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Friday, July 30, 2010

Eastern Kingdoms: Stormwind City

At the heart of one of the oldest - and last - human kingdoms, Stormwind City was marvel of human ingenuity and perseverance.

Magnificent statues commemorated the loss of some of the Alliance's greatest Second War leaders in the Valley of Heroes.

 The heavily guarded city walls opened into the Trade District.

 The Stormwind Auction House was one of the most recognizable - and profitable - markets in all of the Alliances' lands.

Citizen's, adventurers', and guilds' holdings were kept safe and secure at the Stormwind Counting House.

 Dwarven allies maintained Gyphon flights in and out of the city ...

... taking off and landing quite literally within the city walls.

The Canals divided the city into several sections, each with their own community and customs. 
Here we see the Mage Quarter from the Canals.

 Green-tiled roofs of The Park.

Across the water from Cathedral Square.

The Canal's bridge to the Dwarven District.

Old Town reflected upon the Canal's waterway.

The Stockades sat along the Canals, once housing volatile prisoners, but a Defias-lead riot resulted in a lock down.

The Vault was completely surrounded by the Canal's water, and was the final home of Stormwind's most dangerous prisoners. None were ever seen entering or exiting.

The secluded Cut-Throat alley can only be accessed from The Canals.

The Mage Quarter was a place of peace and learning.

Ivy and moss covered walkways connected businesses and homes.

The Wizard's Sanctum was home to the Academy of Arcane Arts and Sciences, one of the last great bastions of Human magic. 

The Room of Teleportation allowed quick - if not slightly risky - transportation between Stormwind and other magical destinations.

While the back rooms of The Slaughtered Lamb revealed the darker side of Humans' magical persuits.

 The Park offered an opportunity for citizens to unwind amid the hubbub of city life. Resident Night Elves created the Moonwell.

It was home to several shops ...

...and many places to simply relax.

 Cathedral Square housed the headquarters of many city organizations.

The City Hall and the Argent Dawn built their officers into the city walls.

The Stormwind Orphanage was housed in a large stone building.

The awe-inspiring Cathedral of Light watched over the city.

The Cathedral flung it's doors open wide for all followers of the Light.

Some might have said a they were too far open. The Scarlet Crusade maintained an open relationship - and an emissary - with the Cathedral. 

Beneath the Church's floors coffins were disinterred and tombs disturbed.

The smoke the Dwarven District hung in the air like a filthy cloud.

Even within  the stone buildings the air was thick with ash.

The Deeprun Tram whisked adventures away to Ironforge.

Grimand Elmore's legendary smithy shop was found in the Dwarven District.

As were the massive tools of industry and crafting.

Old Town was the most ancient, and poorest, part of Stormwind. 

Built into the city's walls, the military quarters opened into Old Town.

Aspiring Warriors were trained at the Command Center.

Novice received their orders from SI:7.

Adventurers of all sorts we armed and armored within the Champion's Hall, once a lounge for the Alliance's officers.

Stormwind Harbor was a more recent addition to the city.

The Harbor's defenses were greatly fortified after the massive battle with the Lich King's minions.

Gryphons patrolled the skies above the Harbor.

 New icebreaker ships were constructed in the dry docks.

No one knew what lay within the bunker behind the giant gates.

The Stormwind Lighthouse was a wonder in its own right, keeping both ships and harbor safe from harm.

The mightiest structure in all of the City was Stormwind Keep.

It housed the Royal Park ...

... the Royal Gallery ...

... and the Royal Library.

Generals laid plans in the War Room.

Returned from his many years as a captive, King Varian Wrynn ruled his people, his city, his kingdom, and his say in the Alliance with a heart of vengeance.

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