Aetheria is the known world that contains the kingdoms of Serpentis, Dravion, Skeldor, Ashkar, and many other lands.
This guide presents the most important kingdoms, cities, fortresses, villages, and natural landmarks that appear throughout The Thrones of the Fallen.
π΄ Ashkar β Desert Kingdom (Red Banner, Black Lion)
Capital City
Khar'Zun β A massive city of stone and sand, serving as the political heart of the kingdom.
Border / Trade City
Dunemar β Known for its caravans, smuggling routes, and markets dealing in slaves and weapons.
Other Locations
Sahrek β An oasis city essential for survival in the harsh desert.
Red Fang Outpost β A military fortress guarding the border with Serpentis.
π£ Skeldor β Northern Kingdom (Purple Banner, White Bear)
Capital City
Frosthelm β A fortress-city built from ice and stone.
Mountain Fortress
Ironpeak Hold β An almost unreachable stronghold, home to Skeldor's elite warriors.
Other Locations
Whitefall β A village beneath frozen waterfalls.
Skorn Pass β A strategic mountain pass forming one of the kingdom's key borders.
π’ Serpentis β Forest and Mountain Kingdom (Green Banner, Yellow Serpent)
Home of the main protagonist.
Capital City
Virellion β An ancient city ruled by noble families.
Forest City
Thornvale β A settlement sustained by hunting, timber, and life within the shadows of the forest.
Main Character's City (Very Important)
Ravenrock
Located near the border with Skeldor, slightly north of the kingdom's center.
A harsh frontier city filled with soldiers and border guards, known for its cold climate.
Other Locations
Blackroot Village β A poor settlement plagued by crime.
Serpent Gate β A heavily fortified military gateway facing Ashkar.
π΅ Dravion β Southern Empire (Blue Banner with a Gray Shark)
The largest and most powerful kingdom, once divided into two realms.
Current Capital
Dravion Prime β The seat of the twin kings.
Former Capital
Old Dravion / Vhal'Drav β The symbol of the empire's former unified rule.
π΄ Former Division of Dravion (Historically Important)
Northern Half (Former Northern King)
Blacktide Keep β Fortress built on an island.
Northbay β Major port city.
Ironshore Fort β Coastal fortress.
Ashreef Fort β Coastal military fortress.
Southern Half (Former Southern King)
Bloodharbor β The empire's primary harbor and one of its most important cities.
Sunfall City β A wealthy and prosperous city.
Stormhold β Military fortress.
Ashreef Fort β Coastal military fortress.
Island Fortress
Grimreach Isle β An ancient island fortress once belonging to the opposite half of the empire.
Both island fortresses still stand despite Dravion's reunification.
π Seas, Rivers, and Oceans
The Dravion Deep β Southern ocean.
Redwater Gulf β Body of water separating Ashkar and Serpentis.
Frostveil Sea β Sea stretching beneath Skeldor.
Ashblood River β Flows from Skeldor into Ashkar.
Serpent Run β Major river crossing Serpentis.
π² Eldershade Wilds
A vast and ancient forest covering most of Serpentis.
Description
Dense and dark woodland.
Thick mist drifting between centuries-old trees.
Forgotten roads abandoned long ago.
Hidden refuges for bandits, fugitives, and secret cults.
Legends claim the ancient trees themselves "remember blood."
Map Location
Covers most of Serpentis.
Thornvale and Blackroot Village lie within the forest.
Ravenrock stands along its northern edge, where the terrain becomes colder and rockier.
The forest stretches slightly into Skeldor and reaches Ashkar near Khar'Zun.
It extends all the way toward the coastline facing the Dravion Deep.
Deepbark is located near its southern reaches.
ποΈ Smaller Settlements
These are minor settlements marked as small points on the map. While they are not major cities or fortresses, they often serve as sources of supplies, recruits, information, and local story events.
π΄ Ashkar
Dustmere (coastal village)
Kharesh
Bone Wells
π£ Skeldor
Coldrest
Hailmark
Stoneveil
π’ Serpentis
Crow's Hollow
Mossrun
Deepbark (coastal village)
Fallen Pine
π΅ Dravion
Lowtide (former northern territory)
Greyhook (former northern territory)
Saltmere (former southern territory)
Ember Coast (border between the former northern and southern halves)
Breakwater (former southern territory)
These settlements mainly serve as:
Food production centers
Recruitment points
Information hubs
Story-driven locations for regional conflicts
π£οΈ Travel Times
Ashkar
From Khar'Zun (the capital)
To Dunemar: 20β24 hours
To Red Fang Outpost: 20β28 hours
To Sahrek: 48β52 hours
To Dustmere: 24β36 hours
To Kharesh: 72β76 hours
To Bone Wells: 4 days
International Travel
To Frosthelm (Skeldor): 24β48 hours
To Virellion (Serpentis): 24 hours
To Dravion Prime: 48β72 hours
Skeldor
From Frosthelm (the capital)
To Ironpeak Hold: 24β27 hours
To Whitefall: 7β8 days
To Skorn Pass: 5 days
To Coldrest: 4 days
To Hailmark: 48β52 hours
To Stoneveil: 72β78 hours
International Travel
To Virellion (Serpentis): 24 hours
Serpentis
From Virellion (the capital)
To Thornvale: 48β54 hours
To Ravenrock: 48β50 hours
To Blackroot Village: 5 days
To Serpent Gate: 12β18 hours
To Crow's Hollow: 1 week
To Mossrun: 72β76 hours
To Deepbark: 24β30 hours
To Fallen Pine: 48β50 hours
Dravion
From Dravion Prime (the capital)
To Vhal'Drav: 12β20 hours
To Blacktide Keep: 5 days
To Northbay: 4 days
To Ironshore Fort: 48β52 hours
To Ashreef Fort: 6β7 days
To Bloodharbor: 1 week
To Sunfall City: 8β9 days
To Stormhold: 48β55 hours
To Grimreach Isle: 12β24 hours
To Lowtide: 72β75 hours
To Greyhook: 48β52 hours
To Saltmere: 5β6 days
To Ember Coast: 72β80 hours
To Breakwater: 2 weeks
International Travel
To Virellion (Serpentis): 2β3 days
To Frosthelm (Skeldor): 4β5 days
