Located roughly 1,300 miles south of Perryn Island, the Crescent League is an affiliation of about a half dozen settlements and a handful of castles and towers spread out over 23 islands. These islands, along with numerous smaller islands, make up the Crescent Archipelago, which is situated on the southern end of the Lirris Ridge, an up thrust of the seabed that nearly cuts the Dread Sea in two. Despite the islands' southern location the cold waters of the Dread Sea create a temperate-arctic climate that result in fair summers and harsh winters, with the worst storms actually bringing snow. The warm waters of the South Polar Sea mingling with the frigid waters of the Dread Sea ensure plenty of storms during the winter.
A lot of the communities are small and tend towards isolation with merchants, fishermen, and some adventurous souls plying the waters and uniting the islands. This isolation is primarily due to the rough seas and not any rivalries or animosity between the islands. Travellers are welcome on almost all of the islands and the locals are always eager for news of the outside world. The people are generally simple, down to earth folk, working the land or the waters and doing their best to live comfortably in an oft harsh climate.
The total area of the archipelago is roughly 5,000 square miles and the islands form an arc almost 700 miles long and roughly 300 miles wide at the ends. The preferred method of travel between the various islands is via longship, though a few brave souls travel between the islands in large outrigger canoes. Merchants and those sailing beyond the Crescent League prefer to use drakkars or large cogs. The fishing boats used by the various fishermen in the area are generally small but extremely sturdy and stay relatively close to the islands. A few larger whaling boats ply the waters hunting larger prey, especially the rare Haldre Whale, which is prized for its oil and meat.
Most of the islands have rocky shores and are topped with fertile, if somewhat rocky soil. The trees that grow on the islands tend to be green-barked birch trees or pine trees. On a few of the islands are cedar trees that are tall enough to be used for keels on ships and have the resiliency of iron when it comes to rot. These trees are a closely guarded resource for the islands. Most crops can be grown here, but it is hard, back breaking work for the farmers that work the soil. Cattle are only raised on one island and are a rare luxury for most people. Goats and sheep make up the bulk of livestock raised on the islands. Fish, of course, are also a prime food source.
The earliest settlers came to the region over 1,000 years ago and when they arrived dwarves were already settled on some of the islands. Early on the various communities fought each other over the sometimes scarce resources in the area, and that made them easy prey to the pirates who visited the area, as well as easy prey to the sahuagin that inhabited the surrounding seas. This constant warring with various forces ensured that the inhabitants eked out a hard scrabble existence. Some towns were completely wiped out.
About 250 years ago a large galley rowed into the archipelago, but the ship was manned by animated suits of armor and was commanded by a single wizard who went by the name of Tirse of the Crescent Moon. One after the other he visited every community in the archipelago and spoke privately with the leaders. Most of these discussions were peaceful, but on more than a few occasions he publicly dueled with the leader. He always won and then went back into closed discussions with the new leader of the community. After several months he had visited every community and 6 months to the day after he first showed up in the area the leader of every community met on Kraka Island. When the conference was over Tirse and his mysterious ship left and he was never seen again, not in the Crescent League nor anywhere else.
The resulting conference lasted 8 weeks and saw nearly a dozen duels. At the end of it, though, a treaty was agreed upon and all of the communities agreed to set their differences aside for the betterment of everyone. Where ships once raided neighboring islands they now traded with those islands. Where communities once fought over resources they now worked together to increase those resources. The peace has lasted 250 years, but it has not always been without problems. This was foreseen, however, and every two years the leaders of all the communities return to the Kraka Island for The Conference. There they air their grievances, settle any differences (sometimes through personal combat), and traders and merchants make new business arrangements and sign contracts. Between Conferences the island is generally uninhabited. There is one small settlement of a dozen buildings that is the home to a small contingent of soldiers from all the islands and their duty is to guard the island against intrusion. The only visitors that are tolerated are those who come privately to settle personal rudges through test of arms.
The long distance to the Crescent League and the dangers of crossing the Dread Sea would normally dissuade most people from ever visiting the islands, but a few features of the area make the trip worth the danger. Among these are the seal skins, which are prized for their exceptional warmth, the oil and meat of the Haldre Whales, the Great Silfer fish of the South Polar Sea, and the dwarf community centered beneath Tirse Island. The Dark Regions home of the Stout Folk is one of the few sources of gold in the southern regions of Icengale and the veins of iron are the purest known. The dwarves also make exceptionally fine weapons that are some of the best in the region. Their gladiatorial weapons are known throughout Icengale. Tirse Island is also the destination of many adventuring groups as the Dark Regions beneath the Crescent League are extensive and the rumors of drow wealth and magic draw in many a hardy soul. Some few even return. The gladiatorial arena in Ironcrest is famous for its rocky terrain.
The racial make-up of the Crescent League is roughly 60% human, 30% dwarf (excluding the dwarves who live in the Dark Regions), 5% Halfling, and 5% other. The humans tend to be exceptionally tall, pale skinned with blond hair and green eyes while the dwarves tend to be extremely dark-skinned, a rich brown in color with coal-black beards, eyes of pale blue, and are generally shorter than average. The number of dwarves who live beneath the islands is unknown, but estimated to be quite large. Their kingdom stretches quite far beneath the earth and at least 5 cities of over 25,000 are known to travellers, as well as one city of at least 100,000 dwarves that lies some distance beneath the Dread Sea. The vast majority of these dwarves never visit the surface. The Halflings live exclusively on three islands in isolated homesteads. They are definitely an oddity as they are of oriental stock, but no one has ever been able to figure out how such a large gathering of Halflings made it this far south and still managed to maintain their cultural identity. Sarai are virtually unknown in the Crescent League and most of those that do visit are gladiators bound for Ironcrest or for the Dark Regions beneath.
Anthony's Tower: Situated on Lookout Island Anthony's Tower is a rather unremarkable structure, except for its size. It is roughly 70' in diameter and 140' tall. It is home to a rather reclusive mage who goes only by the name of Anthony. Few people outside of his staff have seen him. The reason for the staff is that Anthony's Tower is home to the greatest library in the Crescent League and one of the finest in the surrounding regions. Despite its remote location the library receives a steady stream of visitors who come to do research. The library is known for its collection of rare and obscure spells as well as knowledge of potion brewing.
The Barrens: Made up of three islands this farming community provides a fair amount of the produce that feeds the Crescent League. Aside from a few villages and few fortified towers the inhabitants reside in small fortified farming communities. In addition to "regular" crops the island is home to a large number of cave complexes where mushrooms are grown. The community also does a lot of pickling of vegetables and salting of fished caught by fishermen who dot the shores of the three islands. Of note is that Kerse Island is home to the only halfling community in Crescent League. Only a few non-halflings, who act is intermediaries with traders, live on the island. Most of these are gnomes.
The Barrows: This island of three communities is home to a very secretive enclave of druids. Aside from a handful of druids who do business with the outside world very little is known of the inhabitants, and even less is known of the islands. Those few who attempt to sneak onto the island seldom get far before they find themselves entangled by vines and undergrowth that seem to be alive or being tossed back into the sea by ents.
Castle Krag: Located on Kraglin Island Castle Krag is a small castle city comprised of 6 castles and interconnected wards. The island is home to hundreds of miners but is also home to hundreds of soldiers. The reason for this is the gold mine located beneath Castle Krag. In addition to the gold mine there are several copper mines located on the island. Beneath Castle Krag there is also a small dwarven community beneath the island that assist in the mining and smelting operations. Heavy patrols ensure a limited number of visitors outside of Castle Krag and protect the herd of cattle that roam the wooded south slopes of the island.
Damel's Tower: This circular tower is truly an oddity of the islands. A steep, circular path rises up out of the sea and circles the tower, which narrows as it rises and at the very top is a small stone house. A small wooden dock is somehow affixed to the path and rises and lowers with the seas. This is the home of Damel, a former high priest of Jaxa, the God of War. Visitors are always welcome to share a meal or two with Damel. He also maintains stores of various goods that he sells to passing ships in need.
Eagleview Castle: Situated on Fynveld Island, a privately owned island, Eagleview Castle is the home to Jakeb Pearlstaff, a retired adventurer who now oversees a mining community. The miners alternate between living in barracks in the mines and living on the surface of the island, either in Eagleview Castle or one of several small villages that dot the landscape. It is not a very big operation but it brings in a fair bit of coin. In addition to the castle Jakeb has two small keeps situated at either end of the island. Except for Eagle Bay on the East side the shore is very rocky and offers a treacherous landing at best.
Ironcrest: Located on Tirse Island, the largest of the Crescent Islands, Ironcrest is a fortified town that oversees the largest of two gaps of the Tirse Hills, which surround the island. Ironcrest is also the largest city in the League. It is known for its quiet, disciplined demeanor, market square, and lumber yards, which specialize in ship's keels. Two shipyards in the town turn out some of the finest long ships in all of the Western Icengale. Production is slow and demand is high.
Ironhold: This large, fortified village situated atop one of the Iron Pillars is home to a rowdy community of iron miners. Visitors are welcome but this is not a place for quiet taverns and polite social gatherings. It is also a gathering point for adventurers as Weite Pillar and Steig Pillar are known to have entrances to the Dark Regions. These entrances are heavily guarded to prevent excursions from below. Steig Pillar is also home to a monastery of monks of both Brower and Loem. Masaryk Pillar is known as The Funeral Stack. The sides of the stack are carved with burial niches where bodies shrouded in oiled cloth are laid to rest. It is a sacred island and a small convent of Yaluna's faithful oversea funeral rights.
Irontower Castle: Situated atop the largest of the Iron Pillars this castle oversees mining operations on both Heidrun Pillar and Tura Pillar. A few small farms dot the tops of both pillars and at the Eastern end of Heidrun Pillar is The Palace of the Winds, a monastery devoted to Leandra. The monastery, which extends some distance into the pillar itself, is a veritable maze of curved passages that channel the winds into tighter and tighter passages until they form a single vent in the surface where the winds can reach gale force speeds.
Kraka Island: This abandoned island is home to a small convent devoted to the Goddess Iphenia. The island almost entirely wetland and is inhabited by large numbers of bees who thrive off of the Kraka Bush, a beautiful flowering plant that in its pure form is deadly. The honey from it is highly sought after as far away as the Vainen Sea. The island is a traditional meeting ground for leaders, merchants, arranged marriages, etc. It is also home to a small fighting arena where if the Priestesses of the Goddess of Peace cannot broker peace they can ensure that the resulting trial by arms will be fair and honest. Much to their credit The Pit, as the arena is called, is seldom used.
Last Hope: At the Southern end of Tirse Island is Last Hope, a rowdy fishing village with a strong military presence who are there more to ward of possible raiders than keep the peace. The village is known for their fine seal products, pickled fish, fermented fish ale, and fights.
Nug City: Nug, Half-Ogre pirate turned gladiator, was so renowned in the fighting pits that he is one of a handful of non-Sarai to be granted the title of Sethelree, which roughly translates from Sarai as Blessed Strength of Sarantha. After earning this title he gave up fighting and returned to The Crescent League where he grew up. He purchased the only village on Lookout Island, renamed it Nug City, and set turned his endeavors towards fishing. Though not the brightest of individuals he is fair and (somewhat honest) and the community prospers under his leadership. Surprising to many is that he is good friends with Anthony. What most do not know is that Nug's father and Anthony's father used to adventure together.
Outer Bank: This small fishing community is would be completely forgettable if not for the fact that the island is home to a "mysterious" temple devoted to Symea. The villagers maintain an uneasy truce with the priestesses and make regular donations of food and clothing and other goods to ensure that disease does not touch the village. The priestess are bemused as this particular sect of Symea is devoted to entomology and they devote their time studying the various insects of the island and beekeeping. They gladly accept the donations as it makes the villages happy.
Redaxe Tower: Home to yet another retired adventurer this massive tower and its many layers of tunnels is home to small dwarven enclave of miners, smiths, and a military academy. It houses yet another entrance to the Dark Regions. Additionally, due to its isolated location it is frequently the target of sahuagin raiders. Because of this the island is often visited by powerful adventurers who seek to fight the sahuagin on their territory, beneath the waves. Though the island is privately owned it is open to any, so long as they respect the natural beauty of the island and pledge to defend to their best ability the island should raiders attack.
Saltspray: Located atop Narva Pillar, Saltspray is known for their silver products and their harbor, which is a large natural cave in the base of its pillar. Narva Pillar and Filiose Pillar both have high concentrations of silver ore mixed in with the iron ore. Filiose is home to a temple of Varlina for the local Iron Pillars are home to a large variety of birds. Kissea Pillar is home to a small community of farmers.
Seal Point: Seal Island is the first, or last, major landfall on the Eastern trade route. It is homeo a small fishing community and seal hunters. The island's most prominant feature is the South Spire Lighthouse which towers above the Northernmost point of the island.
The Spire: This jagged peak located at the Northernmost island of the Crescent League is home to small community of dwarven monks devoted to Erken and Tirden, the Gods of Trade and Water. The dwarves maintain a lighthouse at all hours and the island is the destination of many ships traveling to the Crescent League and for many leaving for regions to the North. Docking space is limited but there are a few shoals shallow enough for ships to anchor over. Rough seas, though, often make stopping by a risky endeavor.
Tower of the Veils: At the Westernmost reaches of the Crescent League is situated The Tower of the Veils, which is the name for both the island and the enclave of wizards who reside within the small tower that is situated in the middle of the island. Rumors abound that hundreds of wizards reside in the tower but if that is true then the tower must have extensive dungeons beneath it as the tower itself is only 30' in diameter and 120' tall. The island is a very common navigational marker but only those ships in dire assistance dare dock on the island's only pier. The wizards will readily help those in need but the costs are often steep. A lighthouse of sorts, a collection of multi-colored dancing lights, floats several hundred feet above the tower. These lights are visible from upwards of 50 miles away at night.
Bertam's Floating Paradise. This is a large barge that plies the waters of the Crescent League. It is actually made up of a nine dozen dromons, in a 3x3 gird. Massive cedar beams connect all of the dromons together and form a platform on top of which is built a massive, sprawling complex of connected buildings that house several taverns and inns, breweries, brothels, gambling dens, vendors of various goods, and a great deal of stores and goods. The barge is powered by sail and banks of oars manned by a collection of prisoners serving hard labor sentences, debtors working of their debt to Bertram, and worshippers of Lorton who seek to honor their god through their arduous labors. Everyone is welcome aboard Bertram's Floating Paradise, but Bertram's Floating Paradise is not welcome at many of the communities of the Crescent League. As such the barge slowly travels a path around most of the Crescent League and people row and sail out to meet the barge. Ships can be towed, but the cost for doing so is based on the size of the vessel. Outrigger canoes are the most common means of accessing Bertram's Floating Paradise.
The Iron Pillars. Located in the Southern part of the Crescent League, the Iron Pillars are a group of "stack" islands that have a heavy concentration of iron ore. The stacks are pillars that rise up out of the sea. The sides are weathered smooth and tops of the stacks range from 150-200' in height at the Eastern end and 50-75' at the Western end of the area. The tallest, Steig Pillar, rises 234 feet into the air and is home to a dual-monastary devoted to the Gods Brower and Loem. The tops of the islands are covered in soil that has gathered over the centuries. There is enough soil to support crops, livestock, and various shrubbery and some small species of trees. The islands are honeycombed with various caves with several connections to the Dark Regions. The sides of the cliffs are pockmarked with caves that are home to various avian species. A few are rumored to be inhabited by reclusive hermits.
Marlitha's Last Stand. Situated almost exacly halfway between The Spire and Seal Point lies a small outcropping of rock that is roughly 5' across and rises about 10' above the sea level. Many years ago a merchant ship, Marlitha's Fair Wind, was traveling South from The Spire when it was attacked by sahuagin. At first the ship was able to repel the monsters, but wave after wave of the beasts kept coming and eventually most of the crew was dead and the ship was floundering. The only survivor's were Marlitha, the ship's Captain and owner, her mage-companion Civeral, and a single crewman named Arne. Civeral managed to get them off the ship and on to the top of a rocky outcropping that was unnamed and sometimes used as a navigational beacon. They were located before the wounded mage could regain many of his spells and soon the attacks began anew. Knowing that they faced certain death the trio fought valiantly and fiercely. After hours of hard fighting the sea was awash with hundreds of dead sahuagin and of the trio only Arne was still alive. He died shortly after being rescued several days later but before he died he told his tale. He believed that Lorton, the God of Strength, answered their prayers and granted them divine strength to assist in their struggle. Since that battle the rock has been known as Marlitha's Last Stand and the sahuagin have never dared approach the rock.
Tirdin's Children. This is a fleet of roughly thirty boas of various sizes that can usually be found drifting hundreds of miles Northwest of the heard of the Crescent League. Together they form a combination of floating temple and sailor's community. All who sail and live aboard these ships are worshippers of Tirdin and many are priests of the Rain-Master. They will aid most who are in need of assistance, but will readily attack those they perceive as a threat. This is one of several such fleets that dot the seas of Icengale. The size and composition of the fleet is constantly changing as ships leave to travel elsewhere and others arrive to float with their brethren. Periodically the fleet will stop drifting and sail back to a set location and start drifting again. Additioanlly, at any give time there are about a half dozen or so ships traveling between this floating community and various communitie's of the Crescent League, usually to stock up on provisions for the rest of the fleet.
Yaruss's Faithful Servant. No one really knows who Yaruss is, but many are familiar with his Faithful Servant, a stone golem with oversized feat. The golem periodically shows up in various locations, walking right out of the water or even climbing up out of the water at the base of the various Iron Pillars. He has a large green-tinted metal chest strapped to his back and carries a waterproof scroll tube in a harness on his chest. He shows up, visits some location, hands over the note, and the recipient will then follow the instructions. These instructions are almost always the purchase of various goods or borrowing rare books from the various libraries, both private and public, in the region. Payment is carried in the chest, which is also used to transport goods. The chest is waterproof and the golem can sense when it is not sealed properly and will not leave until it is properly sealed. Those who have attempted to waylay the Servant do not fare well. The golem is more than capable of defending itself and often magical effects seem to emanate from the air around the golem to strike the attackers. All attempts to follow the golem have failed. There is much debate as to the nature of Yaruss, the more so because the supplies purchased give no clue.