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Stream World

The document provides background information on various locations, kingdoms, and factions in the fictional world of Collabris. It describes places like the dwarven kingdom of Korim, the orc tribe of Urshok, the dragonborn kingdom of Zir, and the haunted forest of Tal-Onarafel. Proper nouns like Durok, Raxis, Basharix, and Kaleth-varr are mentioned in reference to the history and mythology of this fantasy setting.

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0% found this document useful (0 votes)
29 views4 pages

Stream World

The document provides background information on various locations, kingdoms, and factions in the fictional world of Collabris. It describes places like the dwarven kingdom of Korim, the orc tribe of Urshok, the dragonborn kingdom of Zir, and the haunted forest of Tal-Onarafel. Proper nouns like Durok, Raxis, Basharix, and Kaleth-varr are mentioned in reference to the history and mythology of this fantasy setting.

Uploaded by

boumazza mouad
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Collabris

Click for the full version of the map!

The Broken Spine/Duroknaz


“Durok’s Grave” in Dwarvish.

Durok founded the dwarven kingdom when he killed the Titan Raxis, and split the mountain.

Kalazanbaar
The ancient dwarven kingdom Durok founded that once ran this whole place.

The Fall of Kalazanbar


A civil war between the dwarves of Kalazanbaar and Korim. Korim, the smaller kingdom to the north,
developed the Construct technology they needed to beat the larger, more established kingdom.

Even that was not enough. When the alliance of the Duegar and Drow emerged from Below, the
Dwarves of Kalazanbar found themselves fighting a two front war, and lost.
The Dwarves of Korim are now reviled by many because winning their war had the unintended side-
effect of annihilating their brothers to the south.

Korim
The dwarven kingdom to the north. They are masters of construct magics, and though a small kingdom,
defends their lands with the constructs they build.

Their constructs are both large and powerful, and small and delicate.

The Northern Sanction


Granted to the men of the north by the dwarves (back when the dwarves ran this place) it is the last
remaining civilized area of Men.

Broken now into three kingdoms.

Ardenia
Allies of Korim. No peace yet with the orcs tribes (maybe because they’re allies with the dwarves! And
the dwarves would cut off trade with Ardenia if they made peace with the orcs.)

Haldrim
Probably where most PCs start their adventures. Lots of (I mean, “lots”) half-orcs in this area, because of
the proximity to the Urshok Hills and the Stone Tooth tribe.

Made a truce with the orcs to the north, pissing off a military captain whose men took to the hills.

You often get just straight up Orcs hanging out here who are outcasts from the Stone Tooth tribe.

Cardus
The largest standing army, but they use it for defense. They’re under attack! They can’t commit troops
to the pass, they’re defending against the Men of the Scale Hills.

The Burnt Hills


Home to several bandit tribes all descended from a regiment of Haldric troops who rebelled when
Haldrim made peace with the Orcs.

Tal-Onarafel
The haunted wood, formerly a nation of High Elves, beaten the Drow to the south. There are still High
Elves here, but they wander the wood in mourning.

Now the wood is populated by giant spiders, hill giants, Ettercap. Other nasty beastie.

Dreshmoor
The swamp ruled by Lizardman tribes. Goblins. All that good stuff.
The Ban Tuur Steppe
“Ban Tuur” means the Children of Tuur.” Animists who see gods in everything, the greatest of which is
the Volcano Tuur, Tuur is the Father of Fire.

Horse lords of the south. Fierce warriors who raid their neighbors and make life difficult for people
trying to cross this region.

The Ban Tuur believe Tuur's ash is holy and paint themselves with in before combat. They call their elite
cavalry, the Ash Wind. When you see these horse riders covered in ash, you know shit is going down!

The Volcano
Known as Tuur to the nomads, they make no distinction between the volcano itself, and the god it
represents.

Called the Basalt Throne by the Northern Sanction. Its forge is so powerful, magic artifacts can be
created. The men of the north want it, but the steppe nomads protect it and have no use for its magic
forge.

The Veil
The elves of the veil live here. They call the forest V’ael (Immortal Shroud), and humans interpret that as
“Veil.” Elves don’t know what this means.

Humans are happy calling it the Veil because the forest is constantly flooded with fog from the nearby
sea.

The Elves of V’ael are immortal as long as they stay in the forest’s mist. Once they leave, they become
mortal. A dying V’ael Elf who returns to the forest, is restored to youth.

Under the veil lies a sleeping dragon. Basharix. It is the source of the fog.

The Elves of the Veil don’t know they’re protecting and ancient dragon. They worship the forest.

Basharix
The ancient dragon, mate to the Titan Raxis. When Raxis was slain, Basharix wept and went into her
Long Slumber. Her tears create the fog.

The elves protect her. And await her awakening when she will revenge herself upon the dwarves who
slew her mate.

The Tear of Basharix


Ancient Artifact. What does it do? I don’t know.

The Kingdom of Zir


Arabic Dragonborn of the desert. Civilized, not nomadic. Constantly warring against the Yuan-to to the
east, and the Thri-kreen to the west (off the map)

Capital city: Ziris, the Glass City, the Shining Star of the Sand. Literally made of stone and glass.
The Scale Hills
Home to the Yuan-ti, who battle the Dragon Men of Zir. They are being driven over the mountains into
Cardus.

Worship the dead tian Raxis. They were his children.

Urshok
The home to the Stone Tooth tribe of Orcs! Once, Urshock stretched south to the mountains, including
the Burnt Hills, but the men of the Northern Sanction cut back the forest and drove the orcs north.

They now call themselves the Kanrokk, “The Homeless” because the humans of the Northern Sanction,
deforested the plain and evicted the orcs from the southern territory. There is a blood fued with the
men of Sanction, only recently quenched when Haldrim made peace with the Orcs. But Ardenia can
make so such peace without alienating the dwarves of Korim who they depend on for trade.

Nara’shul
Mountain home to the Nara, the griffon-riding Goliaths living in cities carved into the rock. Skilled
masons and stonecutters.

Their capital city of Ketra lies below the highest peak of the mountains, Kuraya. At the top of which lives
U’shaka, the God of the Goliaths, believed to be a Prince of the Air Elementals and his servants, the Nine
Winds, the Dukes of Sharash. The Nine Winds are Ahuema (brother), Atuema (sister) Herresh, Rosh The
Living Thunder, A’arifar, Merakish, Urriane, Bellathain, Shethiri the Frozen Bite.

They represent the 8 winds the wind that lifts from below (the spirit wind).

The griffon riders are called the Mar-Ushaka, the Breath of God. They are the religious caste among the
Goliath and serve as messengers between the mountainous cities.

The Dead Kingdom


Once a kingdom of men, formerly the Southern Sanction, destroyed by Kaleth-varr, the druid Archlich
who sold her soul to the God of the Death and became a lich to stop the Southern Sanction from cutting
back the forest to make their civilization.

Varr lives in a giant, petrified tree, and the Stone Giants of the island are her allies.

Undead in this setting are the dead legions of the Southern Sanction. The armies, the farmers, men and
women who tried to carve a civilization out of the wilderness.

The three kings of the Southern Sanction and their generals became the Nameless. Eleven Wights who
had their names taken by the Lich and ride nightmares.

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