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Dragonwind

"All my life I searched for a city like that. I had sailed to Thousand Lanterns, in the swamps of Threst; the frigid shores of Neverember, at the pinnacles of Yorheim; even to the vast mechanical towers of Izra Bay, the home of the Mechanomancers. Yet every foreign wonder, every strange magic and mad priest, never made me feel as at peace as Dragonwind did. I see now why so many millions had chosen to call it home."
— Hermaris Elderblood
    In the glow of the morning sun, three street urchins play with wooden swords while pretending to be pirates in the walkways of the Outer Alleys.   Sweat on their brow, a grinning tiefling finished hoisting a sign for their recently opened theatre company, as a small crowd of onlookers pays them no mind.   Two mages compete for coins and applause in the streets of the Pinnacles; both of them are trying to practice to impress the Halls of Arcanum, a great citadel that looms over the district.   In the dead of night, a senator from the province of Chrysos flees on a wagon, dressed in common rags. Just as he thinks he's left the glowing city behind, he turns to see that his driver is not the one he had arranged for the previous evening; the disguised assassin slits his throat before the thought fully forms in his head, and ditches his body in a forgotten mudfield north of the city.    
This is Dragonwind, Capital of the Ashardian Empire.
It is a city of equal parts mundane and magic, order and chaos. It is the home of nearly one million people.
It's a city forged from the ashes of the end of the world.
   
   

The Center of the World

  Just over one thousand years ago, Dragonwind was like every other city: a smoldering ruin left behind by a long-forgotten nation, burned from the world by an unknowable apocalypse. According to folklore, a paladin named Aldia guided his host to the ruins while seeking refuge from "Great Monsters of the West" by following a brilliant star in the East all the way to the Roaring Olm. When Aldia passed away, the people remembered him so fondly that they considered him second only to the gods; he became known as Saint Aldia, the historic founder of Dragonwind.   By the year 415, Dragonwind was struggling to fight off the Empire of Nurz, who had assimilated much of ancient Dremeria and Fjollmere. By the time the Doom of Nurz occurred, they were a weakened city state, struggling through a post-war regime change. The power vacuum left by their near-occupation invited the Ashardians, a distant steppe empire who had spread across the lands South of Dragonwind.   In the years following, Dragonwind evolved from a cosmopolitan trade center to one of the world's greatest political powers. In 622 AE, following a failed attempt to control the Magelight War, the capital of the Ashardian Empire was moved from Nor Khatan to Dragonwind. A controversial move, the changing of the capital led to great cultural changes in the Empire; Imperilism became the state religion, the Heartland attitudes spread to other provinces.

Demographics

Dragonwind is one of the most diverse cities in all of Istoria, thanks to its central location relative to the other lands. A good majority of the population are "Heartlanders", the native humans of the province of Corinas. There are also many dwarves, most of whom immigrated across the Rhunic Sea to the North. The Elven population is descended primarily from ancient peoples of Ukado and Irut, with a small minority of Wood Elves hailing from Dremeria. Many of these Elves live in Feywater, an incorporated, independent district run by an "ambassador".

Government

As the capital of the Ashardian Empire, Dragonwind hosts the Empire, the Imperial Council, and the Imperial Forum. However, the day-to-day operations of the city are run by the Stewards of Dragonwind, an ancient order of keepers and caretakers. Stewards were once elected, but have been appointed by the Imperial Government since Dragonwind became council.

Infrastructure

Dragonwind is the pinnacle of a modern city. Much of the architecture falls under the "Urban Ashardian" style; a mix of stone and marble buildings in upper-class areas, making use of native dark woods and heavy tile roofs. Dragonwind also has one of the largest and robust harbors in all of the Empire, complete with hundreds of warehouses and docks. Most production, however, occurs in outside cities, such as Falkirk.
Founding Date
Mythological; Sometime around the Year 100
Founders
Location under
Owner/Ruler
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