Imagine Disney's Treasure Planet has a head-on collision with Bakshi's Wizards and we put out the resulting fire with a whole lot of Ghibli's Castle in the Sky.
Upwind presents an unusual setting with strange natural laws where the remains of a long-destroyed world drift through a boundless ether. The skies are divided into the Dark and the Light, and the Wind forever blows from one to the other. The Kin, the people of the Kingdoms in the Light, live on the countless islands that float through the sky, and the Children of the Dark dwell far below where the Light does not reach. The Wind is both a physical and magical element, powering Kin skyships and city arc grids, and is the source of the Potential they all wield. Ancient technology is the currency of the Kingdoms and is scavenged from the remnants of the Masters of the Wind - the lost culture destroyed by the long ago Cataclysm. The young civilization of the Kin has been reborn and struggles with itself and against the Children of the Dark as it strives to recover.
Upwind campaigns focus on the Knights of the Explorers' Guild - a storied, skyfaring brotherhood of explorers, scholars, engineers, elementalists and soldiers who search the Twilight Frontier for the lost Masters’ technology and defend the Kingdoms from both the Children and each other. The player characters are Explorer Knights - unique individuals with exceptional powers and highly trained skills who are duty-bound to the Guild, braving expeditions across dangerous skies and into the unfathomed Dark. Upwind has a distinct maritime theme with Wind-powered skyships and their crews serving as the lifeblood of trade and the backbone of defense. There are essential threads of mystery, intrigue, exploration and war all challenging the young civilization of the Kin. The Age of the Grand Amplifier is said to be drawing to a close, the Children of the Dark threaten from below and the Kin misunderstand the truth about both.