great bazaar that surrounds the city like a ring, providing access to the markets from all the other wards. Arranged in neat rows according to the good they provide, The Stalls are teaming with life from all over the realm. Vendors hawk goods both local and exotic, their booths lining the river banks. From art to illegal goods, if you need it, it’s found in the Stalls – if you know who to ask.

 

Marain of Note

Famous, infamous, noteworthy, or otherwise – these Marain are widely known throughout Chalameria for one reason or another, but note this is not an exhaustive list.

 
  • As her title suggests, Hamida is stoic in nature, head Warden and effectively the leader of the city. The elf is known to be firm, focused like an arrow on ensuring that the city does not succumb to the evils that threaten the land. While she wields immense power, she does allow the other wardens some amount of autonomy.

  • The original namesake of the great lake beside the city colloquially known as Sundial Lake. Safavid led the original settlers to this spot on the river delta and asked them to build a city. Once the city was founded, the Djinn was placed in an urn and thrown to the bottom of the lake. From there, it protects the city from threats both mundane and supernatural. The Wardens can summon and communicate with Safavid for guidance and wisdom. And, it is said, they (for Safavid is formless) will sometimes visit even lowly crafters gathering materials from the shore - dispensing wisdom and gentle mischief in equal measure. However, of late, the great Djinn has fallen silent to calls from even the wardens. Theories abound, but no one knows for sure what happened.

  • Rickor was a dwarven river boat captain that rose to prominence as one of the finest supply logisticians in the city. His shipping company rules the rivers and lake, and much of the city’s prosperity is due to his influence. He was recently elected as Warden of the Hand and rules from the warehouse district along the docks. Ricker is a hardened man, but it protects a heart of gold. He provides room on his ships for refugees from many of the fallen towns in the wilderness, giving people safe passage to the city and a hard-earned job on the docks should they want it. While not strictly legal, Hamida looks the other way for she understands the need and the power that fresh blood brings to the city.

 
 
 

Views on Other Cultures

While steeped in a tradition of law, the city cares little for matters of Order, affiliation, or cultural background. There are plenty of rules but most of them focus solely on the highly bureaucratic nature of city-life – building codes and tax rules, documentation and so forth – as opposed to highly ethical or moral laws that would restrict people’s beliefs. As such, Maram is highly multi-cultural and egalitarian, despite its many laws. This city’s culture is defined by the timeless push-pull between its highly codified rules and its constant influx of new ideas from around the realm. The Voskis hold the most sway in the city, but all cultures and peoples are welcome within the walls.