The Ashenweld Peaks

The Ashenweld Peaks are a sprawling, fire-touched mountain range dominating the northwest reaches of Embergarde. Formed during the First Shudder, when a primordial fire titan clashed with a god of stone, these jagged volcanic spines bleed molten stone, belch black ash, and hum with deep elemental resonance. Rich in blazevein ore, the Ashenwelds are both a source of wealth and a crucible of hardship for those who dwell within them.

Purpose / Function

Originally a sacred battleground between elemental forces, the Ashenwelds became a center of mineral extraction, forge-magic experimentation, and volcanic spirit worship. Over time, the region developed into a stronghold of martial and artisanal strength, particularly for the dwarves of Ashvault and members of the Veined Brotherhood.

Design

  • Peaks are knife-like, with black glass ridges and red-glowing rifts.
  • Caves often lead to igneous cathedral chambers lined with lava channels or crystalline stalagmites.
  • Ancient causeways carved from obsidian and rune-scribed basalt run between high passes and deep citadel vaults.
  • Bridges of chainstone and magma-hardened bone span fiery canyons.

Entries

  • Narrow mountain trails, some known only to locals.
  • Large tunnel networks bored through by dwarven engineers, often sealed with lava-lock gates that require pass-phrases or heat-runes.
  • Some access points are hidden behind gloryfalls—cascades of lava that part only for flame-attuned bloodlines.

Sensory & Appearance

  • Visuals: Ember-glow veins crawl along cliff faces; smoke plumes rise from unseen vents; the sky is often tinged orange or purple.
  • Smell: Sulfur, scorched iron, oil-soaked leather, and faint floral ash from fireblooms.
  • Sound: Distant rumbles, metal shrieks, forge songs carried on wind. In deeper caverns: whispering flames or slow breathing of magma-spirits.
  • Feel: Surfaces warm to the touch, sometimes pulsing. Air thick and dry.

Denizens

  • Ashvault dwarves and Veined Brotherhood smelters maintain strongholds and mine fortresses.
  • Fire-touched elementals, including ember wisps, lava sloths, and furnace drakes.
  • The Order of The First Thought
  • Rumors persist of an ancient slumbering fire colossus buried beneath the heart of the range.

Contents & Furnishings

  • Smithing halls powered by magma channels.
  • Scry-craters used to divine tectonic movement or the will of elemental forces.
  • Armories and rune-forges stocked with heat-tempered alloys and obsidian-forged weapons.
  • Stone tablets and old flame-glyphs that glow in response to truth or memory.
  • The order of the first thought's monastery.

Valuables

  • Blazevein ore: a rare magical metal that drinks heat and enhances destructive spells.
  • Cindershard gems: used to create exploding enchantments or forge heat-absorbing gear.
  • The Anvil of First Flame: a rumored relic forge that can shape godsteel or bind elemental spirits into weapons.

Hazards & Traps

  • Lava traps in false tunnels; many set by dwarves to protect sacred vaults.
  • Ash ghosts—burned echoes of lost miners or monks that drain heat from intruders.
  • Magma elementals bound to protect leyline anchors can go berserk during quakes.
  • Explosive gas pockets—disturbing them without proper flame wards can cause chain eruptions.

Special Properties

  • Areas of the Ashenwelds bend elemental magic. Fire spells cast near leyline fractures gain power but risk backlash.
  • Certain high ridges grant rare glimpses into the Plane of Magma, and during solar eclipses, temporary portals form.
  • Emberstorms occasionally rip through the peaks, granting visions or temporary wild-magic effects.

Alterations

  • Original peaks were smooth and low until the Firefall Conflict reshaped the land.
  • Dwarves and firebinders have carved channels, spires, and vaults into the mountains for millennia.
  • After the Scorchwake, part of the range collapsed and now burns underground as a slow-breathing inferno.

Architecture

  • Built from obsidian, basalt, reinforced magma-rock, and ironbone.
  • Forged hallways with fire-chutes for heat recycling.
  • Dwarven stylings dominate, but elemental sigils glow in interlocking spirals around every structural seam.
  • Sacred areas include massive flame-kilns and geomantic pillars chiseled from lava-frozen tears.

Defenses

  • Seismic wards and pressure-runed walls.
  • Lava-flood systems that can incinerate invaders.
  • Entrances sealed with molten-locks that only open in response to song or bloodline fire.
  • Fire gargoyle constructs and bound ash-serpents patrol certain ridges.

History

Era/EventSummary
First ShudderThe Fire Titan Vurnak fell here in battle with the Earthlord Dhorun, birthing the Ashenwelds.
EmberbindingDwarves discovered the range and tamed its heat for forgecraft, founding Ashvault.
ScorchwakeA massive eruption destroyed three strongholds and birthed the Flamepact—a vow of balance between magic and mountain.
Pyrefall WarThe Veined Brotherhood repelled a cult attempting to awaken Vurnak’s heart. The range still trembles in response to songs sung in his name.

Tourism

  • Rare and dangerous, but some fire mages, dwarven aspirants, and elemental scholars journey to the Ashenwelds for trials and forging rites.
  • The Anvil Pilgrimage is a sacred journey taken by smiths of the Veined Brotherhood to receive visions of their true craft.

Included Locations
Environmental Effects
  • Volcanic tectonic zone: Frequent quakes, geysers, and lava vents.
  • Ash rains during certain moon cycles can last for days, turning skies crimson.
  • The deeper one travels, the more likely they’ll encounter Elemental Wards or Stoneheart Echoes—vestiges of ancient elemental spirits that distort time and perception.
  • The region constantly radiates faint heat and elemental pressure; spellcasting near leyline faults can become unstable.


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