Hills of Iron

Rolling hillsides dotted with fortifications ranging from decades to millennia in age, often built on top of the ruins of others. While it is true that the region is rich in ore, the area gets its name from the blood red dirt rich in iron from centuries of old battles and the shattered remains of broken swords, axes, and hammers buried beneath the earth.

Local Legend: A creature known as the Marrowking is rumored to haunt these lands, an amalgamation of the bones of hundreds of fallen elves and dwarves, twisted by theTempest into a hate-filled undead abomination that seeks to add more corpses to its ever growing body.

Typical Threats: Bandits frequent the area topside, scavenging for weapons and armor that may be salvageable, or finding unarmed travelers. At night however, bandits retreat to the tunnels, as Undead roam freely, along with stormspawn. 

Typical Tempest Surges: Dark, Fire and Earth, often warping the landscape and ruins.

Closest other regions: Titanspine Mountains to the Northeast

Origins within the Hills of Iron: Mt. Danara, Ironshard Outlaws, Korthus’ Cairn, Curator College

The following information may be known by any character from an origin in this region or with Culture Lore Rank 2.

Run red basin; central field of hills, where the Ironshard Outlaws host their mine tunnels and bandit roads. The land is full of dark, ruddy dirt and plant life, though the land shifts every other month with the Storm Surges. When the sun goes down, creatures of darkness and bone rise to torment anything above. 

Mother’s embrace mountain range; A massive stretch of mountains where the city of Mount Danara is centered. The sides of the mountain make up different sections of the city, where the more respected and regal sections lie deep within its earthen center. The mountains around the city are harsh and difficult to travel in, often needing a guide to make way through the changing passages. With every surge, the number of mountaintops never changes, but where they settle does. 

Red wheat fields; Wide open fields and hills of brilliant red wheat plants, surrounding a buried ruin of an ancient city. Centered atop the dig site of these ruins is the Curator College. Not too far outside the limits of the city dig-site, lies  The Catacombs, a settlement of would-be archeologists and students that failed the rigor of study. This settlement is rarely more than 20 people, and is constantly changing who is there and where exactly they dig their protective huts. 

Giant’s Grip Gorge; A maze of massive canyons and areas filled with dangers above and below, though rumored to have treasures deep in its crevices and caves.  

Wyvern’s Risk; A wide range of mining shelves with barely touched ore deposits and abandoned campsites. The dangers of flying vermin above that make use of carved tunnels for protection from the Storm’s makes it a risky but rewarding place to spelunk.  

Battered ramparts; A wide spread of hills pocked with destroyed ruins and fortifications, defensive battlements in tactical placements.  In the center lies the heavily defensive Korthus’ Cairn fortification and his army of storm spawn hunters. 

Whisper Mine Hills; In the West the empty and long mined tunnels now spew forth beasts and ghouls borne of the souls lost under cave-ins, accidents, and greedy thefts.