Floating City
Langtree
At a Glance
A floating city of noble houses, elemental knights, airship trade, guarded academies, and inherited power, Langtree rises above the River Ahmn as one of Dradyn’s proudest seats of civilization. Beneath its banners, shining Citadel, curated luxuries, and carefully displayed beauty, however, are the people its ruling families would rather not see.
Langtree is a city that teaches its people to look upward.
Suspended above the River Ahmn, it is one of the most powerful cities in Dradyn, and certainly one of the most proud. Its towers, banners, bridges, and noble estates hang above the water as though the city itself refused to touch the world below.
To the noble houses, Langtree is a symbol of inheritance, order, and refinement. To visitors, it is a marvel of architecture and elemental tradition. To the people born beneath its shadow, it is something else entirely: proof that the world can lift stone into the sky and still leave people behind.
A City Above the River
Langtree rests above the River Ahmn, its foundations held aloft by ancient power and generations of careful construction. Trade, travel, and rumor all pass through its airship routes, connecting the city to the wider realm while allowing Langtree to maintain the illusion that it stands apart from it.
From a distance, Langtree is beautiful. Waterfalls spill westward. Towers rise into the sky. Stained glass catches the sun. Noble banners mark the homes of families whose names have shaped the realm for centuries.
But Langtree’s beauty is not accidental. It is maintained, guarded, and displayed. The city was built to impress, and every bridge, balcony, and ceremonial hall reminds its people where power lives.
The Citadel
The Citadel is the seat of Langtree’s power. Within its walls stand the Senate chambers, the training grounds of the Order of the Elements, and the halls where noble children undergo affinity testing when they come of age.
In Langtree, coming of age is marked at twenty-five, though age in Dradyn is not measured against the brief lives of ordinary humans from other realms. To the people of Dradyn, twenty-five is barely beyond adolescence: old enough to be tested, named, praised, or quietly pitied, but not old enough to escape the shadow of one’s family.
Affinity testing is one of Langtree’s most important noble rites. It is not merely a question of magical talent. It is a public measurement of bloodline, promise, and expectation. A child who shows affinity may bring honor to their house. A child who does not may learn, in a single ceremony, how quickly pride can become disappointment.
Only nobles may hold a Senate seat, a tradition Langtree defends as inheritance and stability. To its critics, it is the old wound that split DeAhmn in two. Langtree and Telmbrook were not divided by the river alone, but by a question neither side could forgive: whether power belonged to bloodlines, or to the people who lived beneath them.
The Academy and the Twin Towers
Langtree is also home to the Academy, the realm’s most prestigious institution for formal magical study. Its twin towers can be seen from across the city, rising from a platform surrounded by water and countless fountains. To most citizens, the Academy is impossible to miss and impossible to enter.
Only invited students are permitted within its halls.
The towers are not reached by an ordinary bridge or gate. Those granted access must possess a specific item that causes the walkway to appear before them, revealing a path across the water to the platform beyond. Without it, the Academy remains distant no matter how clearly its towers can be seen.
At the heart of the Academy’s history are two opposing legacies.
The Tower of Light is associated with Firuz Majidi, the first High Archmagus, whose teachings followed the elemental traditions passed down from the elves. His school represents the accepted face of magic in Langtree: elemental study, disciplined practice, and the belief that arcane power should be guided by structure and restraint.
Opposite him stands the legacy of Fu Gang, High Sorcerer of the Tower of Darkness. Where Majidi honored the boundaries taught by the elves, Fu Gang studied the arts they forbade: illusion, necromancy, control, and other forms of magic polite institutions prefer to name only in warning. To some, his work represents corruption. To others, it represents the dangerous truth that knowledge does not become less real because someone declares it forbidden.
For all its prestige, the Academy exists in a realm that often distrusts the magically inclined. Among many Dradites and dwarves, magic is treated with suspicion, even when it is useful. The fae, the elves, and certain Dradite circles view it differently, but Langtree’s towers still stand in the middle of an old contradiction: magic is feared, coveted, regulated, and needed all at once.
Together, Majidi and Fu Gang helped shape the Academy into one of Dradyn’s most important magical institutions. Their opposing philosophies still haunt its halls. Langtree may celebrate the Tower of Light more openly, but the shadow of the Tower of Darkness remains part of the Academy’s foundation, whether the city admits it or not.
The Noble Housing District
Beyond the Citadel and the Academy, the Noble Housing District displays Langtree’s wealth in quieter ways.
Here, the noble families keep their estates, gardens, courtyards, and private halls. House banners hang from carved balconies. Servants move through polished corridors. Children are raised beneath portraits of ancestors whose names are spoken with reverence, fear, or both.
The district is not only a place to live. It is a stage. Marriages, rivalries, inheritances, and political favors are all arranged behind beautiful doors. A family’s reputation can be strengthened by a single promising heir or weakened by a single public embarrassment.
In the Noble Housing District, power often speaks softly. That does not make it kind.
The Order of the Elements
Langtree’s most celebrated defenders are the knights of the Order of the Elements. Bound to the elemental traditions of Aero, Pyro, Hydro, and Geo, the Order is one of the city’s proudest institutions and one of the clearest symbols of noble authority.
To many citizens, the Order represents discipline, protection, and divine favor. Its knights are trained in the Citadel, honored in ceremony, and often viewed as living proof that noble blood carries a purpose beyond privilege.
But reverence is not universal. There are those in Dradyn who see the Order less as guardians and more as enforcers of Langtree’s chosen version of order. In a city where power is inherited, even heroism can become part of the machinery that keeps everyone in their place.
Market Row
Market Row is Langtree’s tie to the outside world.
Built near the city’s airship docks, it is where goods from across Dradyn and beyond are brought into the floating city. Fine cloth, foreign wines, rare spices, imported instruments, crafted jewelry, medicines, books, perfumes, curiosities, and expensive things no one truly needs all pass through Market Row on their way to noble homes and private collections.
It is not merely where Langtree buys what it needs. It is where Langtree acquires what it desires.
Merchants, workers, airship crews, servants, travelers, nobles, and commoners all move through Market Row, making it one of the few places in the city where social classes are forced into the same streets. A noble may sneer at the hands unloading crates from a distant port, but those same hands may be carrying the exact luxury that noble intends to brag about by evening.
Market Row is neutral ground, but not equal ground. Coin speaks loudly there. Bloodline speaks louder. Still, every imported treasure reminds Langtree of an uncomfortable truth: even a city above the river depends on the world beneath and beyond it.
The Entertainment District
If Market Row is where Langtree gathers its desires, the Entertainment District is where it spends them.
Taverns, fountains, music, gossip, outdoor performances, and half-hidden scandals give the district its restless charm. Its open-air theater draws crowds from every part of the city, from workers looking for a few hours of escape to nobles pretending their attendance is an appreciation of culture rather than curiosity.
The district also holds one of Langtree’s quietest wonders: a small park and forest tucked among the city’s noise, fountains, taverns, and theaters. It is the only natural area on the floating continent, a carefully preserved breath of green in a place otherwise shaped by stone, coin, and status.
The district is home to the Pink Minx, a gentleman’s club spoken of with either a smirk or a frown depending on who is listening. It also boasts the Golden Hen Inn, a world-renowned establishment whose reputation reaches far beyond Langtree’s floating streets. To stay there is a comfort. To be seen there is a statement.
Among the district’s more unusual attractions is Moony’s Howlers, where pups of the Great Wolves of Sequoia Hollow are raised and given their earliest training under Madam Moony’s care. Some visitors come seeking a true companion and may legitimately adopt one to raise as their own. Others, especially among Langtree’s wealthy, treat the arrangement as a matter of prestige: meeting a pup, sponsoring its food, care, and training, and speaking of the bond as though it were a family honor.
Like everything in Langtree, even affection can become a symbol of status.
The Entertainment District is neutral ground, but never simple ground. A noble, a dockworker, a performer, a merchant, and a thief might all gather around the same fountain or applaud the same show. For a little while, the city’s divisions soften.
They do not disappear.
The Slums
Langtree’s slums are the part of the city polite citizens prefer not to name too often.
They are not separate from Langtree’s glory. They are part of what makes it possible. The poor, the desperate, the forgotten, and the inconvenient all live within reach of the same banners and towers that proclaim Langtree’s greatness.
People from the slums are treated with disdain by nearly everyone above them. Nobles see them as evidence of bad breeding, bad choices, or bad luck. Respectable commoners often look down on them too, afraid that sympathy might make their own position seem less secure.
One of the clearest monuments to Langtree’s neglect is the abandoned ArcaLight Factory. It was once presented as a promise: work, income, and dignity for the unclean masses. Instead, an accident within the factory gave birth to Arcane Slime, a living magical entity that feeds on arcane energy and will settle for spirit energy drawn from the living.
The disaster did not end when the factory closed.
Many former workers became addicted to the strange excrement left behind by the slime. Consumed directly, or dried and smoked, it can cause euphoric and hallucinogenic effects. What began as an industrial failure became something uglier: a secret hunger spreading through the people Langtree had already decided were easy to ignore.
Near the factory stands a large apartment complex once built for its workers. The Order has boarded it up and condemned it, but the building is far from empty. Hidden within its sealed halls is the hideout of the Labor Union, a gang of former workers turned city bandits. Even many locals in the slums do not know how deeply the Union has rooted itself there.
The slums are also home to the Erito Dojo, a respected martial arts school whose quiet reputation has outgrown its modest walls. Some come seeking discipline. Some come seeking protection. Others whisper that Erito teaches more than forms and footwork, though few are foolish enough to ask too loudly.
Elsewhere, an alchemy witch offers mixtures and recipes stranger than those found in respectable shops, drawing customers, whispers, and rumors of ill repute in equal measure.
The slums are where Langtree’s promises go to rot. And still, people live there. They work, steal, train, pray, bargain, hide, raise children, keep secrets, and survive beneath a city that would rather pretend survival was the same thing as justice.
The Orphanage
For many children, Langtree begins at the orphanage.
It is small compared to its sister orphanage in Telmbrook, but no less important to the children who pass through its doors. Run by the church, it stands as the only visible evidence of faith in Guldah within Langtree, a quiet and uncomfortable contrast to the city’s louder devotion to bloodline, ceremony, and elemental order.
It is not the shining Langtree of banners and stained glass, nor the noble Langtree of estates and Senate seats. It is the Langtree of crowded rooms, strict routines, old resentment, and children learning early that being unwanted is not the same as being free.
The orphanage stands as one of the clearest contradictions in the city. Langtree speaks often of inheritance and duty, yet it has no shortage of children whose inheritance is unknown, inconvenient, or ignored.
Some leave the orphanage and disappear into the slums. Some find work. Some are used. Some are forgotten.
And some become impossible to ignore.
The Docks
The Docks are where Langtree’s illusion of separation breaks down.
Because Langtree hangs above the River Ahmn, its docks are not river docks, but airship docks. Freight crews, merchants, travelers, smugglers, inspectors, hired hands, and quiet opportunists all pass through them. The city may float above the world, but it still needs food, timber, cloth, metal, medicine, wine, and every other ordinary thing that keeps extraordinary people comfortable.
Much of the freight that arrives is legal. Much of it is not.
Black market goods and smuggled cargo move through the Docks alongside approved shipments, hidden by bribery, false manifests, noble protection, or the simple fact that Langtree’s appetite is larger than its laws. Some goods are destined for Market Row. Others vanish into private estates, back rooms, slum hideouts, or hands that were never meant to be seen.
The Docks are not glamorous, but they are essential. They are also one of the first places outsiders encounter Langtree. Some look up and see wonder. Others look up and understand the warning.
Langtree may float above the river, but it cannot live without what comes from below.
Role in Dradyn: Untold
Langtree is where the story of Dradyn: Untold begins.
It introduces the player to a realm of beauty, history, magic, and deep inequality. It is a city of knights and nobles, ceremonies and secrets, shining ideals and ugly compromises. Langtree does not see itself as cruel. That may be its most dangerous quality.
To Langtree, order is virtue. Bloodline is responsibility. Tradition is proof.
To everyone else, Langtree is a question hanging above the River Ahmn:
Who gets lifted, who gets left below, and who decides?