degsr.   Posted by Storyteller.Group: 0
Storyteller
 GM, 105 posts
Tue 16 Aug 2016
at 23:12
degsr
The Spinelands of Collabris
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Click here to download your own copy of the Hexographer file!
Kalazanbaar
Durok founded the dwarven kingdom Kalazanbaar when he killed the Titan Raxis, and split the
mountain.
The Fall of Kalazanbaar
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 sideeffect
of annihilating their brothers to the south.
Dar-daďthar
The underground empire of the Drow. Former allies of the Duergar, once the two nations overthrew
Kalazanbaar they instantly began fighting and now experience a cold war of spies and assassins always
on the brink of tipping over into open conflict.
The men of the Northern Saction consider this something devoutly to be avoided. As soon as war breaks
out between the Drow and the Duergar, the Maw will become impassable. And trade with the outside
world via Titan’s Gate, will end.
Within the vast expanse of Dar-daďthar are several kingdoms, ruled by the Starless Court , and their
Empress Veylastravix the Dark Star, the Fate Weaver. Her device is a black star on a deep purple field.
The Empress is an Oracle, subject to fits of prophetic ecstacy when the Goddess of the Drow has some
important information to impart.
Ull’vol
The upper, civilized, kingdom of the Duergar. The lower kingdom Ull’vok fell years ago and the Duergar
there went mad and became the Derro.
A theocracy ruled by the Hierophant Xadraxim who speaks for the Duergar Creator Diety Molak, the God
of Nightmares.
Korim
The dwarven kingdom to the north. They are masters of construct magics and though a small kingdom
defend their lands with the constructs they build.
Their constructs are both large and powerful, and small and delicate.
The Crucible
The voting council of the three most powerful houses, thereby preventing ties in the legislature.
Great House Aurum, ruled by Thane Ygnal the oldest house and first among equals on the Council of
Brass. Voted against the alliance with Ardenia.
Great House Cuprum ruled by Thane Gilmarad. Sided with House Argentum in the vote on an alliance
with Ardenia.
Great House Argentum ruled by Thane Helmoral, the youngest of the three great houses on the council,
brokered the alliace with Ardenia. This peace has brought her house great wealth, and power and this
threatens Thane Ygnal and house Aurum.
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.)
Ruled by Queen Aeleth, Ardenia is famous for its bardic college: the College of the Whispered Song (aka
The Whisper) led by Master Troubador Cristoph. Ardenia’s bards travel the kingdoms from the high city
of [I dunno what] all the way to Titan’s Gate, collecting and spereading news!
Suspected by the other nations, but never proven, Queen Aeleth uses her bardic college as a spy
network keeping the larger, more prosperous kingdoms of Haldrim and Carus at bay.
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 Red Sun orc tribe.
Made a truce with the orcs to the north, pissing off Sethis legion captain whose men took to the hills
and became the first bandits. They were soon joined by others. Sethis is now Lord of the Bandit Tribes.
You often get just straight up Orcs hanging out here who are outcasts from the Red Sun tribe.
Ruled by King Cyric the Grey, in his 91st year, he remembers the kingdom of Kalazanbaar and yearns for
those older days when the dwarves of the Broken Spine ensured peace throughout the land.
Certainly closer to his end than his beginning, Cryic fears what will happen when he passes. His daughter
will be Queen, and Princess Elise lost her husband to the Orc Warfather (then a young Headtaker)
Valkun. Cyric knows if his eldest daughter becomes Queen, the peace with the orcs will quickly convert
to war. A vocal, traditional minority would like this very much, and in spite of her hawkish sensibilities,
the majority of the people of Haldrim love Princess Elise, and remember her as a girl.
His younger daughter, Miranda, is a a potent enchanter and while Cyric would rather hand the reins of
the country to her, whom he trusts, the people are deeply suspicious of sorcery and would not follow a
Wizard-Queen ruling from her Tower of Sorcery.
Preparing for the inevitable succession war, Princess Miranda has already forged a secret alliance with
Master Troubador Chrisoph who promised to help overthrow (read: assassinate) Princess Elise before
she can ascend the throne.
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.
Ruled by King Godfrey, the teenaged ruler only recently came to the throne when his father King
Edmond died in battle against the Snake Men (Yuan-ti) of the Scale Hills. Rumors persist that King
Edmond’s death was not the glorious last-stand the bards sing off. The absence of a body to recover
mean the rumors may never die.
Godfrey was raised to be a king and a knight and at fifteen is already a capable horseman and warrior.
Eager to avenge his father, he is advised by the Knight-commander Duncan.
Unbeknowst to the people, the bards, even the young king, Edmond is not dead. He fell in battle, his
retinue slain (so there are no witnesses to what happened (or are there?!)) he was kidnapped by the
Yuan-ti, who intended to ransom him back to Duncan.
But Duncan is happy with Godfrey on the throne, because the young king is in favor of an aggressive
campaign over the mountains, into the Scale Hills, there to wipe out the hereditary threat of the Snake
Men once and for all.
King Edmond was a realist, a pragmatist, willing to negotiation. Duncan did not approve. And raised
Godfrey to be the king Duncan always wished Edmond would be.
Titan’s Gate
The port city built and defended by the men of the Northern Sanction
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 defeated by the Drow to the south after their victory
against Kalazanbaar. There are still High Elves here, but they wander the wood in mourning.
The drow sacked the High Elf capital of Vellardin. Killed the King and Queen of the White Iris Court. The
wood is now populated by giant spiders, hill giants, Ettercap. Other nasty beasties.
Now Duke Oranis, The Lord of Autumn, the last surviving member of the White Iris Court is in mourning,
his wife and children, slaughtered by the Drow. He is a paladin of the High Elf god Polaris. He refuses to
take up the mantle of nobility and the High Elves follow his lead. They call his noble retinue the Court of
Fallen Leaves.
Most of the elves follow the lead of their Duke and want to fade away. But some seek revenge against
the Drow! They call themselves the Court of Winter and follow Lady Verit, the Countess of Willow.
Dreshmoor
The swamp ruled by Lizardman tribes. Goblins. All that good stuff. The lizardmen ambush human trader
for their metal.
Serve the Queen of Stone, Magora, the medusa. She occupies the ruined city of Coromagus.
Children of the dead titan Raxis. Ruled by their chieftain Xartan. Three tribes:
• The red scale Xanthor tribe, led by Xartan
• The black scale Oran tribe, led by Mallok
• The green scaled Kuroth tribe, led Hedora
Coromagus
The ruined city of Coromagus, left over from the previous unknown civilization. Explored by the Elf Lady
Maradel who sought its alien knowledge and discovered something that cursed her, turning her into
Magora, the medusa.
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 nomadic 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!
Their priests are the Firespeakers who build ritual bonfires to commune with their god, and create the
funeral pyres they use to dispose of their dead.
Led by their chieftain, the Gân, a hereditary title named for the first ruler of the horselands.
As a rite of passage for their adolescents, they raid the road from Spineguard Keep to Titan’s Gate. The
men of the Northern Sanction consider this an act of war! Men are killed in these raids! But the Ban
Tuur cannot be negotiated with. Their response is always “children must learn to be adults. What can be
done?”
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-titan, 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.
Zir
Arabic (Fremen) Dragonborn of the desert. Civilized, not nomadic. Constantly warring against the Yuantito
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
dragonborn fashion glass weapons and armor using their fire-breath. Dragon-glass, also known as
Zirathnian Steel is light and strong, durable and also readily accepts enchantment!
A democracy where only and all wizards can vote, the Grand Vizir is elected by the Council of Seven, the
leading wizards from each school of magic (minus Necromancy, because what?). Currently S’vaaj, the
Snake-eater, so called because of his string of military victories against the snake-men.
Technologically more advanced than the Northern Sanction, the Men of Zir fashion elaborate clocks and
time-peaces (not clockwork magics) they have hyperaccurate maps of the stars, and their procession
though the sky. The calendar of Collabris is the Zirathian Year. Their mathematics are far in advance of
any other culture in Collabris, and have advanced approximation and estimation, on the cusp of
discovering calculus.
Their nation is bound by the Glittering Way, a network of glass roads connecting their cities, travelled
along by chariot pulled by the elkiz, large flightless desert bird.
But in the deep desert, the mor primitive, older, classical dragonborn civilization still use the windpowered
sand-skiffs.
Their knights ride giant salamanders into battle! Yeah!
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 Red Sun 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.
Warfather Valkun – Negotiated the peace with Haldrim in exchange for access to the port city. He wants
trade with the other regions of Collabris. Wants to be a legitimate power in the world, and with access
to the
Warmaster Valarak, sister to the Warfather, leader of the Warhounds, the army of the Orcs who charge
into battle with their dire boars. Should Valkun die, Valarak will likely become Warmother.
Beastmaster – Kennel master of the dire boars that accompany the Warhounds into battle.
Headtakers – The elite death commandos of the Warfather. Assassins who employ garottes, and literally
take the heads of their victims.
Sunbreaker – Amarax the Shaman, who begins his rituals at dusk when the sun falls.
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 Hethra 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 and 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.
The Titans
The Titans created the world, and the Speaking Races. They are each represented in many forms and
guises. They existed before substance, before matter, before life required flesh.
They are not worshipped, they are not gods, and they are often unknown by mortals.
Raxis of Nine Heads, the Dead Titan, the Hydra Titan father to the Lizardmen and Yuan-ti
Basharix – The dragon titan, mother of Dragonborn
Grolth – The Orc Titan, the father of goblins and gnomes.
Korr – The Dwarven Titan, Father of Stone and Goliaths
Namura – The Titan of Men, and halflings
Liasel – The Titan of the Elves