Avarra Encyclopaedia · Settlements
Settlement Register
The First Eight are the priority city dossiers, not the limits of the atlas. Every settlement with an English record is listed below.
Imperial government, records, education, and intercontinental finance.
10.8–13.6m registered urban residents · 3.8–5.4m seasonal basin02 · priorityHalvekConquered grain province: prefecture, river supply, and guild centre.
3.1–4.2m · approaches 4.9m with harvest and garrison03 · priorityNine LanternsNimrûn confederacy of light, air, water, and tunnel law.
3.4–4.6m · nine cities, sealed shifts, and traveller galleries04 · priorityKar-DurStone Crown capital of mountain passes, foundries, and ancient roads.
2.5–3.4m · lower layers remain materially variable05 · priorityNamarisRiver Throne water law, floating districts, and basin diplomacy.
2.3–3.8m · higher during flood calendar06 · priorityYabanocakHidden human refuge: migrant network, dynastic politics, and escape tunnels.
2.1–3.4m network · 410–620k at the central hearth07 · priorityElyrakrootLiving capital of the Crown of Thorns, sacred roots, and diplomacy.
1.2–1.8m · root-level homes create a broad uncertainty band08 · priorityAsterethLethar’s centre of star observation, magical education, and high diplomacy.
1.6–2.2m09 · priorityMazarosLabyrinth Harbours capital of shipyards, fleet power, and sea law.
2.1–2.9m · 3.3m in fleet season10 · priorityNivarraFrost Palace ice archive, northern pass, and winter diplomacy.
1.1–1.6m11 · prioritySaar-KorRed Saar caldera dynasties, war academies, and fire hearths.
1.8–2.5m12 · priorityVel-ShaarSilk Throne Drow houses, temple law, and silk bridges.
1.5–2.2m13 · priorityserathOrdan military academy, arms works, and de facto army centre.
1.7–2.4m · exceeds 3m on mobilisation14 · priorityKırk KöprüRiver republic governed through forty guild bridges.
1.3–1.9m15 · priorityDark HarborCompulsory neutral trade harbour of the underground states.
1.2–1.9m · variable with undersea crossings15 · priorityVarkeshIsland-city between Nareth and Odraka: war credit, harbour supply, and a two-key order.
460–720k · approaches 900k in convoy, refugee, and garrison season16 · priorityBlue CrownCoral Palace joint undersea council and river-mouth diplomacy.
1.0–1.6m · reef palaces and surface embassies16 · priorityFree City of Winter GranariesNareth’s free city of war supply, grain credit, and convoy contracts.
620–920k · approaches 1.2m in harvest and campaign season17 · priorityTriple LanceTriton Deep Watch trench fortress and fleet base.
900k–1.4m · three-trench garrison17 · priorityUmbravalOdraka’s northern free city of sea passage, contract law, and shadow-labour registry.
380–560k · approaches 700k during war, campaign, and court seasons18 · priorityRed StreamSahuagin confederacy centre of blood law and war.
1.1–1.7m · varies with war shoals18 · prioritySâlvaraSlave Bay port of lifespan harvesting, year vaults, and transfer trade.
290–430k · approaches 560k during harvest and military convoy periods19 · priorityFisherman MotherStillwater Lake Kuo-toa faith, farming, and ritual capital.
800k–1.3m19 · priorityNasimaSouthern-exit port of Slave Bay, with common-coast and anchorage law.
110–170k · approaches 230k during storm and convoy seasons20 · priorityTazirCity of cistern shares, caravan markets, and semi-arid inland road law.
140–210k · approaches 290k in route season20 · priorityThousand RopesStateless floating market: a city-network of hundreds of vessels.
650k–1.15m · by route and season21 · priorityHal-SurWhite salt galleries, alchemy, and shareholder council underground hub.
900k–1.35m21 · priorityNisraFree city of oasis wells, garden law, and desert-edge market.
90–145k · approaches 190k in harvest and passage seasons22 · priorityKharadCity of cisterns, watch duty, and caravans at a dry canyon pass.
70–115k · approaches 165k during major route season22 · priorityKor-DumDuergar workers’ council, magma foundries, and Warforged citizenship.
850k–1.3m · shift records are highly reliable23 · priorityBlack AnvilChain-palace Duergar monarchy and hot-platform foundries.
700k–1.1m23 · priorityBlack Seal IslesOuter-sea island state maintaining weight, fineness, and military-payment standards.
260–410k · approaches 600k in contract and fleet season24 · priorityAsh ThresholdIsland home of the Ash Knights: open education, refuge, witness, and repair.
90–145k · approaches 220k during education, evacuation, and repair seasons24 · priorityBell WellMulti-people free city joining a surface gate to an under-river.
750k–1.2m · by layer and air level25 · priorityAyaltiMoonlit threshold, refuge, and escape market for Drow exiles.
620k–980k26 · priorityUnfading CocoonAsh Weave quarantine city of fungi and unaging silk.
430k–760k · broad confidence band from Stagnation27 · prioritySilent HollowIsolationist Nimrûn city of sound-eating stone and neutral tunnel trade.
360k–620k · sealed census28 · priorityCopper ChimneyKobold infrastructure council distributing air, heat, and maintenance.
540k–880k29 · priorityFirst SportOldest shared-memory centre of Myconid Deep Memory circles.
380k–700k · approximate through spore memory30 · priorityDeep PulseGrimlock earthquake-well and vibration-communication centre.
300k–560k · vibration-based estimate31 · priorityYankıtaşCamova’s crystal-archive city of neutral assembly and mine diplomacy.
700k–1.05m32 · priorityvelisMist Isles masked senate, insurance quay, and identity law.
650k–1.0m · banded for multi-identity records33 · prioritysolkarGolden Sun twin crowns, terrace palaces, and harvest market.
750k–1.15m34 · priorityCopper AssemblyNeutral Eladrin diplomacy city of the Seven Autumn principalities.
420k–690k · rises with seasonal embassies35 · priorityfilizlimanGreen Water Union port of debt forgiveness, seed markets, and foreign policy.
580k–920k36 · priorityVardessaMountain capital of refugee layers and mercenary passage.
520k–840k37 · prioritySky ThresholdAir passes, divination archive, and neutral-diplomacy monastery.
250k–430k · rises in student and pilgrimage season38 · priorityIron TrainingAsh Army barracks, academy, and military logistics city.
600k–980k · 1.3m in drill season39 · priorityRed MeridianSeal Order sacred measure line and conservative religious centre.
360k–610k · by pilgrimage and measure season40 · priorityWind CircleEndless Road seasonal assembly, herd market, and road-law ground.
70k–950k · permanent population low outside assembly41 · prioritySazkalpGreat Reed living platforms, water engineering, and farming crown.
500k–850k · by canal direction42 · priorityGreen FangCrocodile Crown river-mouth defence and reed-wall military capital.
470k–790k43 · priorityThree EggsSilent Delta centre of healing, priesthood, and incubation isles.
390k–680k · by hatching cycle44 · priorityNine Souls MarketRain Claw hanging-road market, information guilds, and river trade.
420k–900k · shifts with market migration45 · priorityUr-MarakRed Earth Orc crown: horse market, managed fire, and elected war king.
450k–760k46 · priorityFirst ShoreLong Shell Roads Tortle monastery, seed exchange, and law archive.
180k–360k · changes with returning travellers99 · priorityBrynethA detailed record is being prepared for Bryneth.
Population band under study99 · priorityPrizmaA detailed record is being prepared for Prizma.
Population band under study99 · priorityRillathA detailed record is being prepared for Rillath.
Population band under study99 · prioritySönük GülA detailed record is being prepared for Sönük Gül.
Population band under study99 · priorityThornsaelA detailed record is being prepared for Thornsael.
Population band under study99 · priorityÜç Kök PazarıA detailed record is being prepared for Üç Kök Pazarı.
Population band under study