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The Neck

Rugged hostile landscape with distinctive neck formation, contested territory

The Neck - Rugged hostile terrain with distinctive geographic features

The Neck covers the northeastern territory of The Crescent, characterized by extremely rugged and hostile terrain. This region takes its name from a distinctive geographic feature - raised land with a single "ramp" that resembles a neck when viewed from above - though the regional designation encompasses broader coastlands beyond this central formation.

The region has no major cities within its borders, making it one of the few areas of The Crescent without urban centers. Instead, it serves as contested territory where various dangerous communities maintain precarious footholds.

Zul Gharkh

Medieval industrial orc cave entrances carved into burnt rocky terrain, fire and blood fortifications, charred landscape

Zul Gharkh serves as the main stronghold of the Zulak orcs, built in the deepest section of the neck's geographic feature. The settlement consists primarily of cave systems carved into charred and burnt landscape. This orcish community represents a separate tribal culture from the primal orcs found elsewhere in The Crescent.

The stronghold maintains minimal contact with other Crescent settlements, existing as an independent power within the region's harsh terrain.

The Troll Coast

Frozen sandy beaches with ice formations, hostile coastline, threatening atmosphere

The Troll Coast occupies the southeastern coastlands of The Neck, extending toward frozen sandy beaches along the eastern shore. This subregion contains significant troll communities, including both scattered tribal groups and the larger Bloodtusk tribe centered at the Bloodtusk Grounds.

Travel along the Troll Coast is extremely dangerous due to the hostile inhabitants and harsh coastal conditions. The frozen beaches and inland territories provide little shelter from both the elements and the region's dangerous residents.

Mor Kharak

Rugged mountain foothills with mineral outcrops, defensive terrain, harsh geology

Mor Kharak forms a mountain range extending southeast from The Frostgate, with foothills that reach the Bloodtusk Grounds. These dwarven home mountains create natural barriers within the region and provide some mineral resources, though extraction remains limited due to the area's dangers.

The mountains serve as both geographic landmarks and defensive positions for the various groups that inhabit The Neck.

Settlements

Towns: Khor Vhaldak is an isolated frontier settlement located on the frozen coastline, known for whale oil trade and ice fishing.

Regional Characteristics

The Neck represents one of The Crescent's most challenging territories, where survival depends on strength and adaptation to hostile conditions. The region lacks the agricultural potential of other areas, with most communities relying on fishing, hunting, or raiding for sustenance.

Weather patterns are unrelenting year-round, with frozen coastlines and limited growing seasons. The rugged terrain makes travel difficult and dangerous, contributing to the isolation of communities within the region.

The absence of major cities or significant Old King's Road infrastructure means that The Neck operates largely outside The Crescent's standard systems of trade and governance.


The Neck provides character backgrounds for hardy survivors, tribal warriors, coastal traders, and those familiar with extreme frontier conditions.