Places of The Crescent
The lands of The Crescent stretch from great cities to frontier settlements, connected by the Old King's Road and its network of crumbling infrastructure. The realm is divided into distinct subregions, each with its own character and challenges.
Subregions of The Crescent
- The Elderlands - Central woodlands and heart of the ancient Black Empire
- The Kar Sirrath - Western coastal territories and maritime trade
- The March - Northern frontier transitioning to frozen wastes
- The Neck - Northeastern contested territory with hostile terrain
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The San-Sil - Southern desert borderlands
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Surrounding Regions - Dangerous territories beyond The Crescent's borders
The Five Great Cities
- Cairune - The floating city of airships and trade
- Bhel Kurzum - Dwarven volcanic stronghold and forge center
- Ecleptara - Drow navigators and twilight markets
- Illyndra - Magical learning and mysterious lake ruins
- Quelenthalar - Living city of thorns and outcasts
"I've traversed the length and breadth of the Crescent, and what strikes me most is not the diversity of its settlements, but their stubborn insistence on existing precisely where logic suggests they shouldn't. There's a profound optimism in building a city on a floating rock or growing one from living trees."
— A Cartographer's Musings on Improbable Architecture, p. 78
Major Road Settlements
The Old King's Road connects the cities through a network of settlements that serve caravans and maintain civilization's lifelines. These represent some of the larger settlements along the road.
Coldstone Post (~2,800)
Massive trading warehouse serves as hub for surface trades with Bhel Kurzum. Underground storage keeps goods fresh year-round, making it a crucial supply depot for northern trade routes.
Hillhome (~3,200)
Cozy community near Honeywood forest, known for honey mead and herbal remedies. Houses built into rolling hills create a distinctive terraced appearance throughout the settlement.
Stonebridge (~4,100)
Ancient whitestone bridge spanning the Thur Selvain river. Elegant Eldari architecture meets human practicality, with homes built into the bridge supports creating a unique vertical settlement.
Thar'kash (~4,500)
Three-way road junction with Mediterranean style and drak'hai influence. Professional guides and map makers serve travelers, making it an essential stop for anyone venturing beyond the main roads.
Velmiris (~3,600)
High walls built around ancient ruins create a fortified settlement. Monster hunters and wilderness guides operate from this well-defended outpost near dangerous territory.
Remote Settlements
Beyond the Old King's Road's protection, these settlements developed their own survival strategies. These examples show the variety of communities that exist outside the main trade network.
Freemark (~2,400)
Pirate settlement with the "Crooked Market" built from shipwrecks. Buildings connected by rope bridges that move nightly for security, creating a maze-like coastal town specializing in black market goods and information trading.
Khor Duraz (~3,800)
Military fortress-town with "The Frostgate" dwarven fortification. Every citizen serves militia rotations, creating a disciplined community where military service shapes daily life.
Edgehaven (~2,900)
Mountain settlement with terraced farms and stunning views. Houses built into hillsides and connected by stone stairs create a vertical farming community known for mountain herbs and goat cheese.
Eredor's Peak
A highly selective magical academy nestled in the eastern circle of the River Crowns. This secretive mountain institution offers comprehensive magical education to a handful of students each year, producing some of The Crescent's most capable mages through advanced research impossible in populated areas.
All settlements provide basic infrastructure for travelers: supplies, stables, lodging, basic healing, and Road Warden presence where applicable.


