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Places of The Crescent

Diverse settlements across the countryside

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. Five major cities form the heart of civilization, while smaller settlements dot the landscape between them.

The Five Great Cities

Cairune, the Floating City

Suspended above ground by ancient magic, where Drak'hai noble families maintain traditional power in the upper districts while merchants buy their way up through wealth. War refugees in "Groundtown" below represent the strain on The Crescent's resources, but Cairune's airship capabilities make the city crucial for communication and trade across the realm.

Illyndra

The Crescent's center of magical learning, built around a lake containing mysterious underwater ruins that resist easy exploration. Academic institutions balance scholarly pursuit with practical magic needed for civilization's problems, while terraced buildings climb the valley walls around the clear lake.

Ecleptara

Drow survivors who rebuilt as the master navigators and mediators of The Crescent, their astronomical expertise keeping trade flowing and disputes settled between other cities. Night markets handle commerce at twilight when drow feel comfortable, making them the only reliable navigators for both roads and politics.

Bhel Kurzum

The dwarven city carved into volcanic stone, where traditional smiths work alongside duergar who blend craft with magic. The sacred Heart-Forge provides both warmth and spiritual center, while deeper forges use techniques that blur the line between creation and transformation. Essential metalwork for all The Crescent originates here.

Quelenthalar

A city grown rather than built, protected by a living thorn wall that can seal completely in times of danger. Governed by druidic elders, it serves as haven for outcasts and misfits while maintaining living architecture that includes buildings grown from massive trees. The thorn wall makes it a potential refuge if The Crescent faces catastrophe.

Thaddeus Quill

"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

Ancient stone road marker

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 dragonborn 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

Crumbling infrastructure

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.