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Surrounding Regions

The Crescent borders five regions that remain outside civilized control. These territories are dangerous, poorly mapped, and difficult to access. Information about them comes from refugees, failed expeditions, and occasional traders who risk traveling beyond the Old King's Road network.

The Ironrime (North)

Frozen wasteland with ice formations

The Ironrime extends north beyond The March into permanently frozen territory. This region contains the ruins of Drakonheim, the ancient dragonborn city now occupied by Skallgrim the Crimson Scourge, a red dragon. Varl communities exist throughout the frozen landscape, though they maintain no diplomatic contact with Crescent settlements.

Multiple routes lead north into Ironrime territory: The Pale passage in the northwest, routes through The Peaks mountain range, and paths near The Frostgate close to Bhel Kurzum. Military reports indicate that giants, monsters, and Varl raiders increasingly use The Pale route to bypass The Frostgate, suggesting pressure from unknown sources further north. The region's extreme cold and lack of infrastructure make exploration attempts costly and dangerous.

Travelers describe massive ice formations and perpetual winter conditions throughout the Ironrime. No permanent trade routes exist, and the few successful expeditions return with reports of hostile inhabitants and impassable terrain.

The Bloodtangle (West)

Dense jungle with twisted trees

The Bloodtangle consists of dense jungle territory west of The Crescent. Two major powers control different sections of this region. Zulak orc clans dominate the southern areas, where they conduct religious ceremonies involving blood sacrifice to their deity Atar Zul. The northern jungle contains troll tribes unified under Vormalech, a black dragon known for employing corrupted natural magic.

A large mountain rises from the jungle's center, though its exact height and features remain unknown. Rivers flowing from Daeth Myral provide the main access routes into Bloodtangle territory, but these waterways pass through hostile territory controlled by both orc and troll forces.

Expeditions entering the jungle require heavy military escort. Both orc and troll populations treat outsiders as enemies, leading to high casualty rates among exploration attempts. The dense vegetation and lack of established paths make overland travel extremely difficult.

The Tyrangard (South)

Desert landscape with ancient ruins

The Tyrangard extends the San-Sil desert southward into territory controlled by the blue dragon Khephraz and his Tyrangor subordinates. This region operates an extensive slavery system, with goblin overseers managing large prison compounds containing captives from multiple regions. The recent Tyrangor invasion of The Crescent demonstrated their military capabilities and organizational structure.

Eastern sections of the desert contain the highest concentration of Tyrangor forces and established settlements. Western areas extend into unexplored desert territory where nomadic tribes reportedly conduct guerrilla warfare against Tyrangor expansion.

Arena cities exist throughout the region where prisoners fight for entertainment purposes. The dragon's direct involvement in territorial governance represents a significant threat to southern Crescent communities. No legitimate trade relationships exist between The Crescent and Tyrangard territories.

The Writhebay (East)

Dark waters with mysterious depths

The Writhebay encompasses the eastern coastal waters and extends into the open ocean beyond the familiar Isles of Skarr. Sahuagin populations in these waters serve Cthalarix, conducting organized raids against coastal settlements. These attacks combine military objectives with religious practices.

Underwater settlements exist throughout the deeper sections of the bay, though their exact locations and populations remain unknown. Fishing communities report decreased catches and unusual marine behavior in areas where sahuagin activity increases.

Coastal populations experience coordinated nightmare episodes that appear connected to sahuagin ritual activities. Deep-water trading expeditions face high losses due to targeted attacks by organized sahuagin forces. The raids focus on capturing specific individuals rather than general destruction.

The Underdark

Underground caverns with glowing fungi

The Underdark represents the most thoroughly documented of the surrounding regions due to centuries of dwarven and duergar exploration. Three major areas define the underground network: Bhal Qhaargrim (the lost duergar homeland in the southwest), Bhel Kurzum (the active duergar city in the northeast), and the connecting road system between them.

Recent duergar expeditions to Bhal Qhaargrim report significant changes in the area. Stone structures show signs of transformation, tunnels change configuration without explanation, and survivors describe encounters with a modified illithid conducting experiments with duergar psychic-engineering equipment.

The broader Underdark contains diverse environments: bioluminescent caverns with fungal ecosystems, extensive salt mining operations, water-filled passages near the coast, and frozen sections in the northwest populated by frost trolls. The original dwarven road network has suffered damage from cave-ins and hostile occupation, requiring travelers to use dangerous alternate routes through unexplored territory, or truly: just travel overland and re-enter from above.