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Dirkland

Waterlocked by Lake Ygnis which surrounds it, Dirkland is built upon an island in the middle of Bladefell. In a temperate area halfway between the northern pole and the equator, Dirkland enjoys moderate weather with four seasons. Two long bridges connect it to the rest of the continent on the south and north-east sides. It serves as the metalurgy capital of Tarsis as well as an important trade hub for the region. Due to its choice of location, the city was forced to build tall to accomodate the growing population, leading to a tiered city that snakes its way across the island in layers.

Defences

Dirkland's natural defenses make it difficult to assail in the first place, though the walls at its edge make it more difficult still. Designed to repell attempts at climbing them and plated in thin sheets of steel to prevent shaping, the walls have towers built at regular intervals with cannons aimed downward to punish anyone foolish enough to try and get a ship or boat up to the steep shore. This artillery is also capable of being aimed outward to target enemies on land beyond the lake. The bridges connecting Dirkland to the mainland have drawbridges at the gates to the city. The gates and fishing dock have doubled up on cannon towers to make the obvious weak points less appealing to storm. Tall, thin windows allow defenders to fire weapons or use Shaper powers with low risk of retaliation in defense of the bridges and dock.

Industry & Trade

Dirkland makes use of two major sources of income; refining ores mined from the northern mountains and crafting the metal into all kinds of products, and as a trade hub moving goods both north and south in addition to peddling their own metal wares. Weapons, particularily firearms and munitions are in high demand, though tools and charge casings are also plentiful here. All manner of goods move through Dirkland on their way to other points on Bladefell and beyond, most notably food and supplies going north for the mining companies, and ores and precious stones coming back and being refined and distributed everywhere else. The unique ecosystem within Lake Ygnis means there are fish, plants, and other aquatic life that can't be found elsewhere on Tarsis, so despite being fairly small and intended just to help sustain the city, Dirkland benefits greatly from its marine trade, too.

Infrastructure

Due to the mostly wooden construction of the city, it became necessary to install water access throughout it in the form of waterways under the city that run independantly of its sewage system, which itself is a very large network of drainages and underground pipes that eventually lead into the sea rather than the lake Dirkland is sitting in. Firefighting shapers are stationed at strategic points within the city to counteract any blazes that do start before they can do significant damage. Roads criscross the ground level, shadowed by the upper walkways. Forges and smithies occupy a good portion of the northern end of Dirkland while a small dock on the western edge of the city allows for fishing and recreational boating.

Districts

Northern Dirkland is the metalurgy sector, with mostly stone buildings to prevent the fires needed for the industry there from burning the city down. The southeastern quarter is dedicated to trade, with markets, auctions, stores, and vendors of all kinds peddling their wares. Calling it a quarter is a little disingenuous, as it stretches from the northeastern bridge to the southern one. The central district is the administrative core of the city, where the government spire occupies most of the space and looms over the rest of the city. A tiny sector on the west end of the city houses the marine industries, largely fishing and harvesting the unique edible and medicinal plants that live there. The rest is largely housing and small businesses, using the height of the buildings to pack as much civilization into the walls of Dirkland as possible.

Architecture

While the walls are solid shaped stone, the majority of the buildings within are built tall and mostly out of wood that could be brought over the lake easily to make the most of the limited space. Walkways at the third level and higher make a complex network of upper level paths that make mapping the city a nightmare for the local architects. Elevators are placed at major intersections and high traffic areas for transporting goods and disabled individuals to the upper levels. Buildings for industry and the central government spire are made of imported stone, both to distinguish the function of the buildings and to protect the machinery and documentation within.

Geography

Sat nearly dead center of Lake Ygnis, Dirkland was a natural bastion before it was turned into the outright fortress that it is today. The surrounding shores support farming and forrestry that leads into the city, though this outer region is less protected.

Natural Resources

Wood, various crops and livestock from the shores of the lake feed into the city's needs, along with the fishing and harvesting industry provided by the lake. Most other resources needed by Dirkland are imported.
Alternative Name(s)
Stabland, Shank Isle
Type
Capital
Population
370,000
Inhabitant Demonym
Dirklanders
Location under
Owner/Ruler

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