The connected Crownlands world

Fifteen regions. One contested realm.

Crownlands is a connected regional campaign where cities, armies, objectives, and clan plans continue beyond the edge of one map. Every region is handcrafted, and every route matters.

15 Regions LiveReal-Time MarchesRegional ObjectivesDynamic Expansion In Development
Crownlands selector showing the connected regional world
Rulers can move between connected regions without leaving the shared campaign.
How the realm works

A world larger than one screen

The current Crownlands world contains 15 connected regions. A ruler may begin in a starter region, capture neutral cities, improve production, and then use valid regional routes to reach new territory. Owned cities remain part of the same kingdom even when they sit on different maps. Marches, reports, clan support, production, and King Power continue to reflect the whole realm.

Regions are not interchangeable containers. Their city placement, routes, objective positions, visual terrain, and available space create different strategic pressures. A border city can become a staging point for a cross-region march, while a safer interior holding may be better suited to long production upgrades. The world selector helps rulers understand where a city sits before they commit troops or gold.

Starter RegionsMidgame RegionsFrontiersCrownlands Heart
Regional atlas

The central realm and its frontiers

These five named regions form the recognizable center and outer approaches of the current world.

North Frontier regional map
Frontier

North Frontier

A northern approach where travel lanes and exposed holdings reward scouting, reserve planning, and careful reinforcement timing.

West Marches regional map
Frontier

West Marches

A western campaign region whose cities can serve as productive holdings, border defenses, or staging ground for movement toward the center.

East Reach regional map
Frontier

East Reach

An eastern route into the connected realm where information about nearby owners and incoming marches matters as much as raw troop totals.

Southfields regional map
Frontier

Southfields

A southern region linking the central campaign with the newer starter and midgame maps that broaden the current world.

Starter and midgame regions

The connected world also includes ten handcrafted maps that create more room for new kingdoms and regional progression. Starter regions provide places where a ruler can establish the first network of cities. Midgame regions provide additional routes and holdings as that kingdom grows. These labels describe their role in the current world layout; they do not lock a player into a scripted campaign.

Starter regions

  • Bandit Wastes
  • Ironfall Hills
  • Redbanner Fields
  • Ashenfen March
  • Relic Vale

These regions give incoming rulers room to learn city capture, production, scouting, and troop movement before contesting the most concentrated objectives.

Midgame regions

  • Graywood Hollow
  • Greenrook Vale
  • Lowroad Vale
  • Stonebrook Farms
  • Goldmere Plains

These maps connect the opening territories with broader travel choices. They can become production centers, clan staging areas, or contested corridors.

Cities and regional travel

Armies follow valid routes between connected maps. A city remains owned, productive, and defensible wherever it sits, so a ruler must track both its local neighbors and its place in the larger network.

Learn to read the map

Camps and Strongholds

Reward camps create timed opportunities, while four regional Strongholds provide specialized realm bonuses. Their value depends on what a kingdom or clan is trying to accomplish.

Compare objectives

The Crown Citadel

The central Citadel is the prestige objective. Control is recorded in a Reign Ledger, and scheduled Legion pressure prevents the position from becoming a passive trophy.

Read the Citadel guide
Active balancing

Capacity belongs to each region

Each map has its own city capacity and layout balance. Those values can differ because a region’s routes, objective space, city spacing, and role are different. Capacity is not one broken global number: it is a per-region balance setting that may change as testing shows how much room each map needs.

When a region approaches its intended population, new rulers may begin elsewhere or a future expansion route may provide more space. Existing ownership and movement rules remain authoritative while those world-growth systems are developed.

Crownlands regional map emblem
In development

Dynamic realm expansion

Crownlands currently has 15 connected regions. Development work is preparing the world system so additional maps can spawn or be added when population and gameplay demand require more space. The exact shape, timing, and balance of future regions will continue to depend on testing.