Ashorath world illustration - Fantasy theme
Fantasy

Ashorath

J
JonesNFPV

A world of fantasy where angels and demons battle endlessly as mortals struggle to survive.


Author's Note: Tons of time have gone into the creation of this world, and much much more is to come. This is still very much a work in progress. Please enjoy.
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41 days ago
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Aeloria

Aeloria

The largest and most diverse continent, often considered the cradle of civilization. Aeloria boasts temperate forests, rolling plains, towering mountain ranges, and fertile river valleys. It’s home to sprawling kingdoms and ancient ruins, remnants of past civilizations destroyed by angelic or demonic battles.

Archon’s Tear

Archon’s Tear

Archon’s Tear is a vast, shimmering expanse of water located off the eastern coast of the continent, formed centuries ago by the tears of a fallen Archon. Its waters, reflecting the sky like a mirror, hold secrets of long-forgotten ruins and ancient creatures beneath the surface, while fishermen in secluded villages prosper along its shores. However, the lake is also known for sudden storms and a lingering curse that cautions travelers.

Barony of Blackthorn

Barony of Blackthorn

Nestled in the rugged mountains of western Aeloria, the Barony of Blackthorn is a land of harsh beauty and formidable warriors, ruled by the iron-willed Baron Kael Drakemire. Its capital, Thornspire, stands as a fortress city atop a crag, overlooking valleys that hide both wealth and danger, with legends of ancient horrors lurking in the depths of its iron mines. The resilience of its people is constantly tested by rival nations and the ominous Wild Lands that threaten to encroach upon their borders.

Boar's Root

Boar's Root

Boar's Root is a rugged village perched at the edge of a rocky valley near a mountain pass, its weathered buildings reinforced with stone and timber to withstand frequent goblin raids. Named for the wild boars that once roamed its dense surrounding forests, the village is a hardy settlement of miners, trappers, and hunters. Despite the constant danger, the people of Boar’s Root are resilient and fiercely protective of their home, eking out a living through mining, timber, and trade with passing caravans brave enough to traverse the perilous mountain pass.

Bridgeshore

Bridgeshore

On the northern coast of the Halewind Marches, Bridgeshore stands against the windswept cliffs, where halflings thrive on the abundant trade that passes through the nearby harbor. The villagers are quick-witted and resourceful, managing the bustling docks with ease and trading in everything from exotic goods to fine fabrics. The harbor is always full of activity, with the sound of waves crashing against the rocks blending with the calls of hawkers selling their wares.

Brightport

Brightport

Brightport, the dazzling capital of the Republic of Sylvandre, is a bustling hub of trade, culture, and power, its streets alive with the scents of exotic spices, the calls of hawkers, and the murmur of countless deals. The city sprawls along the southern coast, its harbor packed with merchant ships and naval vessels alike. Glittering towers of opulent mansions rise above crowded markets, while the Merchant Council's gilded chambers oversee the nation's fate. Brightport is a city of contrasts, where the wealth of merchant princes meets the toil of the laboring classes, and where whispers of rebellion and dark dealings weave through vibrant festivities.

Brinebrook

Brinebrook

The village of Brinebrook sits on the eastern coast of the Halewind Marches, its homes nestled against the cliffs with sweeping views of the sea. The halflings here are skilled sailors, known for their swift, sturdy boats that glide over the water to transport goods and gather fish. The salty sea breeze carries tales of distant lands, and the village's vibrant docks are a constant hub of activity, with fishermen and traders haggling over the day’s catch.

Copper Cove

Copper Cove

Copper Cove is a sprawling city located on the southern coast, renowned for its unique teal-hued coral, a result of the high copper concentration in the surrounding soil. The city, governed by the Republic of Sylvandre, serves as a bustling hub of commerce and trade, where ships continually arrive and depart. Despite its vibrancy, a dark undercurrent of slavery taints its reputation, as Half-Elf slaves are trafficked from a prominent stockade within the city.

Greystone Keep

Greystone Keep

Greystone Keep, the massive capital of the Kingdom of Luthenhall, is a city of contrasts divided by a towering stone palisade. The Lower City hums with the activity of merchants, artisans, and common folk, while the Upper City boasts elegant estates and the grand castle at its heart, home to the royal family. Despite its refined atmosphere, an undercurrent of tension flows through the city due to the legal but disapproved practice of half-elven slavery.

Grulthar's War Camp

Grulthar's War Camp

Nestled deep in the wilds, Grulthar's War Camp is a crude but imposing collection of tents, fire pits, and rough wooden structures, defended by a crude palisade made from sharpened logs. The camp is a cacophony of rough laughter, bellowing voices, and the crackling of fires as orcs gather to cook and share tales of their brutal raids. The air is thick with the pungent stench of unwashed bodies, sweat, and smoke from the cooking meat, reflecting the savage nature of its inhabitants. Here, hardened warriors clad in scavenged armor and wielding various weapons, from rusty swords to bone-crafted tools, exemplify a world where strength is revered and weakness is intolerable.

Halewind Marches

Halewind Marches

In the rolling hills and fertile pastures of the Halewind Marches, halflings lead a life of simplicity and quiet tradition. This pastoral land is home to tight-knit communities, where family and camaraderie reign supreme. Oakhearth, the capital, is a cozy village known for its warm hearths and lively festivals. Despite their small size, halflings are skilled spies and tacticians, often called upon by larger nations to assist in covert operations. The Marches are ruled by a council of elders, chosen for their wisdom and discretion. Halewind’s people value secrecy and subtlety, with many halflings trained in espionage and stealth.

Hearthwatch

Hearthwatch

The village of Hearthwatch sits at the half-way point between Greystone Keep and Thornspire, strategically located along the road that winds through the northern lands. It is a hardy settlement, built to withstand the dangers that lurk in the Wilds to the north. Inside the walls, Hearthwatch is a bustling, utilitarian village, with sturdy homes and a central marketplace where traders and travelers stop to rest. The constant threat of orc raids has shaped the village's character, and its people are resilient, resourceful, and ever watchful.

High Forest Expanse

High Forest Expanse

Stretching across eastern Aeloria, the High Forest Expanse is a verdant realm of towering trees and ancient magic. Home to a loose confederation of elven clans, the Expanse operates without a central ruler, instead guided by a council of elders who convene in the sacred glade of Eryndale. Druids and rangers safeguard its borders, ensuring the forest remains untouched by outside greed. The elves harbor a deep connection to the Wild Lands, viewing them as a necessary balance to civilization. This philosophy often puts them at odds with neighboring nations, who see their refusal to expand as cowardice. However, the Expanse’s isolation belies its strength; its warriors are swift and silent, and its magic, though subtle, is potent. Now, with the Wild Lands growing ever more dangerous and whispers of demonic corruption within the forest, the clans must decide whether to remain hidden or step into the world beyond their trees.

Kingdom of Luthenhall

Kingdom of Luthenhall

The Kingdom of Luthenhall is a beacon of chivalry and tradition, nestled in central Aeloria. Known for its fertile plains and abundant rivers that sustain vast farmlands, it serves as the breadbasket of the continent. Ruled by the just but aging King Aldric Thalewyne, Luthenhall faces the threat of the encroaching Wild Lands while navigating political unrest among its nobles. The capital, Greystone Keep, thrives with its grand jousting tournaments and prestigious magical academy, shaping the future of many young adventurers.

Lake Oakvale

Lake Oakvale

Lake Oakvale, nestled to the Southeast of Oakhearth, is surrounded by a tranquil village of the same name. The lake’s waters are deep and serene, providing both a source of fish and a stunning backdrop for the village's peaceful life. Halflings here are adept boaters, using the lake for transport and trade, while also offering boat tours to visitors eager to take in the natural beauty. The village has an idyllic charm, with homes built on stilts along the lake's edge and gardens that overflow with vegetables.

Oakhearth

Oakhearth

Oakhearth, the capital of the Halewind Marches, is a charming village nestled among the rolling hills and fertile pastures of the region. Known for its cozy homes, warm hearths, and lively festivals, it offers a peaceful haven to its tight-knit halfling community. Despite their humble appearance, the halflings of Oakhearth are skilled spies and tacticians, respected across the land for their subtlety and intelligence.

Owl Bridge

Owl Bridge

Owl Bridge is a bustling city located along the king's road, notable for its large stone bridge that forms part of its northern walls. The city is a vibrant melting pot of cultures and races, where various communities coexist and intermingle. The city’s walls protect a lively marketplace filled with diverse shops, street performers, and taverns brimming with travelers from all corners of the realm.

Republic of Sylvandre

Republic of Sylvandre

The Republic of Sylvandre flourishes along Aeloria’s southern coast, highlighting its wealth and ambition through thriving ports and bustling trade routes controlled by a powerful Merchant Council. Although the opulent capital of Brightport is a hub of exotic goods and lively markets, it harbors shadows of intrigue, cutthroat deals, and growing discontent among the laboring classes who feel marginalized. The presence of a prestigious magical academy that accepts commoners—albeit with a hefty tuition—exemplifies the republic's complexities. However, the darker side of Sylvandre, marked by involvement in the slave trade and rumors of demonic ties among the elite, raises questions about the true cost of their relentless pursuit of riches.

Silverleaf

Silverleaf

Silverleaf is a quaint village nestled along a gently winding river, surrounded by lush meadows and small groves of silver-barked trees that give the settlement its name. Its thatched cottages and wooden bridges exude rustic charm, with a central square featuring a modest market and a shrine to the harvest goddess. The village thrives on farming and fishing, its pace of life slow and peaceful, though its proximity to Greystone Keep ensures a steady trickle of travelers. Silverleaf's population is predominantly human, with a few halfling families, and its idyllic serenity is marred only by occasional threats from the nearby Wild Lands.

The Wild Lands

The Wild Lands

The Wild Lands is a vast and untamed forest that spans an impressive one-eighth of the continent. Shrouded in dense foliage and towering ancient trees, it serves as a chaotic home for several goblin and orc tribes who carve out their territories among the underbrush. Rumor has it that a fearsome Green Dragon resides within these woods, adding an aura of danger to the already wild atmosphere.

The Wound

The Wound

The Wound is a vast and unsettling scar across the landscape, a gaping crater that stretches 20 miles in length, formed during the most recent battle between angels and demons. It leaves behind a jagged, 40-foot deep depression in the earth, with edges that are uneven and charred, surrounded by barren land featuring twisted trees and scorched earth. At its bottom, strange, glowing fissures pulse occasionally with ominous energy, while the air remains thick with a lingering unease that suggests the land is haunted by the memory of the celestial war.

Thornhill

Thornhill

Thornhill lies at the foothills of the towering Thornspire Mountains to the west. The halflings of Thornhill live in harmony with the rocky landscape, their homes built into the hillsides and caves, providing shelter against the harsh winds that blow from the mountain passes. The villagers are known for their ability to mine valuable ores and craft exceptional metalwork, which they trade with neighboring villages and beyond. Many adventurers pass through Thornhill seeking guidance and supplies before venturing into the treacherous mountain paths.

Thornspire

Thornspire

Thornspire is a medium-sized city known for its sturdy wooden palisade that surrounds it, protecting its residents and serving as a barrier against potential threats. Home to Lord Angus Dufrain, a close personal friend of King James, the city primarily consists of humans, though a small demographic of other races can be found within its bustling streets. The atmosphere is one of camaraderie and loyalty, reflecting the noble values of its lord.

Thornspire Mountains

Thornspire Mountains

The Thornspire Mountains are a formidable range of towering peaks that dominate the northwest corner of the kingdom. Known for their dangerous terrain, the rugged landscape is a labyrinth of jagged cliffs and steep valleys, home to ancient giants and dragons. Beneath the surface lies a vast subterranean kingdom of dwarves, where precious gems and metals are mined, fueling both danger and wealth within these awe-inspiring heights.

Windridge

Windridge

To the northeast of Oakhearth, nestled in the foothills, is Windridge, a village whose quiet streets wind through dense forests and sloping hills. The halflings here are expert hunters and foragers, making use of the forests for both food and timber. Windridge is known for its strong sense of community, with homes built in harmony with nature, using local wood and stone. The village is peaceful, and many halflings travel to Oakhearth for trade, bringing with them fine furs, herbs, and handmade goods.

This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by Wizards of the Coast LLC . The SRD 5.1 is licensed under the Creative Commons Attribution 4.0 International License.
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