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Aeroth Locations Ironwall Mountains

1. The document describes various locations in the fantasy world of Aeroth, including mountain ranges, passes between lands, cities, and other notable places. 2. Many locations saw great battles and warfare over the centuries, and some fell into ruin or became inhabited by dark forces following some cataclysmic event known as "The Death". 3. Places like the Elven Domains and some cities are now warped and dangerous, held by Fallen lords and their forces, with remnants of the original inhabitants trying to survive.
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0% found this document useful (0 votes)
170 views8 pages

Aeroth Locations Ironwall Mountains

1. The document describes various locations in the fantasy world of Aeroth, including mountain ranges, passes between lands, cities, and other notable places. 2. Many locations saw great battles and warfare over the centuries, and some fell into ruin or became inhabited by dark forces following some cataclysmic event known as "The Death". 3. Places like the Elven Domains and some cities are now warped and dangerous, held by Fallen lords and their forces, with remnants of the original inhabitants trying to survive.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOC, PDF, TXT or read online on Scribd
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Aeroth Locations

Ironwall Mountains.
A mountain range running from the Sea of Storms in the North West and curving
South and East. Provides a natural barrier between the barbarian Northlands and the
most Westerly border of the Endless Plains.
Axeblade Mountains
A massive range of mountains that borders the Eastern Elven Domains. Consisting of
mighty granite peaks the Ironwall Mountains are rumored to still have small colonies
of Harpies living high amongst their most isolated peaks.
Axebite Pass
The only navigable pass between the Endless Plains and the Elven lands to the West.
Scene of almost constant warfare over the centuries as the Orcish hordes try to force
the pass.
Site of the Great Wall. A mighty fortification constructed by the Dwarves that spans
the gap and incorporates two huge fortresses built into the mountains on either side of
the pass.
Breakheart Pass
One of several passes leading between the Elven Domains and the Barren Steppes.
Location of the Western Hordes invasion of the Elven Empire during the Age of
Emperors. As with all the passes it was once heavily fortified and garrisoned by both
Elven and Human forces but following the death its defenses have crumbled allowing
the Orcish hordes to rampage into the Elven lands to the West.
Madmans Mountain.
Located at Breakheart Pass. Scene of the Elven Emperor Mordirians famed tent city
during the great battle between the Elves and Orcs and scene of his fateful departure
for the North Pole.
Koth
Ruined land of the Serpent Men, sundered by great magics during the age of
Legends. Situated at the southern tip of the Ironwall Mountains and between the
Barren Steppes to the East and the Jungles of Kesh to the South.
The Great River
Running between the Axeblade Mountains in the North and the Sea of Storms via
Azgaroth. Renamed The Red River following the pollution of Dwarven industry
during the age of Chronicles and cause of the Red River War, a conflict between the
Elves and Dwarves that lasted Centuries.
The Sea Of Storms
The mighty ocean that lies to the West of Aeroth. Currently almost un-navigable due
to the presence of both Leviathan, one of the Fallen princes and its many monstrous
children and the re-emergence of the Sea Demons
City of the Kraken

A submerged city populated by the dead and their Sea Demon masters. Located
somewhere in the endless depths of the Sea of Storms, the city is formed of an
artificial reef constructed by countless ships the Sea Demons have sunk over the years
and houses great submerged docks for the black hulks of the Sea Demon fleet.
The Southern Desert
Forming an endless sea of sand and blasted rock, the Southern Desert is a bleak place
and until the Death nearly uninhabited. The emergence of the Devourer has changed
this. The desert now swarms with the Children of the Worm.
Mighty Storm Elementals in the form of gigantic dust devils crash across its already
bleak landscape stripping any unfortunate caught in the maelstrom to the bone.
The Wormtrail
A spiraling road that leads from the Elven Domains into the southern desert. It is
along this trail that the followers of the Great Devourer drag an endless succession of
slaves to feed their dread master.
The Altar of the Worm
Deep within the Southern Desert lies the Alter of the Worm. A permanent portal into
the Abyss where the Great Devourer lies. The Children of the Worm bring caravans of
slaves to sacrifice to their dark lord.
The Jungles of Kesh
A sweltering expanse of mighty trees and sweltering swamps located to the South of
the Elven realms and forming the northern border of the great Southern Desert.
Sunpeak
Located on the Northern shores of the Sea Of Storms. Home of the Knights of the
Eternal Light. Since the death it is one of the last beacons of hope in the ravaged
lands.
The mighty fortress of Sunpeak has been under siege from the forces of the Fallen for
over a decade but it still stands. Templar expeditions are often displaced to seek their
reborn god Arezhiva and to rebuild the shrines and temples that the Fallen have
destroyed or turned to darkness.
The Elven Domains
The Elven Domains are split into twelve regions, each under the control of the great
houses and dominated by a great obelisk with Azgaroth at their core.
Since the Death ravaged the land, several of the Obelisks have been totally destroyed
and the very landscape itself warped into a land of polychromatic sand and weird, vast
mushroom forests that can spring up overnight and vanish just as quickly.
Pools of magma and turgid rivers of lava flow over once fertile lands turning what
was once a paradise into a vision of the Abyss.
Azgaroth
Ancestral Capitol of the Elven Empire. Now no more than a shattered ruin and throne
of the Lord Of Havok, the mightiest of the princes of the Fallen, Azgaroth is a place
of darkness and terror that mortals fear to tread.

So closely linked to the Abyss, Azgaroth is swarming with the Fallen, whose essence
can only be sustained in the mortal realms by the warped nature of what was once the
jewel of the empire.
Baal Hazor
The Fallen Hold, Baal Hazor was captured through treachery from the Dwarves
before the Death. It lies in the Ironwall Mountains and now sits with a grim obsidian
Obelisk at its heart. Some Dwarves still live within its vastness but merely as slaves to
their Elven overlords. Baal Hazor's armies have recently begun fielding new engines
of war; strangely ornate Wargolems have been seen battling alongside the Elves and
their Fallen allies.
Borea
The cloud city contains the last of the Dragonlords, the last true Elves. Situated high
in the Ironwall mountains, Borea is protected by a magical mist that is anathema to
the Fallen. The few remaining Elves who have not fallen to darkness fled here and are
attempting to muster their strength to one day take back their land from the servants
of darkness.
Harakium
A coastal city crushed to dust by the emergence of Leviathan. Situated above the
Garganuk Deeps, the location of Leviathans emergence. A vast network of flooded
tunnels, which still echo to the chanting of once forbidden cults.
Hastathor
Flying city floating above the Plain of Dreams. Once a beautiful city and home to the
Elven skyship fleet. Held aloft by Earthpower at a confluence of leylines, Hastathor
has suffered greatly with coming of the Death. Much of the skyship fleet crashed to
the earth as their Earthpower lodestones shattered with the release of so much dark
energy.
Hastahor itself survived at the cost of the lives of thousands who were sacrificed to
the Fallen. The result was a weird, almost organic city where Elven sorcerers conduct
twisted experiments on captives to create weird amalgamations of flash and bone.
These abominations form much of the cities military strength.
Iskander
Destroyed by the Northern Barbarians following the end of the Eleven Civil War.
Located in the north of the empire bordering the Ironwall Mountains. Currently
populated by several human scavenger clans.
The scavenger clans barely survive but have managed to salvage a motley array of
weapons and equipment from the ruins. A great earth elemental has sundered the cities
obelisk and the surrounding streets are equally ruinous but the walls have been rebuilt
and Iskander now stands against the darkness.
Jharoque
A Southern Obelisk overrun by the Children of the Worm, Jharoque is partially
inundated by the Southern Desert. Once a great trading city Jharoque is now a city of
the dead, the Devourers children setting out along its caravan routes to bring the gift
of unlife to the post Death world.

Metahor
Location of the first outbreak of the Red Plague that devastated the Empire, Metahor
is a dead city surrounded by charnel pits and mass graves. Life still clings on here but
it is of a dark sort. Amongst its fetid alleyways ghouls and fallen scavenge amongst
the dead. Metahor still draws people to it in search of wealth and arcane articles but to
enter its dark shadow is to court death and disease.
Nazagaroth
Situated on a plain of glass, formed of fused crystalline towers rising above the
mirrored steppe. Guarded by the approach to the Great Abyss. During the death the
plain of glass melted and reset in a jagged landscape of mirrored glass. Much of the
population died in the liquid embrace of the glass and their souls remain trapped in
the sea of crystal.
Pelopolis
Location of the Great Watchtower bordering the southern shore of the Sea of Storms
Pelopolis was once a great dock for the Elven navy. Since the return of the Sea Devils
Pelopolis has become the front line between the Elves and their Fallen allies and the
varied monstrous creatures that Leviathan has birthed in the Sea of Storms and the
constant raiding of the Sea Devils themselves.
The Plain of Dreams
Lands surrounding the floating city of Hastathor.
Galandrias Mausoleum
Situated in the Garden of Ages. Galandrias ghost still appears to commune with her
people.
The Crystal Gardens
Enormous hothouse domes of everglass containing rare plants and animals from the
jungles of the Southlands.
Cloud Hill
Location of the meeting between the Barbarian and Orcish hordes during the Elven
Civil War. Formed after the death of Marek, one of the protagonists in the Civil War,
his spell unwound causing several mighty earth elementals to collapse forming a new
hill overlooking Azgaroth.
The Plain of Bones
A huge swath of mass graves containing the fallen from the cataclysmic battle at the
end of the Elven Civil War. Remains barren till this day, as nothing will grow there.
The Weeping Gardens
The remains of the Earth Goddesses temple in Azgaroth. A large hanging garden once
lush and fertile, now dead and decayed. Legend says a single grove survives
untouched amongst the devastation.
Dwarf Holds
Hallador

Northern most of the great holds, Hallador sits high in the Axeblade Mountains. Beset
by the Fallen, Hallador stands firm against the forces sent against it and is home to
possibly the most powerful of the Dwarven clans who have sent several armies to aid
their kin in more heavily beset Holds.
Kareth Dul
Kareth Dull lies in the Axeblade Mountains near the Axebite pass. The Holds warriors
have been manning the great wall that holds the Orcish hordes from sweeping into the
North West. The great fortresses of Kar Kareth and Dur Zamor hold large numbers of
doughty warriors who have been steadily exploring the lands to either side of the wall
in preparation for Dwarven settlers.
Thuul
Thuul is a grim Hold located in the Ironwall Mountains. It overlooks one of the passes
that allowed the Orcish hordes to pass between the Barren Steppes and the Elven
domains.
Mourngrad
Located at Mount Mourn, the great peak that marks the joining of the Ironwalls and
the Axeblades. Moungrad was badly damaged by earthquakes during the Death and is
yet to fully recover.
Erith Dur
Most Southern of the Holds, Erith Dur sits on the Southern tip of the Ironwall
Mountains where the endless South Desert carves the stone of the mountains into
weird formations. The Children of the Worm have besieged Erith Dur several times in
the last few years.
Despite this the clans who inhabit the Hold are expanding their domains and have
recently unsealed the Vulture Gates, vast fortified keeps that surround their hold.
Dum Morak
Greatest of the Southern Holds. Location of the Elder Seal. Abandoned by the
Dwarves shortly afterwards. Location of the Devourers birth, Dum Morak once
contained secret chambers, which contained the Devourers spawn for eons untold.
What other dark secrets could the deserted hold contain?
Brug Dur
The Dark Hold. All other Dwarves revile the Clan of Brug Dur as they welcomed the
Fallen into their hold. This treachery led to the Hold being destroyed by a combined
force from all the other Dwarf Holds. All of the clan that could be found were put to
the sword as the Dwarves attempted to stamp out the evil done by their kin.
Unfortunately some survived and Dwarves once again inhabit the ruins of Brug Dur
but the contamination of the Fallen has changed them. The forges deep within the
Hold have begun to ring to the sound of hammers. The machines seen operating at the
nearby Elven Obelisk Baal Hazor may well be the result of the reemergence of the
Jackals of Brug Dur.
Barbarian Lands

North of the Axeblade Mountains are the Barbarian Kingdoms. A land of barren hills,
frozen tundra and endless pine forests, the barbarian lands suits its hardy people.
Dotted along its border, mighty standing stones channel Earthpower into a screen that
the demons of the Fallen cannot cross.
The clans that comprise the barbarian peoples live in fortified settlements usually built
on the crest of a hill and surrounded by stone ramparts heavily carved with mystic
sigils containing bound elementals, which strengthen the wall. Outside the wall lie
lines of sharpened stakes and trenches.
Scattered throughout the land are a host of sacred groves, stone circles and lone
monoliths that are dedicated to the Earth Mother. The Greatest of which is the High
Druids grove, which forms a focus for all the Earthpower in the North, channeling it
towards the boundary with the other lands.
Crown of the World
The Crown of the World is a chain of mountains that border the Northern Icecap.
Inhabited by a wide variety of dangerous creatures, the Crown of the World
Mountains are a place of bitter cold, ice and snow.
Great Ice Fields
Lying to the North of the Crown of the World Mountains, the Great Ice Fields are a
seemingly endless expanse of jagged ice and snow. Nothing lives this far North, or at
least is known to but some of the Barbarian clans hunters claim to have seen Elves
clad in furs and a fortress of blue ice.
High Druids Grove
Situated in the centre of the Barbarian Lands near the Mountains of Myth, the sacred
grove of the High Druid is a place of great power. The Grove lies in a truely ancient
forest, whose trees are over a thousand years old.
The High Druid himself is a mysterious figure that few have seen but legend says he
is actually a physical manifestation of a god. The High Druid wields incredible power,
capable of bringing the surrounding forest literally to life but he rarely leaves the
grove as his strength is directly linked to it.
Mountains of Myth
The Mountains of Myth lie between the Axeblades and the Crown of the World. A low
series of peaks, these mountains are heavily forested and all sorts of strange creatures
reside in their mysterious depths. The Barbarians chosen mount, the Razorback makes
its home amongst these forests and is the destination for many Barbarian hunting
parties. Rumour has it one of the packs of the Children of the Moon also reside there.

Orcish Lands
Barren Steppes
The bleakest of lands. A place of barren, windswept plains, turgid rivers and miasmic
swamps roamed by great herds of gigantic and ferocious monsters, swept by terrible
storms and ravaged by hideous plagues.
Koth
Ruined Capitol of the serpent men. Location of the First Great Seal and the Orcish
Shamans first communion with Gorath. Becomes a holy site to the Orcs during the
Pax Galadria. Sacked by the Elves during their removal of the first Seal now a muster
point for the Western Horde on its way to the passes through the Ironwall Mountains
and the more distant Axeblades.
The Orc hordes live an almost entirely nomadic lifestyle so lack any other large
settlements until the Eastern Horde began carving an empire of their own out of the
lands to the South East.
Goblin Lands
Situated on the Eastern shores of the Cold Sea the Goblin Lands were conquered by
the Orcs over a millennium ago and have laboured under their overlords ever since.
The Goblins homeland is situated in the midst of a mighty river delta of endless
swamps and waterways. Most Goblin settlements are built on raised platforms and
stilts to keep its inhabitants out of the reach of the many venomous denizens of the
swamp.
Harpy Aeries
Located in the most inaccessible highland peaks of the Axebite and Ironwall
Mountains. Destroyed during the Age of Legends by the expansion of the Dwarven
territories. Since the Death the Aeries have been re-inhabited. The Harpies fled the
Dwarves in ages past and sought shelter in the Abyss and over the eons plotted their
revenge. The long sojourn in the Abyss has warped the Harpies into creatures of
horror.
Horned Folks Barrows
Located deep in the dark forests of the Northlands. One of these haunted barrows
contained the Second Seal, which was recovered by the Elves shortly before the
Death.
This fateful action stirred the Horned Folk in their millennia long slumber. The Death
fully woke them. Now the gloomy forests are becoming witness to a site not seen
since the Age of Legends; the Horned Folks are emerging from their barrows and
preparing to take back their ancestral lands.
Children of the Moon Hunting Grounds
Located in the far North of Aeroth, the surviving Children of the Moon landed their
great sky arks in the midst of the bleak lands that border the polar ice. Further North

even than the barbarian clans it is a land of endless, frozen tundra and forlorn pine
forests. Great herds of grazing animals constantly migrate across this tundra providing
the great packs with plentiful prey.
Several barbarian tribes have settled in the region and they have formed a close bond
with some of the Lunar Children packs.

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