1. Locations

Draxigar

🕯️ Draxigar, the Smoke-Wreathed Thorn

“The city's breath is smoke and secrets. Hold yours, or you'll be coughing blood.”
—Street saying in the Eelmarkets


🏙️ Type: Northern Trade City / Aspiring Rival

Population: ~4,100 residents (+1,000 seasonal shadows)
Orientation from Ashkarin: North-Northwest
Style Inspiration: Lankhmar by way of black ice, pickled mammoth tongue, and silver knives in velvet boots


🕯️ City Mood: The Candle That Burns in Both Ends

Draxigar is a city of murk and magnificence, where every building leans slightly under the weight of snow, sin, or secrets. Smoke rises from thousands of hearths and chimneys, mixing with incense, pipe-smoke, and gutter-stink to form a perpetual fog in the narrow streets. Lanterns burn all day not out of need—but out of habit and paranoia.

Draxigar is not noble. Draxigar is not clean. But Draxigar is alive—laughing at death, bartering with betrayal, and always, always making a deal.


🧊 Geography & Layout

  • Built along a crooked river gorge, with rope-bridges and smoke-planked walkways between stone piers and ice-covered canals.

  • Upper terraces house guild towers, steam-bath brothels, and homes of whisper-fat merchants. Lower levels? Midden alleys, rat-bark taverns, and half-flooded relic halls from Dominion times.

  • Beneath the city lies the Mirevault—a twisted network of smuggler tunnels, crumbling Sterling crypts, and black-market shrines, said to connect to ruins where even gods once feared to tread.


🎭 Guild Politics & Theatrics

Draxigar’s politics are cutpurse opera, played out in candlelit chambers, bathhouse meetings, and coded puppet shows in the street. No one rules openly—power is a shifting mask, traded like a counterfeit coin.

  • The Council of Iron Lamps meets monthly in the Whispercourt, where hooded figures sip spiced cream and never raise their voices.

  • The Wheelmarked send messages via branded pigeons, painted cats, and beggar-children who recite threats in verse.

  • A new movement, “The Pale Hearth,” has started torching merchant tax ledgers and leaving rosewater-soaked masks pinned with nails. No one knows if they’re nobles, anarchists, or just poets gone mad from the cold.


💰 Commerce: The Crooked Pulse of Draxigar

Here, everything is for sale. Including honor, protection, and resurrection—assuming you’re still warm.

  • The Eelmarkets run every night: tents and tarps bloom like mushrooms after dusk. There, you’ll find flesh-mimic cloaks, frozen bird-lungs (still breathing), and contracts that curse both signer and reader.

  • The Saltvaults store vast reserves of glacial salt, cut with powdered silver to "preserve the soul"—or so the salt-merchants claim.

  • Magic is hawked like cheap wine: scrolls that hum, runes inked on eel-skin, and charms carved from mammoth ivory teeth, still warm.


🧑‍🤝‍🧑 People of Note

  • "Mad" Vasquala, the gnome fire-ink alchemist who tattoos the binding laws of the city on her own skin.

  • Tol Brivven, a fur-merchant lord who never leaves his sled, kept moving in a slow circle around the city by hired bear-haulers.

  • Neretha “the Collar”, Wheelmarked Axle who trains rats to run messages using scents and tiny belts of bells.

  • High Ragsin, old Sterling scholar turned sewer prophet, who claims the Potentate’s vizier still rules from the mirrored vaults below.


🔪 The Wheelmarked, in Full Color

Forget thugs and burglars. The Wheelmarked are priests of profitable silence, sculptors of social decay, and bankers of secrets. No deal in Draxigar happens without their quiet nod—or without one of their tokens hidden in the parchment folds.

  • Their sign: a silver wagon wheel, one spoke broken, etched where no one wants to look: under the tongue, inside the eyelid, behind the coin.

  • Ranks follow the wheel:

    • Spokes – Runners, fixers, informants

    • Hubs – Mid-level agents, tax collectors, poison-dabblers

    • Axles – Enforcers and negotiators

    • Greasehands – Unseen council of assassins, legends, and ghosts

  • Their motto: “Even still wheels turn.”

The Wheelmarked are behind:

  • The cold ledger-tax that no one admits to paying

  • The "independent mercenary companies" Ashkarin fears

  • The sudden plague of songbirds singing only Sterling verses


🛡️ Rivalry with Ashkarin

Draxigar hates Ashkarin’s pride, its paladins, and its laws—though it would happily fleece their coin and buy their silence. Ashkarin, in turn, views Draxigar as a blot on the map—one that festers between trade routes like a cyst of ambition and heresy.

  • Ashkarin claims Draxigar owes it tribute. Draxigar claims Ashkarin owes it an apology.

  • Ambassadors rarely last more than two fortnights—one vanished, one converted, one came back in a casket carved with a joke.

  • Open war is unwise, but cold war simmers—in spies, rumors, trade embargoes, and the occasional missing priest.


Demographics

📊 By Race

RacePopulationDescription
Humans~2,200 (53%)The dominant force—merchants, mercenaries, and minor nobility. Draxigar’s ruling class is cutthroat, dressed in velvet and poison.
Dwarves~550 (13%)Blackfang expatriates, traders from Red Tooth Rise, and bitter clans who refused the Dominion’s collar. Skilled in metallurgy and hard liquor.
Elves~320 (8%)Icy-veined traders and seers from Brinewood. Speak rarely. Watch constantly. Deal often in secrets and enchantments.
Halflings~260 (6%)Smiling runners, stew-vendors, and spy guild quartermasters. The “Cup-Eyes” syndicate operates quietly from the Singing Fen.
Half-Orcs~230 (6%)Often ex-mercenaries or hired muscle. Some now own taverns and shipping companies. The “Green Iron” gang holds several back alleys by brute respect.
Gnomes~150 (4%)Tinkerers, locksmiths, and potion brewers. An entire block known as “Trickgut Alley” is their domain—explosive, eccentric, and valuable.
Duergar~100 (2%)Silent traders from the deep below. Rarely speak unless it's a contract. Control two subterranean vaults with links to the Khaldrith Nyx enclave.
Svirfneblin~60 (1.5%)Whisper-miners and hidden brokers. Known for uncovering Dominion relics and selling them to the highest bidder—never to the same bidder twice.
Drow~50 (1%)Operatives of Khaldrith Nyx. Disguised as artisans or exotic performers, they move silver and secrets with equal grace.
Other~180 (4.5%)Scattered outsiders and exotics.