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  1. Colldria
  2. Lore

Colldria

The Continent of Colldria

Colldria is a vast northern hemisphere continent on the world of Toril, politically fractured and defined by clashing ideals of honor, law, faith, survival, and ambition. Its nations are bound together by trade routes, ancient grudges, shifting borders, and the ever-present tension between old traditions and encroaching change. Once shaped by empires and cataclysms long past, Colldria now exists in a fragile balance—one that could be shattered by war, succession crises, or revelations buried beneath stone and bone. Though geographically distant from the better-known lands of Faerûn, Colldria exists fully within the cosmology of the Forgotten Realms—its peoples worship the same gods, draw upon the same Weave, and fear the same planes beyond the Material.

Feudal monarchies, elective empires, necromantic dominions, arcane city-states, pirate confederations, clan-based highland duchies, and desert theocracies coexist in uneasy tension. The Arethian Empire dominates much of the northern heartlands through an elective imperial system. The Kingdom of Valcarre wrestles with succession crisis. The Mortarchate of Ashur-Rem governs through divine bureaucracy and reverence for Kelemvor. The High Kingdom of Kharduun fortifies its mountain strongholds. The Isles of Triess push magical independence. The Ashen Dominion of Noctyrr festers under vampiric rule. Meanwhile, crime syndicates and corsairs operate between them all.

Colldria’s underdark tunnels run deep beneath Kharduun. Shadowfell influence lingers heavily over Noctyrr. Ancient battlefields still radiate divine resonance. Maritime trade lanes bind rival nations in reluctant dependence. Religion, honor, ambition, and undeath shape its destiny.

The continent is ringed by treacherous seas and long trade routes, making travel rare but possible. The Underdark networks beneath its mountain ranges, while thin veils to the Shadowfell bleed through its most cursed territories.

Magic in Colldria is governed by the Weave which is the essential, invisible fabric of magic that permeates all existence, acting as a conduit for spellcasters to safely manipulate raw magic. It acts as an intermediary, transforming chaotic, dangerous energy into usable spells while being managed by the goddess Mystra. . Magic is ubiquitous yet often specialized, despite its constant presence, true practitioners remain relatively rare—perhaps 1 in 10,000 people either become practitioners through ancesty, a life of study or are granted access via a powerful patron or worship of a god.

Major Powers of Colldria

@The Arethian Empire

A sprawling imperial confederation inspired by ancient imperial law and feudal obligation, the Arethian Empire is ruled through an elective monarchy supported by kingdoms, duchies, and counties. Though mighty on parchment, the Empire is politically paralyzed by rival electors, noble ambition, and regional autonomy.

It is the largest single political entity on the continent, acting as both stabilizing force and source of endless intrigue.

@The Kingdom of Valcarré

A high medieval feudal monarchy renowned for chivalry, knightly virtue, and stone-built grandeur. Valcarré is currently in political crisis, ruled by a widowed queen whose daughters cannot inherit under ancient law. Noble houses maneuver to secure marriage alliances and place their blood upon the throne.

Its culture prizes honor and martial tradition, though stark disparities exist between nobility and peasantry.

@The Hearthbound Concord

A small but diplomatically powerful halfling-led nation governed by the Hearth Guild—a council of innkeepers. The Concord survives through hospitality, neutrality, and soft power, maintaining independence by welcoming all travelers and offending none openly.

Its fertile lands and tavern-dotted towns make it a vital crossroads for commerce and information.

@The Mortarchate of Ashur-Rem

A semi-theocratic desert empire where worship of Kelemvor and reverence for death underpin every aspect of governance. Through rigid bureaucracy and sacred law, Ashur-Rem controls life, death, inheritance, and burial with obsessive precision.

Though publicly lawful and orderly, the Mortarchate hides unsettling hypocrisies—controlled necromancy, manipulation of faith, and the quiet exploitation of its populace.

@The Ashen Dominion of Noctyrr

A blighted wasteland ruled by vampires and necromancers, centered around the obsidian capital of Noctyrr-Vhal. Outside the city lies only ash, bone, and ruin. The cultist peasantry is treated as expendable cattle, sustaining the undead elite through blood tithe and ritual labor.

Once prone to catastrophic undead invasions, Noctyrr has recently fallen ominously silent.

The Verdant Veil

A mysterious southern island nation closed off from the outside world. Governed by druidic conclaves elected for life, the Verdant Veil is a land of deep magic, sacred groves, and powerful natural creatures.

Internal ideological divisions—between preservation, balance, and feral dominance—threaten its isolationist harmony.

@The High Kingdom of Kharduun

A vast dwarven-led high-kingdom stretching across Colldria's immense central mountain ranges, uniting numerous mountain holds beneath a single banner. Rich in precious minerals but poor in arable land, the High Kingdom relies heavily on trade and imports.

Its depths are riddled with goblin tribes, draconic cults, and ancient dangers older than recorded history.

The Wild Marches

An untamed region of forests, coasts, and islands dominated by orc and goblin tribes with no central authority. Raiding, piracy, and inter-tribal warfare are constant, recently intensified by the rise of a would-be unifier seeking to forge a single war-host.

@Dollaghoor

Dollaghoor is a volatile confederation of clans in the South-Eastern savannahs of Colldria. It is a land where honor dictates all, and territorial disputes are settled through brutal Blood Games or open war if disputes still remain unresolved.