Ash, Kingdoms of Organization in Aertrea | World Anvil
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Ash, Kingdoms of

Location: Fallen East, Far North.
Alignment: Chaotic Neutral, Chaotic Evil.

Knowledge: Geography Fallen East.
(DC 5): The Warlords of Ash hold supremacy of a fleeting nature in the chaotic realm they call home this area of the East is highly volcanic, there are numerous nexus to both the elemental planes of fire and earth. It’s also home to some very ancient creatures, including dragons, giants, and if rumors are true, to the Tarrasque. The volcanic activity and elemental currents also feed an area that is likely, the single most metal and ore rich region in the world. Gems, gold, silver, iron, and mithril can readily be found relatively near the surface in what most simple refer to as Ash. It’s also simply very, very dangerous to extract it, given the likelihood of earthquakes, lava flows, and predators. This doesn’t stop anyone from trying however. There are a number of warlords, each battling each other for territory, resources and slaves, who are taking large fortunes in such metals out of the earth. Some are human, many are orcs and goblins, some are even more exotic races, and all make use of forced labor to compel those they capture to work in the mines. Such slaves find a very short life expectancy. Actually, the life expectancy of an individual Warlord is also likely measured in months not years. Many find, once they have acquired wagonloads of gold, that they have no market that can handle such amounts. A few have managed to make the very long and dangerous journey to more stable markets to cash in their blood-earned metal and retire to a life of luxury.
  (DC 10) The area is also famous for its Hobgoblins, who were likely once their own species of humanoids, an off shoot of goblins that were bigger, stronger, and better organized. They all died. No one is all that sad about that. Now the term is used to indicate a particularly large or smart group of goblins. They are found in pockets around the world and there are few theories on why such groups should appear so superior. A large group lives within the “Kingdom” of Ash in the Far North. They tend to be reddish and black in coloration and are sometimes called Red (Hob) Goblins or Ash (Hob) Goblins. These are some mean and well organized goblins. A number of the Warlords of Ash are of these Hobgoblins and those of other races often employ tribes of the goblins as guards, slavers, and overseers.
  (DC 10): There are two types of settlements in Ash. The first is the fortified camps and slave holdings that surround the mines and remain in the fleeting control of a “warlord”. These are brutal places were the weak quickly find themselves in shackles in the mines. The second are the fortified “towns” these frontier like holdings are small pockets of civilization in otherwise wild lands. They attract peoples from all over the world, looking for a means to get rich or to fade into the woodwork. They are melting pots of humans from the West, tribal peoples from the north and east, dwarves and halflings, orcs and goblins and more exotic creatures. They are also welcoming to half breeds and have some the highest percentage of half orcs in the world. They are rough places but are maintained against the odds by stubbornness, courage, and a fierce independent spirit.     Physical Appearance: the humans and orcs of Ash come from many different lands and cultures and do not have a uniform look. The large goblins indigenous to the area are tall, often approaching 6 feet tall, with skin often a dusty black or burnt red color with black hair. Names in Ash: there are beings from all over the world in Ash, so names vary greatly. Most often are the traditional pattern of the north, personal name and then family name. Just as often, those seeking to escape some past, take a simple descriptive first name.
  (DC 15): Locations in Ash of note include
  • The Fortress at Frostsaber: this ancient black basalt fortress was of obvious giant creation. Its enchanted stone with strong currents of earth elemental lore making it resistant to earthquakes, eruptions, or erosion. It sits at the base of Frostsaber rock, this huge solid piece of blackstone sticks up from the surrounding stone and points to the stars. The area is overrun by goblins.
  • Chillwind Camp: The northern most of the mining settlement. There are a higher percentage of giants and ogres in this area. The “warlord” in control of the camp and the wagonloads of minerals they produce is frequently a giant. The camp makes use of mastodons as beasts of burden.
  • Lakkari Tar Pits: A bastardized goblin phrase for “sticky foot”. These pools of bubbling tar are a valuable resource for the area is frequently switches hands.
  • Nethergarde Keep: This fortress is not actually inhabitant by the Warlord who controls the region and the mines in the area, because the actual Keep is a ruin that is rumored to be haunted. Attempts to explore it have resulted in disappearances. There is a strong human and orc presence here.
  • Keltin’s Height: One of the larger “towns” in Ash, this settlement is surrounded by a stone and timber palisade that discourages must raiders. It’s all but lawless and visitors better be ready to defend themselves.

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