World of Chaldea

Chaldea is a vibrant, gritty fantasy world. Here we will share concept and development art as it comes to life from the painters’ brushes. Backstory information accompanies each piece of art, setting the scenes in the world’s context. Like what you see? Let us know.

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Clan Week

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Aldest Geldzahn explains in a spirited rant to never forget: the dragons are the *true* enemy.

Aldest Geldzahn explains in a spirited rant to never forget: the dragons are the true enemy.

Official Chaldea Concept Art

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At one time, the dwarves of Chaldea ruled the entire world. But a thousand years ago, the dragons came and nearly drove them to extinction. When the dwarves fled underground, the dragons brought humans and orcs from other worlds to finish the job of eradicating the once mighty dwarves.

Those who remain now are a tiny minority, and most keep to themselves beneath the surface of Chaldea. Yet many are fabulously wealthy in their isolation, for they retained the holdings and wealth of those who migrated away. Now the dwarves face a threat of a different sort: a curse of infertility. Not a single dwarven child has been born for forty years.

Despite these hardships—or perhaps because of them—every dwarf in Chaldea returns annually to the home of his or her ancestors for Clan Week. Because it’s important to look one’s best, Clan Week kicks off with a raucous party in the dwarven barbershop, where friends and family reunite and old tales are spun anew.

Aldest, an ornery old dwarf, makes clear his unabashed beliefs about various dwarven heroes and his passionate hatred of dragons, much to the chagrin (or amusement) of his kinfolk.

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Astrological Navigation

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Jaida, captain of the Chalker, uses astrological navigation techniques to sail the Great Sea.

Jaida, captain of the Chalker, uses astrological navigation techniques to sail the Great Sea.

Official Chaldea Concept Art

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In Chaldea, sailing the Great Sea is a treacherous undertaking for any fool who doesn’t understand astrology. The Great Sea is an amorphous metaphysical body of water with no cardinal points, no north and south, no east and west. Leaving the sight of land is akin to blindfolding one’s eyes and stumbling into an endless desert. Navigation equipment such as compasses, sextants, and charts are useless in the Great Sea. Navigators must rely on astrology to guide their path or fortune to bless their fat.

Constellations are friends and guardians to sailors—knowledge of how to speak their language is the only hope to having them point the way, for the stars of Chaldea have much to say to those who can hear them.

Jaida communicates with the Egyptian goddess Isis to grant her ship and crew safe voyage.

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SARATOF, CAPITAL OF CHALDEA

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Saratof, Capital of Chaldea

Saratof, Capital of Chaldea

Official Chaldea Concept Art

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For ten long years, the dwarf Kwell labored in the Geldzahn Mines. Finally, he’s able to return to his home. As he exits the Levitator, he steps out onto the Geldzahn Atrium overlooking the Imperial Capital of Chaldea: Saratof.

Nobles, merchants, scholars, diplomats, pilgrims, soldiers, and tourists from around the world descend on Saratof pursuing wealth, power, knowledge, duty, and pleasure, for no other city of Chaldea holds such promise and beauty.

The greatest architectural achievements of the ages stand before him: the Kordava Collossas on the far shore of Saratof Bay; the Imperial Palace where Kordaava once ruled the world; the Cathedral of Set; the Ministry of Justice; the Chancellor of the Treasury; the Bastion; the Hall of Ambassadors; the Dwarven Hall of Records; the palace of House Ptolemy; the Sunshine Citadel; Soldiers’ Hospital; and the Senate Discourse.

While dwarves aren’t inclined to appreciate human accomplishments, Kwell’s chest fills with pride just the same, for most of these buildings were built by his people—and in many cases are still owned by the very dwarves who built them. History stands at his feet. His history.

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High Adventure

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High_Adventure_(1024x578)

Yonnus Octoni escapes Enchantment’s Guard after stealing a valuable ruby rapier.

Official Chaldea Concept Art

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North of the capital city of Augstat in the kingdom of Hesse stands the ancient dwarven bastion known as Enchantment’s Guard. A colossal fortress, it towers above all other fortifications on the continent of Niessia. Enchantment’s Guard is the local seat of power and home to Governor Hellwig Gustavus and the Warhawks 10th Legion. During Emperor Kordaava’s reign, no one would have dared attempt to burglarize the all but impregnable fortress—but times have changed.

Yonnus Octoni, a brash and charming young thief, steals a valuable ruby rapier and makes good his escape through the private quarters of a visiting Egyptian princess, but not before making the acquaintance of the young beauty.

Yonnus may only see a bauble for the moment, a treasure to be pawned—but its value to him could be far greater than mere gold….

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Field Promotion

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FIELD PROMOTION

FIELD PROMOTION

Official Chaldea Concept Art

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Marcosta Kordaava’s military campaign to conqure Chaldea lasted for many brutal years, stretching from the harsh, dry desert of Ardaya to Forever Mountain’s high alpine slopes on Asianic’s wild western shores. One of the last kingdoms to bend a knee to Lord Kordaava was the island continent of Akkadia.

The attack on Akkadia was led by Legatus Nurgane Wernuir of the 10th Legion, a battle-tested unit fresh from four years of heavy action in Somarria’s Chaos Mountains. But Wernuir himself had not been part of that campaign—he had spent the majority of his career in the docile Imperial Guard, protecting the capital, and his promotion was only six week old when the time came for him to command in that fateful battle.

Complicating matters, Akkadia’s government was a rigid nobility matriarchy, its military commanded solely by women. Legatus Wernuir had nothing but contempt for women, and his well-known narrow-mindedness led him to underestimate the Akkadians, almost costing him his entire legion. He was dismissive of the concept of woman commanders and even more so of their unexpectedly superior tactics.

Fortunately for Legatus Wernuir, a young Tribunas witnessed the near-debacle and took the initiative to turn the tide. Hellwig Gustavus singlehandedly seized the hill and saved the Warhawks. For this success, Lord Kordaava rewarded Gustavus a field promotion, laying the foundation for a forty-year friendship between the young officer and the destined emperor of the world.

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Sarva battles orc charioteers

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SARVA BATTLES ORC CHARIOTEERS

SARVA BATTLES ORC CHARIOTEERS

Official Chaldea Concept Art

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For forty years, the orcs of Niesse have cultivated their hatred. And after Kordaava’s death, there is no emperor to hold them in check—thus, the time has come for the fair races to pay for their sins. The first engagement of the war is fought at Mont Fort, an obscure, dilapidated, human settlement at the furthest edge of the frontier, far from the salvation of humanity.

Sarva is a knight of Akkadia, a land where women rule and command the armies, where men are bred to serve them. After her part in a political coup that failed, Sarva fled, evading assassins of the demigoddess of Ishtar, who she tried to execute.

After gaining asylum in Hesse, Sarva joined the Hecks, a Hessen knight order. She is not accustomed to men dominating, as it were, and her biting wit undermines her. After her “superiors” sideline her by sending her to Mont Fort, she arrives just before the orc assault, just in time to show the Hecks what it means to fight like a girl.

At a young age, Sarva befriended a demon-hunter, a terrier named Ripper. Sarva and Ripper are best friends, on or off the battlefield, and will only be parted by death—if then.

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Marzahn, Supreme Orc Commander of Niesse

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MARZAHN, SUPREME ORC COMMANDER OF NIESSE

MARZAHN, SUPREME ORC COMMANDER OF NIESSE

Official Chaldea Concept Art

***

A storm brews in Chaldea. Emperor Kordaava’s death has shaken the world, releasing creatures long dormant. Danger lurks everywhere, cloaked in shadows.

Marzahn is among the greatest of those dangers.

In Chaldea’s ancient and torn past, Marzahn served as Niesse’s supreme orc commander, leading a vast army of orcs to defeat the dwarven nations. Yet he was still a creature of chaos and war, a highly specialized weapon utterly incompatable with peace—so violent, in fact, that even his allies dared not allow him his freedom. Thus, for the safety of everyone, he was imprisoned in a rocky tomb deep in the bowels of Niesse. There he would remain encased in ice until such a time as he was needed again.

And that time has come.

Sureniel, Marzahn’s new liege lord, is prepared to capitalize on Marzahn’s ruthless cunning by placing him at the head of an army against any of the fair races of Chaldea who dare defy the orcs.

Marzahn is an imposing red-armored orc of Niesse, his maw jammed full of serrated Diamond Teeth, a gift from Sureniel. He wields Bramalix, a demonic black lance, which shrieks horrifically with the voices of the damned.

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