
The Heartlands
The only neutral continent of Aethyr. The Heartlands is also known as the only land that is not ruled by a royal bloodline, but instead, the Elder Keeper Council and the Heartlands Senate, the first being comprised of the wisest and strongest dragons of each element, and the latter comprised of Senators specialized in each Trade.
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It is where the Elder Keeper Council oversees the affairs of the World and help when needed from.

Geography
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The Heartlands is considered a small continent surrounded by smaller islands, formerly belonging to dragon-kind only, but as time passed, other races travelled to it and made it their home in their wish to connect with dragons in neutral territory, as well as to establish trading hubs that would connect the Heartlands with their own lands overseas.
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To this effect, there are several ports, packed to the brim with activity back and forth, and which has proven to be the safest and most viable trading method via the seas, as the surrounding oceans are often rather turbulent and unpredictable, yet near landmasses it is safest.
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In the very center, is the City of Aethyria, capital of the Heartlands, built in the very center of the land.
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The are four relevant mountains in the Heartlands, all of which are sources of precious metals and minerals.
The highest mountain is located to the North and is a shared home between the Saber-folk and the Frost dragons of the Heartlands.
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There are six relevant forests, home to both wildlife, dragons, and other races.
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It is also worth noting the swamp lands on the south, as well as the barren expanse between two forests, both of which are inhabited by Nether dragons.
Aethyria, Capital of the Heartlands
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In the very center, at the foot of Haven's Summit, the large city of Aethyria stands tall and proud, named after the world itself.
It is a grand, majestic monument to a very important concept: cooperation, partnership, and community, between not just dragons, but all other races too, as well as all of those which have now lands to call home in the Heartlands contributed to its construction and development.
With the threat of Corruption looming over, every race is on edge. And even generations-old bonds are now put to the test.
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The Rings
With 4 walls that separate it into Rings, which in turn are separated into districts, the City of Aethyria is a busy hub that counts with many races that pass through it, or live within it, with dragons as the most common, while every other races is a minority, Hyenas being the rarest to see within
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Ring Ymir
Where Estates for each Senate and Guardian Clan can be found, as well as the Army Fort and Guard Keep
The Aethyrian Chantry Stands grand in the middle, surrounded by 4 sister Academies
It is protected by the Military Police, currently under High Commander Florianne
This is where, ironically, most of the entrances to the Underground can be found, which was initially built as a city underneath a city in case of emergency in the surface, having served as shelter and another location where to aid the wounded during the First War. Now poorer and more prone to criminal activity than any other zone in the City of Aethyria.
This is also where the Amphitheatre and Colisseum may be found.
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Ring Arlene
Dedicated to all commerce and trading, this is the second most rich ring. The richest and most influential Clans and Families live here. High-tier businesses are also settled here.
It also counts with the City Hall, where citizens may contact higher authorities and leaderships with their concerns and other important matters. The Justice Hall is also set here
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Ring Elwyn
Where the middle class lives, and where workshops that supply the Ring Arlene may be found, as well as markets for both necessities and luxuries. Crime isn't uncommon here, but it is mostly petty thievery
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Ring Demeter
Where the low class lives, with poorer districts, and also the largest of all rings. There are shops and other establishments here but of decreasing quality. Crime is more organized and problematic, with families and businesses paying crime lords for protection, rather than rely on the guard, which has little control over it due to the size of the Ring
Ecology​
The Heartlands is home to a wide variety of fauna and flora, some of which were even imported from other lands overseas, and found a new home to thrive in within these fertile lands.
Most fauna is categorized on their location within the Heartlands however, given its' rather varied climate:
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Northern (Cold Climate)
Flora:
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Frostpine Trees: Tall conifers with silvery-blue needles; sap used in healing balms.
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Glacier Bloom: Bioluminescent flowers that only open during snowfall, sacred to frost dragons.
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Ironbark Shrubs: Thick-barked bushes that grow on mountainsides. Its bark is used as strong construction materials.
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Fauna:
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Icefang Lynx: Stealthy predator with pale fur and frost-tipped claws; avoids dragons but scavenges from their kills.
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Frosthorn Elk: Massive antlered herbivores that can sense magical disturbances.
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Sky Burrowers: Snow-colored birds that tunnel into snowbanks to nest; symbiotic with dragons, eating pests around their homes.
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Central (Temperate Forests & Aethyria)
Flora:
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Whisperleaf Trees: Leaves produce a low hum when wind passes, rumored to carry forest spirits’ messages.
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Mooncap Mushrooms: Glowing fungi growing in mineral-rich caves near the capital; used by alchemists.
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Drake Ivy: Fast-growing vine often seen creeping up dragon roosting cliffs; mildly poisonous but used in teas when properly prepared.
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Fauna:
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Goldscale Squirrels: Small, shiny-furred creatures that nest near dragon territories, mimicking their coloring for safety.
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Aether Owls: Silent predators, often used by scholars and messengers in Aethyria.
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Mineral Beetles: Hard-shelled insects that consume mineral deposits, often found near mountains.
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Southern (Temperate Swamps & Barren Expanse)
Flora:
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Bloodroot Ferns: Thrive in swamps; sap glows red in moonlight and is used in rituals by swamp-dwelling races.
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Mirebulbs: Swamp plants that puff out spores in rhythmic pulses: rumored to cause mild hallucinations or dreams.
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Ashbloom Shrubs: Found in the barren expanse, blackened plants that thrive in magically scarred land.
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Fauna:
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Nether Serpents: Long, spectral snake-like creatures cohabiting with Nether dragons.
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Bogstalkers: Amphibious predators with camouflage skin and low croaks resembling distant thunder.
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Ash Crows: Birds that feed on magical residue, often seen circling Nether dragon territory.
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Mountains
Flora:
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Dragonthorn Bushes: Gnarled, tough bushes with sharp red thorns; resistant to fire, often planted to protect mines.
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Crystalshade Moss: Grows near mineral seams; glows faintly, used by miners for light and to detect mineral presence.
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Fauna:
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Ore Badgers: Creatures that tunnel through rock in search of metals.
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Stonefeather Hawks: Birds that nest in crags; feathers stiff as slate, used in armor and ceremonial garb.
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Molten Spiders: Rare arachnids that nest near volcanic vents; their silk is heat-resistant and prized by artisans.
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Coastal/Island Areas
Flora:
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Saltwillow Trees: Grow right on the water’s edge; their bark filters seawater into fresh, drinkable droplets.
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Coralgrass: Seaweed-like plant that grows along rocky shores; eaten by marine drakes.
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Fauna:
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Wave Skimmers: Fish with wing-like fins that skip across the surface during storms.
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Storm Kites: Large seabirds that fly through tempests; some believe they are touched by storm dragons.
History
TBD
Historical Figures
TBD
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Common Myths and Legends
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​​Politics
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Government
TBD
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Laws
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Allies
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Enemies
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Notable Clans
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Example - Description
TBD
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Culture & ​​Society
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TBD
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Naming traditions
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Beliefs
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Life in the Capital
TBD
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Crime in the Capital
The capital is known to be a rather peaceful place, with most crime being limited to the outermost ring and the underground city below the city itself.
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The Overseer quickly took over any and all businesses (legal or illegal) related to gambling houses, breweries and other establishments that sell alcoholic beverages, fighting rings (which are only located in the "underworld", as for any legal fighting it's the Domus in the "overworld"), other fancy establishments that he considered a profitable opportunity, etc... It is he who controls the Capital, more than the Senate itself, as he is the one capable of swaying the public as well as influencing the streets.
Despite his control over the Capital, over the Heartlands as a whole, even, it is by no means something that goes smoothly. Competitors, rivals, and enemies who have an agenda and would want to see him fall, often prove to be a nuisance to handle. However he has crafted his network tightly, and the loyalty of his employees makes it extremely hard to get through to even attempt to dethrone him.
He offers the Domus for "Afterhours" business (illegal) fights whenever Clans or someone of high importance needs to dish it out, because even if there's casualties, he can just cover it up to accidents, which albeit corrupt, it does allow the Guard to focus on doing their job properly throughout the city.
The Heartlands' Guard, and specially the Military Police, take their job very seriously and are hard to wrap up into corrupt business because they're taught strictly at the Guard Academy, and the current Clan also upholds moral values greatly.
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Meanwhile, the Underworld is unruly, shady, full of crime and problematic sorts, but even they know better than to go against the Overseer's laws that he has imposed there in exchange for freedom to do as they please without Guard interference: not to kill the innocent, and to actually rely on the Guard when there needs to be a problem sorted, rather than immediately resort to killing. Anything goes as long as the blood shed is kept in the places he dictates (Domus, Rings, etc), and by this time, everyone's learnt the good and hard way not to go against that word
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Beyond the Capital
While the City of Aethyria acts as the main hub for this island, the rest of it is divided in territories shared with other species for the sake of fostering relationships between them and dragonkind.
Fashion​
Aethyrian fashion is known to be the only one that combines non-draconic with draconic styles.
Non-draconic races often theme their style after dragons.
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Aethyria (Capital – Cosmopolitan, Central)
Style: Refined, draconic-influenced, and practical for trade and diplomacy.
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Materials: Fine wools, silks from giant forest moths, supple dragon-hide accents for non-draconic races (mimicked).
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Colors: Jewel tones (amethyst, sapphire, emerald) often associated with dragon types or status.
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Silhouettes: Flowing robes or layered tunics with metal-thread embroidery, high collars, long sleeves. Embellished belts with pouches or scroll holders.
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Accessories: Ornamental scale motifs (brooches, cufflinks, hairpins). Lightweight cloaks that double as formal attire and travel wear.
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North (Cold – Mountain and Forest)
Style: Rugged, layered, and symbolic.
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Materials: Thick furs (from Frosthorn Elk), felted wool, iceweave (a magically treated, frost-resistant linen).
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Colors: Whites, greys, pale blues, sometimes contrasted with bright red or gold for tribal identification.
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Silhouettes: Fur-lined coats, belted tunics over trousers or long skirts. Dragon-scale motif embroidery on sleeves or hems.
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Cultural Element: Many wear horn or claw pendants, signifying familial protection from northern dragons.
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Forests (Forest Clans)
Style: Naturalistic, flowing, but hardy.
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Materials: Leaf-weave fabric (crafted from enchanted trees), dyed leathers, bark-thread cords.
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Colors: Deep greens, browns, ochres, accented with glowing runes or forest moss embroidery.
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Silhouettes: Cloak-like garments with asymmetrical layers, sleeveless robes for mages, arm-wrapped sleeves.
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Accessories: Antlered headdresses, vine-wrapped armlets, small living plants incorporated into outfits.
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Swamps & Barren Expanse (Nether Dragon Territory)
Style: Harsh, scavenged, enigmatic.
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Materials: Stained leathers, bone, ashcloth (a soot-dark fabric that doesn’t burn easily).
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Colors: Black, dark purples, sickly greens, with glowing thread or charms.
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Silhouettes: Long, draping robes or form-fitted gear for swamp traversal. Hoods, face-wraps, and armored boots.
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Accessories: Bone jewelry, shadowglass goggles (to see in dense fogs).
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Mountain Miners and Artisans
Style: Practical with prestige built into tools and utility wear.
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Materials: Dragonsteel-infused fabrics, stone-dyed linen, reinforced leather.
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Colors: Rust, charcoal, bronze, muted metallics.
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Silhouettes: Work aprons over long-sleeved tunics, split skirts, and high boots. Metal mesh shirts under cloaks.
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Details: Clothing might have pockets enchanted to reduce weight, belts lined with pickaxes.
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Islands & Coastal Ports
Style: Breezy, durable, and ready for trade or storms.
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Materials: Sea-silk, coral-thread linen, water-resistant oilcloth.
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Colors: Teal, seafoam, pearl, sun-bleached hues.
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Silhouettes: Light, layered vests and skirts, loose trousers cinched with cords. Capes that turn into sails or hammocks.
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Accessories: Shell necklaces, rings shaped like crashing waves.
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Draconic Influence in Fashion (Across Regions)
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Scale Motifs: Clothing often features layered fabrics mimicking dragon scales.
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Color Significance: Specific colors may denote status, allegiance, or spiritual protection.
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Magical Weaves: Some garments are enchanted, heat-resistant cloaks near solar dragons, cold-resistant boots in the north.
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Ceremonial Wear: Those that revere dragons the most might wear ritualistic armor-like robes with scale plating, horned crowns, or wings sewn into formal attire.
Architecture
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TBD