1. Locations

Ashtakala, the Demon City

City (Capital)

Located in the Demon Wastes, Ashtakala is described in many sources as the last citadel of the Lords of Dust and the meeting place of their Bleak Council. In my Eberron, Ashtakala is itself an overlord, the immortal embodiment of the citadel of evil.

Source: Chronicles of Eberron


If this wretched land has a capital, it is Ashtakala. Lurking in the center of a storm of hissing black sand and razor-sharp stone shards, this metropolis of basalt and brass has stood since the Age of Demons. Unlike the other ruins dotting the countryside, Ashtakala seems alive at first glance—home to innumerable demons, rakshasas, and other fiends. In truth, it is all an illusion, maintained by the eldritch power that raised the city at the dawn of the world.

Visions of the past are brought to life here by dark magic. Within the illusion, a small association of rakshasas and other servants of the overlords convene here as the Bleak Congress, hatching wicked plots and forging plans to conquer the world.

Ashtakala holds numerous treasures that draw explorers to its eerie streets. Characters who survive the shard storm can discover libraries holding the collected lore of the Age of Demons, the power that infuses the city preserving these ancient manuscripts. However, explorers who spend too much time in this place are corrupted, taking on demonic forms as the city claims them body and soul.

Source: Eberron Campaign Guide


The one city of any real significance in the Demon Wastes is Ashtakala, the last citadel of the Lords of Dust. Surrounded by a permanent storm of sand and volcanic glass and shielded from all forms of divinatory magic, Ashtakala rarely reveals itself to human eyes. Explorers who manage to penetrate the eternal storm find a bizarre yet beautiful metropolis, a citadel built from basalt and brass. Compared to the shattered ruins spread throughout the rest of the Wastes, Ashtakala seems impossibly alive, filled with thousands of demons and other fiends.

 While Ashtakala appears as it did a million years or more ago, it is a city of ghosts and shadows—all an illusion. In addition to the illusory inhabitants and the spirits of ancient things that still wander the decaying streets masked by powerful illusions of the city’s zenith, a handful of zakyas and rakshasas and a host of minor fiends serve the great Lords of Dust who congregate here. The Lords of Dust occasionally meet in this shadow of their ancient city, and rakshasas return to Ashtakala to scheme and to study in the vaults and libraries, reading scrolls and tomes that will crumble to dust if ever removed from the city. The power that preserves the image of Ashtakala transforms anyone who enters the city; visitors find their clothing and equipment altered to match the archaic fashions of the city, as if by a disguise self spell. The city of fiends is a dangerous place for mortals to visit—only the luckiest of intruders caught by the rakshasa lords get to die quickly.

All fiends return to Ashtakala eventually, sometimes spending centuries in its cold embrace, to remind themselves of the glory that was once theirs. The illusion comforts them with images of the Age of Demons, but it also fuels their hatred for the dragons who tore down their era and left only these ruins for the rakshasas to occupy

Source: Eberron Campaign Setting


Legends say that a single city of fiends remains intact. Stories describe Ashtakala as a city of basalt and brass, filled with rakshasas and demons. If it exists, it is shielded by powerful wards. Who knows what ancient artifacts and treasures it might contain?

Source: Rising from the Last War

Explorer's Handbook

Spawned among the dragon bones and cradled in blood, the hatred that drives the fiends has been nurtured for centuries in the bosom of Ashtakala. Rare is the human eye that has gazed upon the demon city, warded as it is by a permanent storm of black sand and obsidian shards that obscures mundane and arcane sight. The Carrion Tribes skulk in the wastes around the city, collecting the abraded corpses of explorers foolish enough to brave the maelstrom. These lucky ones typically meet their ends on the spits and cairn-altars of the degenerate barbarian hordes; the unhappy traveler who chances to penetrate the city of the Lords of Dust is likely to meet a far worse fate.

Lands: The Demon Wastes surrounding Ashtakala are a barren expanse of black sand and obsidian gravel, a ruined land rolling in dark swells littered with scree. To the south and east, the Wastes rise into the mountains. Far to the north, a smoldering volcano range bloodies the horizon with fire.

Getting There: Most mortal travelers to Ashtakala stop in Festering Holt, a tumbledown hodgepodge of dilapidated shacks that passes for a hamlet some 100 miles southwest of the ancient demon city. Here, one sleeps in the notorious Dead Before Morning inn, takes a deep breath upon waking, and prays before setting out to cross the Wastes.

The journey to Festering Holt is long and arduous, with the safest routes by axe and crampon over the Icehorn Mountains (whether approaching overland through the Towering Wood, or by water across Eldeen Bay), or by supernatural guidance through the divine wards of the Labyrinth.

Teleporting into the Demon Wastes is risky, and many wizards have reported powerful interference with such spells. It is commonly believed that the magic that bound many fiends to the Wastes and created the Labyrinth to befuddle their escape attempts also interferes with teleportation magic. Magical travel into Ashtakala itself is impossible because the storm that engulfs it prevents all teleportation and divination (magical and psionic).

Appearance: Ashtakala has existed since the Age of Demons, having been razed and rebuilt countless times over the millennia. Present-day Ashtakala is a sight to behold. Titanic shards of volcanic glass thrust over 1,000 feet into the sky, gleaming like jagged black blades. Wedged between them are undefended walls of dark malachite. Over 50 feet high, they form a misshapen ring around the multitiered city. Although most of Ashtakala’s buildings have collapsed into ruin, many tall towers and indomitable fortresses remain, inhabited by demons and haunted by the ghosts of everything that has perished here since the dawn of civilization. At the heart of the city stands a towering spire of black glass, emerging from which is the fearsome palace of the Lords of Dust. Horrible screams emanate from within the palace at all hours, and colorless ash from the nearby volcano blankets the demon-plagued streets.

A raging storm surrounds Ashtakala, day and night. Reaching the city means passing through a maelstrom of volcanic glass shards capable of shredding a creature to the bone in seconds.

Ashtakalan Storm: This storm has been raging for over a hundred thousand years. It circles the city at a distance of half a mile, and is some 500 feet wide. The jagged volcanic glass driven by the wind deals 6d6 points of slashing damage each round to any exposed creature or object. Moreover, the winds are of windstorm strength (see page 95 of the Dungeon Master’s Guide for wind effects), except that the storm’s obsidian shards deal lethal damage (rather than nonlethal) to creatures blown away.

With a DC 30 Survival check, a character can spot a lull in the storm during which it deals only 4d6 points of damage per round. This lull lasts for fifteen minutes.

A control weather spell calms the storm’s winds to severe status and reduces its damage to 2d6 points per round. Should the characters also make a successful DC 30 Survival check while the control weather spell is in effect, the damage is reduced to nothing.

Features

The demons built their chaotic city according to no plan, and the result is a riot of basalt galleries, glass towers, and brass domes. Cracked and toppled by the dragons’ might, the peaks of opalescent spires have fallen to block many streets.

The Walls of Ashtakala: Since being sung down by the couatls, the walls of Ashtakala have been rebuilt among the giant shards of obsidian that spear up into the sky. The gates to the city sit on the western perimeter.

Amphitheater of Pain: Once, this amphitheater played host to tier upon tier of horned fiends, demons, and wisps of abyssal shadow relishing the vile torture performed on the floor below. Two mariliths armed with knives, clamps, and extractors provided the entertainment, working on captured couatls, lesser fiends, and wyrmling dragons. Now, however, the amphitheater’s brass half-dome is cracked and charred, and its stone tiers are clogged with debris from the city’s collapse. The twisted magic of the place endures, however, and anyone in the amphitheater when a creature is killed here enjoys the effects of a bless spell (CL 11th).

Demon Glass Gallery: This ancient hall appears as an enormous gallery with a green marble narthex and skylights of rippled glass. Once, levitating fiends studied the countless demon glasses hanging on the walls and floating in midair, slowly spinning. In reality, this chamber is as blasted as the rest of the city, but despite the destruction some demon glasses survive. Polished ovals, jagged shards, hand-sized glasses, and panes wider and taller than a glabrezu are here. Each flashes with Infernal characters and scenes of Khyber, the Wastes, and strange lands from Eberron’s past.

Garden of Eternal Torture: Once a pleasant garden teeming with orchids and graced by a fountain, there is little here now but dust and dirt. In the center of the fountain, a couatl writhes in constant pain. A break enchantment, wish, limited wish, or miracle releases the poor serpent from his eons-long torture. Miklatumh is quite insane from the pain, but if his mind is restored with a heal spell, he becomes a staunch ally of the party.

Palace of Ashtakala: This is the ruins of a rajah’s palace, preserved by illusion as it was in the Age of Demons. Flying onyx buttresses support a roof of volcanic rhyolite. Lotus blossoms float in waist-high golden bowls of dragon tears, unholy water, and blood. The rajah’s throne is malachite and bloodstone, and the entire palace is redolent of sulfur. It is home to the Bleak Congress, the name given to the infrequent assemblage of the Lords of Dust in the ruins of Ashtakala.

The Lords usually return one by one, bound by ancient magic to the city. Most enter or leave the Wastes on foot through the Labyrinth, since they have found that lone travelers in disguise are more apt to elude the Ghaash’kala who guard that holy maze.

At a Bleak Congress, plots are hatched in time scales beyond the grasp of mere mortals. A century’s pause while a plot ripens is nothing to the Lords of Dust, and they while away the years toying with the lesser races or engineering other schemes. These creatures relish the fall of whole continents and the rise of savagery, and it is possible that they plot for Khorvaire what has befallen Xen’drik. The Lords scheme in secret behind the Ashtakalan maelstrom, secluded from the eyes of the best diviners of the common races. Some believe their current plans include a plot to remove Rhashaak from Haka’torvhak (see page 145) and release the demons he guards from the mighty volcano in the heart of Q’barra. Others suspect the Lords of Dust of working to start another war that will eclipse even the Last War in scope and devastation.

Adventure Hooks

  • The Apocalypse of Iridal Monsain records the attempt by an early missionary of the Church of the Silver Flame to accomplish a seemingly impossible task: convert rather than smite the fiends of Ashtakala. Regarded as heretic apocrypha by church pontiffs and purged from the canon, the Apocalypse has nonetheless maintained a high level of interest among scholars.

    Now the church has become interested as well, for the Voice of the Silver Flame has vouchsafed to Jaela Daran that the book of Iridal is nothing less than a holy relic of the church, and the church has accordingly arranged an expedition to determine Iridal’s final resting place and recover his remains if possible. Did the Carrion Tribes seize Iridal before he could reach the demon towers, and is he now worn as a hunting cloak by those wallowers in filth? Or is he dangling in the chains of a Lord of Dust, preserved by magic as bait to lure church exorcists?
  • The Ghaash’kala lost Raalit Morddag, one of their paladins, on a recent raid against the Carrion Tribes. Raalit now languishes in Ashtakala, awaiting his turn in the Drain Works of Ethon Panjilcuttra. The Ghaash’kala beg the party to rescue the holy warrior before he becomes a dust-stuffed creature.